The Exodus Agenda - Eric
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Eric returns to the Guild with 49,357 Experience, has earnt, after Guild Taxes:
- 178,621sp
and these Spots:
3 | 4 | 6 | 8 | 8 | 8 | 9 | 12 |
He spent 72 days away from the Guild, and spent 14 days training.
- He may
- advance any Talent nine Ranks.
- advance his Rank in Stealth by 1 at only 90% of the cost and no time.
- advance his Rank in Flying either as if he had spent 42 days in training or by 1 Rank 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.
- advance his Rank in Thari as if he had been immersed in it for 10 weeks.
- advance his Rank in the Infernal Language as if he had been immersed in it for 6 weeks.
- negotiate with Lord Tirwh of House Kerberoth for the Individual True Name of one demon he knows.
- spend time in the Great Library of Kerberoth and gain an additional Name track at a cost of 100sp per day to a maximum of 365 days as a reward for his support of Tintagel.
- advance his Rank in Warrior by 1 to a maximum of Rank 10 at 90% of the Experience cost.
- He has earnt 10,000sp worth of Healing from the orc, Boris Corpse Toucher, for trading him the Bone Wand spell rack.
- He has earnt three vials of Holy Water from the elf, Ithilmor Nightsinger, for trading her the compass, Pathfinder.
Rank 20 holy water: 4d10 damage to the Unholy. +20% bonus if used as part of a ritual ti dispel curses or cure/resist poisons/diseases. May be poured on weapons to give a 2d10 damage bonus vs. The Unholy, their servants or those acted to them for 1 day.
Holy Water of Varda Inflicts 4 rollup D10 damage to the unholy when thrown on them +20 when used as part of a ritual to Remove Curses, cure or resist poisons or diseases +2D10 damage bonus vs the unholy, their servants or those pacted to them when applied to a weapon for 1 day 3 2 1
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Exodus Agenda | Winter 815 | Alusia | Magical | Night & Stars | Quest | Jim Arona 021 076 9376 |
Consumables
Potions
Potion of the Ruinwyrm
This elixir is contained in a heavy brass bottle and requires a Pulse to Prepare. It weighs 9 oz and does not break easily.
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else's Rank by the same amount amount.
However, if the Spell of Name Change is known, and their Rank in the Generic True Name 'Snake' is Ranked to 10 or higher, then they may assume this shape:
- The Ruinwyrm of the Spotted Jungle
- This creature has the upper body of the Adept, although with an extra pair of arms. Their lower body is the thick, heavy green-scaled tail of a snake which extends into their rear hex for 15 feet, and ends in a metre long horn-like blade.
PS: | 45 | MD: | 23 | AG: | 23 | MA: | Adept's | EN: | 30 | FT: | Adept's |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | Adept's | PC: | Adept's | PB: | 5 | TMR: | Special | NA: | Special |
- Weapons
- The ruinwyrm can wield weapons as normal, and also deliver Claw attacks with the secondary arms. These are not dexterous (MD 13) enough to wield weapons, but they are strong (PS 55). The base Strike Chance for the Claws is 50%, base Damage Modifier is 2 rollup D10, delivering B or C Class injuries. The Tail may deliver a Sweep attack against anyone in their rear hex with a base Strike Chance of 45% and which will inflict 2 rollup D10 C Class damage. In addition, anyone struck by the tail must roll 1 x AG or fall prone.
The Sting may attack into a rear hex or over the Adept's shoulder as a Sabre. The base Strike Chance is 65% and inflicts 2 rollup D10 A or B Class damage. It may be envenomed, depending on whether or not the Adept has consumed the appropriate substances. If the Sting does effective damage, an attempt to Constrict is allowed by throwing loops of the tail around the victim. Constriction has a base Strike Chance of 55%, and inflicts 2 rollup D10 C class damage. Once Constriction is successfully applied, the Adept automatically rolls damage each Pulse.
The ruinwyrm has a Claw/Claw/Sting routine, a Claw/Claw/Sweep routine or a Claw/Claw/Constrict routine. These are without penalty. A Claw attack may be swapped for a weapon attack, but this attracts the usual penalties.
Claws may be used in Close or Melee, the Sweep and Sting can only be used in Melee and Extended (up to 15 hexes into a rear hex) and the Constriction attack can only be delivered in Close. A case may be made for delivering a Close attack when an opponent is held by forelimbs so that the Sting is driven into them, but the DM may rule otherwise if it seems unreasonable.
Claw may be advanced to Rank 10 as Unarmed Combat, the Sting may be advanced to Rank 7 as if it were a Sabre, the Sweep may be advanced to Rank 7 as Unarmed Combat. Constriction may not be advanced beyond Rank 0.
- Every 4 Ranks in this Name increases PS, MD, AG and EN by 1. This stacks with bonuses for the Generic True Name of 'Snake'.
- The Protection value of the scales is 3 (+1 per 4 Ranks in the Name) or the Adept's Armour, whichever is greater.
- The shape provides 1 point of Damage Reduction + 1 against all known forms of damage for every 10 Ranks in the Name.
- The ruinwyrm has a TMR of 6 on land, water and when climbing (movement rate: 300 yards / minute). TMR is increased by 1 per 4 Ranks in the Name (movement rate increased by: 50 yards / minute / 4 full Ranks). At Rank 20, an additional point of TMR is awarded (similarly raising movement rate by an additional 50 yards / minute).
- The scales provides a bonus of 10 when an attempt to use Stealth in ruins, forests, woods or jungles is made.
To envenom the Sting, the Adept must prepare a poison that they know how to make and imbibe it as if it were a potion while they are in the battleform. The next time the Sting inflicts damage to an opponent's EN, the poison will be injected.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Cocytus | Magical | Naming Incantations | Quest | Jim Arona 021 076 9376 |
Potion of Greater Healing x 2
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 815 | Tanuel | Formerly living | Healing | 5,000sp | Jim Arona 021 076 9376 |
Yellow Potion of Health x 2
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.
This potion can only be used once in a 5 second period of time, cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 815 | New Terra | Magical | Mind | 4,000sp | Jim Arona 021 076 9376 |
Pot of Flesh x 2
This pot contains a pinkish, oozing mass and weighs 4 oz.
When it's contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied.
No particular Skill is required to place the mass, it will slither around the target's body and infiltrate the wounds.
In addition, D+5 EN damage is cured.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Perfidious Albion | Formerly living | Regeneration | 5,000sp | Jim Arona 021 076 9376 |
Stab-Curing Potion
This potion will cure 1 A Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | City of 7 Walls | Formerly living | Regeneration | 1,500sp | Jim Arona 021 076 9376 |
Bash-Curing Potion
This potion will cure 1 C Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | City of 7 Walls | Formerly living | Regeneration | 2,000sp | Jim Arona 021 076 9376 |
Slash-Curing Potion
This potion will cure 1 B Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | City of 7 Walls | Formerly living | Regeneration | 3,000sp | Jim Arona 021 076 9376 |
Health Potion
This potion is contained in a crystal phial, weighs 4 oz, and if it is attached to a belt, armour or other cincture, it may be drunk without being prepared.
Once consumed, EN and FT lost to damage is completely healed except for the special damage of Specific Grievous Injuries. Once this potion has been drink, the imbibe cannot benefit from another of its kind until 4 Pulses have passed.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | City of 7 Walls | Magical | Healing | 15,000sp | Jim Arona 021 076 9376 |
Mal'eboniran Curse Removal Emetic
This potion weighs 4 oz, comes in a sturdy phial and must be Prepared before it can be taken.
It tastes wickedly nasty, and once taken will visit bone-twisting pain to the imbiber over a period of 18 hours, at which point they will vomit the effects of any curse, Major or Minor, that is not a doom and the MA of which is 31 or less.
This ejecta may be sold back to Mal'ebonirans for another Curse Removal Emetic or as many silver pennies as can be bargained from them.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Lands of Chaos | Magical | Restoration | Special | Jim Arona 021 076 9376 |
Rose Wine x 12
This small bottle of wine is 8 inches high and weighs 8 oz. Drinking this wine provides a delicate and socially fulfilling degree of relaxation but does not inebriate. It counts as a meal and restores 7 points of FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Sparlainth | Formerly living | Restoration | 3,600sp | Jim Arona 021 076 9376 |
Rose Brandy x 12
This small hip flask of brandy is 6 inches high and weighs 4 oz. Drinking this brandy will not inebriate, although if it is poured into a bulbous glass and the heady fragrance sniffed, then it will quickly overpower the sensibilities of all but a giant or dwarf.
Otherwise, when it is drunk, it inflicts 6 EN and restores 24 FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Sparlainth | Formerly living | Restoration | 4,800sp | Jim Arona 021 076 9376 |
Other
Clockwork Egg
This white enamel ovoid is about the size of a hen's egg. A small panel opens on the side to reveal a hole into which a key can be inserted. Once it has been wound up and closed, it may be swallowed, where it will work for 72 hours. Over this period of time, the person who swallowed it will be somewhat protected by magic that attacks consciousness or personality. If they are Charmed, Hypnotised, Bound or otherwise Controlled, on a Pulse by Pulse basis, they may accept the instruction given to them, in which case nothing unusual happens. if they choose otherwise, then they do not obey the instruction, but are Slowed until they begin obeying.
If they are rendered asleep or unconsciousness but are otherwise alive, they may take Actions as normal, except that they are Slowed.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | New Terra | Magical | Mental Reboot | 10,000sp | Jim Arona 021 076 9376 |
Green Dragon Bits
Green Dragon Grenadoes x 4
These green scales are 5 inches across and weigh 14 oz each. They may be forged to resemble tiny maces and thrown as if they were grenadoes. This require the arts of a Rank 7 Weaponsmith, and each require 600sp of Flowers of Sulphur. It will take 3 days to make 10 grenadoes.
If a grenado hits a wooden object, it will release a noxious fluid that will convert a hex of it (about 300 lbs) to a black slime. If the wood is part or all of an entity that can move, they may attempt to dodge out of the way by rolling under their AG. Multi-hex creatures made of wood will likely lose one of their hexes.
If a grenado impacts the ground, then it will convert it to a boggy swamp with a diameter of 10 hexes. Movement across the swampy area is by turns slippery (requiring a 2 x AG check for each hex passed through) or fall prone and grasping (requiring a PS check to escape if prone).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Cocytus | Formerly living | Green Corruption | 650sp | Jim Arona 021 076 9376 |
Green Dragon's Teeth x 7
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 |
---|---|---|---|---|---|---|
Spear | 38 | 96% | +5 | A class | M | 5 |
Large Round Shield | 37 | 68% | +2 | C class | M | 4 |
Their Defence is 35 and their Magic Resistance is 40%.
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? | GM |
Exodus Agenda | Winter 815 | Cocytus | Formerly living | Calling | 500sp | Jim Arona 021 076 9376 |
Hellfire Wyrm Bits
Hellfire Wyrm's Teeth x 7
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: | 20 | 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 |
---|---|---|---|---|---|---|
Glaive | 38 | 105% | +7 | B class | M | 5 |
Their Defence is 20 and their Magic Resistance is 40%.
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 |
Exodus Agenda | Winter 815 | City of 7 Walls | Formerly Living | Calling | 500sp each | Jim Arona 021 076 9376 |
Weapons
Armour
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 |
Exodus Agenda | Winter 815 | City of 7 Walls | Magical | Meta-magic | 12,000sp | Jim Arona 021 076 9376 |
Miscellaneous
Belt of Actorios
This belt is made of irregular but thin slices of stone of Actorios. There are 10 plaques, about 3 inches across connected by thin hoops of ithildin, the whole thing weighing about 14 oz.
If the Individual True Name or Rune of a devil or demon is engraved into a plaque, a path between worlds sufficient to open negotiations will open to them. If an agreement is agreed to, or somehow enforced, then the wearer may summon the entity to satisfy the contract it has agreed. In return, the wearer must honour their part or the compact is considered broken. This may end badly for the wearer depending on the nature of the entity summoned.
Some knowledge in High Compellings is useful, although Ranks in Binding Will, Compelling Obedience or Controlling Entity may suffice if the entity is not too dreadful.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Abyss | Magical | High Compellings | Quest | Jim Arona 021 076 9376 |
Lore
Formula of the Red Iron Grenado
Rank 8 Alchemy
This operation may only be begun on a Friday when the moon is full and takes at least five noons.
Sufficient iron ore to fill a wheelbarrow must be bought from a dwarf merchant. Any attempt by the Alchemist to haggle will cause the operation to fail. Dwarven merchants will normally charge what the traffic will allow, but if they see an Alchemist coming, may substantially increase their rates unless they are generous of nature. Generous dwarves are the subject of myth, and many kingdoms offer a substantial reward where such a claim is proven.
The ore must be laid on the summit of a hill on a bed of red clay, covered with 10 lbs of lodestone (which will cost 350sp) over which a sheet of beaten copper about a yard across (which will cost 150sp) has been placed. This construction must be exposed for the passing of five consecutive noons, and be struck at least once by lightning.
The lightning-struck metals must be crushed, and dissolved in a bath of Aqua Regia and the solids decanted off. The liquid purified thus must be heated in an athanor for eight hours, but not so vigorously that it will contract excitation, such an occasion known to be unhappy for Alchemists fond of their body parts or, indeed, life.
Once the fluid is reduced to 1/3rd its original volume, it needs but to rest for the space of a week before it can be used.
This labour will produce enough reagent to fill [D10 + Rank - 13] grenados. If the result is less than 1, no reagent is produced at all.
Results less than -1 indicate that there has been a catastrophe, and the smaller the number, the greater the catastrophe.
If the result is -2, 1 Specific Grievous Injury is rolled and applied, if the result is -3, then 2 such injuries are inflicted, and so on. They may avoid harm by Breaking 100 + MD versus each such catastrophe.
The formula is teachable, but whoever teaches it must expend 12,750 Experience for each Alchemist taught.
Red Iron Grenado
Rank 8 Alchemy
This grenado contains an alchemical incendiary device. It is 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.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> 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 |
Exodus Agenda | Winter 815 | Hell | Alchemy | Incendiarism | 3,000sp | Jim Arona 021 076 9376 |