The Exodus Agenda - Grendel: Difference between revisions

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There are a number of Dragon Scales of varying sizes and properties, which are listed below:
There are a number of Dragon Scales of varying sizes and properties, which are listed below:


==== 3 Inch Scale x 2 ====
==== 3 Inch Scale ====
These inky black scales are matte, 3 inches across and weigh 5 oz each. They may be made into brooches and attached to the left forearm of the wearer. This will requires the arts of a Rank 7 Jeweller who will take 3 days to craft them and each will require 300 sp in materials.<br>
These inky black scales are matte, 3 inches across and weigh 5 oz each. They may be made into brooches and attached to the left forearm of the wearer. This will requires the arts of a Rank 7 Jeweller who will take 3 days to craft them and each will require 300 sp in materials.<br>
A spell of the College of Rune Magic may be written on these scales in the blood of the wearer. This will cost the same amount as if the Rune Mage were Investing a scroll, although they need not know the Ritual. The Rune Mage's MA and Enchantment bonuses are ignored, as are bonuses for using blood. Instead, the wearer's MA and Enchantments are applied, as well as any other College bonuses that apply when the scale is used.<br>
A spell of the College of Rune Magic may be written on these scales in the blood of the wearer. This will cost the same amount as if the Rune Mage were Investing a scroll, although they need not know the Ritual. The Rune Mage's MA and Enchantment bonuses are ignored, as are bonuses for using blood. Instead, the wearer's MA and Enchantments are applied, as well as any other College bonuses that apply when the scale is used.<br>

Revision as of 08:09, 20 September 2015

Return to The Exodus Agenda

Grendel returns to the Guild with 63372.5 Experience, has earnt, after Guild Taxes:

112,796sp

and these Spots:

3 3 8 8 8 8 9 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.
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 px50 Jim Arona 021 076 9376

Consumables

Potions

Polyglot Potion

This elixir is contained in a heavy brass bottle and requires a Pulse to Prepare. It weighs 9 oz and does not break easily.
Whoever drinks from it learns languages according to this schedule:
Either

3 languages, Rank 8 and literate, Rank 6 and Rank 4

Or

3 languages, Rank 8 and literate, Rank 7 and literate and Rank 1

Or

2 languages, Rank 9 and literate, Rank 6 and literate

They must, however, have encountered the languages in person.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed? GM
Exodus Agenda Winter 816 Cocytus Magical Tongues 15.000sp px50 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 px50 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 px50 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 px50 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 px50 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 px50 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 px50 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 px50 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 px50 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 px50 Jim Arona 021 076 9376

Sweet Regret

Regret that is sweet

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed? GM
Exodus Agenda Winter 816 Seventh Plane - - Quest px50 Jim Arona 021 076 9376

Black Dragon Scale

There are a number of Dragon Scales of varying sizes and properties, which are listed below:

3 Inch Scale

These inky black scales are matte, 3 inches across and weigh 5 oz each. They may be made into brooches and attached to the left forearm of the wearer. This will requires the arts of a Rank 7 Jeweller who will take 3 days to craft them and each will require 300 sp in materials.
A spell of the College of Rune Magic may be written on these scales in the blood of the wearer. This will cost the same amount as if the Rune Mage were Investing a scroll, although they need not know the Ritual. The Rune Mage's MA and Enchantment bonuses are ignored, as are bonuses for using blood. Instead, the wearer's MA and Enchantments are applied, as well as any other College bonuses that apply when the scale is used.
Finally, the scale only requires that the wearer use a Cast Action to Trigger it, not 10 seconds as is usual with Invested Scrolls.
These scales may be re-Invested.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed? GM
Exodus Agenda Winter 816 Cocytus Formerly living Dragon Quest px50 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 px50 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 px50 Jim Arona 021 076 9376

Hellfire Wyrm Bits

Hellfire Wyrm Eye

This eye must be Enchanted by the Ritual of Creating Crystal of Vision of the College of Ensorcelments & Enchantments. Range and Duration are calculated as normal, however this eye allows the viewer to use the following magic through it:

Infravision
Speak to Fire Creatures
Malignant Flames
Hellfire
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed? GM
Exodus Agenda Winter 816 Phlegethon Formerly living Infernalism 15,000sp px50 Jim Arona 021 076 9376

Hellfire Wyrm's Teeth x 6

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 px50 Jim Arona 021 076 9376

Weapons

Prime Darts x 3

These darts weigh 6 oz each. Their base Strike Chance is 40%, however they ignore penalties for range and their target's Defence, except for their base AG. It requires 1,000 Experience to bond with each dart. If the dart hits, a D10 is rolled and the following table is consulted to calculate damage:

Die Roll 1 2 3 4 5 6 7 8 9 0
Damage 2 3 5 7 11 13 17 19 23 29

Bonus damage from Skill or Magic may only be applied if this would result in a prime value.
Once thrown, the darts will return to the wielder at midnight.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Exodus Agenda Winter 816 Cocytus Magical Chaos 1,650sp px50 Jim Arona 021 076 9376

Pale Dwarf Pike x 2

This weapon can be a pike, spear, javelin or dart at the will of the wielder, requiring a PS of 18 and an MD of 16 to wield. Extra damage from excess PS will not break the weapon if it is 60 or less. Base Strike Chance is 55% and base Damage is D10 + 6, and may be further enhanced with Weapon spells.
A Free Act is required to change the size of the weapon.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Exodus Agenda Winter 816 Sparlainth Animate Will Quest px50 Jim Arona 021 076 9376

Armour

Jewellery

Blue Pearl

This pearl is attached to a silver pin (costing 100sp) which is worn at the throat, weighs 3 oz. Once a day, the wearer may Cast the spell that they Cast the previous Pulse (without Preparing it). If the pin is made of ithildin (multiplying the cost by 1,000), then a third such Cast is allowed.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Exodus Agenda Winter 816 City of 7 Walls Magical Binding & Animating Special px50 Jim Arona 021 076 9376

Miscellaneous

Rod of Revival

This mace weighs 8 lbs, requires 22 PS and 9 MD to wield. The base Strike Chance is 60% and the base Damage is 2 rollup D10.
It holds 7 charges of Revival, which will raise any humanoid except giant, giantkin or elves at a touch. The Base Chance is the target's EN + 8 x the wielder's Rank in Mace. If the wielder is a Healer, they may add 8 x these Ranks as well. Each attempt to Revive the fallen reduces their EN by 1, even if this would be a failure. If the roll is higher than 90 + the wielder's combined Rank in Mace and Healer, an otherworldly Phantasm will appear immediately and reduce their EN value by D-5, minimum of 1, then disappear. This may be bought back in the normal way.
Those who have been Revived have 1 EN and 0 FT, and will need help to recover.
Once all of the charges have been drained, the mace may serve as a reservoir for Healing FT. Seven FT may be stored in it, which the wielder can recover with rest, restoratives or meals. If, at a later time they would like to use the FT in the mace to pay some or all of the cost to Heal, then they must take a Pass Action to do so.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Exodus Agenda Winter 816 Lands of Chaos Formerly living Revival 18,750sp px50 Jim Arona 021 076 9376

Hex Wand

This slender wand is made from pink wood with a delicate bulb at the base. It is 17 inches long and weighs 6 oz. The wielder must have one hand on their hip and the little finger of the hand holding the wand must be delicately curled as if holding a tea cup.
Up to 1 Spell per Rank in Spell Hex may be stored in this wand by means of the Ritual of Spell Preparation. These may be the same spell or different ones, but only spells that the wielder knows may be thus Prepared.

Rank Spell Name Abilities
1
2
3
4
5 Wielder need not have hand on hip
6
7
8
9 Wielder need not curl the little finger of the hand that wields the wand
10 Wielder may roll under 3 x MA to flourish with the wand and look competent

The wielder will be aware if a spell or Incantation of this spell that remains in the wand is being cast within range of the Adventuring Skill. They may release this spell from the wand to hex the other, causing it to automatically fail. This is a Reflex Action which may only be used to hex spells and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the imbiber may have access to become inaccessible until the next Pulse. Once a spell has been hexed, that spell is removed from the wand. It makes this Adventuring Skill available to the wielder:

Spell Hex

Experience Multiple: 225
Range: 5 ft x Rank
Resist: None
Effects: The Adept may store a number of spells in this wand equal to or less than their Rank in this Skill.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Exodus Agenda Winter 816 Lands of Chaos Formerly living Hes 8,000sp px50 Jim Arona 021 076 9376

Hand of Spell Deflection

This ornate and delicate construction of brass and crystal fits over the wearer's right hand and weighs 6 oz. It does not impede spell-casting or wand use in any way but no weapon can be held in that hand and will not work if any armour made of scale, chain or plate is worn. It must be worn openly to be effective and is obviously magical (and expensive).
The wearer may take a Reflex Action , briefly gesture and create a field in front of them that will increase their Spell Armour by 5 until the end of the Pulse. This does not count as an Action or Free Act and may be performed ahead of the wearer's initiative in response to a spell attack. However, only 1 Reflex Action is allowed per Pulse, so any others that are available to the wearer become inaccessible until the next Pulse.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed? GM
Exodus Agenda Winter 816 City of 7 Walls Magical Ensorcelment 13,750 sp px50 Jim Arona 021 076 9376

Spell Caster's Mantle

This heavy cloak is a creature from another plane, only part of which extends into this realm. It weighs 1 1/2 lbs, is sized for a human, has 7 EN, and may not be altered to fit someone of a smaller size without slaying it. It must be reasonably close to the wearer's skin, and cannot abide the touch of scale, chain or plate armour.
The wearer must sacrifice a point of MA to the the mantle, which can be bought back in the normal way, and this will allow the mantle to understand the wearer. Insofar as it can, and while its appetites have been satisfied, it will follow the wearer's instructions.
It must be fed at least 1 hour of the wearer's dream in any 24 hour period or it will reduce its EN value by 1 each day it is not fed. If it is reduced to zero, it does not die, but it will abandon them. The wearer does not recover any FT for any hour of dreams they feed to the mantle, so it is not wise to sleep in it. However, the mantle will begin to recover 1 lost EN per hour after the first hour of feeding.

  • The mantle does not have FT in the normal sense, not being part of the material world. However, it has 3 Spell Points, and more may be bought for it at a rate of 1 per season or adventure, whichever is less, at a cost of 2,500 Experience. The mantle will allow the wearer to use its Spell Points to Cast their own spells, and they work in every way as if they were spell casting FT. However, the mantle only recovers Spell Points at a rate of 1 per dusk or dawn.
  • The mantle can carry an extra set of counterspells to the benefit of the wearer.
  • If the wearer's Magic Resistance check versus a hostile spell can be modified to 01, then no part of the spell affects them or the hex in which they are standing. For example, this would mean that they would not take half damage from Dragonflames, or be affected in anyway by the Torment Spell.
  • In the special case of the Agony spell, if the wearer rolls half their Magic Resistance or less, they change the ownership of the spell so that they are treated as the Adept who Cast it.
  • It cannot see directly into the real world, but it can see the forces at work when a spell is being Prepared within the wearer's line of sight. It will display this for its wearer, and is, therefore, a focus for this Discipline:
Spell Sight

Requires: Reflex Action & 1 Spell Point
Range: 50 ft
Duration: Immediate
Base Chance: MA + PC + 3 x Rank
Experience Multiple: 75
Effects: This is a Reflex Action which may only be used when a spell is Cast within 50 ft 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 inaccessible until the next Pulse. If the wearer Breaks 100 + the MA of the target => MA + PC + 3 x Rank of this Discipline, they may identify its name and college of the spell being Prepared. This may not be very helpful if the spell is non-standard, of course.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed? GM
Exodus Agenda Winter 816 Unknown Long living sentient Meta-magic 23,850sp px50 Jim Arona 021 076 9376

Lore

The Androgyne

Alchemy Rank 11 The operant, by means of this work, attempts to combine things long-considered opposite, thus to improve their understanding of the diversity of things. Much investigation must be made into the operant's mind to unravel preconceived notions of reality that are flawed.
The operant must sequester themselves, bathed and cleansed of all magic, not even Purification. They must wear a thin linen shift that has never been worn before, and nothing else. Then, they must take substantial quantities of mind-altering hallucinogens, sufficient to unhinge a man's reasoning, over a period of three days before they begin the first operation. These must be of the highest possible quality and so potent that the operant's MA and EN values are reduced by 3 rollup D10. Any attempt to haggle with the Herbalist will automatically cause the attempt to fail. If the intoxicants would reduce them comatose or dead, the operation is considered to have failed and may only be attempted again when they are in a condition to proceed. MA and EN recover at a rate of 3 points every 2 days of rest.

Operation the First

A golem of Prague, completely formed and animate, but lacking any quantity of Amok must be lain upon a bier of granite beneath the open sky. It is best that this should be at the top of a hill taller than any of its neighbours.
The golem should lie for three nights, bathed by the rays of the full moon, and on the fourth night, a storm must be raised such that lightning will strike the golem.
At this point, if the operant has not already sensed it, a note of caution is sounded for this part of the process is obviously dangerous. Peasants everywhere have long noted the undertakings of wild-haired men bearing bodies to wind-tossed hill tops and exposing them to lightning. As a general rule, they take a dim view, and this has often been expressed by the waving of burning torches, pitchforks , pushing hayricks into the operant's laboratorium and setting light to them.
Also, some practitioners opine it a good idea to establish a minimum safe distance from the granite bier before the lightning strikes.
In the event that these obstacles have been overcome, the lightning may volatilise the golem into pure Amok if the operant Breaks 100 => Alchemist Rank x 5 for a target of 131. If this is not achieved, subtract 100 and multiply the result by 10. That will be the amount of Amok generated on the golem. A roll under 100 indicates that the storm did not generate lightning, or if it did, it missed, so the golem is simply wet.
Assuming the volatilisation process was successful, the operant must devise a means by which they may convert the Amok into a sublimate, which will be a fine powder similar in colour to Bloodroot Clay and which must be stored in an amber bottle which will cost 3,000sp. This is known as Defeating the First Preconception.
As an interesting side note, and possibly worthy of further research, golems of Prague who survive lightning strikes seem to develop sentience. They certainly have a preternatural awareness of their creator's location and have been known to hunt them down to tear them limb from limb. And then to tear the limbs into tiny little rags of flesh. Practitioners disagree whether this is an expression of their unquenchable rage or a more considered plan to reduce their creator to something smaller than a torso-sized lump. We await publication on this topic with interest.

Operation the Second

Three cups of black milk from the breast of an Annis must be collected, but only on a Monday of the Lenten period. It must be soured by adding a bloody canker from a mortal womb, and allowed to corrupt for a year in a dark place. Exposure to sunlight will destroy humours essential to the work, and the fumes themselves bear disease. Any mortal who spends an hour within 10 feet of the mass has a 10% chance of developing a leprosy so powerful that it penalises any attempt to cure it by 70. It is best, therefore, that the work proceed underground in some discreet location.
Again, caution is advised. Attracting the attentions of peasantry is, at the very least, careless, since they also take exception to practitioners working in subterranean places from whence issue vile stenches and sickness.
Three fingers of ithildin of the highest quality must be bought from elves or faerie without haggling. Each will cost at least 10,000sp. They must be finely battelised, the dust poured into three cups of twilight wine, to which has been added a thimble of the nectar of Queen of the Night. This comes from a flower that bears a narcotic scent, that blooms only during the week of Midsummer and at night. Finding and harvesting this nectar is called Penetrating the Second Preconception.
For three days prior to the first full moon after the Autumnal Equinox, the operant must sequester themselves, bathed and cleansed of all magic, even Purification. They must wear a thin linen shift that has never been worn before, and nothing else. Then, they must take substantial quantities of mind-altering hallucinogens sufficient to unhinge a man's reasoning over a period of three days. These must be of the highest possible quality and so potent that the operant's WP and EN values are reduced by 3 rollup D10. Any attempt to haggle with the Herbalist will automatically cause the attempt to fail. If the intoxicants would render them comatose or dead, the operation is considered to have failed and may only be attempted again when they are in a condition to proceed. WP and EN recover at a rate of 3 points every 2 days of rest.
The operant must expose the corrupted black milk and the twilight wine to moonlight at the stroke of midnight and bring them together. The fumes will writhe and manifest solidly, striving to avoid any contact with each other. PS is useless in this endeavour, only the iron will of the operant matters.
If the operant Breaks 100 => (Alchemy + WP) x 3, the work is successful, the nectar-activated ithildin wraps the womb canker in bright moonlight and a silver chrysalis forms as the corruption burns harmlessly away. The chrysalis should be stored in the amber bottle until the operant is ready for further work.
If it fails, a black Congregation of Vapours drains the operant's WP value of D-5, then fades into moonlight to spread evil and corruption . It is treated as a wight, but is not slain by exposure to sunlight, although it cannot travel during the day. Neither does it drain. Instead, its touch spreads disease and illness. Presumably on the peasantry, which gives some insight into their motivations.
WP lost to the Congregation of Vapours may be bought back in the usual way.

Operation the Third

Beginning on the Spring Equinox, the operant must build a pyre upon a large body of water.Practitioners have differing positions on which kind of body seems best, but there is near universal agreement that engaging the process in a whirlpool is, perhaps, a trifle ill-advised. Still, the body of knowledge of Alchemy is often advanced by an apparently foolhardy work being brought to a successful conclusion.
Whatever environment the operant chooses, it must begin at dawn. They must be naked of clothing or magic and have taken no aliment or drink. The amber bottle must be placed at the very top of the pyre. Once this is lit, the operant must weave fire and water around the bottle, raising the temperature to heats great enough that iron softens without in any way evaporating the water or allowing the pyre to burn out. This must be completed by dawn of the next day and is considered successful if they Break 100 => 3 x WP.
The same operation must be performed on the Summer Solstice, the Autumnal Equinox and the Winter Solstice.
The practitioner may want to perform these processes in different locations. At their discretion, of course, but it does seem likely that, over time, fisher folk will spot a naked man burning a pyre on a body of water every now and then and it does not take too much imagination to predict what might happen next.
Order is important, but need not be performed without interruption. Indeed, a failure may be re-attempted in a subsequent year so long as the sequence is maintained. However, once the Winter process is complete, the operant must bathe the bottle in the Phlegethon and also in the waters of the Pit at the bottom of the Abyss before the beginning of Spring.
Happily, survival for this last work is not a success condition and it is known as Reconciling the Third Misconception. On the first full moon after the next Spring Equinox, the Androgyne will emerge from the silver chrysalis.
Learning this Formula counts as a Masterwork for Rank 11, takes 11 half weeks of Skill Training and costs 28,350 Experience.
Creating the Androgyne costs the Alchemist their highest Rank.

The Androgyne

The Androgyne appears to be a beautiful silver sculpture of a human figure whose gender is unclear. It stands 5ft 6in high and has two functions:

It may be shrunk down to a figurine 1/12th its size
It opens into a Middlemarch

Only the Alchemist who created it can use these functions and only when they are in contact with it (inside or out). Opening or closing it requires that it be full-sized. The volume of the Middlemarch is equal to the Alchemist's Rank in 5 foot cubes. The Alchemist can add a similar volume by sacrificing 1 EN, which may be bought back in the usual way.
The interior contains breathable air, any excess being vented somewhere unknowable. The passage of time does not vary, and although it provides protection from the wind, rain, sleet, etc, the temperature will reflect whatever it is outside.
If comfort is required, then the Alchemist will need to provide stores, fireplaces, furniture, etc. And, although there are periods of light and darkness, there is no sun, moon or stars unless the Alchemist has somehow imported them.

Adventure Season Plane of Origin GM
Exodus Agenda Winter 815 Lands of Chaos px50 Jim Arona 021 076 9376

Obligations

Grendel's Atonement

Grendel has been afflicted with a thoughtworm as a result of drinking the heartblood of an infernal black dragon. It will, from time to time, tempt him to perform an evil deed, or, if that would be more evil, to refrain from acting. He is offered an Experience Award in the range of 500 - 5000, although the DM may award values as high or as low as they like:- 75,000 Experience has been offered in the past. If Grendel accepts the award, he may spend the Experience in any way he likes. If he does not accept the award, he does not receive the Experience and rolls for a Possible Specific Grievous injury. This may kill him.
He has repented of his sin and petitioned his deity, Iti-manuka, who, in Her mercy, has seen fit to allow him to offer the Experience he has declined to Her. This will reduce his own Experience reserve by the same amount. When She has received a total of 60,013, and Grendel has established a faith community in Her name, his atonement will be seen as complete and She will remove the thoughtworm.
Whoever DM's Grendel (aside from me) is encouraged to be, well, fiendish and will earn 1,500 Experience every time the thoughtworm offers its deadly suggestions, which they may spend on any of their characters.

Adventure Season GM
Exodus Agenda Winter 816 px50 Jim Arona 021 076 9376


Special Abilities

Incantations

Warp Gate - Stable Wyrmhole

Range: Special
Resist: None
Target: Volume
Effects: This incantation of the Warp Gate spell gives requires a Complex Matrix and an Enhanced Port Crystal. If the spell is less than 10, the Range calculation is 10 feet (+10 feet per Rank). If the spell is higher than this but less than 15, the Range calculation is 15 feet (+ 15 feet per Rank), if the spell is higher than this but less than 20, the Range calculation is 20 feet (+ 20 feet per Rank). When the Rank is 20, the Range is 1 mile.
When the Adept casts this incantation, a 'Stable Wyrmhole' opens through which they and their companions may travel to a Port Crystal that is within range. After they have spent at least one Pulse at that location, the Adept may return them to their Enhanced Port Crystal. Keeping the Wyrmhole open is possible, but requires that the Adept Break 100 => WP + Rank x 2. The Adept's WP is reduced by 1 for the first Pulse, this cost doubling each Pulse the Wyrmhole is kept open. This may be restored with Hypnotism (restores D-5 + 1 per 3 or fraction Ranks, and may only be attempted once per day). Otherwise, it takes 3 days of rest to recover 1 point of WP.
Each entity traveling by this means must pay 22 FT less the Rank of the spell. If FT is exhausted, this will track to EN. This is drain damage, and may not be restored by anything other than a Restorative or the arts of a Healer.
Cost: 3,000
Constraints: Unracks the spell, reduces FT value by 4.

Adventure Season Plane of Origin Value GM
Exodus Agenda Winter 816 City of Brass 12500sp px50 Jim Arona 021 076 9376

Word of Binding

Grendel has taken a Word of Binding to support House Tintagel in a time of trouble, which he has executed.

If he keeps his Word until Winter 816, then a lock of his hair above his right ear will turn blue. His aura will change to reflect this change, and a DA question about the nature of the lock will reveal that he is an Oathkeeper. In addition, his FT will increase by 1 and he gains 1500 Experience (unmodified by race). If he breaks a Word of Binding, then his forehead will be marked with a F which is not removable. A DA question about the nature of the mark will reveal he is an Oathbreaker. He will also lose the blue lock of hair and the extra FT. He gets to keep the extra Experience, however.

Adventure Season Value GM
Exodus Agenda Winter 815 1,000sp px50 Jim Arona 021 076 9376