The Middle Way: Thorn's Award
Return to The Middle Way
Thorn arrives at House Kerberoth on the 8th of Seedtime 811 WK and has earnt:
- 10,080sp, after Guild Taxes, being 40 truesilver guineas.
- 39626.08 Experience
She spent 38 days away from the Guild.
- she may
- advance any Talent eight Ranks.
- She has been immersed in
- Itaruvian - 4 weeks
She may include the period associated with this language as part of her training time.
Consumables
Potions
Tincture of Aconite and Passionflower
This aromatic tincture is contained in a glass bottle that weighs four ounces. It changes the perceptions of whoever drinks it so that everything they see is more beautiful for Rank hours. Add two times the rank of the Herbalist who prepared the tincture to the PB of anything that they look upon. It can be added to wine or other liquor, thus diluting it's effect. Adding it to a bottle of wine would reduce the effects to about a quarter of the usual bonus and a quarter of the duration. Thus, a Rank 8 Tincture (+16 to PB) diluted in this way would increase PB by 4 for 2 hours. All fractions are truncated.
The Rank of this draughts is 8.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
The Middle Way | Spring 812 | City of Brass | Formerly living | Beautification
|
400sp | ![]() |
Jim Arona 021-076 9376
|
Potion of Greater Restoration

Rank 10 Alchemy
The potion has one of two possible effects:
- If the imbiber has no deficit to EN or FT, then they will increase their maximum FT by three but not beyond racial maximum, unless their FT cap has been removed.
- If the imbiber is alive but has taken harm, then it will restore ALL deficit to EN and FT, but permanently reduce their maximum FT by three. It will not cure EN lost to Specific Grievous injuries or Afflictions, but will restore FT lost to exhaustion and spell casting.
. The FT may be bought back in the usual way.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Tanuel | Formerly living | Enhancement | 45,000sp | ![]() |
Healing Potion
This potion weighs 4oz. It may be drunk without Preparing, so long as it is worn somewhere convenient outside armour or clothing (a belt, etc).
When drunk, the imbiber recovers D+5 EN lost to damage, but does not in anyway cure damage inflicted by Specific Grievous Injuries.
Scent of Good Fortune

Rank 4 Herbalism
This ampoule weighs 1 oz. It is fragile and must be crushed to release the volatile scent within. This requires a Free Act or a Pass Action at the discretion of the wearer, the effects lasting for 6 Pulses or until used.
Whoever breathes in the scent reduces the value of the "10s" die on their next percentile roll, so long as that would make the result 0. If the die cannot be reduced to 0, it has no effect at all. The die must be reduced to 0 if it can be, for example a result of "10" will become "00".
Celerity Draught
Celerity Draught

Rank 9 Herbalism
This draught weighs 4 oz. Its container is fragile and may be drunk without requiring a Prepare Action, so long as it is attached outside armour.
The effect of the draught is to double the imbiber's Initiative Value for nine Pulses. Although bonuses to Initiative from Military Scientist and Magic are not doubled, bonuses from Weapon Skill, Warrior, AG and PC are.
If the imbiber wins, they make act on their Initiative, and again, at half (rounding down) that value. If they win by more than double their opponent's Initiative, then not only do they act twice before their opponent, but they reduce their number of possible Actions in the Pulse by 1 to a minimum of 1. Special attacks like Multi-Hex Strike or Dual Strike are not affected by this.
Orange Crush

This potion weighs 4 oz, it's container is robust, even though it appears fragile, and will never be broken accidentally. It may be drunk without Preparing it, so long as it is worn outside armour (a belt, etc).
The imbiber reduces C Class damage by half for the next 8 Pulses This may include falling damage at the discretion of the DM.
Each subsequent potion will last only half as long, resetting at noon. So, the next potion will last only four Pulses, the next 2 and so on to a minimum of 1.
Elixir of Sensitivity

This potion weighs 4 oz, and must be Prepared before it is drunk.
When it is drunk, the imbiber's normal senses become powerfully enhanced for 10 minutes. The effect is to subtract 20 from any die roll where any normal sense is used. This applies to hearing, normal vision (but not Witchsight, Nightvision etc), scent, taste and touch. This supresses the Talent Resist Pain.
No other penalty is applied, except that if the imbiber is called names, abused verbally or simply given a stern look, they must Break 100 + 2 x WP, and if they fail, will sulk or burst into tears.
Potion of Leviathan Strength
This potion weighs 4 oz, and must be Prepared before it is drunk.
Whoever drinks this potions makes their PS 65 for the next hour, unless their PS is greater than this, in which case it has no effect.
Dust
Stone Dust

This sachet and its contents weighs 4 oz. It can be sprinkled over 6 sizes of entities, who will then be affected by its magic.
Entities affecte by the dust are entirely unaffected by magical transformations of the stone and earth. Thus, they are unaffected and may walk through areas affected by the following spells: Smoking Magma, Earth Tremor, Wall of Stone, Earth Transformation, Hands of Earth, etc.
An entity affected by this dust will not fall if the ground is Tunneled out beneath them and may, indeed, appear to walk on air. However, they remain at all times in contact with the earth. Paradoxically, they may walk into a Tunneled out space if they so desire.
Additionally, Earth Elementals may not affect them at all, parting around them.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Ages | Magical | ![]() |
Weapons
Prick

This hilt has been braided with fine orichalcum wire. It adds 4 oz to the dagger it is attached to.
When it is attached, the weapon becomes sentient. It is a snide and caustic sentience. It rarely says anything except to snicker at the misfortune of others.
These outburts will always appear to come from the owner, ensuring that the wielder is taken to have expressed enjoyment at the discomfiture of others, usually their betters.
The wielder may not use the Courtier Skill while this sentience is unbound.
It is, however, a legal target of the Ritual of Binding Wills, whereupon
- it becomes entirely biddable.
- the weapon may be stored in the Astral, becoming instantly available to the Adept, only requiring a Free Act to Prepare it. This is not detectable by Detect Aura, but Spirit Vision may reveal its presence.
- once a day, from dawn to dawn, the wielder may restore as much health deficit lost to damage as their Rank in Dagger. This requires a Free Act.
- the wielder may retain consciousness for a number of Pulses equal to their Rank in Dagger so long as they are not actually dead.
- it is a focus for this Talent. The wielder must be actually wearing the dagger to which the wire braiding has been bound. When the Talent is Ranked to 20, the braiding is no longer required.
Ghoul Sling

This sling is made of leather and weighs about 1 lb. The Base Strike Chance is 52% and the Damage Modifier is +3.
The wielder may move half their TMR before, during or after executing a Fire Action with the sling.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Tanuel | Formerly living | Sand Dragon | 19,250sp | ![]() |
Jewellery
Soul Kiss

This gem can be bound to the hilt and quillons of a sword, and is a legal target for the Empathy spell, which will hold it until a successful Strike Check is made, or noon, whichever comes first. The gem causes Empahty to be somewhat reversed.
On a successful strike, the target, in addition to any damage inflicted by the wielder, must resist or be drained of Rank in Empathy FT or EN, damage which can be used to either:
- repair any damage the wielder has taken by Rank in Empathy or the amount drained, whichever is least.
or
- increase the wielder's PS by Rank in Empathy or the amount drained, whichever is least, for 1 Pulse per 5 Ranks.
The phrase "My kiss is cold, my embrace, eternal" is whispered softly to Thorn and whoever takes drain damage.
If Empathy is cast into the gem by means of Ritual Spell Preparation, then it will hold 1 such charge per 5 Ranks (minimum 1)
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Tanuel | Magical | Spirit Binding | 25,000sp | ![]() |
Ring of Advancement

This engraved ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand.
The bearer may advance their Rank beyond 20 for any of the following spells:
- Enchanted Armour, Armour of Earth, Circle of Protection (or similar magic) and Force Shield.
Whoever wears the ring may benefit from this enhanced Rank. For example, if they were to suffer the loss of the right hand as a consequence of a Specific Grievous Injury, then the Rank of the spell would be no more than 20.
Only one person can be the bearer of this ring at a time, although others can wear it. The bearer of the ring is the one who has last used it to advance their Rank in the aforementioned spells beyond 20.
This does not remove the Rank from the previous bearer, but they will not be able to cast at the enhanced Rank until they have recovered a Ring of Advancement of the appropriate spell.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Tanuel | Magical | Advancement | 20000sp, 1900xp | ![]() |
Falcon Petroglyph Brooch
This stone brooch weighs 4 oz and must be weighed on the upper right arm to be effective.
It provides +2 Defence, +1 Magic Resistance, +2 TMR (to a maximum of 8) stackable with an Amulet of Luck, only. TMR bonuses do not stack at all, the highest effect applies.
Miscellaneous
Throne's Eyes

Throne's Eyes are about 10 cms long and perhaps 5 cms high. They have no appreciable depth, but encumber as if they weighed 4 oz.
2 Eyes can be attached to a breastplate, large round shield (or larger) or a cloak. Only one can be attached to smaller articles of clothing/armour.
When four are worn obviously, then they provide 1 point of Damage Reduction to a maximum of 12. In other words, they will add 1 to the wearer's current Damage Reduction so long as it never advances it to 13 or higher.
Once attached, the Eyes are bound to the article of clothing or armour, and if less than 4 are worn at once, they provide no benefit at all.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Tanuel | Magical | Protection | ![]() |
Sand Dragon's Eye

The eye weighs about 27 lbs and is 9 inches in diameter.
It may be enchanted by the Ritual of Creating Crystal of Vision, and it will behave as a normal Crystal of Vision, regardless of any refinements the Enchanter may have. With one exception: The owner may cast a Mind Speech spell through the eye to communicate with people on the other side. The centre of the Mind Speech is considered to be the point of view of the eye at the time of casting.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Tanuel | Formerly living | Sand Dragon | 19,250sp | ![]() |
Dragonskin Scale Mail

This scale mail has been cut to fit a humanoid of size 3 and weighs 18 lbs. It will provide 12 points of Protection and 1 point of Damage Reduction. The wearer reduces their AG by 2 and their Stealth by 10.
It cost 10,000 sp to make and required the arts of a Rank 7 Armourer (Scale Mail).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Tanuel | Formerly living | Sand Dragon | 22,500sp | ![]() |
Lore
Enhanced Fatigue - Bone
The adventurer must permanently sacrifice 3 EN (which may be bought back in the usual way). From then on, they may advance their FT by 1 per Adventure or Season, whichever is less.
There is no upper limit to which their FT value can ascend.
In addition, 'Bone' is added to their Aspect, e.g. Spring/Air will become Spring/Air/Bone. Should they be gathered by those learned in the arts of Alchemy, their heart blood may be harvested for 3 Bone.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Tanuel | None | Bone | Quest | ![]() |
Abilities
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.