Walk a Crooked Mile: Treasure

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LINGUIST707a Field Methods - Persian

Consumables

Other

Grenadoes

Charms

Herbs

Potions

Potion of Invisibility

This potion weighs weighs 1/4 lb and its container is fragile. If it is attached to a belt or other similar easy to get to place, it may be drunk in a single Pass Action. It does not need to be Prepared.
The Rank of the Invisibility is 20


Potion of Invisibility

This potion weighs weighs 1/4 lb and its container is fragile. If it is attached to a belt or other similar easy to get to place, it may be drunk in a single Pass Action. It does not need to be Prepared.
The Rank of the Invisibility is 20

A Pleasant Day at the Beach

This potion weighs 1/4 lb and its container is robust.
Whoever drinks this potion will experience a memory of a day at the beach, which is surpassingly pleasant, even is if such things are normally repellant to them. The duration of the experience is 6 hours.

a thimble sized potion

This potion weighs 1oz, and its container is robust.
The mouth of the bottle is ovoid.

Rank 9 Gaze Venom Goes in the eye (roll less than the Rank of the venom, i.e. 8 or less) If roll 9 or higher can lose the eye as it's a poison (need to poke it out) Can fire at someone up to 12 hexes away. If they lose resistance roll lose all EN becomes -1, FT 0. If successfully resist, roll 76 or higher to avoid secondary effects, otherwise be paralysed for a number of Pulses equal to the roll. There are 3 shots.

Does this one require the alchemist skill also?

a thimble sized potion

This potion weighs 1oz, and its container is robust.
The mouth of the bottle is ovoid.

Gaze potion Goes in the eye (using Alchemist skill) If under Alchemist 9 can lose the eye as it's a poison (need to poke it out) Can fire at someone up to 12 hexes away. If they lose resistance roll (make resistance roll of 76 or higher), lose all fatigue. There are 3 shots.

a thimble sized potion

This potion weighs 1oz, and its container is robust.
The mouth of the bottle is ovoid.

Gaze potion Goes in the eye (using Alchemist skill) If under Alchemist 9 can lose the eye as it's a poison (need to poke it out) Can fire at someone up to 12 hexes away. If they lose resistance roll (make resistance roll of 76 or higher), lose all fatigue. There are 3 shots.

a thimble sized potion

This potion weighs 1oz, and its container is robust.
The mouth of the bottle is ovoid.

Gaze potion Goes in the eye (using Alchemist skill) If under Alchemist 9 can lose the eye as it's a poison (need to poke it out) Can fire at someone up to 12 hexes away. If they lose resistance roll (make resistance roll of 76 or higher), lose all fatigue. There are 3 shots.

a thimble sized potion

This potion weighs 1oz, and its container is robust.
The mouth of the bottle is ovoid.

Gaze potion Goes in the eye (using Alchemist skill) If under Alchemist 9 can lose the eye as it's a poison (need to poke it out) Can fire at someone up to 12 hexes away. If they lose resistance roll (make resistance roll of 76 or higher), lose all fatigue. There are 3 shots.

a thimble sized potion

This potion weighs 1oz, and its container is robust.
The mouth of the bottle is ovoid.

Gaze potion Goes in the eye (using Alchemist skill) If under Alchemist 9 can lose the eye as it's a poison (need to poke it out) Can fire at someone up to 12 hexes away. If they lose resistance roll (make resistance roll of 76 or higher), lose all fatigue. There are 3 shots.

Scrolls

Invested Items

Dust

Amulets

Hags Eye Fetish x 3

Agate, Hags see through them. +15 against disease. If you fail against disease use a charge. Has 3 charges.

a small soapstone figurine

This soapstone figurine is about as long as a man's index finger. It weighs 1/8 of a lb.

Use animated or necromancy. Target figurine. Creates a spirit person. Rank 7 Cook. Once per day.

a small soapstone figurine

This soapstone figurine is about as long as a man's index finger. It weighs 1/8 of a lb.

Use animated or necromancy. Target figurine. Creates a spirit person. Rank 7 Tailor. Once per day.

a small soapstone figurine

This soapstone figurine is about as long as a man's index finger. It weighs 1/8 of a lb.

Use animated or necromancy. Target figurine. Creates a spirit person. Rank 7 Carpenter. Once per day.

a red clay doll

This clay doll is about 15cms tall and is made from an oily red clay. It is a naked female figure, whose breasts and hips are abnormally large, and the waist is unnaturally waspish. It is particularly fragile.

If a person breaks it, the person triggers a death curse. It makes them flammable. If Endurance goes less than half they are consumed to ash, no body left.

a red clay doll

This clay doll is about 15cms tall and is made from an oily red clay. It is a naked female figure, whose breasts and hips are abnormally large, and the waist is unnaturally waspish. It is particularly fragile.

If a person breaks it, the person triggers a death curse. It makes them flammable. If Endurance goes less than half they are consumed to ash, no body left.

a red clay doll

This clay doll is about 15cms tall and is made from an oily red clay. It is a naked female figure, whose breasts and hips are abnormally large, and the waist is unnaturally waspish. It is particularly fragile.

If a person breaks it, the person triggers a death curse. It makes them flammable. If Endurance goes less than half they are consumed to ash, no body left.

a red clay doll

This clay doll is about 15cms tall and is made from an oily red clay. It is a naked female figure, whose breasts and hips are abnormally large, and the waist is unnaturally waspish. It is particularly fragile.

If a person breaks it, the person triggers a death curse. It makes them flammable. If Endurance goes less than half they are consumed to ash, no body left.

Weapons

The Savage Gauntlet

This clawed gauntlet of the left hand is treated as a cestus and weighs 3lbs. It is made of bronze and the blades are decorated with ivory. It was made for someone of size 6. Resizing it for a smaller hand requires the arts of an Armourer of Rank 6, and it will cost them 1,000 sp per size category reduced. They will likely charge a premium for their labour, as well.
The base Strike Chance is 52%, which is further modifed by the wearer's PS - 15. This can be a penalty. It allows a left handed strike at a penalty of 10, unless the wearer is, actually, left handed, in which case, no penalty applies at all.
It is particularly well-made and hard, entitling the wearer to Break 100 + 3 x MD to avoid any Specific Grievous Injury (and the damage associated with it) if it would strike at their left hand or wrist.
The wearer may spend EN to change the quality of their Strike. The initial cost in EN is 3, doubling on each subsequent occasion, resetting at midnight. It must be declared before the Strike is attempted. Misses become hits, hits become blows directly to EN, blows directly to EN become Possible Specific Grievous Injuries, and a Possible Specific Grievous Injury result becomes two such wounds.
The Damage Modifier is calculated differently. It is 2 rollup D10 - 5. This is further modified by Rank in Cestus, Rank in Warrior or Assassin (but not both at the same time), and the gauntlet will accept weapon spells.

Damage from PS is calculated like this:

PS bonus
20 + 0
21 & 22 + 1
23 - 25 + 2
26 - 29 + 3
30 - 34 + 4
35 - 41 + 5
41 - 47 + 6

and so on.
The claw inflicts A class Specific Grievous Injuries. If the wearer's PS is 20 or more, it may inflict B class Specific Grievous Injuries. If the wearer's PS is 26 or more, it may also inflict C class Specific Grievous Injuries. Results that cause amputations or decapitation are always ignored, however.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Crooked Mile Autumn 813 Alusia Magical Chaos px50 Jim Arona 021 076 9376

I am interested in bidding for this - Viola

Scimitar Claw

This scimitar has a reversed blade and no quillons. It is heavy for its kind, weighing 5 lbs. Inside the hilt are the mummified remains of a left hand.
The base Strike Chance is 60, and the Damage Mdifier is D + 4. Rank in Scimitar, and Warrior or Assassin (but not both at the same time) and weapon spells may be added to this. Bonus damage from PS also applies, and does not invoke a weapon break chance unless the modified PS is 50 or higher.
When the mummified hand is animated by means of the Animating Bodily Parts spell:

  • the MD and PS of the wielder's weapon hand increases by 1 (+1 per 2 Ranks).
  • the wielder may deliver multi-hex Strikes one handed.

However, the lack of quillons mean that the wielder is considered 3 Ranks worse when attempting a Parry manoeuvre.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Crooked Mile Autumn 813 Alusia Magical Chaos px50 Jim Arona 021 076 9376

Hook-Bladed Dagger

This dagger weighs 12 oz. It is unwieldy to use, requiring MD of 18, and the base Strike Chance is 40%. The wielder adds their MD to the Strike Chance, along with bonuses from Rank in weapon spells, Warrior and the weapon itself. However, MD in excess of 20 adds further bonuses, according to the schedule below:

MD bonus
20 + 0
21 + 1
22 + 3
23 + 6
24 + 10
25 + 15
26 + 21
27 + 28
28 + 36

and so on. It inflicts 2 rollup D10 damage, but no bonus damage from PS is ever applied. Instead, damage is increased by 1 for every 5 points of MD in excess of 18.
The blade is wickedly sharp, ignoring the first 3 point of Protection from armour, natural or otherwise. Blows to EN are inflicted at 20% of the modified Strike Chance, Specific Grievous Injuries on 10%.
It may be thrown, but not safely. If it does not strike an opponent, it will return to the thrower, and inflict damage upon them unless they Break 100 + 2 x MD. A failure means a D10 is rolled. If the result is "1", an A Class Specific Grievous Injury is rolled for, and in any case, damage directly to EN is applied. If a "2" is rolled, again, damage directly to EN is applied. Otherwise, the damage is a FT blow. Protection from armour or natural armour is reduced by 3, as normal.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Crooked Mile Autumn 813 Alusia Magical Chaos px50 Jim Arona 021 076 9376

Obsidian Dagger

Good from behind, apparently. +3 penetration.

Adds double dice roll from behind/surprise. Assassin skill. Damage D+4 Base chance 50%.

I am interested in bidding on this: Viola

Glass Dagger

Only counts spell armour, ignores Protection and damage reduction, inflicts 1 rollup D10 damage to PC, WP when PC is exhausted, unknown what happens at 0 or less WP, PC recovers by resting (only) similar to the way FT recovers naturally. WP recovers by resting (only) similar to the way EN recovers naturaly.

Armour

Greenwitch Armour

This leatherlike armour is covered by green, squamous growths. It provides x Protection, or reduces damage from blows directly to EN and Specific Grievous Injuries by x.
It will fit anyone of size 6 if they are a women. Otherwise, extensive treatments from high-Ranked Healer may be required.
It weighs 24 lbs, reducing AG by x. In a wooded, marshy or grassland environment, it adds x to Stealth.

Starts at 6 point armour. 3 point damage reduction. Can increase the damage reduction if sacrifice endurance points. 1st endurance point sacrificed will increase it by 1 point. Cost for 2nd point is 2 Endurance. Cost for 3rd point is 4 Endurance. Cost for 4th point is 8 endurance.

Jewellery

Miscellaneous

a dessicated hand

Probably a spell rack

Spell rack. Wind Whistle. On onset get a wind which lasts a few pulses. Inflicts penalty on others curses cast.

Incantations:

Storm Calling - Rainstorm Incantation

Exactly the same effects as a Rainstorm of equivalent Rank.

Experience Cost: 750

Constraints: 1 FT, unracks the spell


Earth Tremor - Paroxysm

The (single) target of the spell is an object, an elemental or a construct. It need not be solid, but it will do precious little if it is cast on something fluid or gaseous. I suppose you could use it to make a really big milk shake.

Even if they fail to resist, water elementals just get a little choppy, air elementals maybe get a bit gusty, but are otherwise unaffected. Solid things like golems or earth and ice elementals will be negatively affected. By and large, if they fail, they will have difficulty staying upright and will want to assume a prone position where they can convulse away to their heart's content. The duration of the paroxysm is Rank of Earth Tremor - Rank of the summoning or creating magic + 1 Pulses. If the result of this sum is 0 or less, it has no effect.

The target also takes damage at the end of the Pulse.

It can also be cast upon a solid object, except for something made out of substantial amounts of iron, so long as it weighs less than Rank cubed lbs. It has a reasonably good chance of breaking things.

Experience Cost: 750

Constraints: 1 FT, unracks the spell


Darkness - Night Terror

This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:

The Magic Resistance vs Fear (including Terror, Horror or similar effects but not Awe based ones) of anyone in the volume is halved.

The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).

Halving happens before subtraction, in case anyone was wondering.

Experience Cost: 500

Constraints: 1 FT, unracks the spell


The dessicated hand is a spell rack that asserts a penalty of 5 against a target's MR vs magic that has to be remedied with Curse Removal.

a disc with five spider-like legs

Probably not a pram

Transport device. Animate it/can instill flight. Can clamber on and move. Need to stick to it if it's moving at any distance not flat so you don't fall off, ie it can climb walls.

a green witch's hat

Spell armour equals to your current free MA. Doesn't stack with other spell armour.

a robe made of weird black silk

Robe of Night. If you are wearing this it is like it was night for spell casting.

sticky slippers

For sticking to things. Useful for climbing.

Apron

+15 to summoning and controlling fire elementals

Robe of protection

+3 spell armour +5 Armour protection

Gem stones - Opals

Stores fire. Stores fatigue for spell casting of fire spells

Gem stones - Rubies

Stores fire Stores fatigue for spell casting of fire spells

Cape of Retreat

This dark,velvet cape weighs 1 lb.
It must be worn over the left shoulder and arm, whereupon it will increase the wearer's Stealth by 20 for the purposes of concealing a weapon no larger than a short sword under it.
Once a day, it allows the wearer to move backwards at their full TMR without changing facing.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Crooked Mile Autumn 813 Alusia Magical Shadow px50 Jim Arona 021 076 9376

I am interested in bidding on this - Viola

Allies

Foo the Ferocious

Description
Foo is a large wildcat, standing about half a metre tall. Although still quite short, he has a tail about 20 centimetres in length. His ears are tufted, and his fur is spotted. He is about 60 centimetres long and weighs 80 lbs.
Comments
Foo is a proud hunter. In fact, he is, in general, very proud. He was the subject of an experimental magic which made him sentient and an Arithmetician. It also prevents him from enjoying the company of other cats.
Abilities
Foo is a Rank 0 Arithmetician and a Rank 2 Ranger, specialising in woods. He is a passionate devotee of opera, which he will perform at any opportunity, singing all of the parts himself.

As a wildcat, his Stealth is 136%, 142% in a natural environment, 146% in woodlands.

Movement Rates
Running: 400
PS: 17 MD: 20 AG: 24 MA: 3 EN: 13 FT: 18
WP: 10 PC: 21 PB: 11 TMR: 8 NA: Fur absorbs 2 DP
Weapons
He may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat. He will attempt to Close.
Bite: BC 40%, [D ], Melee & Close, Rank 0.
Claws: BC 57%, [D – 2], Melee & Close, Rank 3 / 6 .

The first time after dawn that he is the target of an Animal Growth spell, he may assume the form of a Fu lion for Rank minutes:

Movement Rates
Running: 450
PS: 35 MD: 25 AG: 30 MA: 3 EN: 30 FT: 18
WP: 16 PC: 21 PB: 11 TMR: 9 NA: Fur absorbs 3 DP
Weapons
He may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat. He will attempt to Close.
Bite: BC 55%, [D + 2], Melee & Close, Rank 0.
Claws: BC 83%, [D], Melee & Close, Rank 3 / 6

Fu lions have the talent Spirit Vision at Rank 0
While Foo is a Fu lion, he may be targeted with Trollskin, requiring but a Cast Check and a Free Act. Armour of Earth will reduce damage by 1 as normal, but in addition, increase the Protection value of his fur by 1 per 4 Ranks.
He is also lucky while in this shape. Percentile dice are rolled in whichever way is most favourable, so a "90" could be read as "09" (or the other way around if a high number were more beneficial).
His stats, Skills, Weapons and Talents may be advanced at the normal cost. Whoever Foo allies with pays the required Experience. New abilities may be learnt but the lack of an opposable thumb restricts his choices somewhat, as does his illiteracy.

Lore

Abilities

Light - Revelation

Range: 15 feet + 15 / Rank
Duration: 15 seconds x [D - 5] x Rank
Resist: None
Storage: None
Target: Area
Effects: This incantation of Michael's Light spell causes pastel coloured motes of light to surround things that are visually anomolous. It can be seen through regardless of the Rank of the spell, and in any case, only increases Light levels to 60 + 1 / Rank.
Within the volume of effect, any object, entity or terrain feature that is Walking Unseen or Transparent will be revealed by this incantation. Objects, entities or terrain features that are Invisible, Blended, visually shifted to a proximate dimension, Walking in Darkness, Walking in Night or similar magic will be revealed if the Rank of their concealment is lower than or equal to the Rank of this spell.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Crooked Mile Autumn 813 Alusia Magical Order px50 Jim Arona 021 076 9376