South Gate Rot Treasure

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Back to South Gate Rot

Consumables

Grenadoes

Amulets

Trumps

Sticks

Potions

Restorative Potion x 9

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 1, inflicts 3 EN and restores 6 FT.

Restorative Potion x 6

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 2, inflicts 4 EN and restores 8 FT.

Love Philtre x 3

This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Philtre is 10.

Fertility Potion x 8

This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 10.

Poisons

Invested Gems

Other Invested Items

Crystals

Charms

Other

Metal

Weapons

Goblin Dagger x 15

This black steel tulwar is sized for a goblin and weighs 1 lb. It may be advanced as a Dagger by humanoids larger in size than goblins to Rank 9. The base Strike Chance is 50%, the base Damage is 1 rollup D10 + 4, inflicts A & B class injuries , and may only be wielded in Melee or Close. An entity carrying this weapon may not make use of non-racial magic.

Bronze Goblin Short Sword

This bronze two handed sword is sized for a goblin and weighs 2lbs. It may be advanced as a 1 handed shortsword by a human and a 1-2 handed cleadh mor for a race of size greater than three and less than six.It has a base Strike Chance of 55%, a base Damage Modifier of 2 rollup D10 + 1 and inflicts A & B Class injuries.

Fir Staff

This staff is smaller than usual and may be wielded 1-2 handed by anyone of size 5 or greater. It is made from the twisted branch of a fir tree, stands 4 and a half feet high and weighs 3 lbs. The base Strike Chance is 55% and base Damage is 1 rollup D10 + 2.

  • The wielder increases their Defence by 2 (+2 per Rank in glaive). This will not stack with Defence from other weapons or shields.
  • The wielder reduces damage by 1 at Rank 4 and Rank 8 in quarterstaff. This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.

When the wielder has reached Rank 5 in Quartersaff, they may bleed onto it, causing green fir needles to sprout from the top at a rate of 1 per Rank in excess of 4, to a maximum of 5 at Rank 9. Each needle may be spent in the place of 2 FT points to cast a spell. This means that casting a General Knowledge spell is not as efficient unless in a low mana area.
When hte wielder has reached Rank 8 in Quarterstaff, they may bleed onto it, causing green fir cones to sprout from the top at a rate of 1 per Rank in excess of 7 to a maximum of 2 at Rank 9. Each cone may be spent in the place of a Prepare Action and requires a Free Act. Once a bonding cost of 1 EN has been paid, the staff has these functions:

  • The wielder subtracts their Rank in quarterstaff from the die roll when making MR checks and if the modified result of the MR check is '01' or less, then they (and the hex they occupy) are not affected by any aspect of the magic. Thus, half-damage spells or magic that is not resistable may be entirely avoided. If the magic does not normally allow a MR Check, then the wielder must roll under their Rank in quarterstaff.
  • The staff amplifies the effectiveness of
the Windwhistle spell so that the wind arrives 1 Pulse after the spell is cast. This costs 1 EN instead of the normal 1 FT cost, doubling each successive Cast, resetting at dawn.
the Storm Calling spell so that it will arrive in half the normal time, to a minimum of 1 Pulse. This costs 1 EN instead of the normal 1 FT cost, the EN cost doubling with each successive Cast, resetting at dawn.

Once the wielder's PC has risen to 10 and a further bonding cost of 1 EN has been paid, the staff has these functions:

  • The wielder's Unengaged Intiative while casting spells is the same as their Initiative with this weapon, so long as it is Prepared.
  • The staff amplifies the effectiveness of
the Air Blast spell so that it may be Cast without Preparing and as a Free Act. This costs 1 fir needle as well as the usual 2 FT.
Incantations

Rainstorm - Storm Calling
Range: 20 feet (+10 feet per Rank)
Target: Volume of Effect
Effects: This incantation of the Storm Calling spell summons a miniature rainstorm, 5 feet accross (+ 10 feet per 10 full Ranks), that appears over the target hex(little dark rain cloud, tiny lightning bolts and all). Anyone who fails to Resist will be drenched by the storm which will completely soak anything not waterproof in sixty seconds (-5 per Rank). Anyone in the volume who has not resisted adds 2 per Rank to any percentile rolls (making them more difficult), and those who leave the area will have any percentile checks penalised by 1 per Rank until they are dry. Those who resist will have their percentile checks penalised by 1 per Rank until they leave the volume of effect, whereupon they are no longer affected.
Attacking into or through the Rainstorm incurs a soft cover penalty of 20, magical attacks using fire or heat, fiery breath weapons and alchemical weapons with effects similar to methane will have the first Rank points of damage ignored per Pulse if it would pass into or through the volume. Casting the Lightning spell into the Rainstorm will make it propagate throughout the entire volume. Cost: 1,000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Gliding - Progressive Duration'
Duration: Special
Effects: This incantation of the Gliding spell is the same in all respects except that the duration is calculated at 5 minutes + 15 minutes per Rank if the Rank is less than 10, 5 minutes + 20 minutes per Rank if the Rank is less than 20 and 5 minutes + 30 minutes per Rank if the Rank is equal to or greater than 20. Cost: 1,000 Experience.
Constraints: Unracks the spell, penalises AG checks by 20 when Cast, lasting 12 Pulses (-1 per Rank.)
This incantation is not teachable.


Armour

Miscellaneous

Spell Racks

Jewellery

Amulets

Enhanced Amulet of Diamonds

This amulet of diamonds increases the Strike Chances of any weapon used in Melee or Close by 2 and increases the Damage Modifier by 1

Enhanced Amulet of Jade

This green jade amulet, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the undead. In addition, any Cast or Strike check vs the undead that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.

Enhanced Amulet of Iron

This amulet of iron, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the devils and demons. In addition, any Cast or Strike check vs devils and demons that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.

Allies

Peanuts the Monkey

Peanuts is a shy and reclusive creature of the forest, perhaps because of the hand that has been attached to the end of his tail. Once upon a time, he was an innocent creature of the woods, but he has been the subject of magical, Herbalist, Alchemical and Healer enquiries and is, these days, pretty suspicious of anything that comes in a bottle or a needle. On the other hand, if there are nuts to be had, he is a might hunter and relentless warrior.

Description
He is 6 inches tall, weighs 4lbs and has a hand on the end of his 12 inch tail. His diet is generally vegetarian, although he will eat small insects and rodents from time to time.
Comments
Peanuts is quiet and watchful. In most cases, he is entirely biddable except if he perceives a threat to himself, in which case he becomes extremely excitable and quite noisy. He may become disaffected if he is not provided with peanut brittle from time to time, which may lead to dire results, considering his weapon skills.
He knows the Danger Sense Talent at Rank 3
He is a familiar and acts as a Spell Rack, which means he can act as a matrix for 1 (only) Incantation.
He counts as an extra hand for the person who bonded him. This does not give them any more MD, but it means that they can, for example, wield a 2-handed weapon with one hand and one Peanuts.
He speaks the languages of monkeys and apes, and counts as an Enchanted Creature, so may be Summoned, but note below.
He may not be targeted by any magic (including magic that affects a volume) while he shares the same hex as the person who has bonded him as a familiar.
Whoever has bonded him as a familiar may draw upon his EN as FT for the purposes of spell casting. Peanuts does not enjoy this process and will be extremely aggressive in pursuing peanut brittle compensation. And stroking.
Movement Rates
Running: 250; Climbing: 350
PS: 8 MD: 26 AG: 28 MA: 7 EN: 8 FT: 15
WP: 12 PC: 23 PB: 15 TMR: 5/7 NA: Fur absorbs 1 DP
Weapons
Bite: BC 88%, [D – 5], Close, Rank 0, Max Rank 10 as Unarmed Combat.
Poo: BC 48%, [Special], Ranged, Range 7 hexes, Rank 0, Max Rank 6 as Rock.
Yes, Peanuts can throw his own poo. His ammunition on any given day is equal to his EN value. Poo does no damage, but it is 1) smelly and 2) disgusting. Anyone who has been successfully struck by Peanut's poo must spend a number of Pass Actions equal to D10 - 5 Pulses ( minimum 1) to clean up. Otherwise, Peanut's poo will reduce their Strike Chances, Defence, Cast Chances and Magic Resistance by 10.

The person that binds Peanuts can spend no more than 10% of their Experience on him. A separate Ranking record must be maintained for him.

Lore

Obligations

Special Abilities