The Middle Way: Braegon's Award

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Braegon arrives at Karthri on the 10th of Seedtime 811 WK and has earnt:

10,080sp, after Guild Taxes, being 40 truesilver guineas.
59480.21 Experience

He spent 38 days away from the Guild.

he may
advance any Talent eight Ranks.
He has been immersed in
Itaruvian - 4 weeks

He may include the period associated with this language as part of his training time.


Stephen earns 6,500 Experience for his Scribe notes, to be applied, in part or whole, to any of his characters.


Consumables

Potions

Tincture of Aconite and Passionflower x 2

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 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 one 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 half the damage they have taken. Sum ALL deficit to EN and FT then halve to generate the amount the imbiber will be restored by. It will, however, permanently reduce the imbiber's FT value by 1. 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 City of Brass Formerly living Enhancement 15,000sp px50 Jim Arona 021 076 9376

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.

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 x 5

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 x 2

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.

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 px50 Jim Arona 021 076 9376

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.

Jewellery

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 left hand.
The bearer may advance their Rank beyond 20 for any of the following spells:

Shadowform, Wraithform, Immolation, Rune Armour.

Whoever wears the ring may benefit from this enhanced Rank. For example, if they were to suffer the loss of the left 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 px50 Jim Arona 021 076 9376

Petroglyph Brooch

This stone brooch weighs 4 oz and must be weighed on the upper right arm to be effective.
It provides +3 Defence, +2 Magic Resistance, stackable with an Amulet of Luck, only.

Miscellaneous

Enhanced Matrix

This gem is attached to a Spell Rack and will increase its weight by 1 oz. The gem will enhance one matrix so that two Incantations of the same spell may be applied at once. Some negotiation may be required with the DM in cases where the possible results are not clear, and in any case, may always be ruled unacceptable.


Seraph's Wing Carpet

This carpet is made from a seraph's wing. It is about a metre and a half wide by 2 metres long, weighing about 12 lbs.
The Adept must sit upon the carpet when they Purify. When they complete the Ritual, the carpet itself will disappear (and no longer count against their encumbrance). If they have at least 3 hours duration remaining on their Purification, they may activate the carpet. From this point on, their feet will be surrounded by an iridescent blue-green nimbus and they will leave faintly glowing footprints of their passing, the glow fading after a minute or so. Activating the carpet requires a Magical Pass Action, a point of FT and 3 hours of the duration of the Adept's Purification. While they continue to spend 3 hours of duration and 1 point of FT, they may 'tread the path of a seraph' for an hour at a time.
By adjusting their relationship with the plane they are on and those adjacent to it, the Adept may increase their TMR +1 per 5 Ranks in Purification. This will not stack with any other TMR enhancement. They may increase their movement rate to 440 yards (15 miles/hour), plus 30 yards (1 mile/hour) per Rank in Purification.
By continuously folding themselves into and out of a vaguely two-dimensional form, they may walk on air. They must advance along their narrowest axis, and this has the following implications:

  • They may rise no more than one hex for every two that they travel horizontally (30 degree rate of climb). They can descend one hex for every hex traveled horizontally (45 degree rate of descent).
  • While folding, the Adept's field of view is much more planar. In general, it means that they have difficulty seeing things above or below them (or to the left or right if they turn their head) which are less than seven hexes away.
  • They are much more fragile whilst folding. If there is a chance that they will be snagged by a terrain feature, then a Strike Check (Strike Chance - Folding Chance) should be made. If this is successful, the obstruction is avoided but may still cause harm as a result of the stresses involved in getting out of harm's way. The damage from being snagged is a function of speed, according to this formula: Damage = 3 x v(Adept's speed in miles per hour). The effects of being snagged or struck are resolved in the following way. Misses are considered FT blows, successful strikes are considered hits directly to EN. Hits directly to EN are considered possible Specific Grievous Injuries. If the Check falls in the range of a possible Specific Grievous Injury, two rolls are made. Damage is only applied if a B class Specific Grievous Injury is rolled. The Adept ignores all damage if the roll(s) fall in the range for A or C class injuries.
  • The Adept's form folds through planes that reduce their ability to avoid damage from heat or cold, and increases it versus lightning and electrical effects, as well as magic that attacks their internal structure, like Necrosis, Disruption, Hand of Death, etc. Thus, they may completely avoid harm from this kind magic on a successful MR check. However, their MR versus magic that heats, burns, freezes or chills is halved and the damage is doubled. Where Magic Resistance is reduced by the magic (e.g. minus 20 MR as a result of a triple effect), the halving occurs before the subtraction.

Although this form of movement might reasonably be called Flight, it does not benefit from the Adventuring Skill: Flying. The Adept, instead, must advance a new Adventuring Skill Folding: Experience Multiple: 125, Base Chance: WP + PC + 5 x Rank-speed in miles per hour. Each Rank in Folding increases movement rate by another 30 yards (1 mile/hour).

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Middle Way Spring 812 Tanuel Formerly living Seraphim 11,450sp px50 Jim Arona 021 076 9376

Well of Water

Braegon has access to this well, kept in a secure place within the walls of House Kerberoth, itself.

This bluish, glass like disc is a well. It is cold to the touch, flexible and weighs 6lbs.
It may be placed on the ground, where it will become bound, and so long as it is undisturbed a year and a day, it may be used in the following way: If 1 EN is sacrificed to the well, then each year, 1 Water may be withdrawn from it.
If it is moved, then a year and a day must pass before Water may be harvested from the well. This means that the production of the well for the year and a day is lost.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Middle Way Spring 812 Tanuel Magic Metamagic px50 Jim Arona 021 076 9376


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 px50 Jim Arona 021 076 9376


The White Rose of Gerantia

Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. If the roses are allowed to grow over the graves of the dead for a year, then no attempt to raise the interred as undead will succeed.
The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore virginity. The petals, when appropriately prepared, are said to act as a sovereign against Charms or Seduction.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Middle Way Spring 812 Tanuel Living Plant Discipline Quest px50 Jim Arona 021 076 9376



Whitethorn

Any attempt to take cuttings or seedlings of this bush will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the bush is hardy and needs very little care. It cannot abide a humid environment, and requires a heavily sunned position. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating it is 4 hours and if this maintenance time is not met or exceeded, it will wither and die.
The branches sprout wicked, white thorns, which are supernaturally sharp and hard, but the withes, themselves, are wiry and supple. If a stake can be made from the withes, and plunged into the heart of a vampire, it will instantly destroy it as if it had been exposed to sunlight.
If a crown is made of these vicious thorns, the wearer can buy 1 WP (at the normal cost). The crown must be worn for at least a season, and the pain will permanently reduce their EN by 2 (which may be bought back in the usual way). This increase is beyond the normal 5 allowed but

  1. Racial maximums may not be exceeded and,
  2. Only 1 point of WP may be bought in this way.

The Herbalist can produce Rank withes of whitethorn per year. A stake, if the means of production is known, requires 1 withe, a crown of thorns requires 2.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Middle Way Spring 812 Tanuel Living Plant Discipline Quest px50 Jim Arona 021 076 9376

Abilities

Spell of Hypnotism (S-Hyp)

Range: 15 feet + 15 / Rank
Duration: Concentration: no maximum
Experience Multiple: 200
Base Chance: 40%
Resist: Active, Passive
Storage: Investment
Target: Entity
Effects: The spell causes an entity to accept suggestions from the Adept. The spell may only be cast over a target with whom the caster is normally able to communicate verbally. It can never be cast over a totally hostile target.
The target may be enabled to remember otherwise forgotten details through appropriate questioning.
Once the target has been hypnotised, the Adept can make suggestions which the target will readily accept unless they conflict directly with their best interests.
The target will never remember where these suggestions came from.
The Adept may choose up to 1 (+ 1 / 5 Ranks) of the above suggestions to be active in a post-hypnotic manner, which the target will continue to implement for 3 (+ 3 / Rank) hours after the spell ceases. The target will stop following all other suggestions once the spell ceases.
The spell may also be used to cure WP losses that arise from Mental Attack or effects that induce madness. As much as D10 - 5 (+1 per 2 Ranks) WP is restored by this spell. For every 4 Ranks in Healer, an additional point is recovered.
Notice that a negative value can be generated. This is particularly important if the DM assigns a penalty greater than -5.
This spell counts a Special Knowledge spell of the College of Earth Magic.

Adventure Season Plane of Origin GM
The Middle Way Spring 812 Tanuel px50 Jim Arona 021 076 9376