Dellith's Award

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Return to This Quintessence of Dust

Dellith returns to the Guild on 23rd Thaw 811 WK and has earnt, after Guild Taxes, 18,633.33sp.

She spent 138 days away from the Guild, and has used 30 training days on the adventure.

She may
advance any Talent sixteen Ranks.
advance her Rank in Stealth by 1 at only 90% of the cost and no time.
advance her Rank in Climbing by 1 at only 90% of the cost and no time.
She has been immersed in these languages
Thari - 4 weeks (adjusted)
Lamethian - 3 weeks
Songla - 4 weeks (Ring Keep and Purity's Folly)
Elamite - 4 weeks

She may include the time associated with each language as part of her training time. Elamite is in the same Family as Lamethian, Thari and Songla bear intriguing similarities, but that is as far as it goes.

Dellith
may advance her Rank in Shield to 5 at a cost of 1,000 Experience and 5 weeks training time.
is under the effects of a Pentecost Potion which will not dissipate until the beginning of the Winter season.

Clare earns 6,000 Experience for her Scribe notes, to be applied, in part or whole, to any of her characters.

Consumables

Rune Sticks















Rune Stick of Sacrifice

This carved stick weighs 5 oz and has runes carved on it in reverse.
If blood is poured onto the stick (costing 2 FT) and the stick pressed against the forehead, then the Runes of Death will be imprinted there for 110 seconds. If, within this duration, they touch an opponent, they may release the spell.
If the victim fails to resist the Adept immediately drains all current Fatigue and Endurance from the victim. Up to Rank points each of this can be used to heal damage and restore fatigue respectively.
If the victim has zero or less current fatigue and Endurance nothing is gained.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Tanuel Formerly living Rune 3250 sp px50 Jim Arona 021 076 9376

Greater Heart Rune Stick

This carved stick weighs 5 oz and has runes carved on it in reverse.
If blood is poured onto the stick (costing 2 FT) and the stick pressed against the target's heart, then a Rune of Healing will be imprinted there. The rune will heal the target 8 Endurance, immediately, or when the target next takes endurance damage.
The rune can be washed of easily with water

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Tanuel Formerly living Rune 1500 sp px50 Jim Arona 021 076 9376

Greater Heart Rune Stick

This carved stick weighs 5 oz and has runes carved on it in reverse.
If blood is poured onto the stick (costing 2 FT) and the stick pressed against the target's heart, then a Rune of Healing will be imprinted there. The rune will heal the target 8 Endurance, immediately, or when the target next takes endurance damage.
The rune can be washed of easily with water

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Tanuel Formerly living Rune 1500 sp px50 Jim Arona 021 076 9376

Weapons




Lightning Strike

This scimitar is a Named weapon. It weighs 3 lbs, has a Base Strike Chance of 80% and the Damage Modifier is D+5. For every 4 Ranks in the Individual True Name of this blade, damage is increased by 1.
In addition, the wielder may choose to act first, obviating any need to check for Initiative. If this function is chosen, it may not be used again until 20 seconds have passed.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Feralie Magical Lightning 18,000sp px50 Jim Arona 021 076 9376

Armour

Shield of Primes

This shield weighs 3 lbs. It provides 4 points of Defence per Rank and penalises MD by 1.
In addition, any damage that attacks the wielder through their front hex is ignored if that damage amounts to a prime value, i.e. 2, 3, 5, 7, 11, 13, 17 and so on. This includes magical damage of any kind, but not from magic that attacks an area or volume.
Blows directly to EN or Specific Grievious Injuries may not be avoided by means of the shield, although it may be cloven to reduce any damage being done to the wielder's armour.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Abyss Formerly living Chaos 25,000sp px50 Jim Arona 021 076 9376
















Sundancer's Mail

This armour is made of bands of elemental bronze. It is sized for a human and weighs 24 lbs. It reduces AG by 1, and penalises Stealth by 25.
It provides 7 points of Protection and reduces all damage by 3. In other words, the wearer will take no damage from a FT blow of 10 damaage or less. It will not protect against the special damage of a Specific Grievious Injury.
In addition, summonable entities that attack the wearer must add 3 to the results of their attack rolls.
The wearer's PS is increased by 3, which stacks with any other bonus.
Once a day, the wearer's weight can be doubled at the utterance of a special word, and this requires a Free Act. It may not be used in the same Pulse in which the wearer casts a Spell, and the effect lasts for 12 Pulses.
Finally the owner of the armour can sacrifice EN to the mail, which will increase its Damage Reduction by 1. The EN sacrifice doubles for an increase of 1 to Damage Reduction. Thus, the first EN sacrifice costs 1, then 2 then 4 and so on.
The sacrifice can only be performed once per season or adventure, whichever is least.
If the Protection value of the mail is reduced by Specific Grievous Injuries, then it may be repaired by the arts of an Armourer of Rank 6 or higher in conjunction with an Artisan Weaver of at least Rank 8, who may be the same person. Each point of Protection will take 2 days to repair and cost 400sp. They may charge more for their labour at the DM's discretion.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Feralie Formerly living Solar 25,000sp px50 Jim Arona 021 076 9376

Jewellery

Major Amulet of Amethyst

This amulet weighs 4 oz.
Aside from allowing the wearing to recover FT 10% faster while sleeping, once a day, it provides an extra hour of sleep.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Feralie Magical Wiccan 9,000sp px50 Jim Arona 021 076 9376

Miscellaneous




Book of Names

This heavy tome weighs 3 lbs. It is bound in a thin, cloudy glass-like material, apparently the hide of some creature which stalks the astral plane. It is filmy blue in colour and is translucent although the writing inside the covers cannot be made out.
An Individual True Name can be recorded in this tome to the limit of the owner's Rank in that Name. Doing this has implications for Naming Demons, although any summonable entity who benefits from Rank with respect to Individual True Names may also be affected at the DM's discretion. The Rank at which an ITN has been recorded into the tome reduces all Naming Demon's Rank in that ITN by a similar Rank + 1.

If an ITN is recorded at Rank 17 in the tome, all Naming Demons will lose 18 Ranks in that ITN, if it is recorded at Rank 20, they will lose access to the ITN completely. It takes a day for each Rank to write the ITN into the tome, taking 3 half days to advance the ITN in the tome from Rank 17 to Rank 20, and they are considered Magical Training.

Should the ownership of the tome change to someone else, the ITNs in the book will fade to illegibility and once more become known to the Naming Demons (and others), although the page will have been used, and this is not retrievable.
There are 8 pages left in the tome:

                              ITN                               Rank
Dellith 20
 
 
 
 
 
 
 
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Sparlainth Formerly living Naming Incantations 24,000sp px50 Jim Arona 021 076 9376













Gremlich Disguise

This disguise has been made from leather, cloth and papier maché for a humanoid of size 6. It may be cut down to a smaller size by a Rank 6 Tailor or Seamstress who will charge 300 sp for each size reduced. It has a weight factor of 1.
If the wearer of this disguse is the target of a Disguise spell to make them appear like a Gremlich, then they will assume its actual physical form.
The creature has the following characteristics:

Description
Gremlichs appear as five to six foot high humanoids, but with horns and barbed tails. They tend to be wiry and muscular. Their skin may be blue, green, or purple, but is usually brown. They have yellow eyes, flecked with silver and their teeth (including prominent incisors) are made of silver.
Comments
Gremlichs are dangerous creatures in that they have a cruel sense of humour that they are not averse to visiting upon their enemies and even their friends. They may not be bound or forced to speak true, so there is no way to really control their actions. They will lie, steal, sow dissension, or play practical jokes (magical or non-magical) on average once per day.
Abilities
Gremlichs have no special abilities beyond their immunity to being bound or forced to speak true.
Movement Rates
Running: 350
PS: 15 MD: 17 AG: 20 MA: Wearer's EN: 16 FT: Wearer's
WP: Wearer's PC: Wearer's PB: 4 TMR: 7 NA: 3 DP
Weapons
Gremlichs usually attack with weapons but can use both their horn and poisonous tail. They may not wear armour. Poison from their tail occurs after effective damage.
Horn: BC 20%, [D - 1], Close, Max. Rank 10.
Tail: BC 30%, [D], Melee & Close, Max. Rank 9.
Poison: 2 DP per pulse.

While the Disguise spell is running, the wearer's Aura will reveal the same information as if the wearer were actually a Gremlich, but this information will be a deception. Banishing while in the form of a Gremlich will not send them to Hell, but their GTN will appear to be 'Gremlich' and aura strength will be 'long-living sentient'.
Each natural weapon may be Ranked by spending the same Experience cost as for Unarmed Combat.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 New Terra Formerly living Masques 9,000sp px50 Jim Arona 021 076 9376

Mind Crystal

This crystal weighs 10 oz and is about 15 cms long.
If it is inside the area of an ESP, Telepathy or overlapped by a Mind Speech spell, it will begin to glow. The brightness of the light will depend on the Rank of the spell. Treat the Rank of the light equal to the Rank of ESP, Telepathy or Mind Speech spell, less five.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Feralie Magical Reason 9,000sp px50 Jim Arona 021 076 9376

Sundancer Veils

These light, silken veils weigh 12 oz, and may be worn over just about any clothing.
The wearer will be less subject to privations caused by the Sun. The wearer is considered to have the Talent Resist Temperature of the College of Sorceries of the Mind at Rank 0. However, this only applies where the terrain is hot, sunny and desert-like.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Nualis Formerly living Sundancer 4,750sp px50 Jim Arona 021 076 9376

Lore



















Copper Scroll: Plans for a House of Life

These plans show how to make a building containing resurrection chambers. All building must be completed within six months of the start as the scroll crumbles progressively, revealing the next step in construction until it is entirely reduced to dust.
Although those who are Death-aspected can build a resurrection chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.

Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:

  • The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).
  • Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.
  • Obviously, the resurrectee's itemry will be lost unless other means supervene.
  • In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.
  • The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.
For example
if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.

If this special resurrection is used, the House of Life and the chamber itself remains. However, until another 3 EN is sacrificed it is simply magical architecture.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Quintessence of Dust Spring 811 Tanuel Magical Resurrection Quest px50 Jim Arona 021 076 9376


The Swan of the Pavilions of Summer

This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else's Rank by the same amount amount.
However, if the Spell of Name Change is known, and their Rank in the Generic True Name 'Swan' is Ranked to 10 or higher, then they may assume this shape:

The Swan of the Pavilions of Summer
This creature is a swan with a wing span of 5 metres. Its feathers are shifting shades of blue and grey.
PS: 12 MD: 15 AG: 18 MA: Adept's EN: 12 FT: Adept's
WP: Adept's PC: Adept's PB: 13 TMR: Special NA: Special
Weapons
The swan can batter opponents with each wing in Extended (up to 1 hex away) or Melee Combat
BC: 45%, D10+2 damage in the same Pulse, without penalty.

Wings inflict C Class injuries, and may be Ranked to 10 using the same Experience Point cost as Unarmed Combat

Every 4 Ranks in this Name increases PS, MD, AG, EN and PB by 1. This stacks with bonuses for the Generic True Name of 'Swan'.
The Protection value of the feathers is 2 (+1 per 4 Ranks in the Name).
The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the Name.
The swan has a land TMR of 2, a swimming TMR of 2 and a flying TMR of 7. TMR is increasd by 1 per 4 Ranks in the Name. At Rank 20, the flying TMR becomes 16.
The shade of the plumage may be subtly altered so that an attempt to use Stealth while in the air is feasible. This will not work against an observer who is above the Adept, however. The colour shifting property of the plumage is not unlimited so that in situations where there are dark storm clouds or the sky is a peculiar colour that is not in the blue to grey range, the DM may choose not to honour the results of a Stealth roll.
The swan has the following flight properties:
  • flying requires a clear space around the swan of about a hyper-megahex.
  • the swan must maintain an airspeed equivalent to TMR 7 to avoid stalling and beginning to fall.
  • maximum rate of climb is an angle of 45°, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.
  • the swan may ride a sky current at altitudes of 15 metres or higher, the current's direction can be determined at will. The movement rate is 880 yards per minute (30 mph), plus 30 yards per minute (+1 mph) for every Rank in the Name.

A Battleform may also be assumed and changing between this and the swan form

requires a Pass Action. Spectral blue swan's wings emerge from the Adept's back, passing through clothing and armour. The wings let the Adept fly at their normal TMR +1(+ another 1 per 5 Ranks). At Rank 20, the bonus to flying TMR is +10. These wings do not provide the Adept with a flying movement rate.

The Battleform provides 1 point of Damage Reduction (+1 for every 10 Ranks in the Name) against all known forms of damage.

The wings have the following flight properties
  • flying requires a clear space around the Adept of about a megahex.
  • the Adept must spend 1 FT at the beginning of every Pulse that they intend to fly.
  • the Adept must maintain an airspeed equivalent to TMR 7 to avoid stalling and beginning to fall.
  • maximum rate of climb is an angle of 45°, and each Pulse climbing like this costs an additional point of FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost additional FT.

In addition, wings may be used to batter opponents in Extended (up to 1 hex away) or Melee Combat

BC: 45%, D10+2 damage. Two wing attacks may be made without penalty unless the Adept is using other weapons, in which case only one wing attack is allowed.

Wings inflict C Class injuries, and may be Ranked to 10 using the same skill as Unarmed Combat. They may Strike at spectral or insubstantial creatures and will not conduct a draining attack.

Adventure Season Value GM
Quintessence of Dust Spring 811 Quest px50 Jim Arona 021 076 9376

Demon Lore

Dellith is treated as a Rank 1 Philosopher when trying to answer a question about Demons. Her Realm is the Magical World and her Field is Demons & Devils. She may not answer a question about the Magical World, it is there simply to represent the path of knowledge she takes to learn about Demons & Devils.

Adventure Season Value GM
Quintessence of Dust Spring 811 Quest px50 Jim Arona 021 076 9376

Abilities

Mental and Physical Fortitude

This character 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.
This costs 3 EN which may be bought back in the usual way.

Adventure Season Value GM
Quintessence of Dust Summer 811 Quest px50 Jim Arona 021 076 9376





Dellith's Eye of Silver

Dellith's eye has been replaced by magically bound and enchanted quicksilver.

It has the following properties
It provides the normal function of an eye and so the Specific Grievous damage caused by the loss of the eye may be healed back. If Dellith sacrifices 1 EN to the eye (which may be bought back in the usual way), then the eye will become a part of her, and to some extent reflected in her ITN. If this is done, and she were to lose the eye again, it could be restored by the Arts of a Rank 10 Healer or similar means
The eye allows Delllith to see past the enchantments and deceptions of devils and demons, whether they come from the Seventh Plane or some other, as yet unnamed, place. This is treated as a Talent, with an Experience Multipe of 150. The Rank of the eye is compared against the Rank of the concealment or illusion magic, and if it is the same or higher, then she may see them revealed for what they are. This works against Invisibility, Walking Unseen, Blending, Disguise Illusion or similar magic.
The eye allows Dellith to ignore the effects of a spell that increases the Defence of her opponent if they are a devil or demon, whatever their plane of origin. The Base Chance is Perception (+5 per Rank) - the target's WP.
The eye may be invested with a Silver Spray. This spell-like effect may be triggered by a Magical Fire Action and manifests as a shower of molten silver which will cover a conical volume 10 hexes long by 6 hexes wide at the base. Firearmour protects most entities and objects, except devils or demons, whatever their plane of origin. The eye is recharged by the arts of an Alchemist who knows how to make the Suspension of Water onto Fire and requires enough Hydrargyrum to cover a groat (300sp) per Rank. This is poured into Dellith's eys and a D10 is rolled. If the result is less than the Alchemist's Rank, the eye is charged with Silver Spray (which will glow but not brightly enough to read by) If the roll is the Alchemist's Rank or higher, the eye will be burnt up within a Pulse. Silver Spray inflicts 1 rollup D10 for every 2 Ranks of the Alchemist.
Adventure Season Nature of Magic Value GM
Quintessence of Dust Spring 811 Alchemy Quest px50 Jim Arona 021 076 9376


















Spell of Name Change

Range: Self
Duration: Conc. Max 30 minutes + 30 minutes per Rank
Experience Multiple: 275
Base Chance: 1 %
Resist: None
Storage: Potion
Target: Sentient Entity
Effects: The Adept assumes the form or seeming of something whose Name they have Ranked.
If they wish to assume a physical form, then they must have at least Rank 10 in its GTN. When they transform they acquire the lowest value of the creature's physical stats: PS, MD, AG, PB and EN. They retain their own MA, WP, FT and PC. For every 2 Ranks in the GTN in excess of 10 they may add 1 to the form's physical stats.The Adept may not transform into a fantastical or sentient creature, nor one that weighs less than a few ounces (about the size of a mouse) nor more than 1000lbs (up to a large bull, but not a fully grown ox).
The cost to transform themselves is 12 FT - 1 per 2 Ranks in the spell.
They may assume the seeming of anything whose GTN they know. This will engage all of the usual senses. The size of the seeming can be no more than 1 hex per 3 or fraction Ranks in the Name. It is much harder to make a seeming that is smaller, however. If the Adept has Rank 10 in a Name, they can take the seeming of something half their size, one quarter their size at Rank 20. The limits on a seeming are much less constrained than for a transformation.However, the appearance of a particular entity can be assumed only if their Individual True Name is known. In addition, the spell can only be sustained for either 30 minutes + 30 minutes per Rank of the spell or 10 minutes + 10 minutes per Rank of the ITN, whichever is lowest.
Each time an observer has reason to question the seeming, then they are allowed a Magic Resistance versus Namer Special Knowlege magic. The roll is penalised by the Rank of the Name used, but the observers gain a bonus to MR of their PC. If they fail this roll, but subsequently have reason to doubt the seeming again, they may make another roll. If they resist, they are undeceived. Seemings never inflict any damage. Indeed, physical contact sharp enough to require a Strike Check will cause the seeming to dissipate.
The cost to change their appearance is 6 FT - 1 per 4 Ranks in the spell.
This spell is not teachable to others.

Adventure Season Value GM
Quintessence of Dust Spring 811 Quest px50 Jim Arona 021 076 9376