Grendel's Treasure

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Consumables

Rank 9 Suspension of Fire onto Water

Rank 9 Alchemy

This phial is robust and requires a Pulse to prepare. It weighs 4 oz.

If the contents are poured onto
-the surface of about a pint of water, it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy and which will last for a minute.
-into the right eye so that any visual obscurement (mist, fog, dust or smoke), illusion or deception will be penetrated. This effect will last for a minute.
-into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.

Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist's Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a Pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Alchemy 8,000sp Jim Arona 021 076 9376


Black Iron Grenado

Rank 4 Alchemy

This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
On detonation, the grenado inflicts 2 Specific Grievous Injuries on anyone who it shares a hex with, while those in the surrounding hexes suffer 1. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 1,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.

Result # of Spec. Griev. Injuries
1-4 1
5-7 2
8 or 9 3
0 4

Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.

Result # of Spec. Griev. Injuries
1-4 1
5-7 2
8 or 9 3
0 4

Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.

Result # of Spec. Griev. Injuries
1-4 1
5-7 2
8 or 9 3
0 4

Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Red Iron Grenado

Rank 8 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 3,000sp px50 Jim Arona 021 076 9376

Force of Will Charm

This scrap of parchment weighs ¼ lb and contains three charges of the Force of Will Charm. It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. Each utterance will require a Free Act. The parchment itself might be kept in the owner's backpack, or even at home and it may not be uttered again until after the next dawn .
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character's player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:
'By the strength of my will and the power of my Art!'
It will not work for anyone who is not an Adept. If it does work, it surrounds them in a dome of force 15 ft across that will absorb 10 x their base MA damage from any source before failing. Bonuses from magic and items are added after the multiplication.

4 3 2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Formerly living Charm 4,500sp px50 Jim Arona 021 076 9376

Healing Potion

This potion is contained in a fragile container for quick use. It weighs 4oz.

4 3 2 1

When drunk, it will heal D+12 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Healing 600sp px50 Jim Arona 021 076 9376

Restoration Potion

This potion is contained in a fragile container for quick use. It weighs ½ lb.
When drunk, it will inflict 14 EN damage, and restore 28FT. A moment later, it will heal D+12 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Restoration 8,000sp px50 Jim Arona 021 076 9376

Ice Cube

This cube is about 2 ½ cms across and weighs 4 oz. It may be affixed to a surface, and the gauge will drop 1 per Pulse for 10 Pulses. The cold will spread to fill a volume of about 2 x 2 x 2 hexes, and the temperature will not drop below -30°C. The coldness will last until sunlight touches the volume affected or the cube is moved, which will destroy it.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Ice 1,600sp px50 Jim Arona 021 076 9376

Contagious Anti-Venom Potion

This potion is contained in a robust phial and requires a Pulse to prepare. It weighs 4oz.
When drunk, its effects last until the Hour of the Wolf has passed. If the imbiber should be poisoned within that time, it will attempt to Neutralise it as if they were a Rank 15 Healer (but requiring no Action to do so). If the potion succeeds the imbiber is spared the effects of the poison.
Whether or not the potion works, the benefit is passed to the next sentient entity capable of learning the Healer Skill after the Neutralise Poison attempt is made. The effective Rank drops by 1 on each occasion it is so passed . It loses its virtue when Rank drops below 4 or the duration expires, whichever comes first.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Formerly living Transformation 6,000sp px50 Jim Arona 021 076 9376

Weapons

Bladed Lance

This lance weighs 7 lbs. It requires PS of 16 and MD of 18 to wield. The base Strike Chance is 75 and the Damage Modifier is +8. It can only be used mounted, being too unwieldy otherwise. The wielder may attack every opponent they pass within a hex of and who are not on the side they would wear a shield on. This is a Charge Action and the wielder gains +20 Strike Chance. Damage is increased by 1 damage point for every 10 points of PS that their mount exceeds 20. The wielder's excess PS is ignored. It inflicts B Class wounds.
The weapon is Ranked as if it were a Glaive.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Formerly living Earth 6,000sp px50 Jim Arona 021 076 9376

Armour

Robes of Woven Dreams

These robes may be cut down to anyone smaller than a human. The weight factor is 1.
They provide 10 points of Protection vs normal damage, and 12 points of Protection vs spell damage. It will not stack with any other armour, except Natural Armour.(1 EN + 9 Worm)
It has the following functions:

  1. The wearer may raise their MA and WP to racial maximums, whatever their current maximum, and FT may be bought without limit. They lose one PS for every characteristic so advanced. This may be bought back at a cost of 5,000 Experience. FT should be recorded in a separate track, since it cannot be used to absorb damage, and in fact, can only be expended in the performance of magic. (1 EN + 1 Worm)
  2. Once a day, the robes can be transformed into clothing suitable to the occasion, increasing the wearer's PB by 1 for every 3 Ranks in Courtier. Racial maximums cannot be exceeded. (1 Worm)
  3. It is a focus for the Disguise Illusion (S-5) of the College of Illusions, but the target of the spell is always 'Self'. (1 EN + 4 Worm)
  4. It is a focus for the Nightmare Illusion (S-14) of the College of Illusions. If the Phantasm spell is known, then it can be cast as a Nightmare Illusion instead.(1 EN + 8 Worm)
    . A Nightmare cannot enter the area of effect of a Special Knowledge Counterspell of the wearer's college or the College of Illusions. If they have more than one college, then any of these counterspells will suffice.

There is one set of robes that Damien trades for the rings, any robes made bespoke by Morphia will have to be paid for as per the schedule in brackets.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Sparlainth Formerly living Dream Weaving 22,185sp px50 Jim Arona 021 076 9376

Jewellery

The Eye of Azure Flames

This disc looks like a mosaic of subtle shades of blue crystal, crafted into a shape vaguely reminiscent of an eye about 5 centimetres across and weighing 4 oz. In fact, it is the iris of a Balrog's eye. It may be worn as a brooch.
If the wearer has a Bound Fire in their service, they may use the brooch to cast Telekinetic Rage as Hellfire (they must touch the brooch as part of the Cast Action). While they remain within range of the Bound Fire (1 hex per Rank in the Ritual of Binding Fire (or similar magic)), the Adept may nominate a number of targets to be wrapped in searing blue flames. 1 target per 3 or fraction Ranks (thus, 7 targets at Rank 19) may be so afflicted.
These are the features of the spell:

  • The flames are visible and blue.
  • Each target's MR is reduced by 5 + Rank in Telekinetic Rage.
  • The range is 10 ft (+5 ft per Rank in Telekinetic Rage).
  • The spell inflicts is D10 (+2 per Rank in Telekinetic Rage) fire damage.
  • If the Cast Check falls in the range of a double effect, damage may be increased by the Adept's Rank in Telekinetic Rage. If it falls in the range of a triple effect, damage may be increased by twice the Adept's Rank.
  • If multiple targets are chosen, the target with the highest WP value is compared against the Adept's, as usual.
  • It is an Actively Resistable spell, although Telekinetic Rage is not normally. Note, however, that the targets' MR is reduced by 5 (+1/Rank in Telekinetic Rage).
  • The Rank of the Bound Fire is reduced by 1 for every entity who is successfuly wrapped in searing blue flames. When the Rank of the Fire falls below 0, the Bound Fire is exhausted.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Formerly living Pyrokinesis 14,550sp px50 Jim Arona 021 076 9376

Ring of Sustenance

This plain silver ring weighs 2 oz. It must be worn on the ring finger of the right hand to be effective. While this ring is worn, the bearer will not die from thirst or hunger, however uncomfortable such privation makes them.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Abyss Magical Endurance 5,450sp px50 Jim Arona 021 076 9376

Ring of Spell Deflection

If the bearer is right-handed or ambidextrous, this ring must be worn on the middle finger of the left hand to be effective. Otherwise, it must be worn on the middle finger of the right hand. It weighs 2 oz.
If the bearer has been specifically targeted by spell magic, then they may Break 100 + MA + Rank in Mana Sense, any success deflecting the magic away from them (not necessarily dissipating it, however). If the roll exceeds 125, then the magic is reflected to the caster. The may wield an object that weighs no more than 1 lb, or a shield that is about the size of a buckler in the hand they make the attempt at Deflection.
The attempt may only be made against spell magic that they are aware of. They are not entitled to attempt a Deflection if, for example, the attack approaches from a rear hex, surprise or the magic manifests unseeably. Nor is an attempt at Deflection allowed against magic that has a range of Touch or affects a volume or area.
In the event that a spell is Reflected back to the caster and they successfully Deflect it, a magical resonance is established between the original caster and the target. Any roll of 100 or more is a Reflection. The bearer of the ring may choose not to make any attempt to Deflect, in which case they suffer the effects of the magic.
Although it takes no Action to use the ring, and the attempt may be made as many times as they are targeted by spell magic, the ring draws tiredness FT from its bearer whenever Deflection attempts are made. The cost is 3 at first, doubling on subsequent attempts. The cost resets at the end of the Pulse.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Abyss Magical Deflection 9,000sp px50 Jim Arona 021 076 9376

Miscellaneous

Thurible of the Flames

This spherical brass thurible weighs 4 lbs. It provides a portable environment in which a Bound Fire can be sustained for its normal duration. However hot the Fire within the thurible, the outer surface is never more than warm.
It may be used by anyone but if it is not attuned by Lugnasad, it will irrevocably crumble to a greenish dust. The attunement cost is 1 EN, and this may be recovered in the usual way. If the thurible is passed to another, then this attunement is lost, and, again, the censer must be attuned by Lugnasad. Re-attunements by previous owners cost twice the EN they have already paid.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Holding 15,675sp px50 Jim Arona 021 076 9376

Belt of the Calamari

This belt is braided out of one or more Calamar tentacles, who, presumably, resented it. It weighs 10 oz.
The wearer gains a bonus of 5 to cast Telekinetic Rage, Force Shield, Telekinesis or Disruption spells.

Telekinetic Rage
The wearer may choose to create an instantaneous, magical storm that fills a cone emananating from them to a range of 15 ft (+5 ft/Rank), 5 ft (+5 ft per 3 or fraction Ranks) wide, with roiling, body-wrenching forces. All objects and entities that fail to resist, are hurled away from the Adept until they are out of the area of effect, or they strike a solid barrier.
The storm inflicts [D - 5] (+ 1 / foot travelled) of magical damage and is inflicted once only, at the time of casting. The damage is not contingent on striking an object. Additional damage may be done on hitting a wall, entity or other substantial object.
Telekinesis
The belt can sustain one Telekinesis spell so that the wearer does not need to concentrate upon it. This sustained Telekinesis must be counterspelled or the duration expire for its effects to end.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Uranus Formerly living Telekinesis 18,000sp px50 Jim Arona 021 076 9376

Allies

Lore

Butatar, Spirit of the Nuctemeron

Grendel may scan the heavens at night, and find Butatar, an Astrological spirit of the 3rd hour who rules over Calculations. The 3rd hour can occur at any time during the night, and can substantially vary in length so attempting to capture it will take the entire evening. The chance to find it is PC + 6 x Rank in Astrology. If Grendel does not have access to an observatory, then he must Break 100: PC + 3/Rank in Astrology to attempt to capture the spirit.
If Grendel is successful, then he may utter the name of the spirit, 'Butatar', and perform a feat of Calculation at the same Rank as his Skill in Astrology. The Calculation is performed by Butatar and not Grendel, so he has no particular understanding of the process. The spirit can only attempt 1 act of Arithmetic, 1 act of Mathematics and 1 act of Engineering per season, although feats of more normal Calculation are allowed. Once the service has been performed, Butatar will return to his hour in the heavens.

Adventure Season Value GM
The Face of the Deep Summer 811 Quest px50 Jim Arona 021 076 9376

The Formula of Creating a Great Emerald

The creation of a Great Emerald is a Masterwork Alchemical Operation for Rank 8, and on the first occasion does not cost Experience. Subsequent Emeralds always cost 12,750 Experience to create.
It takes eight weeks to make the Emerald and no other task can be performed alongside it. At the end of this time, if the Alchemist pays 12,750 Experience, the will achieve Rank 8 in that profession, if they are not already .
A Great Emerald can be cut to create one amulet of three different kinds:
The Amulet of the Voice
This amulet adds 15 to the Base Chance of any magic that Compels, Charms, Binds or Controls by use of the voice. It does not provide a benefit to a Ritual of Binding Wills nor Control Person nor Controlling Earth Elemental, although Hypnotism would be affected.
The Amulet of the Word
The wearer of this amulet may choose to capture the effects of a Power Word of which they are the target. They suffer none of the effects of the Power Word and can release it on their next available Magical Fire Action. The amulet will store the Power Word indefinitely until it is used, thus making it capable of capturing a new Power Word. However, only one Power Word may be released from the amulet on any day. This will reset at midnight.
The Amulet of the Incantation
The wearer of this amulet may cast (if they know the spell) Compelling Obedience at a single target. If the target fails to resist, then they must obey the Adept's instructions. They are aware that they are under Compulsion, and usually harbour great resentment over it. If forced to an action which would put them at credible risk of their existence, they are entitled to another MR check. If they succeed, the spell is broken.
Alternatively, the wearer can cast Compelling Obedience at their usual number of targets, but they are treated as if subject to Mass Charming of the College of Ensorcelments and Enchantments. The amulet, however, does not change the College of the magic being cast.
Finally, any spell that Compels, Charms, Binds or Controls will have the duration enhanced to 1 day + 1day per Rank of the spell if it is cast as a ritual.

Three Emerald Waters are formed in the process, as well. These waters replace the components required to make potions that allow the imbiber to Communicate, Compel, Charm, Bind or Control by the written or spoken word.

Adventure Season Value GM
The Face of the Deep Summer 811 30,000sp px50 Jim Arona 021 076 9376


Formula of the Black Iron Grenado

Rank 4 Alchemy
This operation may only be begun on a Thursday or a Sunday and takes at least three days.
This means it can only be attempted twice a week, and sometimes only once.
The Alchemist must gather 3 lbs of wood from a lightning-struck tree. The wood must be steeped in sufficient drake's urine to completely it, and left to stand over a slow fire from noon until dusk (the process being somewhat swifter in winter by virtue of the well-known property of drake's urine to capture fire as the sun falls from the sky).
The wood must be steeped for two consecutive dusks, and then the wood transmuted to charcoal by slowly burning it over sufficient flowers of sulphur to fill a giant's tankard of ale, must take at least two consecutive dawns to complete. A cup of iron ore must be finely ground and the powder thus obtained vigorously mixed with the still-hot embers. Many Alchemists prefer a bronze pestle in a stone mortar, but the passionate use iron pestles on flint mortars. This labour will produce enough reagent to fill [D10 + Rank - 11] grenados. If the result is less than 1, no reagent is produced at all. Results less than -1 indicate that there has been a catastrophe, and the smaller the number, the greater the catastrophe. If the result is -2, 1 Specific Grievous Injury is rolled and applied, if the result is -3, then 2 such injuries are inflicted, and so on. They may avoid harm by Breaking 100 + MD versus each such catastrophe.
The formula is teachable, but whoever teaches it must expend 4,350 Experience for each Alchemist taught.

Black Iron Grenado

Rank 4 Alchemy

This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
On detonation, the grenado inflicts 2 Specific Grievous Injuries on anyone who it shares a hex with, while those in the surrounding hexes suffer 1. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Date Created Plane of Origin Aura Nature of Magic Value Cursed etc.? Alchemist
Alchemy Incendiarism 1,000sp Grendel Beetlebrox

Formula of the Cobalt Chaos Grenado

Rank 6 Alchemy
This operation may only be begun on a Wednesday and takes at least four nights.
The Alchemist must engage a Kobold to willingly part with their 'Famous Blue Liquid', such a resource known to be highly-prized and rarely surrendered, except on the occasion of the Night of Reckless Kobold Passion. Kobold's frequently charge as much as 250sp for their Famous Blue Liquid. To this is added the heart blood of a chimaera, which, being naturally fiery, will dissipate unless captured in a round obsidian urn one cubit across and which stands as high as a cat . Oil pressed from a stone of coal should be poured gently into the urn, and the mixture exposed to the open air for four consecutive nights, there to bathe in the bathe in the light of the moon. This operation will fail if any of the four nights is moonless, however meteorological factors have no influence for good or ill.
This labour will produce enough reagent to fill [D10 + Rank - 12] grenados. If the result is less than 1, no reagent is produced at all. Results less than -1 indicate that there has been a catastrophe, and the smaller the number, the greater the catastrophe. If the result is -2, 1 Specific Grievous Injury is rolled and applied, if the result is -3, then 2 such injuries are inflicted, and so on. They may avoid harm by Breaking 100 + MD versus each such catastrophe.

Cobalt Chaos Grenado

Rank 6 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.

Result # of Spec. Griev. Injuries
1-4 1
5-7 2
8 or 9 3
0 4

Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.
The formula is teachable, but whoever teaches it must expend 8,650 Experience for each Alchemist taught.

Date Created Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Formula of the Red Iron Grenado

Rank 8 Alchemy
This operation may only be begun on a Friday when the moon is full and takes at least five noons.
Sufficient iron ore to fill a wheelbarrow must be bought from a dwarf merchant. Any attempt by the Alchemist to haggle will cause the operation to fail. Dwarven merchants will normally charge what the traffic will allow, but if they see an Alchemist coming, may substantially increase their rates unless they are generous of nature. Generous dwarves are the subject of myth, and many kingdoms offer a substantial reward where such a claim is proven.
The ore must be laid on the summit of a hill on a bed of red clay, covered with 10 lbs of lodestone (which will cost 350sp) over which a sheet of beaten copper about a yard across (which will cost 150sp) has been placed. This construction must be exposed for the passing of five consecutive noons, and be struck at least once by lightning.
The lightning-struck metals must be crushed, and dissolved in a bath of Aqua Regia and the solids decanted off. The liquid purified thus must be heated in an athanor for eight hours, but not so vigorously that it will contract excitation, such an occasion known to be unhappy for Alchemists fond of their body parts or, indeed, life.
Once the fluid is reduced to 1/3rd its original volume, it needs but to rest for the space of a week before it can be used. This labour will produce enough reagent to fill [D10 + Rank - 13] grenados. If the result is less than 1, no reagent is produced at all. Results less than -1 indicate that there has been a catastrophe, and the smaller the number, the greater the catastrophe. If the result is -2, 1 Specific Grievous Injury is rolled and applied, if the result is -3, then 2 such injuries are inflicted, and so on. They may avoid harm by Breaking 100 + MD versus each such catastrophe.
The formula is teachable, but whoever teaches it must expend 12,750 Experience for each Alchemist taught.

Red Iron Grenado

Rank 8 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Date Created Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Alchemy Incendiarism 3,000sp px50 Jim Arona 021 076 9376

Abilities

Spinning Dream Silk

Grendel may, by performing his Ritual of Purification while sleeping, spin Dream Silk so that he may repair his Robes of Woven Dreams if its Protection value has been reduced as a result of Specific Grievous Injuries. He must declare that he is spinning Dream Silk before he retires. In the morning, if he rolls below his Rank in Purification, he recovers 1 point of Protection. This Dream Silk functions only with his own robes, no one else's.

Adventure Season Nature of Magic College of Magic Value GM
The Face of the Deep Summer 811 Feralie Dream Weaving Quest px50 Jim Arona 021 076 9376

Karma Pool

Name Karma
 
 
 
 
 
 
 

Grendel's relationships with people he has adventured with may be enhanced to assist them if they fail by using Karma. Current Karma is ______________. He may buy 6 more at a cost of 1 EN, which can be bought back in the usual way.
Once per adventure or season, whichever is least, he may nominate an entity and spend Karma to reflect his relationship with them. No more than 3 may be spent on an entity per adventure, and in any case, the maximum he can raise the relationship to is 5.
Grendel can allow such an entity a 're-roll' whenever he is aware that they have failed percentile roll. It takes Grendel no more than a Free Act to provide this special ability, and doing so reduces the Karma in the relationship by 1. If he has used his Free Act earlier in the Pulse, he can use a Pass Action if he has one available. When all of the Karma has been exhausted, this ability may not be used any more.
Grendel can petition the DM to award Karma directly, and if the 're-roll' was, in the judgment of the DM, significant in some way, he may gain as many as 5. Grendel can petition as many times as he likes until the DM gets fed up, in which case no further attempts will succeed.

Adventure Season Nature of Magic College of Magic Value GM
The Face of the Deep Summer 811 Abyss Karma Quest px50 Jim Arona 021 076 9376

Caster's Grace

Spell Preparation can be combined with any other Action, except a Strike, Fire or Cast Action. Spell Preparation must immediately precede a Cast Action.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Name:Phantasm - Improved Damage Capacity x 2

Spell: Phantasm
Effects: The amount of combined EN + FT of the Phantasm generated by the Adept's Rank is doubled.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Mental Attack – Mind Blast x 2

Name: Mind Blast
Spell: Mental Attack
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions. The incantation is still a Mental Attack, so Mind Shield provides the usual bonus.
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Disruption – Enhanced Damage

Name: Enhanced Damage
Spell: Disruption
Effects: This incantation of Disruption adds an extra D10 to the damage at every Rank that ends in 0 (Rank 0, Rank 10 and Rank 20). Thus, at Rank 20 the damage is 4D10 + 20. All dice are considered roll up dice.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Create Fog

Range: 20 feet + 20 / Rank
Duration: 6 minutes + 6 / Rank
Experience Multiple: 100
Base Chance: 20%
Resist: None
Storage: Investment, Ward, Magical Trap
Target: Volume of Air
Effects: This spell allows the Adept to create 1000 cubic feet (+500 /Rank) of fog entirely within range. The fog must be contiguous and connected to the surface above which it is conjured.
In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 5% (+1 /Rank) due to limited visibility. Visibility is reduced to 1 hex.
If the spell is Ritually Cast, then it creates fog to a height of 10 feet + 2 / Rank within a range of 10 ft + 10ft/ Rank. The fog will last for 1 hour + 1 /Rank and rise within five minutes of the ritual's completion. The effect emanates from the spot where the Adept performed the ritual. Visibility is reduced to 21 hexes (- 1 / Rank) and the fog may be moved at a rate of 1 hex per Pulse.

The spell of Water Breathing completely negates the effect of this spell.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Weather Quest px50 Jim Arona 021 076 9376

Resist Temperature

Range: Self
Experience Multiple: 250
Storage: Potion
Effects: The Adept is immune to climatic extremes of temperature from arctic cold to desert heat whether generated naturally or by magic. They therefore do not suffer from exposure, frostbite, wind-chill, heat stress, hypothermia or hyperthermia, and their fatigue loss is unaffected by temperature.
If the Adept is attacked by fire, ice, heat or cold (whether magical or not) then they ignore the first (Rank of Resist Temperature) damage points per Pulse.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Mind over Matter Quest px50 Jim Arona 021 076 9376

Dark Sight

Range: 50 feet (+10/rank)
Experience Multiple: 100
Storage: Potion
Effects: This talent allows the adept to see in the dark with vision similar to that of a cat. Everything will appear monochromatic (i.e. shades of grey) and it is difficult to accurately estimate distance. The higher the Rank, the less of a problem this will be. Because the vision is monochromatic it cannot be used to Detect Auras.
Note that some amount of light must be present before any sort of vision is possible.

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Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Darkness Quest px50 Jim Arona 021 076 9376