Like the Night - Dellith's Award

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Return to Like the Night

Dellith returns to the Guild on the 13th day of Harvest 814 WK with 9,340.89 Experience and has earnt, after Guild Taxes

the promise of a pleasant holiday in sunny Rangoon.
235tg
146gs
2sp

She spent 42 days away from the Guild.

She may
advance any Talent six Ranks.
advance her Rank in Stealth by 1 at only 90% of the cost and no time.
advance her Rank in Flying by 1 at only 90% of the cost and no time. In addition, she may reduce by 24 days the training time for a subsequent Flying Rank.
advance her Rank in Climbing by 1 at only 90% of the cost and no time.
advance her Demon Lore to Rank 2 at a cost of 350 Experience and requiring no training time.


Consumables

Black Iron Grenado x 3

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
Like the Night Autumn 814 Reich 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
Like the Night Autumn 814 Reich Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Tommy Gun

This weapon weighs 12 lbs and may be used by the wielder as if it were a crossbow of any kind. It does not provide any special bonus to SC or Damage. Indeed, this weapon does not inflict Damage directly. Rather, for every Rank in Crossbow, the wielder may take a Fire Action. If the Strike Check is low enough to generate a success, %ile dice are rolled, and the Specific Grievous Injury table is consulted. Any A or C Class injury may be applied.
The magazine of this weapon holds 50 bullets.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Like the Night Autumn 814 Reich Formerly living - 3,000sp px50 Jim Arona 021 076 9376


Weapons

Armour

Jewellery

Miscellaneous

Fascinator

This veil weighs 3 oz, and must be attached to fashionable head wear that is not a bonnet or a headscarf. Its magic only works for human or human like entities who are women.
It does not increase the PB of the wearer, nor does it conceal the identity of the wearer in any way. It does, however, increase their mystery and allure. If an observer normally has that particular interest in women, then upon seeing the wearer, will be unsure if they are sexually attracted to them.
Their expression is less predictable so any attempt to identify their mood or state of mind is halved. In particular, if the wearer rolls under half her Magic Resistance, she may avoid being detected by ESP.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Like the Night Autumn 814 Reich Magic Enchantment 7,750sp px50 Jim Arona 021 076 9376


Woman of Reich Disguise

This skein of linen weighs 1 lb. It can be Triggered once a day, taking 5 seconds, over which period the skein will quickly ravel around the user's body to produce the disguise pictured.
The Rank of the Disguise is 12 and will last until the next dusk or dawn, which ever comes next. The person so disguised will appear to be an adult human woman, but this will not deceive Detect Aura or similar magic. If a Disguise spell or similar magic is cast on the wearer, then this becomes a physical transformation, and, among other things, will not be penetrated by Enhanced Vision.
The user must be no larger than 5ft 10 in and weigh no more than 150 lbs.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Like the Night Autumn 814 Reich Magic Enchantment 12,000sp px50 Jim Arona 021 076 9376

Servant Disguise

This skein of linen weighs 1 lb. It can be Triggered once a day, taking 5 seconds, over which period the skein will quickly ravel around the user's body to produce the disguise pictured.
The Rank of the Disguise is 12 and will last until the next dusk or dawn, which ever comes next. The person so disguised will appear to be an adult human woman, but this will not deceive Detect Aura or similar magic. If a Disguise spell or similar magic is cast on the wearer, then this becomes a physical transformation, and, among other things, will not be penetrated by Enhanced Vision.
The user must be no larger than 5ft 10 in and weigh no more than 150 lbs.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Like the Night Autumn 814 Reich Magic Enchantment 12,000sp px50 Jim Arona 021 076 9376

Despondent Sea Elf Disguise

This skein of linen weighs 1 lb. It can be Triggered once a day, taking 5 seconds, over which period the skein will quickly ravel around the user's body to produce the disguise of a despondent sea elf.
The Rank of the Disguise is 12 and will last until the next dusk or dawn, which ever comes next. If a Disguise spell or similar magic is cast on the wearer, then this becomes a physical transformation, and among things, will not be penetrated by Enhanced Vision.
Unfortunately, this particular disguise has attracted a mood, and every hour that it is worn, the wearer must roll under 3 x WP or spend half an hour in a swoon of melancholy.
The wearer must be no larger than 5ft 10 in and weigh no more than 150 lbs. The creature has the following characteristics:

Description
Sea Elves appear as humanoid creaturs of around between 5 and a half to six and a half feet tall. They may spend an extended amount of time out of water, but must spend at least 1 hour immersed in water.
Comments
Sea elves are much less long-lived than their other kin, on average living for 300 years but some surviving for half a millenium. When they are in water, they can see normally up to a range of 150 ft. Even when the water is occulted by darkness or other obfuscations (e.g. squid ink) they may at least see silhouettes and are therefore much less discomfitted by Rank 20 Light or Darkness spells.
Abilities
Sea elves can breathe water and see clearly in water, penetrating Rank 20 Light or Darkness, ink and other obscurements. Their hair and clothing instantly dries upon leaving water.
Movement Rates
Swimming/Running: 350
PS: 16 MD: 13 AG: 17 MA: Wearer's EN: 13 FT: Wearer's
WP: Wearer's PC: Wearer's PB: 19 TMR: 7 NA: None
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Like the Night Autumn 814 Reich Magic Enchantment 12,000sp px50 Jim Arona 021 076 9376

Lore

Abilities