Tage's Treasure

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Accounting

Salvage
21,536.3sp
White coins x 252 @ 252sp each
4,284sp
Valuation of treasure
81,600sp
Guild Tax
10,943.03sp
After Guild Tax
16,892.67sp
Esoteric costs
1 EN - Crimson Robe
1 EN - Blending
3,000 Experience - Fireball - Doublecast incantation
1,000 Experience - Fireball - Stormfury incantation
500 Experience - Blending - Minor AoE incantation
3,750 Experience - Spell matrices x 4

Consumables

Spider Silk Bandage

This bandage, woven from spider silk, is sticky on one side. It can be slapped against a wound, and will heal 1D10 damage points, + 1/Rank in Healer. Bandages that are in a pocket must be prepared, and this will take a Pass Action. Bandages in a backpack can take up to 4 Pulses to prepare. A bandage that is on a belt, or in some easy to get at place does not require any special Actions to prepare. Attaching the bandage to a wound requires a Pass Action.
The bandage will always heal EN deficit first, then FT deficit. It will never heal FT which is lost from spell casting or through tiredness.
Bandages:

4 3 2 1


Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Formerly living Weaving 350sp px50 Jim Arona 021 076 9376

Healing Potion

This potion may be taken without preparing it and is fragile. It weighs 4 oz and will cure 9 EN deficit, wrapping to FT deficit. It will not cure the special damage associated with any Grievous Injury, nor will it "cure" tiredness fatigue (including that lost due to spell casting). However, it can Cure disease, infection, fever, headaches and Prolong Life as if attempted by a Healer of Rank 3.
Potions:

2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Solar 350sp px50 Jim Arona 021 076 9376

Consciousness Disc

These discs are made from wood, must be worn openly on clothing to be effective, and weigh 1 lb each.
If the wearer should fail a MR check vs Sleep, Mental Attack, Hibernation, Petit Mort, Century Long Sleep or similar magic, then they may elect, without requiring the use of an Action, to destroy a disc, whereupon they will be considered to have succeeded.

2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Formerly living Consciousness 3,500sp px50 Jim Arona 021 076 9376

Potion of Caster's Grace

Rank 10 Alchemy
This potion bottle is chased in a delicate alloy of silver and tin. It weighs 4 oz and if it is subjected to a sudden blow will break on a percentile roll greater than 70. It need not be prepared before imbibing. It weighs 4 oz.
The effects lasts for 12 pulses. For that period, Preparing a spell no longer requires an Action, but cannot be combined with a Cast Action.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Grace 3,000sp px50 Jim Arona 021 076 9376

Black Iron Grenado

Rank 4 Alchemy This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and 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.

D10 Destination hex
1 D10 ft beyond the target hex
2 D10 feet beyond and to the right of the target hex
3 D10 feet to the right of the target hex
4 D10 feet short and to the right of the target hex
5 D10 feet short of the target hex
6 D10 feet short and to the left of the target hex
7 D10 feet to the left of the target hex
8 D10 feet beyond and to the left of the target hex
9 2D10 feet beyond the target hex
10 D10 hexes 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.

3 2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Alchemy Incendiariasm 1,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 Alchemy
This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and 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.

D10 Destination hex
1 D10 ft beyond the target hex
2 D10 feet beyond and to the right of the target hex
3 D10 feet to the right of the target hex
4 D10 feet short and to the right of the target hex
5 D10 feet short of the target hex
6 D10 feet short and to the left of the target hex
7 D10 feet to the left of the target hex
8 D10 feet beyond and to the left of the target hex
9 2D10 feet beyond the target hex
10 D10 hexes short of the target hex
D10 # of Specific Grievous 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
Immortal Longings Spring 810 Tanuel Alchemy Incendiariasm 2,000sp px50 Jim Arona 021 076 9376

Siege Grenado

Requires Rank 10 Alchemy & Rank 10 Arithmetician
This grenado contains an incendiary device contrived by an Alchemist who was assisted in their calculations by an Arithmetician. It is not usually thrown by hand, mostly being deployed by means of a perriere or other siege engine. It will not normally detonate when subjected to sudden sudden shocks. It has a fuse that must be lighted and when it burns down, it will detonate inflicting damage according to this schedule:

Result Damage
1-4 5
5-7 25
8 or 9 125
0* 625

The damage is applied to everything in the hex where the grenado detonated, 1/5th being done to everything else a hex distant, 1/25th being done to everything two hexes distant, 1/125th to everything three hexes distant, and so on until the damage falls below 1.
If it was thrown by hand, it always leaves a parabolic ballistic arc. The backlash of the energies travel back down this path, inflicting one fifth of the damage done to their primary target.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid the damage.
*If the D10 result was a 10, and it was thrown at a terrain feature, it will blow a hole about 10 ft in diameter into anything with the structural integrity of a 10 ft curtain wall or less.

5 4 3 2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Alchemy Incendiariasm 4,000sp px50 Jim Arona 021 076 9376

Wand of Fireworks

This wand is 45 cms long and weighs ¼ lb. If the wielder casts Pyrogenesis, Igniting Flammables or similar magic, channeling it through this wand, a charge is crossed off and a Pyrotechnics spell of the same Rank is released.

Remaining charges:

20 19 18 17 16 15 14 13 12 11
10 9 8 7 6 5 4 3 2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Enhancement 4,000sp px50 Jim Arona 021 076 9376

Weapons

Wind-Sharpened Falchion

Tage's falchion has been wind-sharpened. If he should successfully strike an opponent, the blade ignores the first 3 points of Protection.

Adventure Season Aura Nature of Magic College of Magic Value GM
Immortal Longings Spring 810 Magical Sharpening Air Quest px50 Jim Arona 021 076 9376

Armour

Crimson Robe

This crimson robe fits a normal person of size 6, although it could be taken in by a skilled tailor (Rank 7 or better) to fit a normal person of size 5. This will cost 300 sp. If it is worn over or beneath other armour, it provides no special benefit at all. It has a Weight Factor of 1, and provides Protection of 4 against damage from normal blows and spells but not Putrid Wound, Disruption, Necrosis, Hand of Death or similar magic. Nor will it protect against poison or disease.
If the wearer decides to bind the robe to them, they must dye a thread in their own blood (costing a permanent point of EN, which may be bought back in the normal way). Once it is coloured, taking a week, they must weave it into the robe. When it is so bonded, the robe's Protection (as noted above) increases to 5, and it now reduces damage from a blow directly to EN by 1.
More threads may be woven into the robe, but never more than one per Adventure or season, whichever is less. This will increase both the Protection by 1 and reduce damage from blows directly to EN by 1. Each new thread woven to the robe costs twice the EN of the previous one, so the third thread would cost 4 EN, the fourth, 8 EN and so on.
Note: the robe never protects against the special damage of a Specific Grievous Injury.
Finally, for every two Ranks they possess in Artisan Tailor, they increase their chance to cast spells by 1.
If the robe is damaged or reduced by the effects of Specific Grievous injuries, then it may be repaired by a Rank 6 Healer and a Rank 7 Tailor who may be the same person. It will take two days to restore each point of Protection. Repairs cost 300 sp per day.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Formerly living Blood Magic 15,000sp px50 Jim Arona 021 076 9376

Jewellery

Fireglass Bracelet Spell Rack

This bracelet weighs but ¼ lb but magically encumbers as if it were 3 lbs. It is a spell rack. If the Adept wears scale, mail or plate armour, then they will not be able to use their spell rack even if the armour is made from unusual materials like orichalcum, porcelain, glass, mithril, etc.

Spell Matrices
A spell matrix takes about a month to create, in which period, the Adept may do nothing else. They must also expend Experience to create each of them. The base cost for a spell matrix is 1000 Experience divided by (the Adept's MA - 15). If the Adept has less than 16 MA, they cannot create spell matrices. The cost doubles for each new matrix bought. There is no upper limit, the Adept can keep buying matrices so long as they are willing to spend the Experience.
Incantations of a spell must be racked before they can be cast by the Adept. To rack a spell, the Adept must ritually cast it with it's particular incantation. If the spell cannot be ritually cast, it cannot be racked.

This spell rack contains matrices of these incantations:

Spell Incantation Constraints
 
 
 
 


Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Meta-magic 1,500 sp px50 Jim Arona 021 076 9376


Miscellaneous

Palm Leaf Scroll

This scrap of palm leaf has writing in an odd script on it and weighs 2 oz.
It must be memorised, although it is not necessary to understand the language.The owner of the scrap may learn a Discipline that is similar in many ways to a Talent. It doesn't require a Prepare Action and neither does it cost FT. The Experience Multiple is 50 and is Ranked in all ways as if it were a Talent.
To activate this magic, the leaf must be wrapped around the hand in the same kind of way that a bandage might be tied to protect a wound on the palm. The script must be legible and read as the hand is passed across the user's field of view requiring a Magical Cast Action. This will create an immobile pane about 2 feet wide and as high as the user's hand. Walking Unseen of any Rank is revealed, as is Invisibilty, Blending and similar magic of equal Rank or less to anyone looking through the pane.
In addition, viewers may Break 100 + PC +3/Rank to see distortions of reality like middlemarches, dimensional portals, nexes, gates and similar magic.
The pane will last for a number of Pulses equal to the owner's MA or until they create another one, whichever comes first.

Adventure Season Nature of Magic College of Magic Value GM
Immortal Longings Spring 810 Revelation Glyph 10,000sp px50 Jim Arona 021 076 9376

Chaise Lion

This small orichalcum figurine of a lion weighs 10oz.

Once in a tweny-four hour period, the owner can use it in one of two ways.

Riding Lion
During the day it can be turned into a very large Lion, who will occupy two hexes. The owner may ride upon the Lion, reclining along his spine. The ride is magically comfortable.

While the sun is in the sky (not necessarily visible), the Lion will cover at most 360 miles from dawn to dusk. If half of the day is used to travel, then half this distance is traveled, and so on. Oddly, the Lion in Winter travels faster than in Summer.
Travel is always broken by natural and geographical barriers, e.g. rivers, forests without paths, mountains without passes, etc.
The pace of travel always appears as if it were no more than a stately amble (light exercise), and does not avoid encounters. Mostly, only those confident of being able to deal with a two-hex Lion will choose to do so. Unfortunately, the Lion lacks any combat abilities or any inclination to engage in it, and will immediately return to its figurine form should violence more threatening than an exchange of insults ensue.

Comfortable Chaise

At any time, the owner can turn the figurine into a chaise longue, where it provides decorous comfort. Whoever sleeps, rests or dines (in the Roman fashion) on the chaise recovers one extra FT per hour or meal.

If the figurine is used, the owner must spend either one hour or more of dusting, cleaning and polishing the chaise longue or one hour or more of stroking, braiding flowers into his mane and making frequent mention of how handsome the Lion is. This is essential to the maintainenance of the enchantment. If this is not done, the figurine loses it virtue and simply becomes an attractive piece of bronze.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Summer 810 Paths of Sheol Magical Transformation 14,000sp px50 Jim Arona 021 076 9376

Allies

Lore

Abilities

As a result of bathing in chaos-touched alchemical fluids, one of his primary stats has a new maximum value of 20.
The stat is:

Adventure Season Nature of Magic Signature Value GM
Where Angels Fear to Tread Autumn 810 Alchemy Chaos Quest px50 Jim Arona 021 076 9376

Earthblood

Tage Fallman's Aspect is now Spring Stars/Earth/Fire. He increases his chance to cast magic of the College of Fire by 1, and increases his resitance against Fire and Earth magic by 1.
Should he be gathered by those learned in the arts of Alchemy, his heart blood may be harvested for 3 Earthblood.

Adventure Season Nature of Magic Value GM
Immortal Longings Spring 810 Chaos Quest px50 Jim Arona 021 076 9376

See the Heart's Fire

See the Heart's Fire (replaces Infravision (T-1))
Range: 50 feet + 5 / Rank
Experience Multiple: 100
Resist: None
Effects: The Adept is able to see heat sources as if they emit normal light and target them (e.g. with weapons or spells) in the absence of visible light. It works best in relative darkness, since it is easily overpowered by visible light.
Within range low level heat sources (such as living bodies) can be seen. At double range medium level sources (such as camp fires) are visible and high level heat sources may be visible at any range.
This talent can penetrate where normal vision cannot. At half normal range the Adept can see entities and heat sources which are warmer than the obscurement, eg. living entities through mist or light bushes. It may also possible to detect the residual heat of a source which has recently been moved or extinguished.
They may:
-Determine the relative temperature of the heat source.
-Identify the general type of heat source. Only those heat sources that the Adept has previously encountered may be identified with this talent. At higher ranks familiar individuals may be identified.
-Determine if the heat radiated by source is being generated by magic, e.g. the Adept is able to distinguish between normal and magical fire.
(Note only Fire College infravision has this ability).
The Adept may re-attempt any of the abilities listed above after a period of 41 pulses (- 2 / Rank) has elapsed or if the Adept is 20 feet closer to the target.
The Adept has a base chance of PC (+ 5 / Rank) - 1 / 10 feet between the Adept and an entity (after the first 10) of gaining additional information about an entity. If they succeed, they learn something of their nature or personality. This is resolved as if it were a DA question, except that only questions about the nature or personality of the target are answered. It will not tell the Adept if the target is lying, but they can ask if they are the kind of person who takes pride in being devious, honest, their work and so on.
It will also reveal the target's emotional state, e.g. whether they're worried, happy, lustful, etc. But this is not empathy. It will only provide a snapshot of the target's current emotional state, which will likely change when the situation does.
If the roll falls in the range of a double effect, the Adept can ask two questions, three if they roll a triple effect. In addition, the Adept will be able to determine the aura strength of an item or object.
Magic like the Disguise Illusion may be used to conceal information or deceive the Adept if it is of higher Rank than this Talent.

Adventure Season Nature of Magic College of Magic Value GM
Immortal Longings Spring 810 Heartfires Fire Quest px50 Jim Arona 021 076 9376

Fireball-Doublecast

Name: Doublecast
Spell: Fireball
Effects: This incantation of the spell allows the Adept to cast another Fireball after they have Prepared and Cast the first one. However, in this case, the second Fireball does not have to be Prepared. When this incantation of the spell is cast, the Adept must cast another Fireball on their next available Cast Action or the special benefit is lost. Thus, if they are stunned before they can execute the spell, it will be lost.
Cost: 3000 Experience.
Constraints: Unracks the spell, reduces FT by 3, cannot cast a Doublecast incantation of this spell for 3 Pulses
This incantation is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Where Angels Fear to Tread Autumn 810 Meta-magic Fire Quest px50 Jim Arona 021 076 9376

Fireball-Stormfury

Name: Stormfury
Spell: Fireball
Effects: This incantation of the spell makes the Adept the centre of a Fireball spell which does them no harm. In addition to any fire damage, it will detonate with concussive force knocking any two-legged creature over within the Area of Effect that does not Break 100 + 2 x PS. Four-legged creatures are entitled to Break 100 + 3 x PS.
This incantation of Fireball will expand to fill a volume, so it is wise to precalculate this.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT by 2
This incantation is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Where Angels Fear to Tread Autumn 810 Meta-magic Quest px50 Jim Arona 021 076 9376

Blending-Minor AoE

Name: Minor Area of Effect
Spell: Blending
Effects: All entities in the megahex at the time of casting are concealed by this incantation of the Adept's Blending spell.

Cost: 500 Experience.
Constraints: Unracks the spell.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
Immortal Longings Spring 810 Meta-magic Quest px50 Jim Arona 021 076 9376


Blending

Range: 15 feet + 1 / Rank
Duration: 1 hour + 1 / Rank
Experience Multiple: 50
Base Chance: 60%
Resist: None
Storage: Investment, Potion, Ward
Target: Entity
Effects: Once this spell is cast, the target must remain still in order for it to have effect. While remaining still the target is not able to be seen by nonmagical means (i.e. as for invisibility). If the target moves, the spell ceases to work. However, if the target becomes still again during the duration of the spell, it will resume its effect. The duration of the spell refers to the time since casting, not the time that the spell is actually in effect (i.e. while the target is still).
Keeping still will require (as a minimum) a 4 � WP check every hour. The target may be required to make additional willpower checks at the GM's discretion. The spell only has effect while the target is "still". This means that the target is unable to move any of its external surfaces, with limited exceptions. Moving an external surface encompasses such actions as moving a limb, or opening and closing the mouth. Blinking and normal bodily movement caused by normal breathing will not constitute moving for the purposes of this spell. The following actions will automatically cause the spell to cease working: talking, spell casting, triggering (subject to any revision of the Investment ritual) readying a weapon, altering facing in a hex, moving from the hex, using a silent language, or indeed any Action other than a Pass action (and Pass actions being restricted as outlined). Note that it is not relevant if an observer would see the movement for the spell to cease working (e.g. moving hands behind back, or talking behind hand will both cause the spell to cease having an effect).
The spell must be ritually cast into a spell rack before it can be cast, but takes no constraints, so does not unrack in the normal course of events. It constitutes a Special Knowledge spell of the Adept's College, and is not teachable.

Adventure Season Nature of Magic Signature Value GM
Where Angels Fear to Tread Autumn 810 Concealment Earthblood Quest px50 Jim Arona 021 076 9376