A Plan may be forthcoming

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Summary

Scribe Notes

Adventure: A Plan may be forthcoming
GM: William
Session: Autumn 814wk
Night: Wednesday
Location House DJ in Glen Eden
Level: High
Party:

  1. Caprice, Thaumaturge - Kelsie Scribe, Party Leader
  2. Sabrina Namer Warrior - Dean Ellis Primary Mil Sci
  3. Lath Air Mage, Mil Sci - Jono Bean Secondary Mil Sci
  4. Bishop Velcanthus, Wicca & Glyphs - Jim Arona (Father Rowan)
  5. Arwen Valenta Earth Mage - Simon White
  6. Ithilmor Conjuror of the Night & Stars - Clare

Employer: The King of the Western Kingdom

Briefing

Summary:

The King of the Western Kingdom requests and requires the services of ten Hazard Class Mages of Sanctuary, Most Senior Postgraduates of Artzdorf, God-Botherers of the Seagate Adventurers Guild and Southhaven Academy for Girls Headmistresses. The lost human gods of prehistory have been located and need rescuing. Only total badasses should apply.

Goal: Liberate the old human gods of Hunting, Fighting and um, certain progenitive processes.

Difficulty factor: They are imprisoned in what everyone else has come to call Hell, the residence of 70 or so powerful entities known as the Demons. Hell is under attack by Elementals and other interested parties and so it's more of a free fire zone than normal.

Scribe Notes

Session 1

We are informed that a human god of Fire and the Sun has been arrested in Konigburg for being drunk and disorderly. He ha been incarnated by a drow ritual that went wrong during the recent war. It turns out that he and his three brothers have been imprisoned since soon after they came to exist, and that humans have been following "trumped up loaners" of the elves, some of whom claim to be the powers of light.

We know about this already since And the Gates of Hell Shall not Prevail Against Thee in Winter 812.

The king will pay us in gold from Barrety which has recently been discovered in the river. We are concerned that it could be tainted.

He has also hired a team of necros from Artzdorf, 3 hazard class mages from Sanctuary, and the Headmistress of the Southhaven Academy, Mistress High Treason. He is off to talk to Tac next, and some party members try to send him astray.

We are given a letter of introduction to the court.

We are informed by a sparrow that something with black wings and red eyes is flying above looking for me. We investigate and find that it is four devils of Foras. They are watching for high level adventurers leaving as Foras is hard pressed at the moment because the Devourer of Souls (Liessa) has offered a powerful wish as a bounty on Foras' head. Father Rowan sleeps and mouses one of the devils and takes it with him.

[Someone says that the fates have said that Seir, Savnok, Foras, Sallos and Raum must survive]


Stars ready for plucking

Lath tells us that her foretelling says that the imprisoned gods are entangled with the emperors and freeing the gods may free the others. Library research turns up writings of Leon the Mad, something like "the opening of the gates will tear down the old kings and 4 new will be installed. Night shall never come." Some other writings say "there shall be a flame in the east which will rise and something about spirits and free the people".

Next morning Lath takes us to Alidar and we cloud to Konigburg and see the king. Lath is given 15lb of gold ingots in part payment for her weather control.

The king tells us pretty much what his minion told us. We go and visit the god. He is in a room with a bonfire of tapestries and cushions, roasting an pet ornamental bird. His name is Karl. He DAs as avatar level incarnation. He tells us that when humans formed the 4 gods came into being. Shortly afterwards about 70 beings imprisoned him and his brothers, gods of hunting, fighting and fucking. In the prison he was held down by a huge hand.

He was brought to Alusia by some drow and rescued by a guild party (see Our Two Main Weapons are Fear, Surprise, A Huge Mountain of Skulls...Wait a minute.) in Spring 812. He gave Eltan his spear.

Father Rowan discusses Chantris with Karl as they are lacking any goddesses. He tries to commune with her, but Karl zips through the communication portal to visit her.

We send a message to the other teams hired for them to meet us in the library. It turns out that the Artzdorf team are already there. They are and will be researching the matter and publishing papers. The Headmistress is an elf and has gone to Alfheim. Her job is to kill the elven queen when she goes bad as she currently has no soul. The Sanctuary team don't come up. The minion that went there said they just laughed and that one of them has a draksphere. We go down to the inn where they are staying but they have left.

We all go to Valhalla for Sabrina to check in with Wotan. He is off campaigning and has taken some legions of undying to the hell gate. We find out that the gods are part of the cage keeping the demonic emperors from exerting their full will on the world (and we already loosened them in opening the gate). There are three cages that we need to deal with.

We visit the Well of Mimir. Sabrina drinks from it, goes unconscious and thrashes on the ground for 3 days. Then Ithilmore, Lath, Arwen & I do the same. We get the information that we will need, for each god, a cage of 8 stars held together with sinews of Ick. There is a dance to perform. This will draw out the being while keeping the other in place.

Ithilmore consults with her goddess (of Stars) who tells us to go up to the dome of the stars and prise some out. We discuss which ones we should take and I come up with the plan that we should make the sky say what we want it to based on Laths astrology and she could get a master rank. But then we get up there...

Session 2

It turns out that the stars are the size of a house and embedded in the firmament blocking up holes through to chaos. They are solid. The firmament is kind of soft below our feet and although we are standing on it and not on the chaos side, Alusia is not above us.

There are goblins here who eat critters that live on the stars.

We can't remove these stars so Ithilmore consults again with Varda. It turns out that there are star mines on Alusia where dwarfs mine the stars, but currently a bunch of Dark Titans have control of the mines. We fly directly there (but we don't know where we are) and come to a giant village wherein live giant dwarfs about 11ft tall. They tell us that gods come to them and order stars. Thor has one on order at the moment.

We arrange with the dwarfs to toss out the titans in return for some stars (there are 4 in storage) and Father Rowan is suddenly inspired by the fact that we can reuse one cage for all three gods.

We get intel from the dwarfs about the layout and the opposition. The titans can be anything that they want to, but specifically there are five and one of them kills you in two blows and one of them eats you whole (there are two dwarfs inside him at the moment still alive. A few days ago they ate a dragon. They are of chaos so order eg geometric shapes can work against them.

Since Thor is owed a star we enlist his help. He will bring his sons.

I am owed a favour by Astraea, a titan so I call on her. She tells us that we need to chase them from the mines and through a hole in the firmament, using poplar trees to scourge them. I get her to animal growth us (except Sabrina who doesn't need and Father Rowan who doesn't want) so that we are big enough to wield trees.

Approaching the mine, one of the dark titans is waiting outside. We attack. In short we beat up 3 of them, Thor and kin take one and Laths elementals take the one that is in the form of a willpower draining storm. Lath collects some vitreous humour from the eye of the eating titan. We loot the titans.

We drive them skyward, Astraea plucks out a star and we drive them through the hole.

Session 3

We arrange with the dwarfs that they will deliver us 8 stars to Alfheim in two weeks. We collect non star gems from the mine because they are of no interest to these dwarfs.

While we are at the firmament we are approached by the ghost of a dwarf, Helden son of Arnstvinol who was the primary leader of Noldorin. He is an elf who's soul was made into a coin. He has just been rescued/resurrected into a dwarf body by an adventuring party (Send Lawyers, Knives and Money) and sent to Sabrina.

He was on a quest to prevent the bondage of the gods but was betrayed by one of his companions, Astronia. He is using visitation (which in this case has an unlimited range because he is talking to a hero). He is not pacted. He is associated with Michael. Ira was his mother's sword.

He is in Dylath, Terra Nova, posing as a slave at High Lady Mourne of the Desolate Sky clan. He would like to be rescued but please don't mess up the negotiations by killing anyone.

Astraea suggests that an alternative to the sinews of ick might be a "perfect chord" which joins two arcs. We could use the Harp of Marina, which is currently on the Eastern continent (ours). She also advises us to pay attention to who's master we are serving.

I filch a lock of Thor's hair.

Astraea can cast us down to Terra Nova. She flings us at the ground. We survive.

We move off and find a village of about 30 escaped slaves. The Drow have been taking slaves to the inner cities for the past 5 years. They don't come out here. The slave we are talking to was brought here by Azur's ships.

He leads us into the basement of the complex through the sewers, we extract the dwarf and sneak back out. Lath sends us back home. And the village.

We ascertain that the harp is in the hands of Kalin. But it turns out that Kalin has moved on so it is probably in the palace or the university.

Halden can fight, see magic and manipulate the flow off magic. This includes making fireballs (this seems to be what the others asked him).

Father Rowan is inspired again; it seems that who will benefit is not important. Next morning we fly to the university (takes two days). Turns out they had the harp but it was stolen by the drake Anghamerabad thousands of years ago. Luckily we know where to fin him; he is the Civil Clerk of Ladlaugh. We fly to Ladlaugh and met with Anghamerabad. Ithilmore plays her crystal harp and we sing for him, making him feel younger, until he gives us the harp. He wants it back, but is not in any particular hurry, next century will do.

Father Rowan talks to a priest of Kael, an elf god of fire. He thinks that Karl is copied from Kael. He thinks this is cunning.

Lath gets seeds for flowers that will grow in bad places (those bad daffodils).

The harp can change the weather, double the number of people bardic voice affects, create a moment of peace up to a minute.

Arwen makes a cloak of stars from Darkest Night, using her seamstress skill, to transport the stars.

Before going to hell we leave our souls with Chantris for safekeeping, as embers in her fireplace. Ithilmore leaved hers with Varda.

We go to the hellgate and make ourselves known to the elemental commander. Then we fly down an arm hole, aiming for the god of fighting. We find ourselves on a desolate plane with heads sticking up from the sand. Lath, Ithilmore, Caprice and Arwen are invisible to demons, and disguised as succubi.

Session 4

I pick up a random head that has been knocked of its buried body by a playful demon. He tells Lath that she should beware the grey man as he is looking for her to use as an ingredient in a potion. Lath seems to know what he is talking about. Asked where the demonic emperor is imprisoned, the head leads us to a barrow constructed of swords (forged from souls). There are no heads planted within 1/2 a mile of it. A DA of the area tells us that it detects demons, so we leave all items constructed of demon material in a pile outside, covered with bound earth and wander in.

We construct the cage around the barrow and do our ritual. I get to choose a partner, between the demonic emperor and the human god. I choose the god and the miffed demon curses me with burning in sunlight like a vampire.

The god's name is Aaron and he gives us all two extra ranks in spear.

The god of the hunt is in the realm of fools, Ipos' domain. We fly there.

We traverse Bune's realm, where we can't fly. It is much more pleasant here. There is sunshine (but it is not really so I don't burn). While walking through we are accosted by a knight allegiant to Bune, who wants us to help him in hunting a dragon. We ignore this and other distractions, and eventually discover that we can fly as a flcok of starlings.

Next we come to a corridor of mirrors in Ipos' realm. The stick of protection from foolishness breaks some mirrors, leaving an opening into a formless void. The shards are inimical,cutting off Father Rowan's fingers on his right hand, so we can't take any. While we are trying to, a devil attacks us. I stasis it and we whack its reflection in the mirror. Father Rowan swaps his hand with a demon in the mirror. DA Show that it he now has devil's fingers so Sabrina cuts them off higher up.

We travel interminably. Sabrina wills herself to the prison and a reflection of her taps on the glass and gestures to her to follow. We step through the mirror and are in a room which has a big mirror with our reflection in it. We leave the building and are in a courtyard with statues of people. We use mirrors to be careful and leave the courtyard. Outside is grass, sky and a forest. We travel to the forest.

In the forest there are whisperings, souls asking to be saved. We ignore them.

We come upon a glade surrounded by moving trees with a barrow in the centre. There is a warded area; the triggering condition is good, the spell is maze. We decide that this would trigger on Father Rowan and Ithilmore. Sabina can't change or suppress the ward because she is not "good". Sabrina tries to talk a tree but it attacks so combat. The ents can reincarnate in the normal trees when killed and entangle with their roots over a very large area. They also puff out pollen but we have vapour breathing on so don't know what effect it has. They move slowly so arrive one at a time are we a victorious.

We collect up ent seeds and pollen.

As the combat ends we realise that Ipos is watching from the top of the barrow with a company of devils.

Session 5

Ipos implies that we are working with the calamar. He thinks that mythical upset stuff is happening so he doesn't want to get in the way and wants to make a deal. We can do our thing if we will plant an acorn in some raw firmament to grow a new realm. The acorn is seething with potential and charged with a tiny piece of a demon lord. We agree (though some of the party are not sure whether we are going to do it) and Sabrina carries it.

We do our thing and rescue the hunting god, Nimrod from the Emperor under the waters. I use Sabrina's item to make myself immune to curses at the extraction. Nimrod makes us better hunters ie +2 ranks stealth and do not tire when running.

As we discuss our next move (the realm of Malthus) we are approached by four geese (devils) pulling a mirror. It is magical transportation, a "gift" from Ipos. Its destination is reality. And we are told to look out for the grey man. He comes from another world and can take things away. He steals your colours. Lath is his nemesis. Malthus is engaged with many air elementals and should be distracted.

We step through the mirror into a field. The weather is drizzly but there is sunlight. I start to burn and Arwen drags me underground by earth elemental. We are 30 miles east of Seagate and it is late afternoon. We are quickly teleported, by Arwen, back to the guild.

The MA of my curse is 75, and a "trial of artefacts" is sovereign against it. We have some blood of Raphael and a dagger from Malthus so I use those as the artefacts. The guild recommend cheating, but it doesn't work so I do it properly and pick the blood so I'm fine.

We research ways to get past Malthus, Earl of Death and Havoc, who appears in the form of a huge, filthy buzzard, as he will likely be expecting us and is a nasty piece of work. We find that a necromancer once snuck in by coating himself in the blood of innocents but we don't feel that we should use that method so we settle on invisibility on four of us and disguises as succubi/incubus, with Sabrina in vampire form.

Lath asked her elementals about talking to some air elemental prince, and a genii turns up with a chest from Prince Khom. It is Lath's bride price for her parents. The genii pops us to see the prince at Lath's request. Lath sets the prince 9 great tasks before she will marry him. The first is to sneak us into the centre of Malthus' realm. We are told that Malthus has a dark undercity in the sepulchre of the ancients. The entrance is at the bottom of a tower.

The elementals drop us off at the top off the tower, which they hold. We go down the stairs inside, which is constructed of soul stones. At the bottom is an entrance down a green icky glowing stairway, the magic of which is "maintaining the darkness" and runes that say "lord of the dark city". Lath looks at the runes and gains 1MA and loses 1WP. Laths is being slowly drained (the rest of us have protection), so she takes a necrogeny potion).

Session 6

We can here screams and hammering on metal in the distance. Sabrina and Lath's lodestones indicate that that is the way we need to go. As we are walking Father Rowan and Ithilmore turn a different way and Father Rowan thinks that his way is appropriate. The stick of protection from foolishness says we should follow them.

We eventually come to stairs upwards and come out onto a blasted plain with smoking volcanoes. The soul of a good man is leaving, having found his way out and is going to leave hell by the gates. He tells us that we have to mkae many wrong choices to get to the centre, so we go back. We follow whichever choices make Father Rowan and Ithilmore the most uncomfortable.

We come to a foundry, casting/forging souls into swords, armour, coins etc. Lath takes a bunch of soul arrows.

We exit the tunnels into a plaza. There is a temple with cages surrounding about every 30' with about 10 souls in each. Evil radiates off the temple. Occasionally a group of souls is hauled of to the foundry. There are about 500 witnesses in the area at any time.

The temple is bigger than any of the previous prisons. Wizard's eye inside. In the front area are eight figures in robes and a cage containing a woman under a necrosis effect and regenerating. Further in is an area like and aviary, containing a buzzard bathing in what appears to be a stream of water.

Down is a chamber, about prison size, primitive and cave like, occupied by two beings wrestling. One is humanoid and the other a shifting mass.

We decide to build a torus-like tunnel around the prison for us to do our ritual in, out of sight. The ground is not earth so we can't use tunnelling; it is in fact made of "wickedness", but is not part of Malthus. It can be manipulated with extreme willpower but we here a squawk when this is tried so desist. We go into a twisted parody of a house for Ithilmore to call up a dark sphere but there is no light source; it is just the same diffuse lighting inside a bag as outside in the street. We use the cloak of stars to give her a bonus.

Ithilmore starts digging with the dark sphere. After a while she realises that it is absorbing evil and becoming hard to control. Sabrina and I sing our hymn of Harmony and Purpose which helps, but the wickedness around us begins to liquify and soon we are up to our ankles in it and try to stay out of it.

When the digging is done and Ithilmore releases the dark sphere it doesn't go, and can't be banished. Turns out its Plane of Origin is Hell. Father Rowan's blessing attracts it, but the hymn keeps it at bay. Turning the unholy works on it but invoking Varda causes an earthquake-like effect.

So we start the dancing. Four crows fly in, amalgamate and attack us. We stop and when it is stasised, start again. After a minute the dark sphere comes back and I stasis it, and carry on. Then fumes like noxious vapours but not stopped by any immunities we have or by vapour breathing come down the entrance tunnel, but Father Rowan keeps us a clear space with an air spring. A couple of minutes later a huge claw rips out the roof of the tunnel; it's a "greater servant". Ithilmore and I take a speedup serum to dance faster, so that it should only half as long, another 13 minutes or so. Lath flees as a diversion, and Father Rowan mazes us so that we are hidden for the next few minutes. This seems to work, as there are no more attacks on us.

So we rescue the god of procreation and Sabrina banishes us to the gates (with the god effectively itemised in my pocket). Father Rowan contacts Chantris and when we un-itemise the god, he says something cryptic and goes to Chantris. Turns out we are all, except for Rather Rowan and Lath, pregnant. Now we go and see Chantris and she has all four of the gods. She says she has all of them for husbands, one each season.

I am dubious about this monopoly but can't do anything about it. Chantris mentions a maiden/mother/crone set of goddesses near Artzdorf who could have one each but with Chantris as the intermediary it is not possible to convince the gods that this is not the perfect setup.

Chantris tells us that there is a realm we can clear for them. It is contaminated by the unwholesome remains of calamar weapons.

We discuss boons from Chantris and the sex god.

Sabina would like an ability to stop her opponent sending their damage off to someone else (called banding). Chantris mentions the Oriflamme to cause them to suffer their own wounds. It is in a temple guarded by a golden worm in the northern wastes.

Session 7

Chantris opens a portal and we step through into nothing. In the distance, about a mile away, is a roiling mass of dark pulsating stuff. There is no wind to summon, no light or dark, but we can breath and see. There is no down and we can move by deciding to.

We go closer to the blob, to about 100ft range. The mass is like a viscous liquid with things stuck in it, including the feet (presumably the rest also) of a seraphim. A divination of the mass gives that it is the centre of everything, with all the potentiality leached out.

Lath gaseous forms the seraph and Father Rowan pulls it out with bound air. It is wailing in pain and terror. Father Rowan tries to empathy it and acquires "fear of discovery" (ie fear of learning things, not fear of being found). It has many spikes and shards through it (part of its "strange metal jacket" whatever that means, which are constantly moving and cutting more. We have to resist the screams; sooth pain calms it down somewhat but not enough to converse. A DA on the metal removes a rank of DA from Arwen, but she get her answers: magical aura, touching it will drain/twist magic.

Father Rowan burbles about strange and charm and something else, so I try casting charm on the strange metal and am able to draw it out. There are about 200 pieces so I slowly get them all out, so that the seraph can be properly healed. I also try casting charm into a pot to make a pool of charm and it works. Father Rowan stirs it and expecting there to be 2 vortices he is right. I add the metal and it boils and stirring it now produces 3 vortices, but it doesn't destroy or dissolve the metal as we had hoped. Father Rowan does something else to it and it explodes out of the pod, drenching him, and he now has 6 fingers and 3 arms.

We heal the seraph and give him a potion of restore reason and he can talk. There are 20 seraphim here. They were put in metal jackets and put in tubes and used as weapons (I'm not sure who was fighting who and which side they were used on).

In the middle of the stuff is a "great attractor" and the blob is its waste. It is like a huge kraken. We rescue the rest of the seraphim over what seems like a couple of days, and end up with a 400lb ball of strange metal. Father Rowan binds it and talks to it. I don't think it talks back.

We decide to kill the kraken with the help of the seraphim. The think that they will take 50% casualties, and I figure that if we have 50% left of Sabrina that will be fine. They sing a martial hymn.

So first we have to get down through miles of stuff, so Father Rowan checks it out with a visitation, and finds that there are places within not connect to anywhere but that we could possibly rune portal our way down. So he makes a portal at our location...

... and suddenly a monstrous tentacled form appears, having used the portal itself. Eventually we kill it and let the universe back out. Only 3 seraphim remain but all of Sabrina and a bit extra of Father Rowan. We loot and get banished back home. We think that the new gods can have one of the seraphim each.

Loot

Gathered stuff
Cloak of Night
zone of distance ie cannot inflict spec. griev. injuries from the rear, always counts as a dark night under the stars, 8 charges of falling star, raises MA.
Harp of Marina
can play a perfect chord/cord, change the weather, double the number of people bardic voice affects, create a moment of peace up to a minute
vitreous humour from the eye of the eating titan
titans loot
non star gems from the mine
a lock of Thor's hair
ent seeds
ent pollen
Ipos' acorn
is their any effect from the trial of artifacts?
Lath's bride price
Lath loses 1MA gains 1WP from Malthus' runes
Father Rowan has 6 finger on the hand that had none and three arms
liquid charm
can we learn the seraphim's martial hymn
From noble djinns
urn of the winds??
From Hell
soul arrows
liquid wickedness
From singularity squid
Conch
Horn
Lyre
Golden apple
20 lbs of strange metal
6 potentialities
seraphim can permanently flame a weapon
Boons from the rescued Gods
Karl (fire)
Protection from fire - 10 off all fire damage, immune to normal fire?
Aaron (fighting)
+2 weapon Ranks to spear (includes pike and javelin) and increases maximum rank
Nimrod (hunting)
+ 2 Ranks Stealth, max Rank becomes 12
run all day without tiring
Flash (fucking) options
pheromones
enhancement to Virility spell
enhancement to charm
pillow talk
courtier rank

Boon from Chantris

entangling ability like the ents Caprice
Healing range Ithilmore
Regenerate Arwen
Make island healthy Lath
protection rune on sword or ability to bring inanimate objects to life Rowan

Intelligence

Entities

Karl, a sun/fire god

Buffs & Mil Sci

Long Term (assumed always on)

Magic (caster) Rk Effects Dur FR Ar Ca La It Sa
Rune Shield (FR) 12 +17 Def, +3 Prot, avoid a SG 13/25** hrs
or Armour of Earth (Ar) 20 +42 Def, absorb 1 DP/Strike 10.5/16.5** hrs
or Barrier of Wind (La) 21 +42% Def or +52% with Eddy 16 hours**
Heart Rune (FR) 8 Cures 7 EN when EN taken 9/17** days
Willow Healing (FR) 12 Cures 3 EN / Pulse for 14 Pulses 24/48** hrs
Mind Cloak (FR) 10 Conceals thoughts & pact, + 30 vs compel, charm etc 21/41** hrs
Strength of Stone (Ar) 18 +18 PS or EN 19/34** hrs EN EN EN EN EN EN
Feather Falling (La) 9 Float downwards 10 hours**
Vapour Breathing (La) 16 Can breath any gas 14.5 hrs**
Resist Heat & Cold (La) 16 5 steps better on weather table & 5 less damage. 29 hours**
Eddy (Ritual) (La) 16 +3 steps better on weather table and +4 effective ranks on BoW, protection from Whirlwind Vortex. 17 hours
Flying (La) 13 Air Mage flying spell at 43 mph. 13 hours**
Disguise (Ca) 16 ht+/-16%, wt+/-32%,PB+/-10, voice and clothing, race or gender 17hr/31hr
Weapon of Magma(Ar) 8 +13SC +1 per min of Strike or Pulse (to max of 8) Damage 4.5hr/8.5**hr
Witchsight (It) 20 10.5hr/17.5**hr
Magic (caster) Rk Effects ** on duration includes Enhance Enchantment Dur

Short Term

Magic (caster) Rk Effects Dur FR Ar Ca La It Sa
Blessing (FR) 10 +10 SC, +10 vs Fear 110/210** mins
Fast as the Wind (La) 16 +6 TMR up to a max of 16. 44 mins
Wind Walking (La) 18 Travel (as air) at 140 mph (~13 miles range) 9.5/18.5** mins --
Enhance Enchantment (Ca) 15 up to +15 Ranks spell duration 85 secs
Invisibility (Ca) 12 1hr/2hrs**
Invisibility to Undead & Demonics (Ca) 21 Once per day with Laths sticks can be on 4 entities 2hr/3hrs**
Courage (Ca) 12 7 targets, +13WP 130mins/250mins**
Strength of Darkness (It) 13 +8 PS 140mins/270mins**
Sabrina Mil Sci
Melee Only: +11 IV +11% SC +11% Def +1 End of Pulse Pass Action in melee
Raise Morale +6 WP
Naked Dancing
by Caprice (assuming Lipstick): At night Dancer gains +33, party gains +21 to MR and Ft

Military info for the Bishop

Watch Order:

Night Vision:
All using rk 20 witchsight

  • Lath - Dark Vision 250' Rg (needs some light).
  • Father Rowan - Rk 20 Witchsight, Night vision 110' Rg (Because the vision is monochromatic it does not enable Detect Aura, needs some light), can see into proximate planes/dimensions, Spirit Vision 150 ft, see living and undead things through obscurement but not Rk 20 Darkness.
  • Caprice - see living and undead things through obscurement
  • Arwen - Coloured Dark Vision 170' range, detect aura, enhanced vision, sense danger

Other Enhanced Senses:
Caprice can sense nefarious intent towards her (98%) at 85ft, which will also wake her up at 17ft.

Marching Order:

Front
?
?
?
Air Elemental X 2

Calendar

Autumn 814wk: Fruit (4)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Lugnasad 1 Guild Meeting 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 1 2 3 4
Autumn 814wk: Harvest (5)
5 6 7 8 9 10 11
12 13 14 15 Equinox 16 17 18
19 Harvest Moon 20 21 22 23 24 25
26 27 28 29 30 1 2
Autumn 814wk: Vintage (6)
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 Blood Moon 18 19 20 21 22 23
24 25 26 27 28 29 30 Beerfest