A Golden Eye in the deep: Difference between revisions

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==Chapter 3 - Conspiracies==
==Chapter 3 - Conspiracies==
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Lila standing in as scribe here - Marseille and Rihain apparently aren't feeling well - is there something they're not telling us?
Lila standing in as scribe here - Marseille and Rhiain apparently aren't feeling well - is there something they're not telling us?
===The party closes down===
Anyway, we're still at the party and the guard are out the front dragging people out and fining them for disorderly activity. M&R go quietly, but me, B & Marco take a last chance to check out the basement. We drop down a floor to the level where the stairs were full of maybe water, and it is in fact water which is still rising. Our target Max with Gloria, Betty, at least one other water mage, possibly 2 or 3 and a celestial have by this time all gone done into the dark hole.
Anyway, we're still at the party and the guard are out the front dragging people out and fining them for disorderly activity. M&R go quietly, but me, B & Marco take a last chance to check out the basement. We drop down a floor to the level where the stairs were full of maybe water, and it is in fact water which is still rising. Our target Max with Gloria, Betty, at least one other water mage, possibly 2 or 3 and a celestial have by this time all gone done into the dark hole.


We find the wasp cage, and the hobbit who won his fight has been abandoned in the cage and is now dead. We can't figure out a way to get the body out safely, so we make our way to the stairs before we drown and out the front door. I inform the guard about the dead hobbit and wasp situation and we are soon able to leave.
We find the wasp cage, and the hobbit who won his fight has been abandoned in the cage and is now dead. We can't figure out a way to get the body out safely, so we make our way to the stairs before we drown and out the front door. I inform the guard about the dead hobbit and wasp situation and we are soon able to leave.
===Betty rescues herself===
At the exit gate, who should we see but Betty, talking to the gate guard and getting and escort back to her ship. In case she is planning to go to the wrong ship or other nonsense, I join the escort group as another young lady who is walking home alone while Marco and B trail behind. All is well and we all make our way to the ship and then to the Shallow Grave to meet up with Captain Baroo. Turns out she escaped in the darkness. A crew member named Ernest is detailed to keep her safe.


At the exit gate, who should we see but Betty, talking to the gate guard and getting and escort back to her ship. In case she is planning to go to the wrong ship or other nonsense, I join the escort group as another young lady who is walking home alone while Marco and B trail behind. All is well and we all make our way to the ship and then to the Shallow Grave to meet up with Captain Baroo. Turns out she escaped in the darkness.
Next day we take her to get divinated and she was under a rk 11 E&E charm but with a very high but within human limit MA.  
===We're all poisoned===
We have about two days for our cargo to be loaded, mechanical looms and wine presses to sell at the port for Firenze.  


Next day we take her to get divinated and she was under a rk 11 E&E charm but with a very high but within human limit MA. We have about two days for our cargo to be loaded, mechanical looms and wine presses to sell at the port for Firenze.  
Since there are only five of us, with our permission the Captain hires out two extra berths to the children (late teens) of some rich Palestrinian.


Since there are only five of us, with our permission the Captain hires out two extra berths to the children (late teens) of some rich Palestrinian.
We settle in to wait for our time to sail, but while ministering to the crew and marines, Boris discovers that they are all unwell with what turns out to be this first of a two part poison and lo, so are we. Alchemical and medical investigation turns up that the second part (of which there are three common possible options) to this type is usually soporific and that the culprit chemical (dark coral dust and something basalisk) was sprinkled on some of the free sausages available around the dock area. (Incidentally some sausages in another area have also been contaminated with dried dung powder - some one or more are not in favour of the hobbit mayoral candidate). Boris cures half of the crew and marines, the rest tomorrow - this is hard work. We also decide to keep Betty out of the loop and to leave some crew uncured as canaries and for Betty to see go down. The poison is permanent and if left the victims will die of thirst. I speculate that this is what wasps do so maybe the wasps have something to do with this.
===Tell the authorities - this is above our pay grade===
Speculation is that there is a plan to knock out all the crews and take over the ships by controlling the watermages (probably by something stronger than the simple charm) so we decide to take this info to Castle Chilton. We are shown in and meet with Duncan Bold who consults with a castle astrologer. It seems that a pirate of renown is planning to hijack six ships each out of Seagate, Sanctuary and another port to the south.
===Or this is exactly our pay grade===
They would like to give us a new job to foil this plan, which involves delivering a "terrible cargo" onto the pirate ship. It comprises three barrels that need to be smashed all three together (will not work underwater so zombie shark plan is foiled) Also itemising will shrink the barrels but not the contents - kablooey. As a reward they offer an earth rock for the earth mage, a terrible necromantic item that they wish to be rid of, and an amulet of attracting arrows for me. (If M&R turn up, we'll send them to negotiate for something for themselves.) They will also let us have a share of the salvage, and want us to retrieve all corpses. We agree to take the job if our captain is willing to take her ship into this crazy plan.
 
Turns out that she is. Syrene turns up at the inn, having been contacted by the duke's men and hands over a large diamond which is the rock. She is amused and seems to be in a better mood.
 
We go back up to the castle with the captain and Syrene, and the captain negotiates. She comes back with a set of flaming silver swords as part payment. We arrange for the Duke to supply a large lot of antidotes for the possibly 2000 poisoned crew on 18 ships. We probably won't get enough but they will do their best.
===Maybe the wasps are important...===
Then we go down to the old wharf where the wasps have been sent for disposal and arrange for them to be transported to the lab for investigation. Some duke's guard are following at this point because these creatures are very dangerous. It is illegal to have them on pain of death, but the youngest alchemist has arranged that we can have them for a couple of days to look into making an antidote. The cage is loaded onto a wagon but it is looking weakened so it is reinforced using warping to apply flax, wax and hemp.
 
We also collect the hobbits corpse ditto. He is missing an arm as it had larvae in it that they forced into it by dragging the corpse through a wall of light, then chopped off and burnt. He also has no attached soul so cannot be resurrected - this is why they are illegal to have.
 
So to the lab go Boris and I, while Marco and the captain go back to the inn. I use some venom collecting equipment (with repeated threats to all our lives if anything went wrong) to get some wasp sting which the old alchemists analyse - it's a two part poison, one part ??? and the other severs the soul. Sounds useful but not at all related to the sausage poison. We let the alchemist go to study the pirate poison in the next room.
 
And here is why you shouldn't let an airmage in a lab... I decide while the guard is in the other room to try and get some wasp poison for future "study". But not having my gear with me, I make an unlucky move and a wasp escapes and attacks me - I can feel wiggling in my arm, and take significant endurance damage. Then another escapes. Boris encloses the cage in bone construction. I stab it a couple of times with a dagger but everything goes black... until I wake up minus an arm and an ear. It seems that Boris kept me alive by pushing endurance and the second of the guard eventually got up the courage to lop off my arm, inaccurately. "The captain of the guard is not to know or we will all be executed". The wasp corpses go in the kiln and the wasps in the cage are suffocated by having the air removed.
 
It is also noticed that the nest in the cage has two clean edges as if sliced - this is only one part of three. We let the authorities know this.
===...Maybe not===
Back to the conspiracy poison - the second part will be made of sea dragon eggs and apple and so will be likely delivered in apple juice or cider. Dwarves are immune. The power of the poison to generic antidote is 20-25. The alchemist set to making as much antidote as they can before the ship leaves - we will delay a couple of days if we can but expect something will trigger us to leave.
 
As it turns out, a couple of days early (my primary arm is still incomplete) which is day six after the guild meeting, Betty brings in Ernest unconscious. A number of the crew have been gambling and have accrued debts for which a certain group are taking it out of hide, so we have to sail as soon as possible.  


We settle in to wait for our time to sail, but while ministering to the crew and marines, Boris discovers that they are all unwell with what turns out to be this first of a two part poison and lo, so are we. Alchemical and medical investigation turns up that the second part to this type is usually soporific and that the culprit chemical was sprinkled on some of the free sausages available around the dock area. (Incidentally some sausages in another area have also been contaminated with dried dung powder - some one or more are not in favour of the hobbit mayoral candidate)
We have had delivered so far 400 antidotes for one type and 600 for another. We make a plan to make an excuse to Betty that I have received a message to pick up some jewels in Newhaven and will stop in there to pick up the rest which they will send there (ship? guild portal?).
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Revision as of 10:54, 4 July 2021

Scribe Notes

Summary

Adventure: A Golden Eye in the deep
GM: Jono
Season: ~Winter 821 WK
Night: Starting Monday the 14th of June 2021 at an Albany (Kelsie's place).
Area: Carzala and some tropical wilds.
Level: Medium+
Info: Information from players for Jono
House Rules: Jono Quickness and Slowness
Playtest
Please note - Lowered specialisation to 1 per rank (from 3). See change log on last page of each doc.

Four or five guild party members -
  1. Marseille - Mind Mage played by Michael McFadden.
  2. Boris - Necromantic Mage played by Michael Haycock.
  3. Lila - Celestial/Air Mage played by Kelsie.
  4. Rhiain - Ice Mage Human played by Chris R.
  5. Marco - Earth Mage played by Michael Young.

Employer

Syrene a friend of the guild.

Mission
Background
Syrene The Keeper of the Great Heart, has been visiting New Seagate and Carzala over the last few years. She is normally and currently still protected from evil spirits & undead. Recently she has been receiving odd dreams from what she thinks is an unsettled spirit. These dreams show a scene set on the shores of hot tropical island thought to be close to the Great Shallows.
Mission
Deliver a message and then if acceptable assist a pure spirit who is known to be riding a white charger.

Payment
If needed Syrene will financially back a commissioned voyage to the area.
10,000 silver pennies for the party half in advance.

  • Spell training for Thaumaturgies 10,000 sp each member.
  • Spell training for Elementals 15,000 sp each member.
  • Spell training for Entities 10,000 sp each member.

Two healing potions in advance.

The Artiste Marseille's Adventuring Journal

Chapter 1 - Arrangements in Seagate

Lila is elected party leader based on her Aesthetics (20 pb?). She will look best at the front of the "triumphant heroes return" work I will produce to celebrate our success. Rihan our Icemage will be Military Scientist - not sure how smart her regiment was but seems multi-skilled & practical… not likely cavalry.. I am elected party scribe due to my skills with a paintbrush & easel…

A carriage has been prepared for us to meet Syrene, keeper of the Great Heart, our employer, out front of the guild. A guild rep, introduces Rosemary Syrene’s representative a "human looking elf woman." On board I enquire discretely as to Syrense’s eligibility – but she already has 3 husbands & a tree… must get a permanent Patron soon…

The carriage takes us to Turf’s household. We meet three women – 2 humans and an elf at Turfs housegold. Brandy, food and cushions! Syrene is an average good looking elf maybe 20 pb.

She wants to employ us on a delicate job (why the guild – delicacy not our forte apart from the odd artiste like myself & perhaps Silverfoam the Elf) Over the last 3 moons she has had unusual dreams which she has identified as coming from an unsettled spirit- maybe a dead/ maybe living – who appears to Syrene as an attractive naked woman on a white horse… (symbolic of something I am sure - although based on my portrait commissions, mostly a theme favoured by fat matrons married to carriage salesman done good) Syrene wants us to deliver a message (why not a pigeon I wonder – but she is paying – artiste’s rule – never turn down a commission.) The Dream comes from a hot tropical area – - she points on an map to the northern shore line near the Great Shallows

She offers offers items to assist - armour, potions, back pack, never ending water bottle etc and the like, training 10,000 ep to start / 10,000 at the end. We dice for these.

I negotiate a side deal with Syrene for 2 art works in oil featuring Syrene & our party en adventure (5000 sp each). A discount price but unlikey to get any paying commissions aboard a ship - sailors are not generally well heeled... & what would I want with Scrimshaw or a ship in a bottle? I spend an initial week painting the first work of Syrene & party posed & contemplating a chart table while a ship is arranged.

Syrene will finance the voyage. She suggests we approach the local captains giving consideration to factors such as – whether the ship comes with watermage, its size, cost/ month, whether the crew can fight/ etc. We debate what qualities a good ship will have. Floating is a popular choice. Rihan claims we want a Caravel. I want one with billowing sails & fluttering flags that will make a good image for a seascape. Marco the Druid is silent on the subject of venture by sea - not his best element really. We decide we want to trade – at both ends ideally to finance the trip & profit. Syrene offers to introduce as to a merchant so we don’t get fleeced when we hire a ship & actually might make it there and back…

Much more importantly Syrene prepares a letter of introduction her seamstress/ tailor!! Anticipating fashions in the tropics is a concern – much bare flesh I am sure and maybe pastels, parasols & big hats ? At the seamstress, we discover yes pastels it is and maritime themes. Boris the orc orders an orc "garment" that can be turned inside out & has a camouflage design so he can hide in the jungle. Being green perhaps he should just disrobe for the same effect?

As we travel through the city guided to our Merchant mentor by useful Rosemary. The streets are crowded & we encounter mobs extolling the vitues of Mayoral candidates - its election time. Halflings dispense sausages on behalf of the populist hobbit candidate Roderigo – the little People's Champion they call him, although those that do business with him or frequent his "Three Star" Sausage Restaurant tell they would absolutely not let him kiss their baby & would definitely count their fingers after he shook their hands… a drunken mob of dwarves beat drums for another candidate – (the beer is watered & poor according to Rosemary ) & as such their leader wont be elected).

We are lead through well paved secondary streets – tough looking hobbits everywhere – we are taken to a merchant Master Flynn – large armoured guards are about the front of his premises.. Master Flynn, a large bearded man reads our letter of introduction. He knows Rosemary, Syrene and listens to our plans : to travel to the Great Shallows, our request to source a cargo & our need for an appropriate ship. (Rihan who has been upon a boat twice informs master Flynn that a caravel is the answer.) Encouragingly, he refers to the Great Shallows as the ships graveyard – maritime wit!

Our cargo should be “worked goods” he says which is anything that is made. We could obtain pearls, corals & other items - at Palestrina? The greater shallows specialise in cinnamon as a trade item. He suggests we pick up guides, etc as we go. He has contacts in Palestrina who he will alert of our impending arrival. There are three possible ships from which to choose - “Red Crow” & “Griffin’s Nest” – the two fastest, & Wave Prince which has the best fighters.

We decide to try for the Griffins Nest which has the bonus of insurance & ransom prearranged. I am unsure if it is a caravel.

We will be send an order to pick up at Palestrina from the port mage. Master Flynn advises that for the best profit we enter a "buy own and sell arrangement" backed by Syrene. Syrene who has had a windfall recently- will front for an 80 tonne cargo while we secure a ship. he also suggests: - We might consider kidnapping a bushman when we get to Palestrina to act as a guide… Boris presumably would know about that, Orcs I am sure are experts at kidnapping - We should arrange bribes for officials – the Captain will know what about this, part of doing business. - We must contact Yasmin – which refers to 3 sisters / air mages all - & tell them what we need to be inspected so they can check it out – we are given a code book which I memorise before destroying - nice to be doing a bit of field work - listening for gossip in Court can bore the paint off your brush… & even a bit of risk to add frisson as if we are caught it would be certain death, yawn … I will send messages back via the Yasmin sisters ..

Boris talks to the guards outside who reveal that the Red Crow has no descent Mil Sci & that the Griffins Nest comes with a Maritime soldier crew.

Our choice is of the Griffin’s nest appears confirmed. Apparently her captain Captain Teyonah is fond of pretty ladies. Lieutenant Taylor, in charge of Marines, favours rough trade. Boris, Marco, Rihan & Lila may get the best cabins if they play their cards right!

Next we travel to a Sailor’s tavern – “The Shallow Grave”. Three tough looking bouncers cover a narrow entrance. We surrender weapons other than daggers & enter a crowded, raucous & “salty” establishment where all the best & stylish folk won’t be seen… it extends a long way in three buildings deep. A performer is at one end, singing shanties & dancing. There is drinking and many games of chance...that definitely look ripe for the taking, but one should make an impression & I desist... Sailors are on shore leave, spending it all in one night, each seven sheets to the wind as sailors say. Jugglers perform – men & women in the nude & twirling sharp objects with fingers still intact…

We find Captain Teyonah Baroo who turns out to be a handsome woman of dark hue - she shakes the lovely Lila’s hand firmly & stares her in the eye with a steely & professional (only) gaze. Strangely she seems to be using her other eye to ogle Boris the orc & Marco the hairy druid. I must have her preferences mixed up with Lt Taylor's. Boris & Marco most definitely are not ladies & you dont get rougher than an Orc who plays with the undead or a man with ginger eyebrows who turns into a tiger... This does not however completely eliminate alternative bedding options for four of our party members.

Over rums (sufficiently maritime & harsh on the palate) she explains her water mage Betty has been stolen by a rival Captain Yasmin & wants us to. She thinks Betty has been tricked, drugged or be-spelled. We are expected to fight on board (pirates or foes that is) when necessary as part of the deal. We plan to leave in three days if all goes well.

We learn Betty was last seen with a handsome Marine, Lt Max who has signed up with the Red Crow… maybe cupid's bow had more to do with her defection than the drugs or be-spelling….

Ship details

Griffon’s Nest Griffon’s Nest with Captain Teyonah Baroo
Caravel 120 tons, 70 crew, missing water mage
Best wind speed 9 knots, normal wind speed 5 knots + magic (around 5.5 mph + magic)
Max 90 tons cargo

Lieutenant Taylor 15 mercenaries 15,000 sp per month & 500 sp per person per fight.
Hard fighters, they are insured, they have three 25,000 ransoms.

Total cost of the Caravel ship, 7 officers, 63 crew, 1 water mage, 1 lieutenants, 14 mercenaries & party will normally cost 30,000 sp per month. Recovery of the water mage will give a 4,000 sp discount making the total 26,000 sp per month.

Prize shares - captain 25% to be split with captain and party. Officers & mercenaries 25%, Crew 50%

Chapter 2 - Partying in the Dodgy Part of Town

Chapter 3 - Conspiracies

Lila standing in as scribe here - Marseille and Rhiain apparently aren't feeling well - is there something they're not telling us?

The party closes down

Anyway, we're still at the party and the guard are out the front dragging people out and fining them for disorderly activity. M&R go quietly, but me, B & Marco take a last chance to check out the basement. We drop down a floor to the level where the stairs were full of maybe water, and it is in fact water which is still rising. Our target Max with Gloria, Betty, at least one other water mage, possibly 2 or 3 and a celestial have by this time all gone done into the dark hole.

We find the wasp cage, and the hobbit who won his fight has been abandoned in the cage and is now dead. We can't figure out a way to get the body out safely, so we make our way to the stairs before we drown and out the front door. I inform the guard about the dead hobbit and wasp situation and we are soon able to leave.

Betty rescues herself

At the exit gate, who should we see but Betty, talking to the gate guard and getting and escort back to her ship. In case she is planning to go to the wrong ship or other nonsense, I join the escort group as another young lady who is walking home alone while Marco and B trail behind. All is well and we all make our way to the ship and then to the Shallow Grave to meet up with Captain Baroo. Turns out she escaped in the darkness. A crew member named Ernest is detailed to keep her safe.

Next day we take her to get divinated and she was under a rk 11 E&E charm but with a very high but within human limit MA.

We're all poisoned

We have about two days for our cargo to be loaded, mechanical looms and wine presses to sell at the port for Firenze.

Since there are only five of us, with our permission the Captain hires out two extra berths to the children (late teens) of some rich Palestrinian.

We settle in to wait for our time to sail, but while ministering to the crew and marines, Boris discovers that they are all unwell with what turns out to be this first of a two part poison and lo, so are we. Alchemical and medical investigation turns up that the second part (of which there are three common possible options) to this type is usually soporific and that the culprit chemical (dark coral dust and something basalisk) was sprinkled on some of the free sausages available around the dock area. (Incidentally some sausages in another area have also been contaminated with dried dung powder - some one or more are not in favour of the hobbit mayoral candidate). Boris cures half of the crew and marines, the rest tomorrow - this is hard work. We also decide to keep Betty out of the loop and to leave some crew uncured as canaries and for Betty to see go down. The poison is permanent and if left the victims will die of thirst. I speculate that this is what wasps do so maybe the wasps have something to do with this.

Tell the authorities - this is above our pay grade

Speculation is that there is a plan to knock out all the crews and take over the ships by controlling the watermages (probably by something stronger than the simple charm) so we decide to take this info to Castle Chilton. We are shown in and meet with Duncan Bold who consults with a castle astrologer. It seems that a pirate of renown is planning to hijack six ships each out of Seagate, Sanctuary and another port to the south.

Or this is exactly our pay grade

They would like to give us a new job to foil this plan, which involves delivering a "terrible cargo" onto the pirate ship. It comprises three barrels that need to be smashed all three together (will not work underwater so zombie shark plan is foiled) Also itemising will shrink the barrels but not the contents - kablooey. As a reward they offer an earth rock for the earth mage, a terrible necromantic item that they wish to be rid of, and an amulet of attracting arrows for me. (If M&R turn up, we'll send them to negotiate for something for themselves.) They will also let us have a share of the salvage, and want us to retrieve all corpses. We agree to take the job if our captain is willing to take her ship into this crazy plan.

Turns out that she is. Syrene turns up at the inn, having been contacted by the duke's men and hands over a large diamond which is the rock. She is amused and seems to be in a better mood.

We go back up to the castle with the captain and Syrene, and the captain negotiates. She comes back with a set of flaming silver swords as part payment. We arrange for the Duke to supply a large lot of antidotes for the possibly 2000 poisoned crew on 18 ships. We probably won't get enough but they will do their best.

Maybe the wasps are important...

Then we go down to the old wharf where the wasps have been sent for disposal and arrange for them to be transported to the lab for investigation. Some duke's guard are following at this point because these creatures are very dangerous. It is illegal to have them on pain of death, but the youngest alchemist has arranged that we can have them for a couple of days to look into making an antidote. The cage is loaded onto a wagon but it is looking weakened so it is reinforced using warping to apply flax, wax and hemp.

We also collect the hobbits corpse ditto. He is missing an arm as it had larvae in it that they forced into it by dragging the corpse through a wall of light, then chopped off and burnt. He also has no attached soul so cannot be resurrected - this is why they are illegal to have.

So to the lab go Boris and I, while Marco and the captain go back to the inn. I use some venom collecting equipment (with repeated threats to all our lives if anything went wrong) to get some wasp sting which the old alchemists analyse - it's a two part poison, one part ??? and the other severs the soul. Sounds useful but not at all related to the sausage poison. We let the alchemist go to study the pirate poison in the next room.

And here is why you shouldn't let an airmage in a lab... I decide while the guard is in the other room to try and get some wasp poison for future "study". But not having my gear with me, I make an unlucky move and a wasp escapes and attacks me - I can feel wiggling in my arm, and take significant endurance damage. Then another escapes. Boris encloses the cage in bone construction. I stab it a couple of times with a dagger but everything goes black... until I wake up minus an arm and an ear. It seems that Boris kept me alive by pushing endurance and the second of the guard eventually got up the courage to lop off my arm, inaccurately. "The captain of the guard is not to know or we will all be executed". The wasp corpses go in the kiln and the wasps in the cage are suffocated by having the air removed.

It is also noticed that the nest in the cage has two clean edges as if sliced - this is only one part of three. We let the authorities know this.

...Maybe not

Back to the conspiracy poison - the second part will be made of sea dragon eggs and apple and so will be likely delivered in apple juice or cider. Dwarves are immune. The power of the poison to generic antidote is 20-25. The alchemist set to making as much antidote as they can before the ship leaves - we will delay a couple of days if we can but expect something will trigger us to leave.

As it turns out, a couple of days early (my primary arm is still incomplete) which is day six after the guild meeting, Betty brings in Ernest unconscious. A number of the crew have been gambling and have accrued debts for which a certain group are taking it out of hide, so we have to sail as soon as possible.

We have had delivered so far 400 antidotes for one type and 600 for another. We make a plan to make an excuse to Betty that I have received a message to pick up some jewels in Newhaven and will stop in there to pick up the rest which they will send there (ship? guild portal?).

Buffs & Mil Sci

'A = Always on.

Long Term

Long Term (assumed always on)
Magic (caster) Rk Effects Dur Bor Lil Marc Mars Rhi
Strength of Stones (Ma) 19 +20 EN or ST 20 hrs Y Y
Armour of Earth (Ma) 14 +30 def melee, 1 armour 7.5 hrs Y
Shadowform (Li) 15 +32 def melee, ranged; +16 def close 8 hrs
spell (caster)

Short Term

Short Term - Cast as Needed
Magic (caster) Rk Effects Dur Bor Lil Marc Mars Rhi
Strength of Darkness (Li) 12 +7 PS 130 min Y
Feather Falling (Li) 6 Fall no more than 5'/pulse 5.5 hrs N
Shadow Wings (Li) 6 36 mph, 126 miles range 3.5 hrs
Witchsight (Li) 7 4 hours
Lightning Strike (Li) 5 [D-4]+7, save for 1/2 5hrs
Barrier of Wind (Li) 4 20 def vs missiles, 15 in melee or close 150mins
Walking Unseen(Li) 6 7 hrs
Weapon of Cold (RH) 10 +11 SC, +4DM Cold Damage(doubled vs fire enemies) 15 minutes
spell (caster)

Senses

Ambush/danger senses/skills/magic
Magic (caster) Rk Effects Dur Bor Lil Marc Mars Rhi
Sense Danger %
Ranger Detect Ambush % Base %, -5*OppRk, SpecArea +6%
Thief/Assassin Sixth Sense % BC 10+2xPC+5xRk

Misc Buffs

Watch Order

1 2 3 4 5 6 7 8 9 10
Boris Marco Rhiain
Marseille Lila Boris

Marching Order

Skirmish Formations (Front)
Double File

Marco
Marseille Lila
Boris Rhiain

Single File

Marco
Lila
Marseille
Boris
Rhiain

Calendar

Winter

Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Samhain
Frost (7)
  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    
Snow (8)
  1   2   3   4  
5   6   7   8   9   Moon enters "The Camel" 10   11  
12   13   14   15 Solstice 16   17 The Duke of Carzala's Winter Ball 18 Yuletide
19 Days of Chaos 20 DoC 2 21 DoC 3 22 DoC 4 23 DoC 5 24 DoC 6 25 DoC 7
26 DoC 8 27 DoC 9 28 DoC 10 29 DoC 11 30 Twelfth Night  
Ice (9)
  1   2  
3   4   5   6 First Plough 7   8   9  
10   11   Wotan exits retrograde. Thunor enters "The Spear" 12   13   14   15   16  
17   18   19   20   21   Freya passes "The Lovers" 22   23  
24   25   26   27   28   29   30