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		<id>https://dq-nz.org/dqwiki/index.php?title=South_Gate_Rot_Award:_Gnashdar&amp;diff=108922</id>
		<title>South Gate Rot Award: Gnashdar</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=South_Gate_Rot_Award:_Gnashdar&amp;diff=108922"/>
		<updated>2026-02-23T03:27:00Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Liberator Discipline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Jim Arona]][[Category: Gnashdar]]&lt;br /&gt;
Return to [[South_Gate_Rot#Treasure|Southgate Rot]]&lt;br /&gt;
&lt;br /&gt;
Gnashdar returns to the Guild on the 7th Harvest 817wk with 13,044 Experience, has earnt&amp;lt;br&amp;gt;&lt;br /&gt;
95tg&amp;lt;br&amp;gt;&lt;br /&gt;
6gs&amp;lt;br&amp;gt;&lt;br /&gt;
9sp&amp;lt;br&amp;gt;&lt;br /&gt;
after Guild Taxes. &amp;lt;br&amp;gt;&lt;br /&gt;
He has earnt these Spots:&lt;br /&gt;
{| border = 1 cellspacing =2 &lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
He had 11 days available for training on the adventure and spent 17 days away from the Guild.&amp;lt;br&amp;gt;&lt;br /&gt;
:He may &lt;br /&gt;
:: advance any Talents three Ranks.&lt;br /&gt;
:: advance his Rank in Stealth as if he had 17 days of training time and at only 90% of the cost.&lt;br /&gt;
:: advance his Rank in Goblin as if he had been immersed in it for 17 days.&lt;br /&gt;
:: advance his Rank in Common as if he had been immersed in it for 77 days &lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
== Enhanced Siege Grenado x 2 ==&lt;br /&gt;
Requires Rank 10 Alchemy &amp;amp; Rank 10 Arithmetician &amp;lt;br&amp;gt;&lt;br /&gt;
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:&lt;br /&gt;
{| border = 1 cellspacing = 1&lt;br /&gt;
!align = &amp;quot;center&amp;quot; |Result&lt;br /&gt;
!align = &amp;quot;center&amp;quot; |Damage&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; | 1&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; | 2 or 3&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; | 4 - 6&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; | 125&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; | 7-0&#039;&#039;&#039;*&#039;&#039;&#039;&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; | 625&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is 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. &amp;lt;br&amp;gt;&lt;br /&gt;
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039;If the D10 result is from 7 - 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.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;130px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Southgate Rot&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Autumn 817&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alusia&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Incendiariasm&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Red Iron Grenado x 1 ==&lt;br /&gt;
Rank 8 Alchemy&amp;lt;br&amp;gt;&lt;br /&gt;
This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and then usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower&#039;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.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
{|border = 1 cellspacing = 2&lt;br /&gt;
!align = &amp;quot;center&amp;quot;| D10&lt;br /&gt;
!align = &amp;quot;center&amp;quot;|Destination hex&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|1&lt;br /&gt;
||D10 ft beyond the target hex&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|2&lt;br /&gt;
||D10 feet beyond and to the right of the target hex&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|3&lt;br /&gt;
||D10 feet to the right of the target hex&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
||D10 feet short and to the right of the target hex&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
||D10 feet short of the target hex&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|6&lt;br /&gt;
|| D10 feet short and to the left of the target hex&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|7&lt;br /&gt;
||D10 feet to the left of the target hex&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|8&lt;br /&gt;
||D10 feet beyond and to the left of the target hex&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|9&lt;br /&gt;
||2D10 feet beyond the target hex&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|10&lt;br /&gt;
||D10 &#039;&#039;&#039;hexes&#039;&#039;&#039; short of the target hex&lt;br /&gt;
|}On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. The grenado inflicts A, B or C Class injuries, so all results are applied.&amp;lt;br&amp;gt;&lt;br /&gt;
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;130px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Southgate Rot&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Autumn 817&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alusia&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Incendiariasm&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
== Scrolls ==&lt;br /&gt;
&lt;br /&gt;
=== Strength of Stone x 3 ===&lt;br /&gt;
{| border = 0 cellspacing = 2 &lt;br /&gt;
|Base Chance: 80% + Reader&#039;s MA bonus &amp;amp; Enchantment&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|Duration: 21 hours&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
| +20 to PS or EN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== Restorative Potion x 2 ===&lt;br /&gt;
This potion weighs 4 oz and may be used without Preparing  if it is kept in some easily accessible place (bandolier or belt, etc).&amp;lt;br&amp;gt;&lt;br /&gt;
This Restorative is Rank 1, inflicts 3 EN and restores 6 FT.&lt;br /&gt;
&lt;br /&gt;
=== Restorative Potion ===&lt;br /&gt;
This potion weighs 4 oz and may be used without Preparing  if it is kept in some easily accessible place (bandolier or belt, etc).&amp;lt;br&amp;gt;&lt;br /&gt;
This Restorative is Rank 2, inflicts 4 EN and restores 8 FT.&lt;br /&gt;
&lt;br /&gt;
=== Love Philtre x 3 ===&lt;br /&gt;
This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Philtre is 10.&lt;br /&gt;
&lt;br /&gt;
=== Potion of Iron Skin ===&lt;br /&gt;
This potion weighs 4 oz but must be Prepared before it may be used.   &amp;lt;br&amp;gt;&lt;br /&gt;
It improves the imbiber&#039;s Natural Armour by 2 or gives the imbiber Natural Armour of 1 if they do not have any. The effects of the potion last until the next dusk or dawn but turn their skin a matte blue/black, increasing Stealth by 10 at night, but in social situations, making them quite noticeable.&lt;br /&gt;
&lt;br /&gt;
=== Oil of Blade of Darkness ===&lt;br /&gt;
This oil may be applied to any weapon on the Swords table of Section 56 Weapons, Shields and Armour Charts.&amp;lt;br&amp;gt;&lt;br /&gt;
The oil improves the weapon damage by 6, and the wielder subtracts 8 from the result of a Strike Check. The oil will only last for 20 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water ===&lt;br /&gt;
This 8oz phial contains a fluid that is vividly orange/red in colour. When the phial is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.&amp;lt;br&amp;gt;&lt;br /&gt;
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim&#039;s body will gradually reappear over a like number of pulses. Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning throughÂ¼ inch of metal or stone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
:1 inch of material like wood or bone per pulse.&lt;br /&gt;
:1 foot of ice per pulse.&lt;br /&gt;
:It will not burn through orichalcum.&lt;br /&gt;
If the ash and smoke are collected, dissolved into a solution, and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&lt;br /&gt;
&lt;br /&gt;
===  The Sublimation of  Water into Fire ===&lt;br /&gt;
When drunk, the imbiber&#039;s body is transformed into an explosive ball of fire inflicting 4 roll up D10 damage on everything in the same hex, minus 10 for every 5 feet distant. The imbiber will find themselves transformed into smoke covering the volume of a megahex. Treat them as if Gaseous Form has been cast on them at the creator&#039;s Rank in Alchemy. They will smell strongly of burning wherever they drift.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melian Healing Potion ===&lt;br /&gt;
This draught weighs 9oz and is very robust. It must be Prepared before it may be taken. It cures 1 rollup D10 + 8 damage.&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
== Invested Gems ==&lt;br /&gt;
== Other Invested Items ==&lt;br /&gt;
== Crystals ==&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Pint of Red Beer x 5 ===&lt;br /&gt;
This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day&#039;s march, it leads to a state of satisfaction lasting 15 minutes. In this time, anything other than conversation and eating is too much trouble. All perentile values have 20 added to the result on the die inside this period. Those who retire within an hour of drinking this beer will recover 1 point of EN per hour of sleep to a maximum of 8.&lt;br /&gt;
&lt;br /&gt;
=== Pint of Pale Ale x 2 ===&lt;br /&gt;
This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It has a strong, yeasty taste, and makes whoever drinks it more alert, adding 15 to their PC checks until they would likely have their next meal (i.e. no more than 4 hours). In addition, upon first drinking the ale, they take 7 EN damage, restoring 15 FT.&lt;br /&gt;
&lt;br /&gt;
=== Pint of Dark Ale x 5 ===&lt;br /&gt;
This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It is quite bitter, tastes strongly of molasses and hops and increases EN by 4. This lasts until they would likely have their next meal (i.e no more than 4 hours). This will not stack with Strength of Stone, but while duration remains it will immediately heal 3 EN when the first EN damage is taken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copper Rose ===&lt;br /&gt;
This strip of copper is 1/2 an inch wide and 3 inches long. It has a rose embossed onto it. An entity may benefit from a given copper rose once, after which it will never work for them again. Other copper roses will, however. When touched to an entity and their name uttered, they will be healed of 1 rollup D10 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
This copper rose will last until the winter solstice 818 WK.&lt;br /&gt;
&lt;br /&gt;
=== Translucent Clay x 120 lbs ===&lt;br /&gt;
Ceramics made of this clay will be translucent. If the ceramic is fired again, it will be transparent.&lt;br /&gt;
&lt;br /&gt;
=== Reduced Shadow Wine ===&lt;br /&gt;
Shadow wine may be created from the reduction by adding 3 parts of water. However, the resultant product will spoil in a week unless used.&lt;br /&gt;
&lt;br /&gt;
=== Distillate of Bronze ===&lt;br /&gt;
This metallic fluid is an intense metallic yellow/orange, and is otherwise similar to mercury. Although it is the size of a standard crystal phial, it weighs 3 1/2 lbs.&lt;br /&gt;
&lt;br /&gt;
=== Pyrites of Iron x 2 ===&lt;br /&gt;
These golden metal flakes are iron although they do not impede spell casting. They are held in a delicate glassware bulb about the size of a man&#039;s fist and weigh 1 lb.&amp;lt;br&amp;gt;&lt;br /&gt;
When used in the Casting process, they increase the base chance of any illusory magic by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
When exposed to water, the flakes will bubble noxiously for 3 Pulses then generate toxic fumes over the megahex  (3 x MD + 2 x Alchemist Rank to avoid) or suffer 3 rollup D10 acid damage. Fume production continues for 3 more Pulses, whereupon the pyrites will burst into flame, igniting the fumes which will inflict 3 rollup D10 fire damage and 3 rollup D10 impact damage. Protection from armour applies against both of these attacks, although Magic Resistance is not allowed.&lt;br /&gt;
&lt;br /&gt;
=== Humour of Melancholy x 2 ===&lt;br /&gt;
This crystal phial weighs 4 oz and contains an aqueous humour of melancholy.&lt;br /&gt;
&lt;br /&gt;
=== Melian Healing Salve x 2 ===&lt;br /&gt;
This small stoneware pot contains an amber unguent and weighs 8 oz. No Skill is required to apply the ointment. It will cure 1 point of damage per Pulse for 1 rollup D10 + 8 Pulses.&lt;br /&gt;
&lt;br /&gt;
== Skin Changes ==&lt;br /&gt;
The user of the skin may use any Skill or Ability that the form would naturally allow. While this includes most Talent magic, unless the form is human-like, spells and rituals may not be performed. If an animal has a range of Ranks next to one or more of their natural weapons, then the user may apply their Unarmed Combat up to the maximum listed.&lt;br /&gt;
&lt;br /&gt;
=== Harry the House ===&lt;br /&gt;
{{BeastStats| 23 | 18 | 18 | User | 23 | User | User | User | 11 | 6| None }}&lt;br /&gt;
Harry the House is a particularly hairy man of hulking presence. His hair is dark brown and it grows down his back in great, masculine tufts. He smells of sweat and honest labour.&lt;br /&gt;
&lt;br /&gt;
=== Raven ===&lt;br /&gt;
; Description: Ravens are large black birds, standing two foot high, with a 5 foot wingspan..&lt;br /&gt;
; Comments: A sentient in raven form can use any language they are familiar with.&lt;br /&gt;
; Abilities: Ravens may fly upside down for up to a mile. &lt;br /&gt;
; Movement Rates: Flying: 800&lt;br /&gt;
{{BeastStats | 6 | 18 | 17 | User | 6 | User | User | User | 8 | 16 | Feathers absorb 2 DP }}&lt;br /&gt;
; Weapons: Ravens may attack with beak or two talons without penalty. They will Close in great numbers, or attack the eyes if alone.&lt;br /&gt;
:&#039;&#039;&#039;Beak&#039;&#039;&#039;:	BC 45%, [D - 3], Close, Rank 0.&lt;br /&gt;
:&#039;&#039;&#039;Talons&#039;&#039;&#039;:	BC 75%, [D - 2], Close, Rank 1-4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mouse x 3 ===&lt;br /&gt;
; Description&lt;br /&gt;
: Mice are small brown, white or grey rodents. They are shy of almost all creatures, most especially cats, dogs and men.  &lt;br /&gt;
; Abilities&lt;br /&gt;
: Mice have no special talents or skills, and they are not tool users. &lt;br /&gt;
; Movement Rates : Running &amp;amp; Climbing: 150&lt;br /&gt;
{{BeastStats| 1 | 12 | 18 | User | 1 | User | User | User | 4 | 3/3 | Fur absorbs 1 DP }}&lt;br /&gt;
; Weapons&lt;br /&gt;
: Mice may bite.&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;:	BC 20%, [D - 7], Close, Rank 0.&lt;br /&gt;
&lt;br /&gt;
== Remnants ==&lt;br /&gt;
&lt;br /&gt;
=== Eyes of Death x 2 ===&lt;br /&gt;
This eye contains 3 Death.&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
== Goblin Dagger x 12 ==&lt;br /&gt;
This black steel tulwar is sized for a goblin and weighs 1 lb. It may be advanced as a Dagger by humanoids larger in size than goblins to Rank 9. The base Strike Chance is 50%, the base Damage is 1 rollup D10 + 4, inflicts A &amp;amp; B class injuries , and may only be wielded in Melee or Close. An entity carrying this weapon may not make use of non-racial magic.&lt;br /&gt;
&lt;br /&gt;
== Bronze Gauntlet ==&lt;br /&gt;
This bronze gauntlet for the left hand weighs 1/2 lb. It may be wielded as a cestus with a base Strike Chance of 55% and base C Class damage of 1 rollup D10 + 3. Alternatively, the base Strike Chance of any weapon wielded in the gauntlet is increased by 20. &amp;lt;br&amp;gt;&lt;br /&gt;
In addition:&lt;br /&gt;
* PS is increased by 3 on the left hand&lt;br /&gt;
* MD is increased by 2 on the left hand&lt;br /&gt;
* the gauntlet will protect against these Specific Grievous Injuries: 26, 27 &amp;amp; 61 - 67 and the wearer may ignore any damage associated with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dagger Set of Khores ==&lt;br /&gt;
The daggers in this set are varied, although they have the same base Strike Chance of 57%. Warrior Rank does not help with these weapons, although Troubadour Rank will, if juggling is taken more than once. The wielder&#039;s Initiative Value is the same, regardless of whether they are delivering a Melee, Close or Ranged attack.&amp;lt;br&amp;gt;&lt;br /&gt;
The following schedule is consulted when considering the wielder&#039;s Rank:&lt;br /&gt;
{| border=1 cellspacing=0 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Rank&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Ability&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|3 &lt;br /&gt;
|Wielder may summon a dagger to their hand from up to 12 hexes away, requiring a Free Act.&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|5&lt;br /&gt;
|Wielder may make two attacks per Pulse with prepared daggers against one or two targets within range&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|9&lt;br /&gt;
|Wielder may make three attacks per Pulse with prepared daggers against one, two or three targets within range&lt;br /&gt;
|}&lt;br /&gt;
Excess PS may only be employed when wielding a dagger in close or melee, and may be added to bonuses from Skills and Weapon Ranks. The daggers have no chance of breaking unless the PS is in excess of 37.&amp;lt;br&amp;gt;&lt;br /&gt;
The wielder&#039;s Player must call out each dagger&#039;s name as they strike or summon them, and no dagger may be thrown more than once a Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Opener ===&lt;br /&gt;
Opener is a heavy mithril dagger with a dragonbone hilt. It weighs 1 1/2 lbs. It inflicts 2 rollup D10 A Class damage and may be thrown without penalty up to 12 hexes. &lt;br /&gt;
;Special Ability&lt;br /&gt;
: The first time Opener hits a target, it reduces the Protection value of their armour by 1/2 (round up) the wielder&#039;s Rank in Dagger. This only applies to attacks from daggers and lasts for 12 Pulses. If Opener hits the same target again, this will end the effect.&lt;br /&gt;
&lt;br /&gt;
=== Witch Bite ===&lt;br /&gt;
Witch Bite is a silver dagger with a stag horn hilt. It weighs 14 oz.It inflicts 1 rollup D10 + 2 A Class damage and may be thrown without penalty up to 12 hexes.&lt;br /&gt;
;Special Ability&lt;br /&gt;
: If damage is taken, the wielder rolls a D10 and consults the table:&lt;br /&gt;
{| border=1 cellspacing=0 |&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Result&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;20px&amp;quot; Align=&amp;quot;Center&amp;quot;|1 &lt;br /&gt;
|Wasting disease causes -1 Strength and -1 Endurance per day until stopped by Cure Disease. The Strength and Endurance lost will be recovered at 1 point per day, or by being treated by Repair Muscles.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;20px&amp;quot; Align=&amp;quot;Center&amp;quot;|2&lt;br /&gt;
|Recurring migraines cause a loss of 2 Magical Aptitude and 2 Willpower. Each minute of concentration requires a 4 * Willpower concentration check. The effects can be treated by Soothe Pain and cured by Repair Vital Organs.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;20px&amp;quot; Align=&amp;quot;Center&amp;quot;|3 &amp;amp; 4&lt;br /&gt;
|Creeping senility will cause a loss of 1 Magical Aptitude every two days until treated by Regenerate Vital Organs.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;20px&amp;quot; Align=&amp;quot;Center&amp;quot;|5 &amp;amp; 6&lt;br /&gt;
|Arthritis causes -4 Dexterity, -4 Agility and increases by 1 per hour the Fatigue loss due to exercise, until treated by Repair Tissues.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;20px&amp;quot; Align=&amp;quot;Center&amp;quot;|7 &amp;amp; 8&lt;br /&gt;
|Enfeeblement causes -4 Strength, -4 Endurance and doubles the Fatigue loss due to exercise, until treated by Repair Muscles.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;20px&amp;quot; Align=&amp;quot;Center&amp;quot;|9 &amp;amp; 10&lt;br /&gt;
|Asthma causes TMR to be halved, doubles the Fatigue loss due to exercise, and the target cannot perform strenuous exercise until treated by Repair Vital Organs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wraith Blade ===&lt;br /&gt;
Wraith Blade is a leaf-shaped dagger made from the scraped bone of a elven wraith&#039;s thigh and weighs 9oz. It may be thrown up to 12 hexes without penalty. It inflicts 1 rollup D10 A &amp;amp; B Class damage, and entirely ignores the Protection value of armour. This damage is also considered undead drain and may only be repaired by the arts of a Healer.&lt;br /&gt;
;Special Ability&lt;br /&gt;
:It inflicts 3 rollup D10 A &amp;amp; B Class damage against insubstantial creatures but this will drop to 1 rollup D10 damage the next Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Tinker&#039;s Folly ===&lt;br /&gt;
Tinker&#039;s Folly is a crescent shaped dagger of white metal with an ivory hilt and weighs 12 oz. It inflicts 1 rollup D10 + 3 A &amp;amp; B Class damage and may be thrown up to 12 hexes without penalty.&lt;br /&gt;
;Special Ability&lt;br /&gt;
:If effective damage is taken, the target&#039;s Defence is reduced versus daggers by 30. This lasts until the target takes a Pass Action (+1 for every three Ranks the wielder has in dagger).&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Tooth ===&lt;br /&gt;
Serpent&#039;s Tooth is carved from the pale green fang of a sea serpent, and has been attached to a bronze hilt. It weighs 1lb, inflicts 1 rollup D10 + 5 A Class damage and may be thrown up to 12 hexes without penalty. It inflicts a blow directly to EN on 20% of the modified Strike Chance and a Possible Specific Grievous Injury on 10% of the modified Strike Chance.&lt;br /&gt;
;Special Ability&lt;br /&gt;
:When it is anointed with blade venom from a snake or reptile, a roll greater than 70 + MD is a miss, any other miss is a hit, a hit is a blow directly to EN, a blow directly to EN is a possible Specific Grievous Injury, and on a possible Specific Grievous Injury, 2D10 are rolled and summed to generate one. Blade venom is applied as appropriate, and this will wipe Serpent&#039;s Tooth clean.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;60px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Southgate Rot&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Autumn 817&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alusia&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Various&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Blades&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Orcish Trispear ==&lt;br /&gt;
This hafted weapon has three heavy tines, the central one of which is actually a nethermancer&#039;s wand. It has been crafted from a bone of a chimaera, weighs 6 lbs, requires PS 15 &amp;amp; MD 16 to wield and inflicts A Class damage. The base Strike Chance is 57, base damage is 1 rollup D10 + 4 and it may be thrown to a range of 7 hexes. It may be wielded as a trident or spear. In the hands of an orc necromancer, Ranks in trident and spear are cumulative with respect to Strike Chance, Damage and Initiative Value.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a bonding cost of 1 EN has been paid:&lt;br /&gt;
:It is a legal target for the Animating Body Parts spell, in which case it will add the Rank to the Strike Chance, and may be directed by the wielder to move at a rate of 4 TMR but not attack. This requires a Free Act. &lt;br /&gt;
:It improves the wielder&#039;s Cast Chance of Spectral Hand by their Ranks in spear and trident.&lt;br /&gt;
If the wielder pays a further bonding cost of 1 EN, then these abilities become active:&lt;br /&gt;
: Once a week, resetting at dusk on Saturday, the trispear is a legal target for the Animation of the Dead spell, in which case it is wielded by a orcish spirit warrior with the following stats:&lt;br /&gt;
{{BeastStats| 15 |16 | 15 | 3 | 18 | 22 | 11 | 18 | 7 |5 |6}}&lt;br /&gt;
:His Rank with spear and trident is the same as the wielder&#039;s, and similarly cumulative. He is treated as undead, so cannot be feared, charmed, diseased, rendered unconscious, slept or paralysed. Nor may he be poisoned, stunned or harmed by Necrosis, Putrid Wound or similar magic (although Disruption will work).&lt;br /&gt;
: If the wielder delivers a blow directly to EN or a possible Specific Grievous Injury, then they may immediately cast a spell that targets an entity, and this may only be applied to the victim.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Southgate Rot&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Autumn 817&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alusia&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nethermancy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
&lt;br /&gt;
== Bronze Pauldron ==&lt;br /&gt;
This bronze pauldron and elbow cop may be worn on either shoulder and weighs 3 lbs. It takes 4 Pass Actions to attach them and as soon as this is done, bronze fish scale armour forms from shoulder to elbow. The pauldron provides&lt;br /&gt;
* no Protection unless leather armour is worn, in which case it increases Protection by 2 to a maximum of 8&lt;br /&gt;
* it allows the wearer to deflect the special damage of these results on the Specific Grievous Injury table: 01 - 05, 36, 44 - 50, 56 - 60, 68 - 69 and 85 - 87. Weapon damage is still applied directly to EN, but the wound description and special damage is ignored.&lt;br /&gt;
* a Reflex Action when first attacked from the rear, either in close or melee. The wearer may deliver an Unarmed Combat attack with the elbow cop. The base Strike Chance is unpenalised, and the base Damage is 1 rollup D10 + 5. This will infict 5 strain on the wearer&#039;s FT, which may stun. Subsequent Unarmed Combat attacks may be delivered with that elbow on their Initiative but they do not inflict strain and the damage is 1 rollup D10. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;60px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Southgate Rot&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Autumn 817&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alusia&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Protection&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
== Spell Racks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Jade ===&lt;br /&gt;
This green jade amulet, when it is worn openly around the neck, increases the wearer&#039;s Initiative by 8 versus the undead. In addition, any Cast or Strike check vs the undead that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Iron ===&lt;br /&gt;
This amulet of iron, when it is worn openly around the neck, increases the wearer&#039;s Initiative by 8 versus the devils and demons. In addition, any Cast or Strike check vs devils and demons that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
&lt;br /&gt;
== Anklebiter ==&lt;br /&gt;
; Description&lt;br /&gt;
: Anklebiter appears to be a puppet about 2 feet high dressed in &amp;quot;leather armour&amp;quot; crafted from lacquered wood. In fact, he is a tiny human skeleton who is a legal target of the Animation of the Dead spell. He weighs 1 lb.&lt;br /&gt;
: Although animated by the will of a Binder or Necromancer, he may not be stunned, bound or controlled. He will not fall apart and turn to dust when he ceases to be animated.&amp;lt;br&amp;gt;&lt;br /&gt;
; Abilities: Anklebiter  may use and Rank weapons (including shields) and armour  that is overlaid onto him. This will stack with his Natural Armour. His Stealth is increased by 20 because of his small size. &lt;br /&gt;
: When the Ritual of Converse with the Dead is targeted on him, Anklebiter may Divine Enchantment at the same Rank as this ritual.&lt;br /&gt;
: He has the Lifesense talent, which lets him see the living or constructs/undead out to a range of 150 feet. Within 30 feet, this is only impeded by barriers that are both opaque and substantial. He may not pick out terrain features.&lt;br /&gt;
: His special magical nature and skeletal construction makes him immune to damage from weapons rated for A type damage (arrows, thrusting swords, stabbing weapons). Nor may he take damage from falling.&lt;br /&gt;
; Movement Rates : Running: 250&lt;br /&gt;
{{BeastStats| 6 | 14 | 16 | 5 | 8 | 10 | 25 | 7 | 4 | 5| 4 }}&lt;br /&gt;
; Weapons: Anklebiter attacks using unarmed. He may advance weapons he meets the restrictions for.&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;:	BC: 53%, [D - 1], Close, A Class, Rank 0. This requires a Free Act.&lt;br /&gt;
:&#039;&#039;&#039;Hand&#039;&#039;&#039;: BC: 57%, [D - 4], Melee &amp;amp; Close, C Class, Rank 0.&lt;br /&gt;
;Incantations&lt;br /&gt;
;&#039;&#039;&#039; Spectral Hand - Battering Fist  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 6 Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Spectral Hand allows the Adept to smash a hole about a hex across and up to 3 feet thick according to the following schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 1 cellspacing = 2&lt;br /&gt;
!Rank&lt;br /&gt;
!Reinforced wood&lt;br /&gt;
!Compacted earth&lt;br /&gt;
!Stone&lt;br /&gt;
!Reinforced Stone&lt;br /&gt;
!Bronze&lt;br /&gt;
!Iron&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;| 0-5&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|6 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;| 6-11&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|5 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|6 Pulses &lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;| 12-15&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|4 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|5 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|6 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;| 16-17&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|3 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|4 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|5 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|6 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;| 18, 19&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|2 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|3 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|4 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|5 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|6 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|-&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;| 20&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|1 Pulse&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|2 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|3 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|4 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|5 Pulses&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|6 Pulses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039; Spectral Hand - Digging Hand  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 seconds (+ 10 seconds per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Spectral Hand allows the Adept to dig and move 10 lbs (+10 lbs per Rank) of earth, sand, stone or similar material per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These abilities become available if EN is sacrificed to him:&lt;br /&gt;
# Anklebiter is a [[Spell Rack|spell rack]] capable of holding 1 (only) spell matrix of the College of Necromantic Conjurations. Sacrifice: 1 EN&lt;br /&gt;
# The Adept may cast Wraithcloak on Anklebiter. Sacrifice: 1 EN&lt;br /&gt;
# Anklebiter increases the Necromancer&#039;s MA by 1 for every point of EN sacrificed to him., which does not reduce the cost of General Knowledge Spells &amp;amp; Rituals or spell matrices. This costs 1 EN&lt;br /&gt;
#  The Adept may possess Anklebiter at a cost of 2 spell casting FT. Possession lasts for 30 minutes and during this period the Adept can perceive through and communicate with Anklebiter spirit to spirit. The range of this ability is 20 feet (+10 feet for every point of EN sacrificed). Sacrifice: 2 EN&lt;br /&gt;
# The Adept may heal damage inflicted upon Anklebiter by draining a target (by means of the Life Draining spell). Damage to the Adept must be cured before any of Anklebiter&#039;s damage is healed. In addition, if Anklebiter is undamaged, an amount of healing equal to the total number of EN sacrificed may be stored in him. This may be used to heal either the Adept or Anklebiter himself and requires a Free Act. Sacrifice:3 EN&lt;br /&gt;
# Anklebiter may Prepare and Cast the incantation of the spell stored in his spell matrix at the Adept&#039;s will. Sacrifice: 3 EN&lt;br /&gt;
The EN cost may be recovered in the normal way. &amp;lt;br&amp;gt;&lt;br /&gt;
Each special ability must be acquired in order, and only one ability may be advanced per adventure or season, whichever is least.&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
&lt;br /&gt;
== Formula of Distilling Bronze ==&lt;br /&gt;
Alchemist Rank 7&amp;lt;br&amp;gt;&lt;br /&gt;
Enough ruby of arsenic to fill a pail must be melted in a copper bath plated in tin and to cover an equal amount of bronze. The contents must be slowly heated until the mixture begins to express small blue flames, which must be immediately extinguished and the temperature lowered sufficient to prevent burning. The contents must be kept at this temperature for four hours, the while it will produce vapours of the corruption of bronze, and these are pernicious to mortal life.&amp;lt;br&amp;gt;&lt;br /&gt;
At the end of this time, the noxious scum must be poured off to reveal the bronze has been distilled to half its original volume and one quarter its weight.&amp;lt;br&amp;gt;&lt;br /&gt;
This process must be repeated six more times, and at the end of it, a distillate of bronze of the consistency of quicksilver will remain. &amp;lt;br&amp;gt;&lt;br /&gt;
The chance of success is equal to 7 x Alchemist Rank, failure indicating the materials and time have been completely wasted.&amp;lt;br&amp;gt;&lt;br /&gt;
The same process should be successful with consecrated bell metal for the production of a distillate which is baneful to the unholy, however the operant must contrive to be complete at noon on Sunday.&amp;lt;br&amp;gt;&lt;br /&gt;
The cost of the materials is 1 truesilver guinea for every lb of bronze.&amp;lt;br&amp;gt;&lt;br /&gt;
The noxious corruption is pernicious to  mortal  life which will not be sustained upon the land where it is discarded for a year and a day, and over an area as far as a man can throw an axe.&amp;lt;br&amp;gt;&lt;br /&gt;
An Alchemist may teach this ability to another of Rank 7 or higher, but it will cost them 11,100 Experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Liberator Discipline ==&lt;br /&gt;
This is a collection of abilities that only orcs who have committed themselves to fight against slavery and injustice may learn. It is tied to the Troubadour profession, and the discipline as well as any of its subordinate abilities may not be of higher Rank. Additionally, the discipline may only be advanced once per adventure or season, whichever is least, and only if all the currently known abilities are Ranked to the current Circle number. Subordinate abilities may be raised from unranked to the current Circle number and are treated in all ways as if they were spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Stain is identical to spell casting FT.&amp;lt;br&amp;gt;&lt;br /&gt;
A Reflex Action does not count as an Action or Free Act. However, it is usually allowed in response to a triggering Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== First Circle ===&lt;br /&gt;
;Body Void: &lt;br /&gt;
: Base Troubadour (requires Acrobatics). &lt;br /&gt;
: Experience Multiple: 200&lt;br /&gt;
: Cost: 1 Strain&lt;br /&gt;
: Reflex Action&lt;br /&gt;
: The Liberator may avoid the damage from an attack that can be dodged (e.g. a blow in melee or close, an arrow, Bolt of Fire, etc) but not a spiritual or mental attack or one that targets a volume (e.g. Spectral Warrior, Whirlwind Vortex, Enchanted Sleep, Dragonflames, etc).The Liberator must &#039;Break 100&#039; by rolling percentiles and adding Troubadour Rank + Body Void Rank. If that number is equal to or greater than 100, they avoid the harm. Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100. In addition, they may add their cumulative Ranks to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.&lt;br /&gt;
&lt;br /&gt;
;Mind Blade:&lt;br /&gt;
: Base: -&lt;br /&gt;
: Experience Multiple: 200 &lt;br /&gt;
: Cost: 1 Strain&lt;br /&gt;
: 1 Magical Prepare Action &amp;amp; 1 Cast Action&lt;br /&gt;
:The Liberator may create a weapon with the power of their naked will. At Ranks 1 &amp;amp; 2, the weapon is a dagger, Ranks 3 &amp;amp; 4, a falchion, Ranks 5 &amp;amp; 6, a scimitar, Ranks 7 &amp;amp; 8, a tulwar, Ranks 9, a hand and a half, Rank 10, a hand and a half + 1. The weapon lasts for 1 minute (+ 1 minute per Rank) and until actively wielded can only be discerned as a shimmer in the air. It will flash (as a blade might) when wielded in combat, however.&lt;br /&gt;
&lt;br /&gt;
;Mind Armour&lt;br /&gt;
: Base: WP&lt;br /&gt;
: Experience Multiple: 250&lt;br /&gt;
: Cost: 1 Strain&lt;br /&gt;
: 2 Pass Actions&lt;br /&gt;
: The Liberator may create armour with the power of their naked will. The armour is only discernible as a shimmer around the Adept, but will flash (as armour might) when it deflects damage. It provides 2 Protection (+1 for every 5 points of WP and Rank in Mind Armour). The armour will only last for 1 minute (+1 minute per Rank) and does not stack with other Protection except Natural Armour.&lt;br /&gt;
&lt;br /&gt;
=== Second Circle ===&lt;br /&gt;
&lt;br /&gt;
;Lion Spirit&lt;br /&gt;
:Base: WP/Magic Resistance + Troubadour (requires Whistling as a musical instrument)&lt;br /&gt;
: Experience Multiple: 100&lt;br /&gt;
:Cost: -&lt;br /&gt;
: Passive, always on&lt;br /&gt;
:The Liberator adds their Ranks in Troubadour and Lion Spirit to either their WP or their Magic Resistance as appropriate to the effect  to avoid the effects of Fear, Terror or Horror.&lt;br /&gt;
&lt;br /&gt;
;Feign Death&lt;br /&gt;
:Base: PC + Troubadour (requires Acting)&lt;br /&gt;
: Experience Multiple: 200&lt;br /&gt;
:Cost: 1 Strain&lt;br /&gt;
: Reflex Action or Free Act&lt;br /&gt;
: The Liberator may use illusory magic to exaggerate their wounds or state of health and convincingly portray their death. They roll percentile dice and adds their PC + Troubadour Rank + Rank in Feign Death to create a deception total. Any observer must beat this target by rolling percentiles and adding their Perception + Enhanced Vision to penetrate the illusion. Those that fail are convinced. If they attempt to test this by stabbing the body then they automatically miss but believe they have delivered a coup de grace. The effect lasts for a number of minutes equal to their Rank. Feign Death may be used repeatedly by making another deception total, but lower values are ignored.&lt;br /&gt;
&lt;br /&gt;
=== Third Circle ===&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Base: MD + Troubadour (requires Contortionist)&lt;br /&gt;
: Experience Multiple: 250&lt;br /&gt;
: Cost: 1 Strain per 30 minutes&lt;br /&gt;
: 30 minutes (+30 minutes per 10 point bonus)&lt;br /&gt;
: Escape Artist allows the Liberator to escape from bonds around his hands or feet by gradually straining against them and using extraordinary flexibility to slip his wrists or ankles from openings too small to wriggle out of normally. To escape twine or string, they must Break 100 + MD + Troubadour Rank + Escape Artist Rank. If rope is used, 10 is subtracted from the result, if iron shackles are used, 30 is subtracted from the result and if the shackles are magical, 40 is subtracted. If the gaoler is inexperienced, 10 is added to the result, if veteran, a further 10 is subtracted. &lt;br /&gt;
: The process takes 30 minutes or more, and can only be attempted once a day.&lt;br /&gt;
&lt;br /&gt;
;False Binding&lt;br /&gt;
: Base: MD + Troubadour (requires Acting)&lt;br /&gt;
: Experience Multiple: 200&lt;br /&gt;
: Cost: -&lt;br /&gt;
: Pass Action&lt;br /&gt;
: The Liberator arranges his bindings so that they appear to be in place, mimicking the stance and movement of a bound prisoner and generates a deception test: percentiles + MD + Troubadour Rank + False Binding Rank. Anyone checking to see if the Liberator is still bound must roll percentiles + Perception + Enhanced Vision to penetrate the illusion. The DM may add bonuses if the Liberator&#039;s behaviour is not congruent with someone in chains. The illusion will last for 1 hour (+1 per Rank in False Binding)&lt;br /&gt;
&lt;br /&gt;
=== Fourth Circle ===&lt;br /&gt;
The Liberator gains a miracle pool which holds 5 points. Each point in the Pool allows them to re-roll a Willpower Check.  These points are lost from the pool and may be refilled at a cost 1000 EP per point. The DM may add miracle points if they have successfully released a prisoner from unjust durance vile or freed slaves.&lt;br /&gt;
&lt;br /&gt;
=== Fifh Circle ===&lt;br /&gt;
The Liberator&#039;s Defence is increased by 5.&lt;br /&gt;
&lt;br /&gt;
;Opening &lt;br /&gt;
:&#039;&#039;Range:&#039;&#039; 15 feet + 15 / Ranks&lt;br /&gt;
:&#039;&#039;Duration:&#039;&#039; Immediate&lt;br /&gt;
:&#039;&#039;Experience Multiple:&#039;&#039; 150&lt;br /&gt;
:&#039;&#039;Base Chance:&#039;&#039; 30%&lt;br /&gt;
:&#039;&#039;Resist:&amp;quot; Passive&lt;br /&gt;
:&#039;&#039;Target:&#039;&#039; Object&lt;br /&gt;
:&#039;&#039;Cost:&#039;&#039; 2 Strain&lt;br /&gt;
: 1 Magical Pass Action + 1 Cast Action&lt;br /&gt;
:&#039;&#039;Effects:&#039;&#039; Instantly opens any one object or portal, including those locked by Mage Lock or Rune Lock. A door or lid will have all locks unlocked and bolts undone and will become immediately open (ajar).&lt;br /&gt;
&lt;br /&gt;
=== Sixth Circle ===&lt;br /&gt;
The Liberator&#039;s WP is increased by 5 versus Charm, Compel, Bind, seduction attempts or Bardic Voice.&lt;br /&gt;
The capacity of his Miracle Pool increases to 6.&lt;br /&gt;
&lt;br /&gt;
;Aura Mask&lt;br /&gt;
: Base: WP&lt;br /&gt;
: Experience Multiple: 250&lt;br /&gt;
:Cost: 1 Strain&lt;br /&gt;
: Pass Action&lt;br /&gt;
: Duration: 1 hour per Rank&lt;br /&gt;
:Aura Mask allows a Liberator to conceal their nature from mundane and magical detection by wrapping themselves in illusion. They must roll percentiles + WP + Aura Mask Rank. Whenever an attempt is made to Detect Aura, the DM rolls percentiles + Perception + Rank in Enhanced Vision. If this does not beat the deception test, the talent will only reveal they are but a lowly wretch with no magic or unusual abilities.&lt;br /&gt;
&lt;br /&gt;
=== Seventh Circle ===&lt;br /&gt;
The Liberator&#039;s Magic Resistance is increased by 5.&lt;br /&gt;
&lt;br /&gt;
; Cry Freedom&lt;br /&gt;
: Base: WP + Troubadour (Bardic Voice)&lt;br /&gt;
: Experience Multiple: 300&lt;br /&gt;
: Cost: 4 Strain&lt;br /&gt;
: Free Act&lt;br /&gt;
: Duration: End of the Pulse&lt;br /&gt;
: This battle shout affects 1 target per Rank in Troubadour and Cry Freedom. It reduces their Strike Chance and Defence by 5 for every 5 combined Ranks&lt;br /&gt;
&lt;br /&gt;
=== Eighth Circle ===&lt;br /&gt;
The Liberator may use his Miracle Pool to resist or use Charm, Compel, Bind, seduction attempts or Bardic Voice.&lt;br /&gt;
The capacity of his Miracle Pool increases to 7.&lt;br /&gt;
&lt;br /&gt;
; Lion Heart&lt;br /&gt;
: Base: WP + Troubadour (Bardic Voice)&lt;br /&gt;
: Experience Multiple: 300&lt;br /&gt;
: Cost: 1 Strain&lt;br /&gt;
: 2 Pass Actions&lt;br /&gt;
: 1 minute per Rank&lt;br /&gt;
: Having gotten to know his  targets previously, the Liberator may replace the WP value of 1 entity per Rank in Lion Heart with his WP + Rank in Troubadour + Rank in Lion Heart versus Fear, Terror or Horror for the duration.&lt;br /&gt;
&lt;br /&gt;
=== Ninth Circle ===&lt;br /&gt;
The Liberator&#039;s Initiative is increased by his Circle number.&lt;br /&gt;
&lt;br /&gt;
; Divine Escape&lt;br /&gt;
: Base: PC &lt;br /&gt;
: Experience Multiple: 350&lt;br /&gt;
: Cost: 1 Strain&lt;br /&gt;
: 30 minutes&lt;br /&gt;
: An imprisoned or trapped Liberator may use the Divine Escape ability to determine the best way out of their confinement. They must meditate for 30 minutes and at the end of that time receive a vague mental impression of the escape route and when, within the next Rank in Divine Escape hours would be the best time to make the attempt.&lt;br /&gt;
&lt;br /&gt;
=== Tenth Circle ===&lt;br /&gt;
The Liberator gains a Vengeance Pool of 30 points. He may increase this pool by 5 points at a cost of 1 EN which may be bought back in the usual way. This pool may not be increased more than once per adventure or season, whichever is least, and the cost doubles each time..&amp;lt;br&amp;gt;&lt;br /&gt;
The Liberator may use his Miracle Points to re-roll any attack or resistance roll. &lt;br /&gt;
&lt;br /&gt;
; Revenge&lt;br /&gt;
: Base: EN + WP&lt;br /&gt;
: Experience Multiple: 350&lt;br /&gt;
:Cost: 2 Strain&lt;br /&gt;
: 1 Cast Action&lt;br /&gt;
: 1 day per Rank&lt;br /&gt;
: Whenever the Liberator takes damage, they may store it in their Vengeance Pool and this requires a Reflex Action. This does not prevent the Liberator from taking the damage, but they may return the damage to the one who inflicted it upon them when they are adjacent to them, and this requires a Cast Action. The Liberator rolls percentiles and adds EN + WP + Rank in Revenge. If this Breaks 100, the target must make a successful MR Check or take the damage. &lt;br /&gt;
: The Liberator may hold the damage in their Vengeance Pool for 1 day per Rank in this ability. Damage taken which is greater than the size of their Vengeance Pool is lost. Only one entity may by the target of the Revenge at a time. The Vengeance Pool may be gradually increased over a period of time, it is not necessary to take a lot of damage in a single event.&lt;br /&gt;
&lt;br /&gt;
; Cower&lt;br /&gt;
: Base: AG + Troubadour (requires Contortionist)&lt;br /&gt;
: Cost: -&lt;br /&gt;
: Pass Action&lt;br /&gt;
: 1 minute per Rank&lt;br /&gt;
: The Liberator may use illusory magic to subtly alter reality so that they hide behind things much smaller than themselves: a cobble stone, a cockroach, a waste paper basket. The Liberator makes a deception test by rolling percentiles and adding AG + Troubadour Rank + Cower Rank. If a potential observer does not exceed the test by rolling PC + Enhanced Vision Rank, then they remain undiscovered. If a searcher actually lifts up or removes the thing that Liberator is hiding behind, reality asserts itself and they shoot up out of nowhere. The searchers can do nothing until they take a Pass Action to gasp.&lt;br /&gt;
&lt;br /&gt;
= Obligations =&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept does not begin to suffer the effects of anoxia until the duration ends. It may be cast underwater, but not again until they have taken another breath.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incantations ==&lt;br /&gt;
=== Spectral Warrior - Improved Damage Capacity ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The amount of combined EN + FT of the Spectral Warrior generated by the Adept&#039;s Rank is doubled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Enhanced Damage ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Spectral Warrior changes the Damage equation to 1 rollup D10 (+1 per Rank) . An extra rollup D10 is added at Rank 10, and another at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Appreciation of Beauty==&lt;br /&gt;
&#039;&#039;&#039;Experience Factor:&#039;&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; By visiting places where great art is displayed or attending performances of surpassing grace and wonder, an adventurer may be deeply moved by the experience so that, at a later time, they will be able to draw upon their recollection and find the fortitude to shrug off the twisted and insidious blandishments of Horrors and their ilk.&amp;lt;br&amp;gt;&lt;br /&gt;
The Experience Factor of this particular exhibition is 200, and the viewer multiplies this number by the Rank they wish to know it at. The maximum Rank is 20.&amp;lt;br&amp;gt;&lt;br /&gt;
If they should be attacked by such things that the DM believes the recollection of art may be of use, then the adventurer may spend the points until there are none left, each point providing a 5 point bonus to resist effects which target their personality, spirit or will. This takes no Action, but must be declared before they have made the die roll.&amp;lt;br&amp;gt;&lt;br /&gt;
If this appreciation has not been used before the next solstice or equinox, the binder recovers 20% of the Experience spent. This keeps happening unless they invoke it or until they recover 80% of their initial expenditure, whichever comes first.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranks&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
== The Gift of Jing Wei ==&lt;br /&gt;
Gnashdar has heard the song of Jing Wei, a great power of the east. This has raised his MA &amp;amp; FT by 2, exceeding personal and, if high enough, racial limits. His Magic Rsistance is permanently reduced by 5.&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Ancient_Cantrips&amp;diff=105879</id>
		<title>Ancient Cantrips</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Ancient_Cantrips&amp;diff=105879"/>
		<updated>2026-01-05T12:03:49Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Gift of Moon-bright Silver */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Jim Arona]]&lt;br /&gt;
Ancient cantrips are similar in many ways to standard minor magicks: they must be Prepared, cost 1 FT normally and the base Cast Chance is 3 x MA. &lt;br /&gt;
&lt;br /&gt;
== Aid ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
== Almirond&#039;s Dresser ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 Pass Action per 4 MA points&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons an otherworldly force which will dress them. Normally clothing takes at least 4 Pass Actions, armour takes as many Pass Actions as it provides Protection, so it may require seveal of these cantrips to complete the Adept&#039;s toilette. &amp;lt;br&amp;gt;&lt;br /&gt;
This cantrip is normally intended for the dressing of the Adept in clothing, or at least armour which is cloth or leather (this includes scale armour that has been harvested by, say, reptiles, dragons, etc). It will never work for anyone wearing metal armour.&lt;br /&gt;
&lt;br /&gt;
== Candle Garden ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;&#039; MA yards&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept creates 1 candle for every three points of MA. Each candle sheds enough light to reduce darkness by MA% (to a maximum of 99% light) and increase the temperature over a megahex by 1&amp;amp;deg; C. They may not normally be moved once the cantrip has been cast, although each candle is hot enough to set paper or a match alight. Although only one candle is allowed in each hex, overlapping is allowed. Candles may be placed three dimensionally.&lt;br /&gt;
&lt;br /&gt;
== Chaos Channels ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate (during Pulse)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may attract the raw workings of Chaos that would normally affect the person they are touching to afflict them instead. This normally applies to, but is not limited to, backfires. Although the cantrip is quite minor magick, the Chaos, nevertheless, is a force of universal compass, and no device, Skill, ritual, spell or talent may oppose it. In other words, no Magic Resistance against the Chaos magic is normally allowed.&lt;br /&gt;
&lt;br /&gt;
== Deep Breath ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept does not begin to suffer the effects of anoxia until the duration ends. It may be cast underwater, but not again until they have taken another breath.&lt;br /&gt;
&lt;br /&gt;
== Essentia Rosae  ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA seconds&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material Component:&#039;&#039; Attar of Roses (1 oz)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept must hold 1 oz of Attar of Roses, which will ignite when the cantrip is Cast. While duration lasts, those who share the Adept&#039;s megahex are unaffected by airborne disease or poison, magical or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Gift of Moon-bright Silver ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept covers a single weapon in moon-bright silver for the duration of the cantrip. Were-creatures and lycanthropes who are damaged by this silver do not benefit from racial Damage Reduction and protections.&lt;br /&gt;
&lt;br /&gt;
== Lumen ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may conjure to their hand a light source of about the same size and brightness as a lantern in the central hex (20% light) a torch in each hex surrounding it (10% light) and a candle in each hex surrounding those (5% light). The lumen may be moved away up to MA feet away, and will travel with them.&lt;br /&gt;
&lt;br /&gt;
== Message ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA hexes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 2 Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept points their finger toward a creature within range and whispers a message. The target (and only the target) hears the message and can reply in a whisper that only the Adept can hear. The message may be sent out of line of sight if the Adept is familiar with the target and knows where they are. Magical silence or a solid wall blocks the cantrip.&lt;br /&gt;
&lt;br /&gt;
== Mirror of Jodrian ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A reflective surface MA centimetres across appears in front of the Adept. The surface is good enough to shave, apply make up and use in other ways that mirrors are normally employed.&lt;br /&gt;
&lt;br /&gt;
== Mothwings Go Spinning ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA seconds&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept points their finger at 1 object (only) that weighs less than or equal to their WP in lbs and causes it to spin over the area of a hex. The Adept may accelerate the object at a rate of 10 MPH each Pulse to a maximum of  MA MPH. The object may be hurled at a target no further away from its original position than twice their MA in feet. It automatically hits the target and inflicts 1 rollup D10 - 9 + 1 for every 2 lbs that it weighs, minimum 1, can stun but never inflicts quality blows. Unless the target is unaware of the object being lofted at them, they will avoid it on a percentile roll equal to or less than 3 x AG.&amp;lt;br&amp;gt;&lt;br /&gt;
The cantrip may be used to turn a handle or rotate a discrete object either vertically, horizontally or, indeed, in any orientation.&lt;br /&gt;
&lt;br /&gt;
== Shadow Shape ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may alter their shadow so that it can be sculpted into various shapes and animated or to increase their Stealth by their MA - 15 for the duration. This effect will end when the Adept enters an area of 80+% Darkness or 95+% Light&lt;br /&gt;
&lt;br /&gt;
== Spinning Grass ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; The Adept may weave grass, leaves and twigs into homespun clothing of average quality. They will protect against the elements no better than normal clothing. Ranks in Artisan: Weaving and Tailoring may be added as a bonus instead of Ranks in Troubadour.&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Ancient_Cantrips&amp;diff=105878</id>
		<title>Ancient Cantrips</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Ancient_Cantrips&amp;diff=105878"/>
		<updated>2026-01-05T12:02:55Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Gift of the Moon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Jim Arona]]&lt;br /&gt;
Ancient cantrips are similar in many ways to standard minor magicks: they must be Prepared, cost 1 FT normally and the base Cast Chance is 3 x MA. &lt;br /&gt;
&lt;br /&gt;
== Aid ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
== Almirond&#039;s Dresser ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 Pass Action per 4 MA points&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons an otherworldly force which will dress them. Normally clothing takes at least 4 Pass Actions, armour takes as many Pass Actions as it provides Protection, so it may require seveal of these cantrips to complete the Adept&#039;s toilette. &amp;lt;br&amp;gt;&lt;br /&gt;
This cantrip is normally intended for the dressing of the Adept in clothing, or at least armour which is cloth or leather (this includes scale armour that has been harvested by, say, reptiles, dragons, etc). It will never work for anyone wearing metal armour.&lt;br /&gt;
&lt;br /&gt;
== Candle Garden ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;&#039; MA yards&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept creates 1 candle for every three points of MA. Each candle sheds enough light to reduce darkness by MA% (to a maximum of 99% light) and increase the temperature over a megahex by 1&amp;amp;deg; C. They may not normally be moved once the cantrip has been cast, although each candle is hot enough to set paper or a match alight. Although only one candle is allowed in each hex, overlapping is allowed. Candles may be placed three dimensionally.&lt;br /&gt;
&lt;br /&gt;
== Chaos Channels ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate (during Pulse)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may attract the raw workings of Chaos that would normally affect the person they are touching to afflict them instead. This normally applies to, but is not limited to, backfires. Although the cantrip is quite minor magick, the Chaos, nevertheless, is a force of universal compass, and no device, Skill, ritual, spell or talent may oppose it. In other words, no Magic Resistance against the Chaos magic is normally allowed.&lt;br /&gt;
&lt;br /&gt;
== Deep Breath ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept does not begin to suffer the effects of anoxia until the duration ends. It may be cast underwater, but not again until they have taken another breath.&lt;br /&gt;
&lt;br /&gt;
== Essentia Rosae  ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA seconds&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material Component:&#039;&#039; Attar of Roses (1 oz)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept must hold 1 oz of Attar of Roses, which will ignite when the cantrip is Cast. While duration lasts, those who share the Adept&#039;s megahex are unaffected by airborne disease or poison, magical or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Gift of Moon-bright Silver ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept covers a single weapon in moon-bright silver for the duration of the cantrip. Were-creatures and lycanthropes do not benefit from racial Damage Reduction and protections.&lt;br /&gt;
&lt;br /&gt;
== Lumen ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may conjure to their hand a light source of about the same size and brightness as a lantern in the central hex (20% light) a torch in each hex surrounding it (10% light) and a candle in each hex surrounding those (5% light). The lumen may be moved away up to MA feet away, and will travel with them.&lt;br /&gt;
&lt;br /&gt;
== Message ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA hexes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 2 Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept points their finger toward a creature within range and whispers a message. The target (and only the target) hears the message and can reply in a whisper that only the Adept can hear. The message may be sent out of line of sight if the Adept is familiar with the target and knows where they are. Magical silence or a solid wall blocks the cantrip.&lt;br /&gt;
&lt;br /&gt;
== Mirror of Jodrian ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A reflective surface MA centimetres across appears in front of the Adept. The surface is good enough to shave, apply make up and use in other ways that mirrors are normally employed.&lt;br /&gt;
&lt;br /&gt;
== Mothwings Go Spinning ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA seconds&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept points their finger at 1 object (only) that weighs less than or equal to their WP in lbs and causes it to spin over the area of a hex. The Adept may accelerate the object at a rate of 10 MPH each Pulse to a maximum of  MA MPH. The object may be hurled at a target no further away from its original position than twice their MA in feet. It automatically hits the target and inflicts 1 rollup D10 - 9 + 1 for every 2 lbs that it weighs, minimum 1, can stun but never inflicts quality blows. Unless the target is unaware of the object being lofted at them, they will avoid it on a percentile roll equal to or less than 3 x AG.&amp;lt;br&amp;gt;&lt;br /&gt;
The cantrip may be used to turn a handle or rotate a discrete object either vertically, horizontally or, indeed, in any orientation.&lt;br /&gt;
&lt;br /&gt;
== Shadow Shape ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may alter their shadow so that it can be sculpted into various shapes and animated or to increase their Stealth by their MA - 15 for the duration. This effect will end when the Adept enters an area of 80+% Darkness or 95+% Light&lt;br /&gt;
&lt;br /&gt;
== Spinning Grass ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; The Adept may weave grass, leaves and twigs into homespun clothing of average quality. They will protect against the elements no better than normal clothing. Ranks in Artisan: Weaving and Tailoring may be added as a bonus instead of Ranks in Troubadour.&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Ancient_Cantrips&amp;diff=105877</id>
		<title>Ancient Cantrips</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Ancient_Cantrips&amp;diff=105877"/>
		<updated>2026-01-05T07:25:23Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Lumen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Jim Arona]]&lt;br /&gt;
Ancient cantrips are similar in many ways to standard minor magicks: they must be Prepared, cost 1 FT normally and the base Cast Chance is 3 x MA. &lt;br /&gt;
&lt;br /&gt;
== Aid ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
== Almirond&#039;s Dresser ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 Pass Action per 4 MA points&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons an otherworldly force which will dress them. Normally clothing takes at least 4 Pass Actions, armour takes as many Pass Actions as it provides Protection, so it may require seveal of these cantrips to complete the Adept&#039;s toilette. &amp;lt;br&amp;gt;&lt;br /&gt;
This cantrip is normally intended for the dressing of the Adept in clothing, or at least armour which is cloth or leather (this includes scale armour that has been harvested by, say, reptiles, dragons, etc). It will never work for anyone wearing metal armour.&lt;br /&gt;
&lt;br /&gt;
== Candle Garden ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;&#039; MA yards&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept creates 1 candle for every three points of MA. Each candle sheds enough light to reduce darkness by MA% (to a maximum of 99% light) and increase the temperature over a megahex by 1&amp;amp;deg; C. They may not normally be moved once the cantrip has been cast, although each candle is hot enough to set paper or a match alight. Although only one candle is allowed in each hex, overlapping is allowed. Candles may be placed three dimensionally.&lt;br /&gt;
&lt;br /&gt;
== Chaos Channels ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate (during Pulse)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may attract the raw workings of Chaos that would normally affect the person they are touching to afflict them instead. This normally applies to, but is not limited to, backfires. Although the cantrip is quite minor magick, the Chaos, nevertheless, is a force of universal compass, and no device, Skill, ritual, spell or talent may oppose it. In other words, no Magic Resistance against the Chaos magic is normally allowed.&lt;br /&gt;
&lt;br /&gt;
== Deep Breath ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept does not begin to suffer the effects of anoxia until the duration ends. It may be cast underwater, but not again until they have taken another breath.&lt;br /&gt;
&lt;br /&gt;
== Essentia Rosae  ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA seconds&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material Component:&#039;&#039; Attar of Roses (1 oz)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept must hold 1 oz of Attar of Roses, which will ignite when the cantrip is Cast. While duration lasts, those who share the Adept&#039;s megahex are unaffected by airborne disease or poison, magical or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Gift of the Moon ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept covers a single weapon in moon-bright silver for the duration of the cantrip. Were-creatures and lycanthropes do not benefit from racial Damage Reduction and protections. &lt;br /&gt;
&lt;br /&gt;
== Lumen ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may conjure to their hand a light source of about the same size and brightness as a lantern in the central hex (20% light) a torch in each hex surrounding it (10% light) and a candle in each hex surrounding those (5% light). The lumen may be moved away up to MA feet away, and will travel with them.&lt;br /&gt;
&lt;br /&gt;
== Message ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA hexes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 2 Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept points their finger toward a creature within range and whispers a message. The target (and only the target) hears the message and can reply in a whisper that only the Adept can hear. The message may be sent out of line of sight if the Adept is familiar with the target and knows where they are. Magical silence or a solid wall blocks the cantrip.&lt;br /&gt;
&lt;br /&gt;
== Mirror of Jodrian ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A reflective surface MA centimetres across appears in front of the Adept. The surface is good enough to shave, apply make up and use in other ways that mirrors are normally employed.&lt;br /&gt;
&lt;br /&gt;
== Mothwings Go Spinning ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA seconds&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept points their finger at 1 object (only) that weighs less than or equal to their WP in lbs and causes it to spin over the area of a hex. The Adept may accelerate the object at a rate of 10 MPH each Pulse to a maximum of  MA MPH. The object may be hurled at a target no further away from its original position than twice their MA in feet. It automatically hits the target and inflicts 1 rollup D10 - 9 + 1 for every 2 lbs that it weighs, minimum 1, can stun but never inflicts quality blows. Unless the target is unaware of the object being lofted at them, they will avoid it on a percentile roll equal to or less than 3 x AG.&amp;lt;br&amp;gt;&lt;br /&gt;
The cantrip may be used to turn a handle or rotate a discrete object either vertically, horizontally or, indeed, in any orientation.&lt;br /&gt;
&lt;br /&gt;
== Shadow Shape ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may alter their shadow so that it can be sculpted into various shapes and animated or to increase their Stealth by their MA - 15 for the duration. This effect will end when the Adept enters an area of 80+% Darkness or 95+% Light&lt;br /&gt;
&lt;br /&gt;
== Spinning Grass ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; The Adept may weave grass, leaves and twigs into homespun clothing of average quality. They will protect against the elements no better than normal clothing. Ranks in Artisan: Weaving and Tailoring may be added as a bonus instead of Ranks in Troubadour.&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103629</id>
		<title>The Liminal Court</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103629"/>
		<updated>2025-09-03T04:12:45Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* The Systematic Destruction of Evil and Righteous Victory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jim Arona]][[Category:Scribe Notes]]&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: The Liminal Court &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 825 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day&#039;&#039;&#039;: Tue&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Medium-ish&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Kel]]&lt;br /&gt;
# [[Callas]]&lt;br /&gt;
# Sir Archibald &lt;br /&gt;
# Tyndalos&lt;br /&gt;
# [[Belladonna]]&lt;br /&gt;
&lt;br /&gt;
;Adventure Full&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
: TBC&lt;br /&gt;
; Pay&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Account by Sir Archibald, recorded for the Guild archives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1: Preparations and Departure ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Portrait.png|thumb|right|500px|Before]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By my troth, what strange and wondrous paths duty doth set before a knight&#039;s feet! Though mine companions and I have but recently triumphed over the foul Glaurung, the accursed Balrog, and that most terrible Ofan - creatures whose very names strike fear into the hearts of the righteous - already fate calls us forth upon a new quest most perilous.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both heavy heart and renewed purpose that I set quill to parchment this day, to record the commencement of what I sense shall be a most significant undertaking. The Red Laughter, that cursed mask which did plague us so sorely in our recent trials, now rests in the blessed embrace of redemption, its dark essence purged through the noble ministrations of my companion Tyndalos - may the gods smile upon his courage. Yet even as one shadow lifts, another lengthens across our path.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Of Preparations and New Companions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mine chronicling begins not with clash of steel upon steel, but with the more mundane yet no less crucial matters of preparation. Mine companions and I found ourselves engaged in discourse most lengthy regarding the very nature of our capabilities - for &#039;tis a truth oft overlooked that the foundation of any great quest lies not solely in courage of heart, but in understanding of one&#039;s own strengths and limitations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We did deliberate at great length upon the mysteries of power and advancement - matters arcane which I confess do oft perplex this simple knight. Yet needs must we address such things, for the path ahead promises challenges that shall test not merely our resolve, but the very limits of our mortal forms. &#039;Twas decided that we should restructure our approach to such matters, adopting new methods of measuring our capabilities - though I confess the intricacies thereof are better understood by those more learned than I in such scholarly pursuits.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During this time of preparation, I was most pleased to make the acquaintance of two new companions who shall join our fellowship upon this perilous journey. The first, a gentle maiden known as Kel - though I suspect there is far more to this unassuming lady than meets the eye. She presents herself as naught but a simple lady-in-waiting, yet methinks I detect the bearing of one well-versed in courtly arts and perhaps other skills besides. Her knowledge of tongues is most impressive, and she speaks with the quiet confidence of one accustomed to moving through realms both social and perhaps more shadowed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The second is the Lady Belladonna, a fire mage of considerable talent whose enthusiasm for both flame and mechanical contrivances burns as bright as the spells she weaves. Small of stature yet large of spirit, she bears herself with the focused intensity of one who has dedicated her life to the pursuit of arcane knowledge. Her eagerness to experience the wider world beyond her merchant family&#039;s domain is most evident, though I pray her courage shall not lead her into perils beyond her power to escape.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Both these ladies bring skills most welcome to our company - Lady Kel&#039;s mastery of mental arts and courtly graces, Lady Belladonna&#039;s command of flame and her mechanical expertise. Yet more than their abilities, I find myself heartened by their character - for &#039;tis not mere competence that maketh a worthy companion, but honor and loyalty in times of trial.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Burden of Leadership and Planning ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we prepared for our departure, I found myself contemplating the weight of responsibility that falls upon those who would lead others into unknown dangers. Though I make no claim to perfect wisdom, &#039;tis clear that the path we must take to reach Dr. Wormwood in far Eisenkirche shall test us all sorely. The very mention of ascending through the abyss to reach that high realm fills me with both anticipation and trepidation - for whilst I have walked paths strange before, this promises to be a journey of particular peril.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During our sojourn at House Kerberoth, I was afforded the opportunity to express my gratitude to Lord Tirwh and Lady Suneth for their most gracious hospitality. The noble Lord received news of our recent victories with appropriate satisfaction, particularly regarding the defeat of the dragon Glaurung - though he expressed grave concern upon hearing of the Ofan&#039;s presence in those regions. Such creatures, as he well knows, are harbingers of chaos that threaten all ordered existence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Suneth did enquire whether I had yet attended the West Wing of their estate, and though duty compelled me to decline for the present, I made most sincere assurances that I should welcome such honor upon our return. &#039;Tis clear that our hosts extend hospitality beyond mere courtesy - theirs is the true nobility of spirit that recognizes kinship between those who stand against the darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Of Trials and Tribulations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our journey from House Kerberoth began with challenges both expected and surprising. The ladies proved their worth immediately when we found ourselves in need of guidance through the abyss - for Lady Suneth, in her wisdom, offered to share her mastery of astrological arts with young Lady Belladonna. A month&#039;s tutelage under such an accomplished mistress was time well spent, though it meant delay in our mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During this period of learning, I found myself engaged in various pursuits - some scholarly, some more practical. The procurement of supplies, the maintenance of equipment, the quiet contemplation that comes with waiting. &#039;Tis oft in such quiet times that a knight&#039;s mind turns to deeper matters - the nature of duty, the bonds of fellowship, the great pattern into which all our small actions weave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel proved herself most capable in matters diplomatic, engaging our hostess in discourse that served both to honor her courtly training and to advance our collective understanding. Through such conversations did we gain not merely astrological knowledge, but insight into the complex web of relationships and obligations that bind the great powers of the realms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When at last we were ready to depart, our path led us first through the familiar yet ever-dangerous Lands of Chaos. Lady Callas, with her ranger&#039;s skill and hard-won knowledge of the routes, guided us true through those shifting territories where many a brave soul has been lost to madness and worse. Six days of careful travel brought us to the Heights of Chaos, where we could gaze down upon the ancient city of Jeroth spread below us like a jewel set in a tarnished crown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The City of the Singing Bees ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our descent into the valley and approach to Jeroth proved swift, thanks to the arcane capabilities of our companions. Lady Belladonna&#039;s wildfire spell served us well in this regard, though I confess the sensation of such rapid movement takes some growing accustomed to. The city itself, though scarred by past tribulations, yet maintains much of its ancient grandeur.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twas here that we encountered one of the most remarkable wonders of our journey thus far - the Temple of the Singing Bees. Never before have I witnessed such a marvel as those sacred insects, whose harmonious buzzing creates music of almost celestial beauty. The priestesses who tend them spoke with reverence of their charges, and well they might - for the honey and wax produced by these blessed creatures possesses properties far beyond the ordinary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We did observe the proper courtesies, making obeisance to the goddess of the temple and receiving in return her blessings - increased resistance to hostile magic and enhanced mystical awareness. Such gifts are not to be taken lightly, for they may well prove the margin between life and death in trials to come.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The waybread produced within the temple walls proved another marvel - sustenance compressed into form so light and small that a traveler might carry weeks of provisions with scarce additional burden. Though the cost was considerable, &#039;tis an investment that may prove invaluable when supplies run low in the trackless wastes of the higher realms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During our time in Jeroth, I was privileged to purchase one of the sacred combs produced by the singing bees. Beyond its practical value as provision, it serves as a tangible reminder of the divine wonders that yet exist in this world, despite all the darkness that would consume them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Across the Midnight Sea ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our journey from Jeroth to Hurrian proved mercifully swift, aided by favorable winds and the aerial capabilities of our company. The astral gate there opened readily to my command, testament to the bonds of trust and mystic connection I have established with these portals through long service.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The crossing of the Midnight Sea occupied four days - time enough for contemplation and quiet conversation amongst our party. &#039;Tis during such peaceful interludes that the true bonds of fellowship are forged, not in the heat of battle but in the sharing of thoughts and dreams beneath star-scattered skies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel proved a most engaging conversationalist, her knowledge of languages and customs making her a veritable repository of lore from across the known realms. Lady Belladonna, meanwhile, regaled us with tales of her family&#039;s merchant enterprises and her own experiments with mechanical devices - though always her discourse returned to matters of flame and the elemental forces she commands.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twas clear even in these early stages of our association that both ladies possess depths far greater than their modest presentations might suggest. In Lady Kel I perceive a mind as sharp as any blade, trained not merely in courtly graces but in arts more shadowed. Lady Belladonna&#039;s enthusiasm masks a scholar&#039;s precision and a craftsman&#039;s attention to detail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The City of Witches ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival at Aeaeaia marked a significant milestone in our quest, for here dwelt Lady Cerise, she who maintains correspondence with the mysterious Dr. Wormwood we seek. Yet the customs of this place presented certain... complications. The city&#039;s reputation as a haven for witches is well-earned, and their particular attitudes toward visitors of the masculine persuasion are both well-known and firmly enforced.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twas decided, therefore, that discretion would best serve our purpose. Whilst Master Tyndalos and I maintained vigil outside the city walls - a duty we embraced with stoic resolve - the three ladies of our party entered to seek audience with Lady Cerise. Through the mystical arts of Lady Kel, we maintained contact despite the physical separation, allowing us to participate in negotiations whilst observing the local proprieties.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I confess there was something both amusing and humbling about our situation - two battle-tested knights reduced to waiting outside like eager suitors whilst their female companions conducted vital diplomatic business within. Yet pride goeth before destruction, as the wise sayings tell us, and &#039;tis better by far to achieve our goals through patient humility than to see them founder upon the rocks of wounded dignity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ladies proved themselves most capable ambassadors, engaging Lady Cerise in discourse both social and practical. Through their efforts, we secured not merely the promise of assistance in reaching Dr. Wormwood, but a star chart that would guide us through the treacherous ascent to Eisenkirche. Such a boon was worth any temporary discomfort we might endure in its acquisition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During their extended stay within the city - for Lady Cerise proved a most gracious hostess, introducing them to restaurants and entertainments of high quality - Master Tyndalos and I made the best of our circumstances. The simple fare of traveling rations, whilst lacking the refinement of proper cuisine, served to remind us of the fundamental nature of our calling. Knights errant must oft make do with less than ideal conditions, and there is honor to be found in such acceptance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Contemplations and Preparations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As I set down this account of our journey&#039;s beginning, my thoughts turn to the challenges that lie ahead. The ascent to Eisenkirche promises perils both known and unexpected - the very act of ascending through the abyss requires constant vigilance against the tendency to plummet into regions where neither map nor magic might guide us home.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet I find myself filled not with trepidation but with a quiet confidence born of experience and fellowship. In Lady Kel and Lady Belladonna we have gained companions whose skills complement our own most admirably. Master Tyndalos remains as stalwart as ever, his recent tribulations having only served to deepen his wisdom and strengthen his resolve. Lady Callas continues to prove herself indispensable, her mastery of arcane arts growing ever more impressive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The star chart provided by Lady Cerise shall serve us for one season only - a limitation that adds urgency to our mission, yet also focuses our purpose most admirably. Seven days of ascent await us, with rest upon asteroids floating in the cosmic void between realms. &#039;Tis a prospect both daunting and thrilling, for few mortals have occasion to walk such paths.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think often upon the words of ancient poets who spoke of knights errant riding forth to seek adventure in far lands. Yet methinks they could scarce have imagined adventures such as those that have become our common lot - journeys not merely across kingdoms or even continents, but between the very planes of existence themselves. Such is the age in which we live, where the boundaries between possible and impossible grow ever more fluid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Of Bonds and Brotherhood ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In recording these events, I am struck by how much our small company has grown and changed. What began as a fellowship forged in shared peril has evolved into something deeper - a brotherhood and sisterhood bound not merely by common cause but by genuine affection and respect. Each member brings unique gifts to our endeavors, yet more importantly, each brings loyalty and honor that can be counted upon even in our darkest hours.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s introduction of her hawk companion adds yet another dimension to our fellowship. &#039;Tis always a joy to see the bonds that can form between human and animal when both are touched by magic and mutual understanding. Such creatures oft prove as valuable as any human ally, and frequently more trustworthy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The equipment and preparations we have made speak to our growing wisdom in such matters. No longer do we venture forth with naught but courage and hope - now we plan carefully, considering not merely the challenges we know await us, but those we cannot yet foresee. Provisions both mundane and magical, weapons both physical and mystical, knowledge both practical and esoteric - all have their place in the arsenal of those who would challenge the unknown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Looking Forward ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As this account draws toward its close, I find my thoughts turning inevitably toward what lies ahead. Dr. Wormwood awaits us in the heights of Eisenkirche, and with her, answers to questions that have long troubled our understanding of the cosmic forces at work in our realm. Yet I suspect that reaching her is but the first step in a longer journey - for such is oft the way of things in this strange age.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The removal of the Red Laughter&#039;s curse has closed one chapter of our adventures, but opened another. The influence of Dantalion, Duke of the seventy-two, now touches our company through Master Tyndalos&#039;s new associations. What consequences this shall bring remain to be seen, yet I trust in both his wisdom and his fundamental goodness to guide us true through whatever trials may result.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each of our company continues to grow in power and understanding. The mystical colleges they study yield ever greater secrets, the skills they practice reach ever higher levels of mastery. Yet with such growth comes also greater responsibility - for power without wisdom is mere destruction, and knowledge without compassion serves no worthy end.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The star chart Lady Cerise provided shall guide us through the seven days of ascension that lie ahead. Seven days to traverse the gulf between the mundane and the sublime, between the familiar territories we know and the high realm where Dr. Wormwood dwells. &#039;Tis a journey that shall test us all - our courage, our wisdom, our bonds of fellowship.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet as I contemplate the path ahead, I find myself filled not with dread but with anticipation. For &#039;tis in the facing of great challenges that mortals discover what they are truly capable of achieving. And in the company of such worthy companions, I have no doubt that we shall prove equal to whatever trials await us.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus do I close this account of our quest&#039;s beginning, confident that future chronicles shall record not merely our survival, but our triumph in whatever cause we are called to serve. May the gods who watch over knights errant smile upon our endeavors, and may our deeds prove worthy of the great trust that has been placed in our hands.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2: Through the Abyss to Eisenkirche ===&lt;br /&gt;
&lt;br /&gt;
[[File:Map of Eisenkirche smaller.jpg|300px|thumb|left|Eisenkirche]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By the sacred bonds of chivalry and honor, I set my pen to parchment once more to chronicle the continuation of our most extraordinary quest. What perils and wonders have we witnessed! What trials have tested the very limits of our courage and fellowship! &#039;Tis with both trembling hand and grateful heart that I record these events, for surely the grace of the Almighty alone has seen us safely through the treacherous pathways between the planes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ascent to Eisenkirche, that most elevated and mystical of realms, proved to be a journey beyond even the wildest imaginings of the poets who sing of knights errant and their far-flung adventures. Seven days through the cosmic void, resting upon asteroids floating like jewels in the endless night, our small company traversed the very boundaries of existence itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Of Preparations and the Guidance of the Wise ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our preparations for departure from the fair realm of Aeaeaia were undertaken with all due reverence for the magnitude of our undertaking. Lady Cerise, in her infinite wisdom and gracious hospitality, had equipped us well with both provisions and that most precious gift - the star chart that would guide us through the treacherous pathways of the abyss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Though master Tyndalos and I had waited patiently outside the walls of that city of witches whilst our female companions conducted their diplomatic missions, the fruits of their labors proved beyond price. The star chart granted us by Lady Cerise would serve for but one season - a limitation that added urgency to our mission whilst focusing our purpose most admirably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I confess that as we prepared to depart, a certain weight settled upon my spirit. The company we had assembled was both formidable and precious - each member bringing unique skills and qualities to our fellowship. Lady Kel, with her mastery of mental arts and courtly graces, had already proven herself invaluable. Lady Belladonna&#039;s command of flame and mechanical expertise promised to serve us well in the trials ahead. Master Tyndalos remained as stalwart as ever, and Lady Callas continued to demonstrate ever-growing mastery of her arcane arts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Ascent Through the Abyss ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our journey began at Hurrian, where the familiar astral gate opened readily to my command. The crossing to the astral realm itself proved uneventful, though I noted with interest how the mist-shrouded environment seemed to clear around Lady Kel&#039;s telepathic awareness - a most useful phenomenon that would serve us well in detecting any threats that might lurk in the cosmic void.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas proved herself indispensable as our navigator, her mastery of astrological arts growing ever more impressive with each challenge. The enhancement of her divination spells by way of her staff allowed us to traverse distances that would have taken weeks by conventional means, delivered in mere hours through the mysterious pathways of the astral realm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The descent from the astral into the abyss proper filled me with both awe and trepidation. To gaze down into that cosmic pit, extending away into darkness for miles uncounted, brought home the sheer audacity of our undertaking. Yet with clear intent and steady purpose, we pressed onward, trusting in our guide&#039;s wisdom and the providence that watches over those who serve righteous causes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The summoning of the phantasmal steed proved both blessing and trial. Though Lady Kel&#039;s mastery of this art provided us with swift and reliable transport through the void, I confess that my heart was oft in my throat during our various attempts at landing upon the asteroid waypoints. The ethereal chariot, whilst magnificent to behold, seemed to possess a will of its own when it came to touching down upon solid ground - leading to more than one heart-stopping moment as we approached our destinations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Floating Islands of the Void ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our first waypoint proved to be one of the most remarkable locations I have ever had the privilege to visit. A small asteroid, perhaps a dozen hexes across, transformed by some cosmic artistry into a miniature paradise floating in the endless night. The very center was graced by a pool of brackish but potable water, whilst about its shores grew plants of every shade of grey - from silvery brightness to deep charcoal darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The stone itself was of dark hue speckled with lighter minerals, creating patterns that seemed to shift and dance in the ethereal light that suffused the place. Most remarkably, the entire environment seemed to possess some form of nascent consciousness - not sentient in any manner we would recognize, but dreaming thoughts that Lady Kel&#039;s telepathic abilities could detect at the very edges of perception.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It was here that we made a discovery both fascinating and useful. The darker vegetation of this place proved to be possessed of potent poison - knowledge that brought great delight to my faithful steed Hoardling, who consumed the toxic herbs with obvious relish. Indeed, his enthusiasm for this particular delicacy was so pronounced that his warts began to swell and darken, though they had not yet achieved the bilious yellow hue that would signal his complete satisfaction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master Tyndalos proved his worth as a ranger by gathering samples of the various plants, whilst Lady Belladonna and Lady Callas employed their alchemical skills to analyze the properties of our discoveries. The poisons varied in potency according to the darkness of the foliage from which they were extracted - a fascinating correlation between appearance and effect that spoke to deeper cosmic principles at work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We made camp upon this floating paradise with all due precautions. Lady Kel&#039;s mastery of illusory arts concealed our presence from any who might observe from afar, whilst Lady Callas erected walls of stone that she then rendered invisible through clever enchantment. Lady Belladonna established protective wards that would unleash her hellfire upon any unwelcome visitors who might breach our perimeter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Perils of the Cosmic Sea ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our rest upon the first waypoint was disturbed by the approach of vessels far more sinister than any earthly ship. Lady Callas, ever vigilant, spotted the approach of what could only be described as a mind flayer asteroid ship - that dreaded cigar-shaped craft of our tentacled foes, clearly bearing the scorch marks of recent battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sight of this vessel, even at the distance of several miles, filled our hearts with appropriate dread. These creatures, with their terrible mental powers and insatiable hunger for the thoughts of thinking beings, represent one of the gravest threats that adventurers such as ourselves might encounter. Their very presence in this region spoke to larger conflicts playing out across the cosmic stage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our decision to remain hidden and allow the vessel to pass proved wise, though the tension of those hours weighed heavily upon us all. Through Lady Kel&#039;s mental arts, we maintained constant vigilance, ready to defend ourselves should the worst come to pass. Yet fortune smiled upon us, and the alien craft continued on its course without deviating toward our position.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The second night brought a different but no less concerning encounter. A smaller craft, identified by the keen eyes of Lady Callas and Master Hoardling as belonging to the dreaded Neogi - those spider-like slavers whose very name strikes fear into the hearts of all free beings. This vessel appeared to be tracking the mind flayer ship, suggesting conflicts and alliances among the dark powers that traverse these cosmic pathways.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once again, our concealment spells proved their worth, allowing us to observe without being observed. The sight of these predatory vessels reminded us all too clearly that the void between worlds is not empty wilderness, but rather a highway used by forces both good and evil for purposes we can only guess at.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Final Approach ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our third day of travel brought us within sight of our destination - a structure that defied easy description, appearing to be part natural formation and part constructed facility. The space station, as Dr. Wormwood would later identify it, possessed landing platforms and other amenities that spoke to its role as a waypoint for travelers between the realms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet our approach was marked by an experience that tested Lady Kel&#039;s resolve to its very limits. As we drew near to the station, she was suddenly overwhelmed by waves of psychic torment - the telepathic screams of some suffering entity trapped within the structure itself. Only through her skill at counterspells and the supportive magic of her companions was she able to break free from this mental assault.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The experience served as a sobering reminder that even in places that appear welcoming, dangers both seen and unseen may lurk. The tortured mind that Lady Kel had briefly contacted spoke to mysteries within the station that would require further investigation - though our immediate mission demanded that we press onward to Eisenkirche.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Eisenkirche, Realm of Iron and Faith ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our transition from the cosmic station to Eisenkirche itself proved mercifully straightforward, though the realm we entered was unlike anything in our previous experience. Here was a city built in the medieval style, yet possessed of a cleanliness and order that seemed almost supernatural in its perfection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The walls of Eisenkirche soared a full sixty feet into the air - higher than those of any earthly city I have witnessed. Within those mighty fortifications lay a population of perhaps seven thousand souls, dwelling within a space that could easily have housed ten times that number. The very air seemed lighter somehow, though Lady Callas warned us that the high iron content of the local materials created a low mana zone that would affect our spellcasting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The architecture itself told the story of this realm&#039;s nature. The cathedral that dominated the city center was of such magnificent proportions that it could seat a seventh of the entire population - clear evidence of the spiritual authority that governed this place. Adjacent to this holy edifice stood the citadel where the Duke held court, its own walls rising to match those of the city proper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most remarkable was the behavior of the populace. Here were no street urchins running wild, no beggars cluttering the thoroughfares, no signs of the disorder and vice that plague most earthly cities. Instead, we observed a population both disciplined and purposeful, going about their daily business with an efficiency that spoke to excellent governance and strong moral foundation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The presence of numerous canons - priests possessed of administrative authority rather than pastoral duties - confirmed the theocratic nature of this realm&#039;s government. These learned clergymen moved through the streets with quiet dignity, clearly engaged in the complex tasks of managing both spiritual and temporal affairs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The men-at-arms we observed were clearly of high quality, moving with the disciplined grace of professional soldiers even when not wearing their armor. Their presence added to the overall impression of a realm both peaceful and well-defended - a place where order prevailed through strength applied with wisdom rather than mere force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Encounter with Mr. Upright ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our search for Dr. Wormwood led us first to one Mr. Upright, a puppeteer and troubadour whose talents were evident despite his somewhat dissolute nature. This gentleman, while possessed of genuine artistic ability, demonstrated the particular combination of laziness and poor judgment that oft keeps talented individuals from achieving their full potential.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;His Punch and Judy performance, whilst entertaining, carried undertones that spoke to the darker aspects of this realm&#039;s reality. The portrayal of Punch as a mind flayer rather than a human character suggested either remarkable prescience or disturbing knowledge of the cosmic conflicts that rage beyond the borders of civilized space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The blue lotus he offered proved to be a narcotic of considerable potency, though apparently free from the addictive properties that make such substances truly dangerous. Lady Belladonna&#039;s enthusiasm for this particular indulgence reminded me of the care that must be taken when introducing young companions to the temptations that await the unwary traveler.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mr. Upright&#039;s obvious potential as an information source was noted by our company, though we wisely chose to delay any commitment to retaining his services until we had accomplished our primary mission. Such contacts, whilst useful, must be cultivated with care lest they prove more liability than asset.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Noble Quarter and Its Guardians ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our approach to the noble quarter of Eisenkirche required all of Lady Kel&#039;s considerable skill in the courtly arts. The guards at the gate, whilst respectful, were clearly trained to admit only those of appropriate rank and reputation. Lady Kel&#039;s assumption of noble bearing, enhanced by the phantasmal crown she wore, proved sufficient to gain us entry to this exclusive enclave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The architecture within the noble quarter spoke to both wealth and security. The houses, whilst narrow in their frontage, soared to three or four stories in height, their thick doors requiring special keys held only by trusted servants. Such precautions spoke to a society where valuable knowledge and artifacts required constant protection from those who would misuse them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The wine offered by Dr. Wormwood&#039;s household was of exceptional quality - dry yet fruity, chilled to perfection, and served with the courtesy due to honored guests. Such attention to detail in matters of hospitality spoke well of our hostess, even before we had the opportunity to meet her in person.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Dr. Wormwood and the Concurrence ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When at last we were ushered into the presence of the mysterious Dr. Wormwood, we found ourselves face to face with a woman whose very appearance spoke to the unique nature of her existence. Her laboratory coat and business attire, whilst familiar in style, were clearly crafted from materials unknown to earthly tailors. The monocle she wore added an air of scholarly authority that was entirely appropriate to her station.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most remarkable was Master Tyndalos&#039;s observation regarding her biology - she possesses chronosomes, marking her as a being whose existence transcends the normal boundaries of time. Such a nature would explain her ability to employ the mysterious concurrence, that device which allows her to consult alternative timelines for information otherwise unknowable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Her questioning regarding our recent victories proved both thorough and insightful. We recounted the defeat of the demi-lich, the sealing of the rift that would have allowed Ungoliant passage into our reality, and the final resolution of the Red Laughter&#039;s curse. Each detail she received with the calm attention of one accustomed to dealing with matters of cosmic significance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation regarding the one stone and red shift bridge filled our hearts with both relief and concern. The transformation of the Red Laughter from cursed artifact into blessed relic had indeed prevented the completion of this terrible device, yet as Dr. Wormwood pointed out, other sources of red shift energy might be discovered by our enemies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Her analysis of the Eye of Discord&#039;s motivations proved particularly illuminating. Whether his actions were opportunistic or part of some grander scheme remained unclear, but the very uncertainty of his purposes represented a danger that could not be ignored. The devils Dantalion, Tibirius, and Berit - all masters of contract magic - remained wild cards in the cosmic game being played out across the planes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Mission to Cataclysm Earth ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dr. Wormwood&#039;s assignment of our next mission both honored and daunted our small company. To journey to Cataclysm Earth, that realm where the Nazi regime has established dominion through their terrible psionic technology, represents a challenge of the highest order. Yet her reasoning was sound - if our enemies cannot breach into Nualis, they will likely turn their attention to the centers of white power that exist upon that war-torn realm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The prospect of capturing high-ranking Nazi officials for interrogation filled me with mixed emotions. Whilst the cause is just - preventing these disciples of darkness from achieving their terrible goals - the methods required sit uneasily with the codes of chivalry by which I have always lived. Yet sometimes the greater good demands that we set aside personal comfort in service of the innocent who depend upon our protection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Her offer to provide one of her clones as a guide to her warehouse in Anchorage represented both opportunity and mystery. The casual manner in which she spoke of such extraordinary abilities reminded us all of the cosmic scope of the forces we now find ourselves dealing with. No longer are we simple adventurers seeking treasure and glory - we have become soldiers in a war that spans multiple realities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The technological differences between the various versions of Earth she described painted a picture both fascinating and horrifying. The breakdown of combustion technology on Cataclysm Earth, replaced by electrical systems and the Nazis&#039; psionic alternatives, spoke to fundamental changes in the laws of physics themselves. Such alterations to the basic nature of reality represented power beyond anything we had previously encountered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most disturbing was her description of the Nazi psionic technology and its dependence upon the forced sacrifice of human fatigue. Such methods, requiring the enslavement and exploitation of those deemed &amp;quot;subhuman,&amp;quot; represented evil in its most concentrated form. The knowledge that these monsters had fled their own realm due to a zombie apocalypse they could not control provided little comfort - evil fleeing evil does not reduce the threat to the innocent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Cosmic Responsibility ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As I set down my pen to record these momentous events, my thoughts turn inevitably to the weight of responsibility that has settled upon our small fellowship. What began as a quest to consult a mysterious scholar has revealed itself as part of a conflict whose stakes encompass the very fate of multiple realities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that Lady Callas carries within her heart one of the key components needed to complete the red shift bridge places her at the very center of these cosmic machinations. The one stone - that great sapphire with its embedded ring - represents both our greatest asset and our greatest vulnerability. Our enemies will stop at nothing to claim it, whilst we must guard it with our very lives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet I find myself filled not with despair but with determination. In the company of such worthy companions, facing challenges that would test the greatest heroes of legend, I am reminded of the fundamental truth that has guided knights errant throughout the ages - it is not the magnitude of the challenge that matters, but the righteousness of the cause and the courage of those who serve it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s quick wit and mastery of mental arts have already proven invaluable, whilst her courtly skills have opened doors that might otherwise have remained sealed to us. Lady Belladonna&#039;s enthusiasm and growing expertise promise to serve us well in the trials ahead. Master Tyndalos remains a stalwart companion whose wisdom grows with each challenge we face. Lady Callas continues to demonstrate ever-greater mastery of the arcane forces that may well prove decisive in the conflicts to come.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Ahead ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The journey to Cataclysm Earth looms before us like a storm cloud on the horizon - dark with threat yet impossible to avoid. Dr. Wormwood&#039;s warehouse in Anchorage will serve as our base of operations, whilst her clone provides guidance through that war-torn realm. The capture of high-ranking Nazi officials represents both opportunity and peril, requiring us to penetrate to the very heart of their evil empire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet as I contemplate the challenges ahead, I am struck by how far our small company has traveled from those first tentative steps into adventure. We have faced dragons and demons, devils and demi-liches, traversed the spaces between worlds and walked in realms where few mortals have ever set foot. Each trial has strengthened our bonds of fellowship whilst teaching us new ways to combine our diverse talents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The tortured minds we encountered at the space station remind us that suffering exists even in the cosmic reaches, whilst the predatory vessels we observed serve notice that evil forces patrol these pathways with ever-increasing boldness. Yet such knowledge only strengthens our resolve to continue forward, knowing that retreat would abandon countless innocents to fates too terrible to contemplate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The blue lotus of Eisenkirche may induce pleasant dreams, but we dare not lose ourselves in such diversions whilst duty calls. The cosmic game of which we have become unwilling players shows no signs of approaching resolution, and each move we make ripples across multiple realities in ways we can barely comprehend.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Of Honor and Duty in Dark Times ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As this account draws toward its close, I find myself reflecting upon the nature of honor in times when the very foundations of reality seem to shift beneath our feet. The chivalric codes that have guided my steps since childhood were conceived for a world of earthly conflicts and human adversaries. How do they apply when facing enemies whose very existence transcends normal understanding?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet I believe that honor becomes more important, not less, when facing such challenges. It is precisely when the stakes are highest and the temptations greatest that we must hold most firmly to those principles that separate civilization from chaos. The methods we employ in pursuit of victory will determine what kind of world remains when the battle is won.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The prospect of interrogating captured Nazi officials troubles my conscience, yet I recognize that the information they possess might prevent atrocities beyond imagining. Such moral complexities represent the burden of those who would serve the greater good in an imperfect world. We must be willing to bear that burden whilst never allowing it to corrupt our fundamental commitment to justice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The space station with its tortured minds, the asteroid ships of the mind flayers, the spider vessels of the Neogi - all serve as reminders that evil takes many forms and operates across scales we can barely comprehend. Yet good also operates across such scales, as evidenced by Dr. Wormwood&#039;s network of clones and warehouses, ready to aid those who would stand against the darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Bonds of Fellowship ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I cannot conclude this chronicle without paying tribute to the remarkable bonds of fellowship that have sustained our company through trials that would have broken lesser associations. What began as a gathering of individuals united by circumstance has evolved into something approaching a family - bound not merely by common cause but by genuine affection and mutual respect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s transformation from mysterious lady-in-waiting to trusted companion and skilled tactician has been a wonder to observe. Her ability to assume whatever role circumstances require, whilst never losing sight of our ultimate objectives, demonstrates both flexibility and strength of character. The phantasmal crown she now wears seems somehow appropriate - a symbol of the natural authority she has earned through deed rather than birth.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Belladonna&#039;s enthusiasm for both flame and adventure continues to inspire us all, whilst her growing mastery of her chosen arts promises to serve us well in the challenges ahead. Her mechanical aptitude and scholarly precision provide valuable counterpoints to the more intuitive approaches favored by some of our number.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master Tyndalos has borne the burden of his recent transformations with grace and wisdom, allowing his expanded awareness to guide our decisions whilst never letting it overwhelm his fundamental humanity. The knowledge that flows through his connection to Dantalion represents both opportunity and danger, requiring constant vigilance to ensure it serves righteous purposes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas remains the backbone of our company, her mastery of multiple magical disciplines providing solutions to challenges that would otherwise prove insurmountable. The burden of carrying the one stone might have broken a lesser person, yet she bears it with quiet dignity whilst never allowing its weight to diminish her commitment to our shared cause.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Even faithful Hoardling deserves mention, for his simple pleasures and straightforward nature provide welcome respite from the cosmic complexities that surround us. His delight in consuming the poisonous plants of the void reminds us that joy can be found even in the strangest circumstances, whilst his unwavering loyalty serves as an example to us all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Looking Forward to Darker Shores ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we prepare to depart Eisenkirche for the war-torn realm of Cataclysm Earth, I find myself both apprehensive and eager to begin this next phase of our mission. The clean streets and orderly life of this elevated city will soon give way to a reality shaped by war and tyranny, where the very air is poisoned by the evil of those who would remake the world in their twisted image.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet such challenges have always been the proper domain of knights errant - to ride forth into darkness with the hope of bringing light, to face overwhelming odds in service of those who cannot defend themselves, to stand against the tide of evil regardless of the personal cost. The scope may be cosmic rather than terrestrial, but the fundamental nature of our calling remains unchanged.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dr. Wormwood&#039;s clone awaits to guide us to Anchorage, whilst her warehouse provides a secure base from which to launch our operations. The Nazi hierarchy represents our target, their psionic technology both our objective and our greatest threat. The zombies that plague their homeland add another layer of complexity to an already challenging mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet as I contemplate the path ahead, I find myself filled with quiet confidence. We have faced dragons and demons, traversed the void between worlds, walked in realms where mortals were never meant to tread. Each challenge has strengthened us, each victory has prepared us for the next trial. Whatever awaits us on Cataclysm Earth, we shall face it together, united by bonds forged in the crucible of shared adversity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The stars that guided us through the abyss now shine upon different shores, but their light remains constant - a reminder that even in the darkest reaches of existence, hope endures for those bold enough to carry its flame forward. May that same light guide us through the trials to come, and may our deeds prove worthy of the trust that has been placed in our hands.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 3: Into the Crucible of Cataclysm Earth ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Chapter3.png|300px|thumb|right|Travelling]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By mine honor and the sacred oaths that bind me to righteous service, I take quill in hand once more to chronicle events most extraordinary and perilous. What began as simple transit from the elevated realm of Eisenkirche to the war-torn reality of Cataclysm Earth has revealed itself as an entry into a world where the very foundations of civilization strain beneath the weight of tyranny and technological blasphemy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both heavy heart and grim determination that I record these proceedings, for we have crossed from the realm of scholarly consultation into active warfare against forces whose malevolence surpasses even the darkest legends of ancient evil. The Nazis of Cataclysm Earth, with their terrible psionic technologies and utter disregard for human dignity, represent an evil so pure and concentrated that every fiber of my being cries out for swift and decisive action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Gateway Through Death&#039;s Shadow ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our departure from the noble halls of Eisenkirche was accomplished through means both efficient and unsettling. Dr. Wormwood, with casual authority that bespoke vast experience in such matters, provided each member of our company with a potion that would transport us directly to her warehouse in distant Anchorage. The very act of consuming the elixir - knowing full well that it would cause our temporary demise before resurrection in another realm - required no small measure of faith in our enigmatic hostess.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The journey through what she termed &amp;quot;the underworld&amp;quot; proved both wondrous and deeply moving. As our spirits traversed that realm of shadows, we witnessed vistas of human experience stretching out on either side - farmers tending their crops, artisans at their work, merchants in their trade, and countless other souls engaged in the simple yet profound business of living. &#039;Twas a reminder most humbling of the vast tapestry of mortal existence, and of our duty to protect those who cannot protect themselves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The glowing orb that served as our guide led us faithfully through this corridor of souls until at last we emerged into the harsh reality of Cataclysm Earth. The warehouse in Anchorage, whilst mundane in appearance, represented our first foothold in a realm where the very laws of nature had been altered by malevolent will.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Strange Chemistry of a Changed World ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jimmy, the diminutive gentleman who awaited our arrival, proved to be both knowledgeable and accommodating in his explanations of this altered reality. The fundamental changes wrought upon Cataclysm Earth struck me as particularly insidious - for whilst the Nazis had rendered combustion engines inoperable, forcing reliance upon electrical systems, they had also introduced terrible instabilities that made even these alternatives unreliable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual manner in which Jimmy described the electrical surges that could destroy entire buildings&#039; circuitry served as stark reminder of the comprehensive nature of the enemy&#039;s reshaping of this world. They had not merely conquered through force of arms, but had literally rewritten the rules by which civilization must function. Such power, wielded by those utterly devoid of moral restraint, represented a threat beyond anything we had previously encountered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our preparations in Anchorage proved both practical and illuminating. The acquisition of local currency through Lady Belladonna&#039;s mystical purse, the procurement of appropriate clothing, and the gathering of supplies all served to familiarize us with the material conditions of this war-torn reality. Yet &#039;twas the psychological preparation that proved most valuable - learning to think and act as inhabitants of a world where freedom itself had become a revolutionary concept.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Road Through Wilderness and Wonder ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The electric vehicle provided by Dr. Wormwood&#039;s network proved adequate to our needs, though its operation required careful attention to the limited charging stations available between Anchorage and our ultimate destination. Master Tyndalos, with his characteristic adaptability, mastered the conveyance with commendable swiftness, though I confess the sight of our small company speeding along those endless roads filled me with both exhilaration and trepidation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our encounter with the pod of orcas as we departed Anchorage provided momentary wonder amidst the grimness of our mission. Lady Kel&#039;s telepathic contact with one of these magnificent creatures revealed behavior patterns far more complex than nature typically provides, suggesting that even the wildlife of this realm bears the mark of supernatural influence. Whether this represents corruption or enhancement remains unclear, but it serves as yet another reminder that Cataclysm Earth operates according to rules fundamentally different from our own reality.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The tedium of long-distance travel was broken by necessary stops for provisions and equipment. In the settlement of Snag Junction, we encountered our first clear evidence of the supernatural threats that plague this realm - the polar bears that Eddie described with such evident concern. These creatures, possessed of hide so thick that conventional firearms proved inadequate, clearly represented more than mere natural beasts run amok.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s enthusiasm for acquiring a shotgun at the local armory provided both amusement and reassurance. Her determination to master the weapon during our brief respite for practice shooting demonstrated the same focused intensity she brings to her mental arts. The sight of our courtly companion wielding such a formidable firearm with growing confidence served as apt metaphor for our entire company&#039;s adaptation to the harsh realities of this war-torn realm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Commercial Necessities and Strategic Preparations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our shopping expedition in the frontier settlements revealed much about both the material conditions of Cataclysm Earth and the adaptability of its inhabitants. The availability of weapons and toxins that would be strictly controlled in more civilized realms spoke to the constant dangers faced by ordinary citizens. That pepper spray and explosive ammunition were considered routine purchases for travelers highlighted the degree to which violence had become normalized.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The acquisition of specialized equipment - from bear spray to welding torches, from military-grade communications devices to advanced armor - demonstrated our commitment to thorough preparation. Each item purchased represented not merely material advantage, but psychological readiness for whatever challenges might await us in the Nazi-controlled territories ahead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Belladonna&#039;s fascination with the available poisons, while practical from a tactical standpoint, reminded me of the moral complexities inherent in our mission. We prepared for war against an enemy so vile that conventional ethical constraints must be carefully balanced against the greater good of protecting innocent lives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Luxury of Civilized Rest ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our night&#039;s accommodation at the Poste Montagne Lodge in Beaver Creek provided welcome respite from the rigors of travel, though at considerable expense. The establishment&#039;s willingness to charge premium rates for basic hospitality spoke to the economic disruption caused by the altered energy systems of this realm. Yet the comfort of proper beds, hot food, and secure walls allowed our company to restore both body and spirit before the trials ahead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s precautionary use of her telepathic abilities to scan the minds of the lodge staff revealed no immediate threats, though the presence of several individuals able to resist such mental intrusion suggested that even in these remote regions, one could not assume complete safety. The vigilance required in this realm, where friend and foe might be difficult to distinguish, weighed heavily upon all our hearts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The peaceful rest we enjoyed that night, undisturbed by either natural predators or human enemies, felt almost surreal given the dangers that surrounded us. &#039;Twas perhaps the last truly tranquil slumber we would experience before plunging into the heart of Nazi-controlled territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Perilous Canyon and Our First Test ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our journey south through the Canadian wilderness proceeded without notable incident until we reached the great canyon where shadows fell early and visibility became treacherous. &#039;Twas here that Lady Kel&#039;s military instincts proved their worth, for her immediate recognition of the terrain&#039;s ambush potential led to the telepathic sweep that detected our enemies before they could strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The six human minds she discovered, organized into a military formation and connected by their own psychic network, represented our first direct contact with Nazi forces. The image of Jimmy from Anchorage present in their thoughts confirmed that Dr. Wormwood&#039;s agent had indeed been compromised, though whether through betrayal or surveillance remained unclear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The tactical challenge presented by these elite soldiers - clearly special forces rather than regular infantry - required the full coordination of our company&#039;s diverse abilities. Lady Callas&#039;s earth door provided the means for our surprise assault, whilst Lady Kel&#039;s mental attacks and phantasmal conjurations neutralized key targets before conventional combat could commence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Battle in the Shadows of the Canyon ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The engagement itself, whilst brief, demonstrated both the effectiveness of our coordinated tactics and the deadly competence of our enemies. These Nazi commandos, equipped with weapons charged with their terrible Vril energy and possessed of enhanced movement abilities through unnatural terrain mastery, represented adversaries far more dangerous than ordinary soldiers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My own contribution to the battle, whilst tactically sound, resulted in one of those curious martial displays that occasionally bewilder opponents more effectively than perfect technique. The fumble that led to my bizarre but spectacular weapon work left our enemies hesitant to attack or cast spells - a fortunate outcome that speaks to the mysterious ways in which Providence sometimes intervenes in righteous causes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master Tyndalos&#039;s color spray proved devastatingly effective against the tightly grouped enemies, whilst Lady Belladonna&#039;s hellfire eliminated multiple targets with prejudicial efficiency. The sight of Nazi soldiers consumed by righteous flame stirred feelings in my breast that I struggle to reconcile with Christian mercy - yet when facing evil so pure and concentrated, perhaps righteous wrath becomes a holy duty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The crystalline ammunition we recovered from our fallen enemies, charged with their blasphemous Vril energy, served as tangible reminder of the technological horrors we would face in the territories ahead. Weapons designed to shatter within the body, causing maximum internal damage whilst bypassing conventional armor, spoke to a mentality that viewed human suffering not merely as acceptable collateral damage, but as an art form to be perfected.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Intelligence Gathered Through Compulsion ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s use of her mental compulsion abilities upon the surviving Nazi officer, whilst ethically complex, provided intelligence vital to our mission&#039;s success. The information extracted from this Krupa fellow revealed the scope of the enemy&#039;s search for Jimmy, the existence of multiple hunter-killer teams throughout the region, and the locations of various command structures we would likely encounter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Learning of Captain Richter, the Abwehr operative directing these search operations, provided us with a specific target whose elimination could disrupt Nazi activities throughout the region. Similarly, the intelligence regarding Dr. Schultz at the observatory and the Colonel Sophia commanding Fort McCord gave us valuable insight into the enemy&#039;s command structure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that these commandos possessed limited-range communication equipment, whilst tactically useful, also highlighted the sophisticated nature of Nazi operations in this realm. Their ability to coordinate multiple teams across vast distances through both technological and psychic means demonstrated organizational capabilities that demanded our utmost respect as adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Moral Complexities and Practical Solutions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to send one mind-controlled Nazi to warn Jimmy whilst retaining the other as a guide through enemy territory represented the kind of morally ambiguous choices that warfare against absolute evil sometimes demands. Whilst I cannot claim complete comfort with employing the enemy&#039;s own soldiers as unwilling agents, the alternative - allowing Dr. Wormwood&#039;s network to be compromised through ignorance - presented greater evils.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The uniforms recovered from our fallen enemies, whilst practical necessities for infiltration purposes, served as grim reminders of the roles we would be compelled to assume. To don the regalia of tyranny, even in service of just causes, requires a strength of character that I pray we all possess in sufficient measure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The interrogation of our captive Nazi, conducted with thoroughness that bordered on the obsessive, revealed much about both enemy capabilities and the psychological conditioning that creates such willing servants of evil. The casual manner in which he accepted the deaths of his comrades as a &amp;quot;loyalty test&amp;quot; demonstrated the complete moral inversion that characterizes the Nazi worldview.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Preparations for Deeper Penetration ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered from our captive, combined with the practical experience of engaging Nazi forces, provided crucial preparation for the trials ahead. Lady Belladonna&#039;s rapid acquisition of German linguistic skills, facilitated by her mystical learning enhancement, demonstrated the adaptability that would be essential for successful infiltration operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that Nazi military units actively seek female officers capable of wielding their Vril technology suggested opportunities for Lady Kel to assume roles of authority within enemy ranks. Her natural bearing and diplomatic skills, enhanced by appropriate disguises, might provide access to intelligence sources unavailable through other means.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that our mission would ultimately require penetration of Nazi-controlled territory around Washington D.C., with its network of checkpoints and security measures, underscored the magnitude of the challenges we would face. Yet the intelligence we had gathered, combined with our captured guide and acquired uniforms, provided the foundation for successful infiltration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on the Nature of Evil ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As I set down my quill to record these events, my thoughts turn inevitably to the nature of the evil we have encountered and the choices it compels upon those who would stand against it. The Nazis of Cataclysm Earth represent wickedness so pure and concentrated that it challenges every principle of chivalric conduct I have held sacred throughout my life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How does one maintain honor when fighting enemies who recognize no honor? How does one preserve mercy when facing those who glory in cruelty? How does one uphold justice when confronting a system built entirely upon injustice? These questions, which would have seemed merely philosophical in my earlier adventures, now demand practical answers with lives hanging in the balance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet perhaps the very magnitude of the evil we face serves to clarify rather than complicate our moral choices. When confronting absolute tyranny, half-measures become complicity. When facing systematic dehumanization, gentle persuasion becomes ineffective luxury. When standing against those who would remake the very laws of nature to serve their twisted ends, conventional restraints may themselves become moral failures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Weight of Cosmic Responsibility ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The realization that our small company has become instrumental in conflicts spanning multiple realities weighs heavily upon my spirit. We are no longer simple adventurers seeking personal glory or material reward, but soldiers in a war whose outcome may determine the fate of countless innocent souls across numerous planes of existence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that Lady Callas carries within her heart one of the key components needed to complete the red shift bridge adds another layer of urgency to our mission. Not only must we gather intelligence about Nazi capabilities and intentions, but we must do so whilst protecting her from enemies who would gladly sacrifice entire worlds to claim what she bears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual manner in which Dr. Wormwood speaks of her network of clones and warehouses, spanning multiple versions of Earth, serves as constant reminder of the truly cosmic scope of the conflicts in which we have become entangled. Our mission to Cataclysm Earth is but one move in a game whose board encompasses realities we can barely imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Forward ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we continue our journey toward the heart of Nazi power, I find myself both apprehensive and eager for the trials ahead. The enemy we face possesses capabilities that border on the supernatural, resources that span continents, and a ideology so corrupt that it transforms ordinary humans into willing instruments of unspeakable evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet our small company has proven itself capable of extraordinary achievements. Lady Kel&#039;s mental mastery provides both tactical advantage and strategic insight. Lady Belladonna&#039;s arcane fire offers devastating offensive capability. Master Tyndalos brings adaptability and strange wisdom born of his unique nature. Lady Callas combines growing magical power with the strategic acumen of a military mind. Together, we form a fellowship capable of achieving what larger armies might find impossible.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The uniforms we now carry, taken from fallen Nazi soldiers, represent more than mere disguises - they are symbols of our willingness to descend into the very heart of darkness in service of the light. The weapons we have acquired, charged with the enemy&#039;s own blasphemous energies, will serve as instruments of their downfall.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The captive Nazi who now serves as our unwilling guide represents a kind of justice - the servant of tyranny compelled to aid in its destruction. His knowledge of checkpoints, protocols, and command structures will prove invaluable as we penetrate deeper into enemy territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Preparations and Grim Resolve ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we approach the borders of Nazi-controlled territory, I am struck by the transformation our company has undergone since those early days of seeking consultation with mysterious scholars. We have become something harder, more focused, more capable of the difficult choices that cosmic warfare demands.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The comfortable certainties of traditional chivalric conduct must now be balanced against the harsh necessities of fighting enemies who recognize no limits, acknowledge no restraints, and pursue goals so evil that any means becomes justified in opposing them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet I am reminded that it is precisely in such extreme circumstances that true character is revealed. The choices we make in the crucible of absolute conflict will define not merely the success of our mission, but the very nature of our souls. We must become capable of defeating ultimate evil whilst remaining worthy of the victory we seek.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The road ahead leads through the heart of darkness itself - to Washington D.C., where Nazi technology and ideology have created a new form of hell on earth. There we must gather intelligence, identify key targets, and prepare the ground for whatever final confrontation awaits.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The bears that plague this realm, with their supernatural resilience and unnatural behavior, serve as apt metaphors for the challenges we face - threats that appear natural on the surface but reveal supernatural corruption upon closer examination. Like those bears, the Nazi regime we oppose draws strength from sources that transcend normal understanding.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet we too possess capabilities that transcend the merely mundane. Our magic, our fellowship, our commitment to causes greater than ourselves, and above all our willingness to sacrifice personal comfort for the greater good provide weapons that no amount of Vril technology can ultimately overcome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As this chapter of our chronicle draws to its close, I am filled with grim determination tempered by profound gratitude for the companions who stand beside me in this darkest of hours. Whatever trials await us in the Nazi-controlled territories ahead, we shall face them as we have faced all previous challenges - together, with courage, and with absolute commitment to the cause of justice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game board may be cosmic in scope, the enemies may wield powers that border on the divine, and the stakes may encompass the fate of multiple realities. Yet at its heart, our struggle remains what it has always been - the eternal conflict between light and darkness, between those who would protect the innocent and those who would prey upon them, between the forces of creation and the agents of destruction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In that eternal struggle, there can be no neutrality, no compromise, and no half-measures. We go forward into whatever darkness awaits, bearing the light of hope and the flame of righteous purpose, trusting in Providence and in each other to see this great work through to its proper conclusion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May God grant us strength for the trials ahead, wisdom for the choices we must make, and courage for the sacrifices that may be demanded of us. The innocent souls of Cataclysm Earth cry out for liberation, and we shall not fail them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 4: The Road to New York ===&lt;br /&gt;
&lt;br /&gt;
[[File:OldOne.png|thumb|left|200px|Old One]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By mine honor and the sacred oaths that bind me to the service of righteousness, I take up my quill once more to chronicle events most harrowing and illuminating. Our journey from the remote wilderness of Cataclysm Earth&#039;s northern territories toward the very heart of Nazi power has proven fraught with both peril and revelation, testing not merely our martial prowess but our very souls against corruptions both technological and metaphysical.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both grim satisfaction and profound unease that I record these proceedings, for whilst we have gained intelligence vital to our greater mission, the methods required to obtain such knowledge have forced us ever deeper into moral territories where the lines between necessity and compromise grow increasingly blurred.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Strategic Deliberation at Journey&#039;s End ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in the frontier settlement of Whitehorse, Yukon Territory, marked a crucial juncture in our mission. The town itself, with its peculiar array of brightly colored rooftops - no doubt a psychological bulwark against the endless white of northern winters - provided both respite and strategic opportunity. The presence of Master Jimmy, one of Dr. Wormwood&#039;s mystical duplicates, proved providential, offering not merely the practical service of recharging our electrical conveyance but intelligence most valuable regarding our path forward.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual manner in which Jimmy injected our captive Nazi Kruppe with some form of transformative substance - declaring that within nine months the wretch would become another version of himself - served as stark reminder of the supernatural forces at play in this conflict. Such chromosomal cloning, as he termed it, represents power over human identity itself, technology that might serve either liberation or tyranny depending upon the hands that wield it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence Jimmy provided regarding enemy activity proved both encouraging and alarming. The reports from Tlingit hunters of strange creatures - horses with scales and crocodilian mouths rather than proper equine features - coming from the south suggested that Nazi experimentation had not confined itself merely to human subjects. These unnatural beasts, clearly products of the same twisted science that had created the supernatural bears plaguing the northern territories, represented yet another manifestation of the enemy&#039;s corruption of nature itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Maritime Gambit to American Shores ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The logistical challenges of our continued journey southward demanded careful consideration of both practical and strategic factors. The limitations of our electrical conveyance - capable of perhaps seven hundred miles between charges - combined with the scarcity of charging stations in Canadian territories, necessitated an alternate approach to reaching the United States proper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jimmy&#039;s suggestion of the marine highway from Juneau to Bellingham proved both ingenious and appropriate to our circumstances. The prospect of a thirty-six hour sea voyage, whilst lengthy, offered the dual advantages of avoiding the heavily monitored land borders and providing opportunity for rest and preparation before entering the heart of Nazi-controlled territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The three-day wait in Juneau for the appropriate ferry departure provided valuable time for final preparations and strategic planning. Lady Kel&#039;s acquisition of false identification papers - appearing mysteriously in Jimmy&#039;s possession with suspicious convenience - represented the kind of providential assistance that suggests greater forces work to aid our cause.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Ferry Passage and First Glimpses of Enemy Territory ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our voyage from Juneau to Bellingham aboard the marine highway ferry proved both restful and educational. The sight of the rugged coastline of what had once been free American territory, now under the heel of Nazi tyranny, filled me with both determination and profound sorrow for the innocent souls suffering beneath such oppression.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The thirty-six hours at sea provided opportunity for final planning and preparation. Lady Belladonna&#039;s continued mastery of the German tongue, enhanced by her mystical learning abilities, progressed with admirable swiftness. The sight of our noble company transforming itself into convincing replicas of Nazi personnel - complete with stolen uniforms and forged documentation - required considerable moral fortitude to accept as necessary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in Bellingham marked our first foothold within Nazi-controlled territory proper. The careful transition from maritime to terrestrial transport, accomplished without incident despite our disguised status, demonstrated both the effectiveness of our preparations and the blessing of Providence upon our righteous cause.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Approach to McCord Air Force Base ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The drive from Bellingham toward McCord Air Force Base provided our first direct observation of Nazi military installations on American soil. The sight of that base, surrounded by fifteen-foot walls topped with gun emplacements and containing numerous mysterious hangar-like structures, served as sobering reminder of the military might we opposed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;More intriguing still was the observatory situated on nearby Carson Hill, some seven or eight miles from the base proper. The intelligence gathered from our captive Nazi regarding Dr. Felix Schultz - the astronomer whose research touched upon matters most relevant to our mission - made this facility our primary target for infiltration and investigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The presence of both regular guards and roving patrols around the observatory complex, whilst presenting tactical challenges, also confirmed the importance of the work conducted within. Whatever research proceeded within those cylindrical towers clearly warranted protection significant enough to deter casual intrusion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Night Reconnaissance and Infiltration Planning ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her undetectability enchantment provided the means for thorough reconnaissance of our target without alerting the guards to our presence. The establishment of mind-speech communication among our company ensured coordination despite our mutual invisibility - a tactical innovation born of necessity but proving remarkably effective.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master Tyndalos&#039;s circuit of the observatory revealed the deployment of four guards - two stationed at ground level near the entrances, two others patrolling the roof of the antenna-festooned northern building. The sealed nature of both structures, designed to exclude all external light, confirmed their use for astronomical observations requiring complete darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to await the departure of the research staff rather than attempt immediate infiltration demonstrated tactical wisdom over impetuousness. The patient observation of Dr. Schultz&#039;s evening departure, noting his transportation arrangements and residential patterns, laid the foundation for a more comprehensive intelligence gathering operation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Suburban Infiltration and Moral Complexities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our pursuit of Dr. Schultz to his residence in the military suburb of Tanglewild revealed much about the ordered nature of Nazi-controlled society. The neat arrangement of identical dwellings, each housing military personnel and their families, spoke to a regimentation that extended far beyond mere professional obligations into the very fabric of domestic life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The presence of three churches serving this small community - the New Life Baptist Church with its playing fields suggesting the indoctrination of children from earliest age - demonstrated how thoroughly the Nazi ideology had penetrated even religious institutions. Such corruption of faith itself represented perhaps the most insidious aspect of their comprehensive evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master Tyndalos&#039;s employment of his unique abilities to observe Dr. Schultz&#039;s dreams - whilst tactically necessary - revealed disturbing intelligence regarding the psychological conditioning imposed upon Nazi researchers. The machinery detected within the astronomer&#039;s mind, combined with the sexual aberrations used to ensure compliance, painted a picture of control mechanisms both sophisticated and deeply corrupt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Interrogation and Its Terrible Revelations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The capture and subjugation of Dr. Schultz - accomplished through Lady Kel&#039;s mental compulsion abilities combined with necessary physical restraint - provided our first direct intelligence from a high-ranking Nazi researcher. Yet the psychological defenses built into the man&#039;s very brain tissue ensured that any attempt to extract sensitive information would trigger devastating mental deterioration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation of the Trans-Uranians - creatures of ice and tentacles whose very appearance struck terror into even conditioned Nazi minds - provided crucial intelligence regarding one of the enemy&#039;s greatest concerns. These beings, clearly possessing capabilities that challenged even Nazi technological supremacy, represented either potential allies or threats of cosmic proportion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dr. Schultz&#039;s fragmented revelations regarding research into &amp;quot;concentrated space&amp;quot; - their attempts to weaponize spatial distortions through grenade-like devices - demonstrated the truly reality-threatening nature of Nazi scientific endeavors. Such work, if successful, could provide weapons capable of adding space to the universe itself, with consequences beyond mortal comprehension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Machine-Induced Madness and Its Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The observation of Dr. Schultz&#039;s mental deterioration - triggered by the very act of attempting to reveal classified information - provided sobering insight into the depths of Nazi psychological control mechanisms. The machinery implanted within his brain, designed to induce madness rather than permit betrayal of state secrets, represented a level of thought control that transcended mere ideological indoctrination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s attempts to heal the damage through mystical means, whilst partially successful in stabilizing the subject&#039;s immediate condition, could not address the fundamental corruption of his mental faculties. The gradual dissolution of his personality - from functional researcher to broken remnant - served as stark demonstration of Nazi willingness to destroy human dignity in service of their cause.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered regarding implant technology - both the elimination of cellular rejection and the attraction of mental illnesses as side effects - revealed the terrible price paid by those who served the Nazi regime. Even their most valued personnel were reduced to mere components in a vast machine of oppression, their humanity sacrificed for technological advantage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Grim Necessity of Strategic Withdrawal ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to abandon Dr. Schultz to his fate - allowing the brain machinery to complete its destructive work whilst staging the scene to suggest death through personal indulgence - required acceptance of moral compromise that weighed heavily upon my spirit. Yet the alternative - attempting to preserve a life already forfeit to Nazi conditioning - would have served neither justice nor our greater mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The careful staging of the scene, utilizing the subject&#039;s known psychological aberrations to provide plausible explanation for his demise, demonstrated the kind of ruthless pragmatism that warfare against absolute evil sometimes demands. The knowledge that his death would be dismissed as the consequence of personal weakness rather than enemy action served our strategic needs whilst sparing his reputation whatever dignity remained possible.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our thorough search of the residence, whilst yielding no additional intelligence of immediate tactical value, confirmed the psychological profile constructed through mystical means. The evidence of systematic sexual deviation, clearly encouraged and exploited by Nazi handlers as a control mechanism, revealed the comprehensive nature of their corruption of human nature itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Road to Greater Confrontations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The four-day journey from the Pacific Northwest to New York City provided opportunity for reflection, preparation, and the continued education of our company in the arts of deception necessary for survival in Nazi-controlled territory. Lady Belladonna&#039;s ongoing mastery of German linguistic patterns, enhanced by mystical learning techniques, progressed with remarkable efficiency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sight of Nazi air power - the bizarre eagle-headed aircraft that soared across the Dakota skies - served as reminder of both the technological capabilities we opposed and the thoroughly unnatural character of their war machine. These hybrid creatures of flesh and metal, capable of high-speed reconnaissance across vast territories, represented the kind of biotechnological horror that only absolute corruption could conceive and create.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The peaceful nature of our cross-country journey, unimpeded by checkpoints or serious security measures, revealed much about the limitations of Nazi control over the vast American interior. Whilst their grip upon major population centers remained absolute, the sheer scale of the continental United States made comprehensive surveillance impossible even for their sophisticated apparatus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Arrival in the Heart of Darkness ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in New York City - that great metropolis now transformed into a showcase of Nazi achievement - provided our first glimpse of how thoroughly they had reshaped American civilization. The conversion of all transport systems to steam power, whilst perhaps less efficient than the electrical systems they had made impossible, demonstrated their commitment to remaking the very foundations of technological society according to their twisted vision.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The bustling activity of the city streets, carrying on despite the fundamental alteration of its power systems, spoke to the resilience of the human spirit even under the most oppressive circumstances. Yet the very normality of daily life under such conditions served as sobering reminder of humanity&#039;s capacity to adapt to even the most unnatural circumstances when survival demands such accommodation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sight of the Chrysler Building - that former symbol of American ingenuity and ambition now reduced to a shattered ruin from which blackness seeped like some cosmic wound - provided our first direct encounter with the metaphysical consequences of Nazi experimentation. The dissolving reality I observed through my enhanced vision suggested damage to the very fabric of existence itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Revelations Through Enhanced Perception ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of my blacksight abilities to examine the ruined Chrysler Building revealed imagery both fascinating and deeply disturbing. The spectral presence of massive creatures - dinosaurs stalking through terrain that bore no relation to the modern urban landscape - suggested either temporal distortion or dimensional breach of unprecedented magnitude.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The dissolving nature of the blackness emanating from the ruin - matter returning to void rather than void intruding upon reality - indicated that this represented the aftermath of some catastrophic experiment rather than an ongoing supernatural invasion. Whatever the Nazis had attempted within that building had clearly exceeded even their considerable ability to control the forces they had unleashed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lingering presence of such cosmic damage in the heart of their greatest stronghold served as stark reminder that even Nazi technological supremacy operated within limits. Their willingness to conduct experiments capable of damaging reality itself, even within their own most important cities, demonstrated either breathtaking arrogance or desperate necessity - perhaps both.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Intelligence Gathered and Paths Forward ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The information extracted from Dr. Schultz, whilst incomplete due to the protective mechanisms built into his conditioned mind, provided valuable insight into several crucial aspects of Nazi research priorities. Their fear of the Trans-Uranians suggested entities whose power challenged even their considerable capabilities - potential allies if contact could be established, or cosmic threats requiring careful navigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation of their work on spatial manipulation - attempts to create weapons that could literally add space to the universe - indicated research into fundamental forces whose mastery could reshape reality itself. Such capabilities, in the hands of those utterly devoid of moral restraint, represented threats not merely to our mission but to the continued existence of ordered creation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The comprehensive nature of their control mechanisms - from the brain machinery that destroyed minds rather than permit betrayal to the sexual conditioning that turned personal weakness into instruments of compliance - demonstrated an understanding of human psychology so thorough and corrupt as to challenge traditional concepts of individual agency and moral responsibility.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Weight of Necessary Compromises ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our employment of Nazi uniforms and forged documentation, whilst tactically essential for survival in enemy territory, required constant vigilance against the psychological corruption such deception might engender. The ease with which we moved through their security systems spoke not merely to the quality of our disguises but to the human tendency to accept surface appearances when deeper investigation might prove inconvenient.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to abandon Dr. Schultz to his mechanically-induced madness and death, whilst strategically sound, highlighted the moral ambiguity inherent in warfare against enemies who have systematically destroyed the humanity of their own servants. At what point does mercy toward the individually innocent become complicity with the systematically evil?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that our success in gathering intelligence had come at the cost of a human life - even one already forfeit to Nazi conditioning - served as sobering reminder that victory over absolute evil might require accepting moral costs that would be unthinkable under normal circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Assessment and Future Preparations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our successful infiltration of Nazi territory and extraction of intelligence regarding their research priorities provided crucial foundation for the greater mission ahead. The identification of the Trans-Uranians as a force capable of challenging Nazi supremacy offered potential opportunities for alliance or at minimum strategic exploitation of enemy weaknesses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation of Nazi spatial manipulation research highlighted the urgency of our broader mission to prevent their completion of dimensional bridging technologies. The prospect of such weapons in the hands of those who had already demonstrated willingness to damage reality itself for tactical advantage demanded immediate and decisive action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The comprehensive nature of their psychological control systems - from mechanical implants to sexual conditioning - suggested that traditional approaches to turning enemy personnel might prove ineffective. Future operations would require accounting for the likelihood that even apparent defectors might be compromised by conditioning too sophisticated to detect through conventional means.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Approach to Greater Battles ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in New York City marked the transition from reconnaissance and intelligence gathering to active operations within the very heart of enemy power. The proximity to major Nazi research facilities and command structures offered opportunities for more significant intelligence coups whilst simultaneously increasing the risks of discovery and reprisal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The evidence of reality distortion within the city itself - the dissolving Chrysler Building and its temporal/dimensional anomalies - suggested that Nazi experimentation had already produced consequences beyond their ability to fully control. Such instabilities might provide tactical opportunities whilst simultaneously threatening cosmic-level complications.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that Lady Callas carried within her heart one of the key components needed for red shift bridge completion added layers of both urgency and vulnerability to our continued operations. The balance between aggressive intelligence gathering and protective discretion would require wisdom beyond mere tactical calculation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Observations on Enemy Capabilities and Limitations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Nazi eagle-aircraft observed during our cross-country journey demonstrated biotechnological capabilities that bordered on the supernatural, yet their limitation to relatively low-altitude reconnaissance suggested constraints upon even their advanced systems. Understanding these limitations might prove crucial for avoiding detection during future operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The steam-powered infrastructure of New York City, whilst effective for maintaining urban functionality, represented a significant reduction in technological capability compared to the electrical systems they had made impossible. This suggested that their reality-altering technologies came with significant costs even to their own operational effectiveness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The evidence of reality damage at the Chrysler Building indicated that even Nazi scientific capabilities operated within cosmic limits that could not be violated without consequence. Their willingness to risk such damage suggested either desperation or confidence in their ability to control forces beyond normal comprehension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Moral Landscape of Cosmic Warfare ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our journey from the remote wilderness of Canada to the urban heart of Nazi power has revealed the true scope of the evil we oppose - not merely political tyranny or military conquest, but systematic corruption of human nature itself combined with technological capabilities that threaten the very foundations of ordered reality.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The psychological conditioning systems employed by the Nazi regime - reducing even their most valued personnel to mere components in a vast machine of oppression - challenge traditional concepts of individual moral responsibility. How does one maintain compassion for victims who have been systematically transformed into willing instruments of evil?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The necessity of employing deception, abandoning the dying to their fate, and operating within enemy systems using their own methods of identification and movement highlights the moral complexity inherent in opposing absolute evil. Victory may require accepting compromises that would constitute moral failure under normal circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Through Darkness ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As this chapter of our chronicle draws toward its close, I am struck by the transformation our small company has undergone. We began as seekers of knowledge and consultation with mysterious scholars; we have become something far more focused and dangerous - agents of justice operating within the very bowels of tyranny itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence we have gathered regarding Trans-Uranians, spatial manipulation research, and comprehensive mind control systems provides crucial foundation for whatever confrontations await us in the weeks ahead. Yet the human cost of obtaining such knowledge - measured not merely in Dr. Schultz&#039;s destroyed life but in the moral compromises required of our own souls - serves as sobering reminder of the price demanded by cosmic warfare.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sight of the dissolving Chrysler Building, with its implications of reality damage extending far beyond immediate Nazi control, suggests that our mission encompasses stakes far greater than the liberation of a single alternate Earth. The forces unleashed by Nazi experimentation threaten the very foundations of ordered existence across multiple planes of reality.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Reflections on Justice and Necessity ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that we carry forged identification papers taken from dead Nazi soldiers, wear uniforms stripped from fallen enemies, and employ methods of deception and abandonment that would horrify our former selves serves as measure of how far we have traveled into moral territories where traditional ethical frameworks prove inadequate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet I am reminded that it is precisely in such extreme circumstances that true character is most clearly revealed. The choices we make when confronting absolute evil - the balance we strike between necessary pragmatism and essential humanity - will determine not merely the success of our mission but the worthiness of whatever victory we may achieve.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The innocent souls suffering beneath Nazi oppression - from the conditioned researchers whose minds are systematically destroyed to preserve state secrets, to the ordinary citizens adapting their daily lives to steam-powered infrastructure, to the children being indoctrinated in churches that have abandoned their sacred purpose for political compliance - all cry out for liberation that can only be achieved through methods that challenge every principle of civilized conduct.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In that great work of liberation, there can be no half-measures, no comfortable compromises, and no retreat into moral certainties that provide comfort but accomplish nothing. We go forward into whatever darkness awaits, bearing such light as we can kindle whilst fighting fire with fire, knowing that the ultimate judgment of our choices lies not in their immediate moral complexity but in the greater justice they serve.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The road ahead leads deeper into the heart of Nazi power, toward research facilities where reality itself is treated as raw material for cosmic experimentation, toward confrontations with forces whose nature challenges human understanding, toward choices that will define not merely the fate of Cataclysm Earth but the stability of existence across multiple dimensions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Providence grant us wisdom for the deceptions we must maintain, strength for the battles we must fight, and above all the moral clarity to remain worthy of the victory we seek. The game board may be cosmic in scope, but at its heart our struggle remains eternally simple - the triumph of light over darkness, creation over destruction, hope over despair.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have seen the enemy&#039;s greatest strengths and witnessed their critical limitations. We have paid the price in moral complexity to gain intelligence crucial for the battles ahead. Now we prepare to employ that knowledge in service of justice, freedom, and the preservation of reality itself against those who would remake it according to their twisted vision.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 5: The Van Rensselaer Building ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Chapter5.png|300px|thumb|right|Van Rensselaer Building]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By the sacred vows that bind me to the cause of righteousness, I chronicle herein events most extraordinary and troubling that befell our noble company during our investigation of Nazi intellectual strongholds within the corrupted heart of New York City. What began as reconnaissance of a mere office building evolved into direct confrontation with beings of otherworldly origin and powers that challenge the very foundations of mortal comprehension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both fascination and deep unease that I record these proceedings, for we have encountered creatures whose nature suggests influences extending far beyond the terrestrial realm, forces that may represent either cosmic allies or threats whose implications transcend our immediate mission against Nazi tyranny.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Van Rensselaer Building Investigation ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our morning began with contemplation of the intelligence gleaned from previous encounters, particularly the troubling revelations regarding the Trans-Uranians - those beings of ice and alien nature whose very existence struck terror into the hearts of even Nazi researchers. The coincidence of discovering a think tank facility at 474 Broadway, previously identified as connected to such research, demanded immediate investigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The building itself presented a study in understated menace - a narrow facade of red brick concealing deeper structures behind, its modest three-story frontage belying the true extent of the complex within. The absence of obvious markings or plaques suggested an establishment that preferred discretion over advertisement, always a sign of activities best conducted away from public scrutiny.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her telepathic abilities to survey the area immediately revealed the presence of minds most peculiar - beings whose thought patterns bore no resemblance to normal human cognition. The alien nature of these mental processes, combined with their proximity to our target facility, confirmed our suspicions regarding Trans-Uranian involvement in Nazi operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== First Encounter with Trans-Uranian Operatives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The appearance of two figures approaching the building provided our first direct observation of Trans-Uranian agents in their assumed human forms. The gentleman, clad in formal attire of homburg hat and three-piece suit beneath a topcoat, projected an air of old-world respectability that spoke to considerable skill in mimicking human social conventions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;His companion, a lady dressed in white summer frock adorned with pink embroidered stars and carrying a cylindrical handbag of fluorescent hue, presented a more peculiar sight. Her tiny black heeled shoes and tottering gait suggested either unfamiliarity with human locomotion or deliberate affectation designed to appear harmlessly feminine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s mental intrusion into the gentleman&#039;s consciousness revealed the truly alien nature of these beings. Their visual perception operated upon entirely different principles than human sight - observing heat patterns rather than reflected light, seeing metallic objects as transparent while wooden materials appeared black as pitch. Such fundamental differences in sensory experience suggested creatures evolved under cosmic conditions utterly foreign to terrestrial life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Magical Entry and Building Surveillance   ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The method by which these Trans-Uranian operatives gained entry to the building demonstrated capabilities that transcended normal technological limitations. The gentleman&#039;s preparation and release of some mystical force - whether spell, device, or inherent ability remained unclear - caused the secured doors to open without conventional key or mechanism.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This effortless penetration of what should have been protected Nazi facilities raised profound questions regarding the true nature of Trans-Uranian/Nazi cooperation. Were these beings allies operating with full authorization, or had they achieved such technological superiority that Nazi security measures proved ineffective against their infiltration capabilities?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Through Lady Kel&#039;s continued telepathic observation, we witnessed the interior of the facility through alien eyes that perceived reality in patterns of heat and energy rather than conventional visual imagery. The ordinary office workers appeared as orange and yellow thermal signatures, their mundane activities of filing and administrative duties creating a tapestry of human warmth against the cold backdrop of wooden furniture and fixtures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Crystal Scrying Incident and Trans-Uranian Response ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s attempt to establish crystal vision surveillance within the building provided dramatic demonstration of Trans-Uranian sensory capabilities. The instantaneous detection of her scrying presence by both alien operatives suggested either inherent mystical sensitivity or sophisticated technological detection systems far beyond normal human ability.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The female Trans-Uranian&#039;s immediate response - departing the building and pursuing our scrying crystal through the streets of Manhattan with superhuman speed and agility - revealed physical capabilities that bordered upon the supernatural. Her ability to maintain pace with automobile traffic whilst bounding over intervening vehicles demonstrated strength and reflexes far exceeding human limitations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The precise manner in which she punctured the metal fender with her manicured fingernails, causing the entire chassis to deform toward her grasp, spoke to either tremendous physical power or the ability to manipulate matter through unknown principles. Such feats suggested that Trans-Uranian physiology, whilst capable of maintaining human appearance, operated according to entirely different biological laws.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Intelligence Gathering Through Human Agents ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our subsequent surveillance and capture of the office administrator, one Agatha Gage, provided valuable insight into the mundane operations that concealed more sinister purposes within the Van Rensselaer facility. Her position as office manager for the area manager Mr. Abbott revealed a conventional hierarchical structure operating alongside the more exotic Trans-Uranian activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mystical compulsion employed to ensure her cooperation, whilst tactically necessary, continued the pattern of moral compromise that characterized our operations within Nazi territory. Yet the intelligence gleaned regarding the building&#039;s dual nature - ordinary business operations providing cover for research into detecting &amp;quot;unusual magical presences&amp;quot; - justified such methods through their contribution to our greater understanding.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The diagram obtained through Ms. Gage&#039;s contact with the occultist at the brownstone mansion revealed Nazi attempts to systematically identify and catalog supernatural phenomena. Such research, whilst appearing academic in nature, undoubtedly served larger purposes related to their reality manipulation programs and their complex relationship with Trans-Uranian forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Confrontation with Henry Abbott ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The interception and interrogation of Mr. Abbott, the facility director, provided our most direct encounter with the human agents managing Trans-Uranian research operations. His appearance - casual attire of t-shirt, jeans, and sandals - suggested either remarkable confidence in his security or deliberate cultivation of a harmless hippie persona to deflect suspicion from his true activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation of his cohabitation with an entity he described as &amp;quot;undead&amp;quot; but whose nature remained uncertain highlighted the supernatural elements permeating Nazi research programs. Whether this represented voluntary alliance with otherworldly forces or some form of mystical control or protection, his casual acceptance of such arrangements demonstrated the normalization of the abnormal within Nazi intellectual circles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Abbott&#039;s immediate resistance to Lady Kel&#039;s mental compulsion, followed by his swift and violent retaliation using forces of telekinetic magnitude, revealed capabilities far beyond those of ordinary researchers. The power he wielded - sufficient to hurl opponents against walls with devastating force whilst maintaining conscious control of such energies - suggested either extensive mystical training or enhancement through supernatural means.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Battle Within Confined Quarters ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The combat that ensued within our van presented tactical challenges of the most severe nature, compounded by the restricted space and proximity of allies to enemy. Abbott&#039;s employment of what appeared to be concentrated sunlight or stellar energy - directed specifically toward Master Tyndalos&#039;s distinctive features - suggested either racist motivation or specific knowledge of our companion&#039;s extra-planar nature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The effectiveness of this solar assault, inflicting not merely physical damage but systematic weakening of strength, endurance, and increasing the mystical costs of spell-casting, demonstrated sophisticated understanding of cosmic forces and their application to targeted biological effects. Such precision in supernatural warfare spoke to training or experience far beyond amateur dabbling in occult arts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master Tyndalos&#039;s employment of his tentacular appendages to restrain our adversary, whilst tactically sound, highlighted once again the necessity of employing methods that would horrify civilized society in service of our greater mission. That such restraint proved initially ineffective against Abbott&#039;s supernatural resistance only emphasized the extraordinary nature of the forces we confronted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Gradual Wearing Down of Resistance ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The extended nature of our combat with Abbott - requiring multiple coordinated assaults from our entire company to achieve subdual - provided sobering demonstration of the enhanced capabilities possessed by even mid-level Nazi research personnel. His ability to maintain conscious resistance against multiple forms of mystical and physical assault simultaneously suggested enhancement far beyond natural human limitations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Belladonna&#039;s repeated employment of her salamander gaze, whilst gradually effective in breaking down his mystical defenses, required persistence that would have proven fatal against a more numerous enemy force. The tactical lesson regarding the necessity of swift resolution in future encounters was written in the very difficulty we experienced in overcoming a single enhanced adversary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress Callas&#039;s eventual success in disrupting Abbott&#039;s protective enchantments through precision sword work demonstrated the value of conventional martial skill even against supernaturally enhanced opponents. Yet the time required to achieve such breakthroughs highlighted vulnerabilities in our tactical approach that demanded consideration for future operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Final Subdual and Petrification ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s ultimate success in imposing mental subjugation upon Abbott, achieved only after his mystical defenses had been systematically stripped away through coordinated assault, provided the crucial breakthrough necessary to resolve the encounter. The revelation that his resistance to mental compulsion stemmed from supernatural enhancement rather than mere strength of will emphasized the systematic nature of Nazi personnel modification programs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress Callas&#039;s decision to complete the subdual through petrification - transforming our captive into stone rather than risk his recovery and renewed resistance - demonstrated tactical pragmatism whilst raising profound questions regarding the ethics of such permanent incapacitation. Yet the alternative of maintaining constant vigilance over an adversary of such capabilities made this resolution both necessary and appropriate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery upon Abbott&#039;s person of keys fashioned from unusual metals - one crimson, another white and flaky in composition - suggested access to facilities or resources beyond the ordinary scope of think tank operations. These implements, clearly crafted from materials possessing properties unknown to conventional metallurgy, provided tangible evidence of the exotic nature of his true responsibilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Analysis of Trans-Uranian Capabilities and Intentions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The comprehensive intelligence gathered regarding Trans-Uranian visual perception, physical capabilities, and operational methods provided crucial insight into the nature of these otherworldly beings. Their ability to perceive reality through heat signatures rather than reflected light suggested evolution under stellar conditions radically different from terrestrial environments - perhaps the frozen outer reaches of the solar system referenced in their designation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Their casual penetration of Nazi security measures, combined with Abbott&#039;s apparent familiarity with their operations, suggested a relationship more complex than simple alliance or subjugation. Whether these beings served Nazi interests, pursued their own cosmic agenda through temporary cooperation, or operated according to motivations entirely beyond human comprehension remained tantalizingly unclear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The precision of their targeting - focusing specifically upon facilities engaged in detecting &amp;quot;unusual magical presences&amp;quot; - indicated either coordination with Nazi research programs or active opposition to such activities. Their willingness to operate openly within Nazi-controlled territory whilst maintaining human disguises suggested confidence born either of superior power or authorized presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Broader Implications of Mystical Research ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The diagram obtained through our investigation revealed Nazi attempts to systematically catalog and detect supernatural phenomena operating within their territory. Such research, whilst appearing defensive in nature, undoubtedly served offensive purposes related to their broader reality manipulation programs and dimensional bridging technologies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of conventional academic cover - think tank operations, astronomical research, and scholarly investigation - to conceal activities of cosmic significance demonstrated the sophisticated nature of Nazi operational security. The ability to conduct research into fundamental forces whilst maintaining the appearance of ordinary intellectual endeavor suggested planning and resources operating on scales difficult for normal minds to comprehend.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The connection between Trans-Uranian activities and Nazi detection efforts highlighted the multilayered nature of the supernatural conflicts operating beneath the surface of conventional military opposition. Our mission increasingly revealed itself as requiring navigation of cosmic politics whose full scope extended far beyond terrestrial concerns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Assessment and Tactical Lessons ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our successful penetration of Nazi intellectual facilities and capture of key personnel provided valuable intelligence whilst demonstrating both the capabilities and limitations of enhanced enemy agents. The extended combat required to subdue Abbott emphasized the necessity of overwhelming force application rather than prolonged engagement in future encounters with similarly enhanced opponents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ease with which Trans-Uranian operatives detected and responded to our mystical surveillance suggested that conventional scrying techniques would prove ineffective against beings of their sensory sophistication. Future intelligence gathering operations would require development of detection methods operating outside the electromagnetic and mystical spectrums they appeared capable of monitoring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual nature of Abbott&#039;s cohabitation with undead entities highlighted the normalization of supernatural elements within Nazi research circles. Traditional assumptions regarding human psychology and behavior patterns would require fundamental revision when dealing with personnel who had been systematically exposed to otherworldly influences.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Moral Complexity of Enhanced Warfare ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our employment of mental compulsion, physical restraint, and ultimate petrification against Abbott represented necessary escalation in response to his supernatural capabilities, yet such methods continued the pattern of moral compromise that characterized operations within Nazi territory. The transformation of a living being into stone, however tactically justified, crossed boundaries that would be unthinkable under normal circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic enhancement of Nazi personnel through supernatural means created adversaries who maintained human appearance whilst possessing capabilities that transcended normal ethical constraints regarding combat engagement. The question of how to maintain moral clarity whilst employing necessary force against such enhanced opponents demanded constant vigilance against our own potential corruption.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that even mid-level Nazi researchers possessed abilities sufficient to threaten our entire company emphasized the escalating nature of the supernatural arms race in which we had become engaged. Victory would require not merely tactical superiority but fundamental revision of our approach to combat against cosmically enhanced adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Undead Connection and Its Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Abbott&#039;s casual revelation regarding his undead cohabitation partner raised profound questions regarding the nature and extent of Nazi alliance with forces traditionally associated with death and spiritual corruption. Whether such arrangements represented voluntary cooperation, mystical compulsion, or symbiotic relationships operating according to principles beyond normal comprehension remained disturbingly unclear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The targeting of Master Tyndalos with solar energy attacks suggested either knowledge of his extra-planar nature or general hostility toward beings of otherworldly origin. This implied either extensive intelligence regarding our company&#039;s composition or systematic opposition to all non-terrestrial entities regardless of their allegiances or intentions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophistication of Abbott&#039;s mystical capabilities, far exceeding those typically associated with academic researchers, indicated either extensive training in supernatural arts or enhancement through otherworldly sources. The systematic nature of such enhancement across Nazi research programs suggested coordination operating at the highest levels of their command structure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Cosmic Warfare and Its Terrestrial Consequences ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our investigation of the Van Rensselaer facility provided sobering insight into the true scope of Nazi research programs - extending far beyond mere technological advancement into systematic exploration of cosmic forces whose mastery could reshape fundamental reality. The casual integration of Trans-Uranian capabilities, undead entities, and enhanced human agents within ordinary academic institutions demonstrated planning operating on temporal scales exceeding normal strategic horizons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that even routine intelligence operations now required confrontation with supernaturally enhanced opponents highlighted the escalating nature of the conflict in which we had become engaged. Traditional military concepts of overwhelming force, tactical surprise, and strategic deception would require fundamental revision to account for adversaries whose capabilities transcended conventional limitations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The successful capture of intelligence regarding Trans-Uranian operations, combined with the neutralization of Abbott and his facility, provided valuable tactical victories whilst emphasizing the vast scope of the supernatural infrastructure supporting Nazi reality manipulation programs. Each success revealed not the approaching end of our mission but its expanding complexity and cosmic implications.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Forward Through Deepening Shadows ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we departed the scene of our latest confrontation, leaving behind a petrified research director and intelligence of cosmic significance, I found myself contemplating the fundamental transformation our mission had undergone. What began as investigation of mysterious scholars and consultation regarding dimensional travel had evolved into direct engagement with forces whose nature challenged human comprehension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The keys recovered from Abbott&#039;s person, fashioned from metals unknown to terrestrial science, provided tangible proof that our path forward would lead to facilities and repositories of knowledge operating according to principles far removed from conventional understanding. The cosmic significance of such materials suggested access to technologies or alliances extending far beyond the terrestrial sphere.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered regarding Trans-Uranian visual perception, physical capabilities, and operational methods would prove crucial for future encounters with these otherworldly beings. Whether such knowledge would enable alliance, negotiation, or more effective opposition remained to be determined through future contact under circumstances hopefully more conducive to peaceful resolution.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Observations on Justice and Cosmic Responsibility ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The necessity of employing petrification against Abbott - transforming a living being into stone to prevent his continued resistance - highlighted the moral complexity inherent in opposing forces that had transcended normal human limitations through supernatural enhancement. Traditional ethical frameworks proved inadequate when confronting adversaries whose capabilities demanded responses that would constitute atrocities under normal circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual integration of otherworldly entities, enhanced human agents, and reality-altering technologies within Nazi research programs demonstrated planning and coordination operating on scales that challenged human comprehension. Our mission increasingly revealed itself as requiring navigation of cosmic politics whose full implications extended far beyond the liberation of a single alternate Earth.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The successful gathering of intelligence regarding Trans-Uranian operations, combined with the neutralization of a key facility director, provided tangible progress toward understanding the supernatural infrastructure supporting Nazi reality manipulation programs. Yet each victory revealed not approaching resolution but expanding awareness of the vast scope and cosmic implications of the forces we opposed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The path forward leads deeper into territories where terrestrial concerns merge with cosmic responsibilities, where traditional concepts of warfare prove inadequate to address threats operating according to otherworldly principles. We carry with us keys fashioned from alien metals, knowledge of beings whose visual perception transcends human limitations, and the sobering awareness that our enemies possess allies whose nature suggests influences extending throughout the cosmos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Providence grant us wisdom to employ the intelligence we have gathered in service of justice, strength to face whatever cosmic forces await our investigation of facilities accessible only through keys of otherworldly composition, and above all the moral clarity to remain worthy of victory in a conflict whose implications transcend the terrestrial sphere.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game board may be cosmic in scope, but our commitment remains eternally focused upon the triumph of light over darkness, creation over destruction, hope over despair. We have witnessed the enemy&#039;s otherworldly allies and documented their terrestrial capabilities. Now we prepare to employ that knowledge in service of justice, freedom, and the preservation of reality itself against those who would remake it according to their twisted vision with the assistance of beings whose motivations transcend human understanding.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 6: &amp;quot;Scouting&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Chapter6.png|300px|thumb|left|It wasnt us!]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By my sacred oaths and knightly honor, I record herein the extraordinary events that transpired during our investigation of the Mandrakite&#039;s servant and the mystical artifacts contained within his dwelling. What began as a methodical search for intelligence regarding Trans-Uranian activities evolved into discovery of ancient Egyptian relics, confrontation with otherworldly guardians, and ultimate pursuit by creatures summoned from the very depths of the abyss itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with solemn duty that I chronicle these proceedings, for they reveal the profound depths of supernatural corruption that permeates Nazi research programs, extending far beyond mere terrestrial concerns into alliances with beings whose nature challenges the fundamental boundaries between life and death, between this world and realms that should remain forever sealed from mortal interference.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Journey to Abbott&#039;s Dwelling and Strategic Preparations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Having successfully captured the research director Abbott in our previous encounter - though discovering him to be but a supernatural entity masquerading in human form - we possessed intelligence of his dwelling place toward the Bowery district of Manhattan. The revelation through Mr. Smith, Abbott&#039;s loyal assistant, that the residence lay in proximity to the intersection of Bleecker and Bowery Streets provided the geographic focus for our investigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The tactical challenges presented by Abbott&#039;s earlier revelation of cohabiting with an &amp;quot;undead&amp;quot; entity demanded careful preparation and reconnaissance. Lady Kel&#039;s employment of her telepathic gifts to survey the dwelling from our vehicular vantage point revealed a disturbing absence of detectable minds - suggesting either vacancy or the presence of entities whose mental activity operated beyond the spectrum of normal psychic perception.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to approach through careful investigation rather than direct assault demonstrated tactical wisdom born of our previous encounters with supernaturally enhanced Nazi agents. The presence of undead entities within the dwelling required preparations that transcended conventional combat doctrine, demanding consideration of forces that operated according to principles utterly foreign to the natural order.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Trapped Portal and Mystical Defenses ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our initial reconnaissance of the apartment building revealed defensive measures of both mundane and supernatural nature. The main entrance bore protections that Lady Belladonna&#039;s considerable expertise in trap detection immediately identified as formidable - a rank seven alarm enchantment designed to alert unknown parties to any unauthorized penetration of the premises.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to circumvent these defenses through examination of secondary access points led us to investigate the rear courtyard and the windows of Abbott&#039;s first-floor dwelling. The absence of mystical protections upon the window suggested either oversight on the part of the defender or deliberate channeling of intruders toward specific entry points for purposes unknown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet even this apparently undefended portal proved treacherous, as Lady Kel&#039;s employment of her mystical senses detected supernatural forces positioned to trigger upon entry. The employment of a controlled pigeon as our initial scout - a stratagem born of bitter experience with trapped locations - revealed the presence of mystical barriers that manifested as shimmering distortions visible only to non-human perception.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Discovery of Ancient Egyptian Artifacts ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Through Lady Kel&#039;s prescient employment of her future-sight abilities, we gained valuable intelligence regarding the contents of Abbott&#039;s dwelling before committing ourselves to full infiltration. The visions revealed a collection of artifacts whose nature and provenance suggested connections extending far beyond contemporary Nazi operations into the mystical traditions of ancient Egypt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The first item of significance - a delicate porcelain figurine of a shepherdess crafted in the distinctive Limoges style - appeared innocent enough, yet its presence within a dwelling otherwise devoted to supernatural research suggested purposes far removed from mere aesthetic appreciation. The apparent value of such a piece - sufficient to purchase entire city blocks - indicated either tremendous personal wealth or the object&#039;s significance extending beyond monetary consideration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The second artifact revealed through divination proved far more ominous - a rectangular bronze object that appeared to serve as an ashtray but whose mystical aura suggested far more sinister applications. The carbonized residue covering its surface spoke to repeated exposure to fire and sacrifice, while its concealed nature implied functions best hidden from casual observation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The third and most disturbing discovery comprised a complete mummified remains housed within its original sarcophagus - an artifact of genuine Egyptian provenance whose presence within a Manhattan apartment raised profound questions regarding the scope and ambition of Nazi archaeological programs. The casual positioning of such priceless relics within a research director&#039;s private dwelling suggested access to resources and repositories operating on scales that challenged comprehension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Bronze Guardian and Its Otherworldly Nature ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s visions also revealed the presence of a guardian entity whose nature defied conventional categorization - a humanoid figure standing five feet in height, composed entirely of bronze, bearing the head of some great bird of prey and wings reminiscent of locust or cicada. The entity&#039;s distinctive leather duster coat, fashioned apparently from the same bronze material as its form, reached to mid-calf length and bore the patina of age and mystical significance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The creature&#039;s hands terminated in massive talons rather than human fingers, while a great spur protruded from each thumb with obvious potential for devastating attacks. The backward-bending legs suggested anatomy evolved for purposes alien to terrestrial biology, while its method of locomotion - proceeding in straight lines through solid matter rather than conventional flight - indicated mastery of dimensional principles that transcended normal physical limitations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The entity&#039;s appearance timing - manifesting precisely as unauthorized personnel entered its protected domain - suggested either mystical summoning or activation of dormant guardianship protocols. The brief duration of Lady Kel&#039;s prescient visions provided insufficient time to determine whether this being represented friend or foe, ally or obstacle to our investigative mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Rapid Infiltration and Item Recovery ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with the knowledge that our presence would trigger the arrival of supernatural guardians within mere minutes, our company executed a swift and methodical recovery of the most significant artifacts before the protective entity could manifest. The employment of both window entry points and coordinated searching allowed efficient gathering of intelligence whilst minimizing exposure to whatever defensive measures the bronze guardian might employ.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shepherdess figurine, despite its delicate construction, proved readily discoverable amongst the extensive book collection that dominated Abbott&#039;s primary chamber. The quality of its craftsmanship and the distinctive signature upon its base suggested provenance from workshops whose products commanded prices exceeding the annual incomes of entire families - yet its presence within such circumstances implied significance extending far beyond monetary value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The concealed sacrificial dagger - for such proved the true nature of the bronze ashtray when subjected to alchemical analysis - required more intensive searching due to the carbonized material that obscured its actual form. The discovery that this innocuous-appearing object could transform into a flambeau-style blade of considerable length revealed the sophisticated nature of the concealment enchantments protecting Abbott&#039;s most sensitive materials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The recovery of the complete mummy and its sarcophagus presented logistical challenges that tested our tactical coordination under extreme time pressure. Yet the importance of securing such archaeological treasures - whose presence within Nazi research programs suggested connections to mystical traditions spanning millennia - justified the considerable effort required to transport these artifacts from their protected location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Arsonist&#039;s Departure and Guardian&#039;s Arrival ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Belladonna&#039;s employment of her salamander eye to set ablaze the remaining contents of Abbott&#039;s dwelling - ensuring the destruction of any intelligence materials we could not physically recover - demonstrated tactical wisdom whilst creating our own strategic complications. The spreading flames would undoubtedly draw municipal attention whilst simultaneously eliminating evidence of our unauthorized penetration of the premises.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our precipitous departure through the building&#039;s main entrance coincided precisely with the manifestation of the bronze guardian entity, whose method of arrival proved as unsettling as Lady Kel&#039;s visions had suggested. Rather than conventional approach through door or window, the creature proceeded directly through the building&#039;s brick wall, leaving behind a perfect silhouette of its winged form cut through solid masonry with precision that suggested mastery of dimensional manipulation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The guardian&#039;s immediate investigation of our controlled pigeon - resulting in the swift and violent destruction of our reconnaissance asset - provided grim demonstration of its protective capabilities whilst confirming the hostile nature of its guardianship protocols. The precise manner of the creature&#039;s retaliation suggested intelligence and purpose rather than mere animalistic aggression, indicating sophisticated programming or natural instincts honed through extensive experience with unauthorized intruders.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Withdrawal and Mystical Analysis ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our withdrawal to the Embassy Suites hotel in Berkeley Heights, New Jersey, provided both geographical distance from the scene of our activities and access to facilities suitable for detailed examination of our recovered artifacts. The employment of Lady Kel&#039;s intimidation capabilities - enhanced through mystical alteration of her appearance to suggest Nazi authority - secured accommodations of sufficient quality and privacy for our investigative requirements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic employment of Mistress Callas&#039;s divination abilities upon each recovered artifact revealed the true scope and significance of our intelligence gathering success. The shepherdess figurine bore enchantments related to &amp;quot;itemization&amp;quot; - a mystical discipline whose specific applications remained tantalizingly unclear but whose presence suggested functions extending far beyond decorative purposes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sacrificial dagger&#039;s true nature became apparent through combined alchemical and mystical analysis, revealing its employment in repeated ritual sacrifices whose carbonized residue bore mystical properties that resisted conventional destruction. The dagger&#039;s ability to absorb and redirect elemental aspects from its victims provided terrifying insight into the sophisticated nature of the mystical practices conducted within Abbott&#039;s dwelling.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ancient mummy, radiocarbon dating to approximately three millennia past, bore enchantments related to &amp;quot;withering&amp;quot; - a mystical discipline whose applications to warfare, assassination, or research remained disturbingly unclear. The casual presence of such priceless archaeological treasures within a contemporary research director&#039;s private collection suggested access to repositories and resources whose scope extended across continents and centuries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Interrogation of Abbott&#039;s True Nature ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The restoration of our petrified captive to living form - accomplished through Mistress Callas&#039;s counterspell whilst maintaining appropriate physical restraints - revealed the shocking truth regarding Abbott&#039;s actual nature and allegiances. Far from being the human research director we had assumed, our captive proved to be a supernatural entity serving as agent and body double for the true Abbott, whose whereabouts and activities remained tantalizingly unknown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The creature&#039;s true form - that of a &amp;quot;line&amp;quot; entity whose name translated approximately as &amp;quot;delineation&amp;quot; or &amp;quot;drawing&amp;quot; - provided disturbing insight into the sophisticated nature of Nazi identity deception programs. The employment of supernatural beings capable of maintaining human appearance whilst conducting sensitive research operations suggested planning and coordination operating on scales that transcended conventional intelligence capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation of the creature&#039;s ultimate allegiance - serving the Mandrakite, who in turn served the mysterious &amp;quot;Lord of Bells&amp;quot; - connected our investigation to cosmic forces whose nature and intentions remained frustratingly unclear. The casual manner in which this supernatural hierarchy was revealed suggested that such otherworldly alliances had become commonplace within Nazi research circles, normalized through systematic exposure to influences that should horrify any rational mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Warlock&#039;s Revealed Nature and Its Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s expertise in supernatural creature identification provided the crucial insight that our captive represented not merely a shape-changing entity but a warlock - a class of immortal being whose fundamental nature renders them immune to mystical binding and mental compulsion. This revelation explained the creature&#039;s ability to shed Lady Kel&#039;s earlier mental control whilst providing sobering assessment of the enhanced capabilities possessed by even apparently minor Nazi agents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The warlock&#039;s resistance to permanent subjugation - demonstrated through its swift recovery from mystical compulsion that should have lasted far longer - emphasized the futility of attempting conventional interrogation techniques against adversaries whose supernatural nature transcended normal psychological constraints. The creature&#039;s ability to maintain coherent resistance against multiple forms of mystical assault simultaneously spoke to training or enhancement far exceeding amateur dabbling in occult arts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gleaned during the brief period of successful mental compulsion - revelations regarding the Mandrakite&#039;s mobile cathedral fortress equipped with massive armaments and accompanied by demi-lich entities - provided terrifying insight into the military capabilities of the cosmic forces allied with Nazi research programs. Such revelations emphasized the vast scope of the supernatural infrastructure supporting enemy reality manipulation initiatives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Alchemical Resolution and Line Points Acquisition ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with a supernatural adversary whose nature rendered conventional imprisonment impossible and whose continued existence posed unacceptable security risks to our ongoing mission, Master Black Archibald employed his considerable alchemical expertise to achieve permanent resolution through essence extraction. The systematic dissolution of the warlock&#039;s fundamental existence - accomplished through precise application of alchemical principles whose mechanics remain beyond my understanding - provided both tactical resolution and valuable mystical resources.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The twenty-four line points gained through this alchemical destruction represented not mere material benefit but tangible proof of the cosmic significance of our adversaries. Such entities, possessed of immortal essence measurable through established mystical metrics, emphasized the supernatural enhancement programs that had become commonplace within Nazi research circles whilst providing resources potentially crucial for our own continued effectiveness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The creature&#039;s final moments - marked by pitiful screaming audible only to entities possessed of appropriate mystical sensitivity - provided sobering reminder of the moral complexity inherent in opposing forces that maintained recognizable consciousness despite their otherworldly nature. The necessity of employing such extreme measures against adversaries whose supernatural capabilities transcended normal ethical constraints continued the pattern of moral compromise that characterized operations within Nazi territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Discovery of Trans-Uranian Intelligence Assets ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The examination of mystical cigarettes recovered from the warlock&#039;s possessions revealed another layer of complexity within Nazi intelligence operations - the employment of &amp;quot;Patmos Letakia&amp;quot; tobacco whose properties suggested sophisticated understanding of consciousness alteration and information extraction. The intrigue-based enchantments upon these smoking materials provided disturbing insight into the mystical techniques employed for intelligence gathering and agent control.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The recovery of historical artifacts of tremendous significance - including the very pistol employed in the assassination of Archduke Franz Ferdinand, catalyst for the Great War itself - demonstrated the scope and ambition of Nazi collection programs extending across decades and continents. Such artifacts, possessed of historical resonance measurable through mystical principles, suggested access to repositories containing relics whose significance transcended mere monetary value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated forged identity documents discovered upon our captive&#039;s person revealed operational capabilities extending far beyond the resources typically available to academic research directors. The employment of high-quality photographic materials and blank documentation suggested support networks operating with resources and authority transcending normal bureaucratic limitations whilst providing evidence of the systematic nature of Nazi identity deception programs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Assessment of Sphinx Locations and Future Operations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with evidence that our activities had been detected and reported through supernatural channels beyond our ability to intercept or counter, strategic withdrawal from New York City became not merely advisable but essential for mission continuity. The sophisticated nature of Nazi intelligence networks - operating through mystical means that transcended conventional communications limitations - demanded immediate geographical displacement to avoid coordinated retaliation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The identification of various Sphinx monuments throughout American territory - including installations in Philadelphia, Memphis, Las Vegas, and New Orleans - provided multiple options for continued investigation of Trans-Uranian facilities and operations. The selection of Memphis, Tennessee, as our next operational objective balanced accessibility concerns with sufficient distance from our compromised New York activities whilst targeting installations whose significance suggested valuable intelligence opportunities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that Nazi reality manipulation programs operated through systematic exploitation of ancient monuments whose original purposes remained tantalizingly unclear emphasized the historical scope of the supernatural forces we opposed. The casual integration of artifacts spanning millennia - from ancient Egyptian relics to contemporary mystical equipment - demonstrated planning and coordination operating on temporal scales that transcended normal strategic horizons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Pursuit by Pit Locusts and Cosmic Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our departure from the New York metropolitan area via the Holland Tunnel provided the final and most dramatic demonstration of the supernatural forces arrayed against our mission. The manifestation of fifteen pit locusts - creatures of otherworldly origin whose appearance combined the most terrifying aspects of locusts, manticores, and scorpions - represented either coordinated summoning by Nazi mystical assets or the activation of standing defensive protocols whose scope extended far beyond conventional military capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The physical characteristics of these summoned entities - horse-sized bodies bearing human faces twisted into expressions of predatory hunger, massive locust wings spanning twenty feet, scorpion tails capable of delivering supernatural toxins, and claws designed for rending armor and flesh with equal facility - provided sobering assessment of the military capabilities accessible to enemy mystical operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The creatures&#039; method of target identification - operating through visual recognition of specific individuals rather than generic hostile detection - suggested sophisticated intelligence gathering and mystical programming that connected our previous activities to coordinated retaliation efforts. Their ability to maintain formation whilst conducting aerial search patterns demonstrated tactical coordination far exceeding normal animal behavior whilst emphasizing the strategic nature of their deployment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s telepathic analysis of the creatures&#039; mental activity revealed the single-minded nature of their programming - focused entirely upon locating and eliminating specific targets through visual identification protocols that transcended normal sensory limitations. Such dedicated focus, whilst tactically advantageous for their summoners, also suggested potential vulnerabilities that might be exploited through careful preparation and strategic misdirection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Mystical Detection of Danger and Cosmic Barriers ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The activation of danger-sensing abilities during our transit through the Holland Tunnel revealed the presence of additional supernatural threats operating beneath the Hudson River - entities whose nature remained unclear but whose predatory focus upon tunnel traffic suggested either opportunistic feeding or coordinated defensive positioning designed to monitor and potentially intercept unauthorized movement between New York and New Jersey territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s telepathic detection of ten sleepy but hungry minds - described as resembling wasps in their mental patterns - provided disturbing insight into the aquatic supernatural fauna that had colonized strategic transportation chokepoints. Whether these entities represented natural evolution, mystical summoning, or Trans-Uranian introduction of otherworldly species, their presence emphasized the comprehensive nature of supernatural influences permeating the infrastructure of Nazi-controlled territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The successful transit through these underwater hazards without direct confrontation demonstrated the wisdom of maintaining rapid movement through potentially hostile territory rather than investigating every supernatural presence encountered. Yet the knowledge that such entities maintained vigilant watch over crucial transportation arteries provided sobering assessment of the challenges facing any large-scale resistance operations against Nazi supernatural infrastructure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Analysis of Mystical Artifact Functions and Historical Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The detailed examination of the recovered sacrificial dagger revealed its sophisticated enchantments for absorbing and redirecting elemental aspects through ritual sacrifice - a capability whose applications to mystical warfare, research, or religious observance remained disturbingly unclear. The carbonized residue whose properties resisted conventional destruction suggested repeated employment in ceremonies whose significance transcended normal academic curiosity whilst connecting contemporary Nazi operations to mystical traditions spanning millennia.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The presence of genuine ancient Egyptian artifacts within Abbott&#039;s private collection emphasized the global scope of Nazi archaeological programs and their systematic exploitation of mystical traditions whose original purposes had been lost to conventional historical scholarship. The casual integration of priceless relics with contemporary mystical equipment suggested access to repositories and resources whose existence challenged fundamental assumptions regarding the preservation and accessibility of ancient knowledge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of sophisticated concealment enchantments - transforming lethal mystical implements into innocuous household objects - demonstrated operational security procedures whose sophistication matched the most advanced intelligence organizations whilst revealing the systematic nature of Nazi efforts to integrate supernatural capabilities with conventional administrative structures. Such integration suggested planning and coordination operating at the highest levels of their command hierarchy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Moral Complexity and Strategic Necessity ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our systematic destruction of evidence through arson, employment of lethal force against supernatural adversaries, and ultimate alchemical dissolution of a sentient being represented escalating moral compromises justified only through the cosmic scope of the forces we opposed. The necessity of employing methods that would constitute atrocities under normal circumstances emphasized the fundamental transformation that characterized warfare against adversaries enhanced through supernatural means.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that our enemies possessed allies whose nature transcended normal biological limitations - including undead entities, summoned pit locusts, and immortal warlocks capable of maintaining human appearance whilst conducting sensitive operations - demanded responses that challenged traditional ethical frameworks whilst remaining necessary for mission continuity and cosmic justice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered regarding the Mandrakite&#039;s mobile cathedral fortress, accompanied by demi-lich entities and equipped with massive mystical armaments, provided sobering assessment of the military capabilities possessed by the cosmic forces allied with Nazi reality manipulation programs. Such revelations emphasized that our mission increasingly required engagement with threats whose nature transcended terrestrial concerns whilst demanding resources and capabilities matching the otherworldly scope of our adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Forward Through Deepening Supernatural Complexity ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we departed the scene of our latest intelligence gathering success, leaving behind a destroyed safe house, recovered ancient artifacts whose significance remained tantalizingly unclear, and the knowledge that cosmic forces had marked us for targeted elimination, I found myself contemplating the fundamental transformation our mission continued to undergo. Each successful operation revealed not approaching resolution but expanding awareness of the vast scope and supernatural complexity of the forces arrayed against justice and cosmic order.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The pit locusts&#039; coordinated pursuit - representing either standing defensive protocols or rapid response summoning - emphasized that our activities had achieved sufficient significance to warrant attention from entities whose capabilities transcended normal military response. Whether such attention represented recognition of our effectiveness or identification as threats requiring elimination remained to be determined through future encounters under circumstances hopefully more favorable to successful resolution.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The artifacts recovered from Abbott&#039;s dwelling - ancient sacrificial implements, priceless archaeological treasures, and mystical equipment whose functions remained tantalizingly unclear - provided tangible evidence of the historical scope and cosmic ambition of Nazi supernatural research programs. The integration of relics spanning millennia with contemporary mystical technology suggested coordination and planning operating on temporal scales that challenged human comprehension whilst revealing access to repositories whose existence had remained hidden from conventional scholarship.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Implications of Enhanced Nazi Capabilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that even mid-level Nazi research directors possessed supernatural body doubles capable of maintaining extended deception whilst conducting sensitive operations emphasized the sophisticated nature of enemy security protocols and their systematic employment of otherworldly resources in support of terrestrial objectives. The casual integration of immortal warlocks, undead entities, and mystical guardians within ordinary administrative structures suggested enhancement programs whose scope and effectiveness transcended conventional intelligence capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of pit locusts as pursuit forces - creatures whose summoning required access to abyssal dimensions and whose coordination demonstrated sophisticated tactical programming - revealed military capabilities that transformed fundamental assumptions regarding Nazi defensive responses. The ability to deploy otherworldly entities in coordinated formations within hours of intelligence compromise suggested standing protocols and resources whose maintenance required logistical capabilities operating on cosmic scales.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic integration of ancient mystical traditions with contemporary technological capabilities - evidenced through the employment of Egyptian sacrificial implements, Trans-Uranian detection methods, and abyssal summoning techniques within coordinated intelligence operations - demonstrated planning and coordination whose scope extended across civilizations, dimensions, and historical epochs whilst revealing enemy access to knowledge repositories whose existence challenged fundamental assumptions regarding the preservation and application of ancient wisdom.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Observations on Cosmic Warfare and Terrestrial Justice ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our successful intelligence gathering operations - resulting in the recovery of priceless artifacts, elimination of supernatural adversaries, and acquisition of crucial knowledge regarding enemy capabilities and hierarchical structures - provided tangible progress toward understanding the cosmic scope of Nazi reality manipulation programs whilst emphasizing the vast complexity and otherworldly nature of the forces we opposed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of alchemical dissolution against the warlock agent, whilst morally complex, demonstrated both our capability to neutralize supernatural adversaries and our willingness to employ whatever methods proved necessary for mission success. The line points acquired through this process provided not mere material benefit but proof of our effectiveness against enemies whose immortal nature had previously rendered them effectively invulnerable to conventional opposition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that our activities had triggered coordinated retaliation from forces capable of summoning otherworldly entities for targeted elimination operations emphasized both the significance of our intelligence gathering success and the escalating nature of the supernatural conflict in which we had become engaged. Each victory revealed not approaching resolution but expanding awareness of the cosmic scope and otherworldly complexity of the forces arrayed against justice whilst demonstrating our continued effectiveness despite the escalating capabilities of our adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The path forward leads toward Memphis and investigation of Sphinx monuments whose significance to Trans-Uranian operations remained tantalizingly unclear, carrying with us ancient artifacts whose purposes transcended conventional understanding and knowledge of enemy capabilities whose scope extended throughout dimensions accessible only to beings possessed of cosmic authority. We proceed with wisdom gained through direct confrontation with otherworldly forces, strength proven through successful opposition to supernatural adversaries, and determination tempered through recognition of the vast scope and cosmic implications of the forces we oppose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Providence grant us continued effectiveness against enemies whose nature transcends terrestrial understanding, wisdom to employ the artifacts and knowledge we have recovered in service of justice and cosmic order, and above all the moral clarity to remain worthy of victory in a conflict whose resolution will determine not merely the fate of a single alternate Earth but the fundamental balance between creation and corruption throughout the cosmos itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game board may span dimensions and epochs, but our commitment remains eternally focused upon the triumph of light over darkness, order over chaos, justice over tyranny. We have documented the enemy&#039;s supernatural hierarchies and proven our capability against their otherworldly agents. Now we prepare to employ that knowledge and these recovered artifacts in continued service of cosmic justice, reality preservation, and the ultimate defeat of forces whose ambition extends to the systematic corruption of existence itself through alliance with entities whose nature should remain forever sealed from mortal comprehension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 7: The Road to Memphis ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Chapter7.png|300px|thumb|right|Pit Locust]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By my sacred oaths and the blessed Code of Chivalry that governs all righteous endeavors, I commit to these pages the extraordinary chronicle of our continued pursuit of the Nazi reality manipulation apparatus, wherein our company endured the perils of supernatural pursuit, mechanical catastrophe, and the discovery of an extensive Transuranian infiltration network operating within the very heart of America&#039;s commercial waterways.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both pride in our resourcefulness and sobering recognition of our enemies&#039; vast scope that I record these proceedings, for they reveal not merely the global reach of Nazi mystical operations, but their sophisticated employment of otherworldly allies whose presence permeates even the most mundane aspects of civilian life in territories far removed from traditional battlefields.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Pursuit by Pit Locusts and Strategic Evasion ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our departure from New York beneath the cover of night proceeded initially according to plan, the acquired electric conveyance bearing us westward through territories illuminated only by starlight and the occasional passing vehicle. Yet even as we congratulated ourselves upon successful extraction from hostile territory, the supernatural forces arrayed against our mission demonstrated once more their uncanny ability to track our movements through means that transcended conventional surveillance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her telepathic gifts soon revealed the presence of the pit locusts - those same otherworldly predators whose terrifying visage had haunted our previous encounters - pursuing our company with methodical precision across the darkened landscape. These monstrous entities, bearing the twisted fusion of locust wings, manticore faces, and scorpion tails, moved in coordinated formations that spoke to supernatural intelligence rather than mere bestial instinct.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The creatures&#039; method of target identification proved particularly disturbing, for they appeared to recognize specific individuals through visual confirmation rather than generic hostile detection. Such sophisticated programming suggested either extensive mystical preparation by our enemies or access to scrying capabilities that rendered our movements predictable despite our careful precautions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress Callas&#039;s employment of his divination crystal provided crucial tactical intelligence regarding the entities&#039; search patterns, revealing their systematic approach to territorial coverage whilst simultaneously warning us of the expanding scope of their hunt. The realization that these creatures operated according to deliberate strategy rather than opportunistic predation emphasized the coordinated nature of the supernatural forces deployed against our mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Vehicular Catastrophe and Mechanical Tribulations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our attempts at evasive maneuvering through the complex interchange systems of New Jersey&#039;s transportation infrastructure proved tragically inadequate to Lady Belladonna&#039;s enhanced velocity capabilities whilst maintaining appropriate vehicular control. The unfortunate convergence of elevated roadway engineering, reduced visibility conditions, and the pressing urgency of supernatural pursuit resulted in mechanical catastrophe that effectively terminated our employ of the acquired conveyance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The impact with supporting infrastructure beneath the overpass inflicted considerable damage upon both our transportation and Mistress Callas, whose head suffered grievous injury despite the protective benefits of his mystical armaments. The vehicle&#039;s axle fracture rendered further employment impossible, whilst the concussive trauma to our companion&#039;s skull produced debilitating effects that would plague his effectiveness for days thereafter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet even as we recovered from this mechanical misfortune, the pit locusts demonstrated their relentless nature by descending upon the crash site with investigative precision. Their ability to trace our path through terrestrial travel whilst maintaining aerial surveillance revealed the sophistication of their tactical coordination and the futility of attempting conventional evasion against supernatural adversaries possessed of otherworldly senses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Acquisition of Local Assets and Unexpected Diplomacy ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with the necessity of securing alternative transportation whilst avoiding further entanglement with our supernatural pursuers, our company resolved upon direct appropriation of suitable conveyance from passing civilian traffic. The employment of Mistress Callas&#039;s earth magic to create strategic obstacles, combined with Lady Belladonna&#039;s pyromantic illumination, successfully compelled the cessation of a promising pickup truck operated by a local gentleman of rustic demeanor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The vehicle&#039;s operator - subsequently identified as one Billy Bob through examination of his documentation - demonstrated the unfortunate American tendency toward immediate resort to firearms when confronted by unfamiliar circumstances. His attempts at aggressive resistance resulted in Lady Kel sustaining significant cranial trauma that produced lasting debilitation to her mystical and physical capabilities alike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet Providence favored our cause, for my own intervention with appropriate alchemical implements swiftly resolved the gentleman&#039;s aggressive tendencies whilst avoiding permanent harm to a civilian whose only transgression lay in defending his property against what he perceived as brigandage. Lady Kel&#039;s subsequent employment of her mental compulsion abilities transformed potential adversary into willing ally, whilst Mistress Callas&#039;s healing magic restored sufficient vitality to ensure his survival and continued service.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The gentleman&#039;s pickup truck - a substantial diesel-powered conveyance of considerable vintage but impressive durability - proved admirably suited to our requirements for both cargo capacity and extended travel capabilities. His intimate familiarity with American road systems and local customs provided invaluable assistance in navigating territories whose geography remained unfamiliar to our European sensibilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Journey to Memphis and Archaeological Mysteries ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our southward journey toward the Memphis Sphinx installation required the better part of fifteen hours&#039; continuous travel, during which our company maintained vigilant watch for further supernatural pursuit whilst Billy Bob demonstrated admirable dedication to his newfound service despite the rather abrupt nature of his recruitment. The diesel conveyance&#039;s mechanical reliability proved superior to the failed electric vehicle, whilst its conventional fuel requirements presented no impediment to sustained operation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Upon arrival in Memphis during the afternoon hours, our investigation into the alleged Sphinx monument&#039;s status revealed disturbing evidence of systematic Nazi archaeological appropriation masquerading as legitimate municipal maintenance. Local governmental records - obtained through Lady Kel&#039;s persuasive employment of her acquired Nazi credentials - documented the monument&#039;s removal five years prior following purported lightning damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet the work orders bore the signature of Dooley Brothers Demolitions, a New York-based operation whose involvement in Tennessee municipal projects defied logical explanation. The casual employment of out-of-state contractors for local demolition suggested either systemic corruption or deliberate misdirection designed to obscure the true nature of the removal operation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most significantly, the discovery that the supposedly granite monument had actually been constructed of sandstone and contained extensive internal machinery revealed the sophisticated nature of Nazi mystical infrastructure. The casual presence of complex mechanisms within what appeared to be mere decorative architecture emphasized the scope and historical depth of enemy operations extending far beyond contemporary research programs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Rest and Mystical Preparations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our establishment at local accommodations provided essential respite for Mistress Callas&#039;s recovery from his sustained injuries whilst allowing Lady Kel time to overcome her own cranial trauma through natural healing processes. The employment of our newly acquired funds - converted from the previous session&#039;s gemstone acquisitions - enabled procurement of suitable lodgings without resort to potentially compromising mystical compulsion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to visit Graceland proved fortuitous beyond mere tourist interest, for Mistress Callas&#039;s mystical sensitivity detected substantial emanations of spiritual restoration available through witnessing the musical performances conducted at that shrine to American cultural achievement. The establishment of a perception point within the grounds provided strategic fallback positioning whilst the mystical properties of the location offered potential sanctuary should future circumstances require supernatural recovery.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Billy Bob&#039;s continued dedication to our cause proved invaluable during this period of consolidation, his local knowledge facilitating both practical arrangements and cultural navigation within territories whose customs remained foreign to our sensibilities. His acceptance of our extended mission parameters demonstrated the effectiveness of Lady Kel&#039;s mental manipulation whilst avoiding the moral complexities inherent in permanent mental domination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Mississippi River Passage and Commercial Opportunities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our departure from Memphis via riverboat transport provided both strategic mobility toward New Orleans and unexpected opportunities for financial enhancement through employment of our combined capabilities in maritime gaming establishments. The selection of gambling vessel over conventional freight passage reflected both our need for discrete travel and recognition that prolonged journey time offered possibilities for intelligence gathering among affluent American civilians.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s telepathic gifts proved invaluable in securing tremendous financial success at the gaming tables, her ability to perceive opponent intentions whilst maintaining perfect discretion enabling unprecedented returns on our initial investments. My own modest contributions to the endeavor, guided by her supernatural intelligence, resulted in acquisition of approximately seventy-seven thousand dollars in untraceable American currency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress Callas&#039;s more conservative approach to the wagering tables, combined with his expertise in charm and social manipulation, secured additional funds whilst establishing social connections among the vessel&#039;s more affluent passengers. His particular success with certain elderly gentlemen of substantial means provided both monetary benefit and potential intelligence contacts should future operations require local assets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The conversion of previously acquired gemstones into local currency proved advantageous despite accepting reduced valuations, for the resulting funds enabled procurement of necessary equipment and supplies whilst maintaining operational security through employment of legitimate commercial transactions rather than potentially traceable mystical compulsion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Discovery of Transuranian Infiltration Networks ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our maritime journey&#039;s most significant development proved neither financial nor tactical, but rather the shocking revelation that Transuranian entities had achieved systematic infiltration of American civilian transportation infrastructure. Lady Kel&#039;s telepathic reconnaissance initially detected a single suspicious waiter whose mental patterns suggested otherworldly origin, yet further investigation revealed the presence of multiple such entities throughout the vessel&#039;s crew and passenger complement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophistication of their human disguises proved considerable, yet trained observation revealed subtle inconsistencies in dress sense and behavioral patterns that betrayed their alien nature. The discovery of no fewer than four confirmed Transuranian operatives - plus one additional entity whose identity remained tantalizingly elusive - demonstrated the scope of enemy infiltration extending far beyond military or governmental targets into the very fabric of commercial transportation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress Callas&#039;s employment of divination magic revealed that the detected entities possessed modified phantasm enchantments cast upon themselves, suggesting either sophisticated mystical capabilities or access to services provided by allied practitioners. The employment of such advanced illusion magic emphasized their commitment to maintaining deep cover operations within civilian populations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Transuranian operatives&#039; apparent lack of interest in our specific presence initially suggested coincidental encounter rather than targeted surveillance, yet their coordinated presence aboard a vessel selected seemingly at random raised disturbing questions regarding the scope of their infiltration network and their operational objectives within American territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Contemplation of Direct Action and Strategic Restraint ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her prescient abilities to examine potential outcomes of direct engagement with the discovered Transuranian operatives revealed the catastrophic nature of any aggressive action against these entities. Her visions consistently depicted scenarios wherein even successful capture or elimination of individual targets resulted in immediate coordinated retaliation by their companions, accompanied by summoning of additional otherworldly reinforcements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that tentacled entities lurked beneath the Mississippi&#039;s waters, apparently allied with the Transuranian operatives, emphasized the comprehensive nature of enemy supernatural infrastructure extending throughout American territory. The casual availability of such formidable reinforcement suggested systematic preparation and resource allocation operating on scales that challenged conventional strategic assessment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with clear evidence that direct confrontation would result in overwhelming enemy response whilst providing minimal intelligence benefit, our company resolved upon careful observation and strategic avoidance. The wisdom of this approach proved evident when subsequent events demonstrated the aliens&#039; casual disposal of human assets whose usefulness had expired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Mysterious Death and Departure ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery of the legitimate waiter&#039;s corpse during our final night aboard the vessel provided grim confirmation of Transuranian operational methods whilst raising disturbing questions regarding their treatment of civilian casualties. Mistress Callas&#039;s medical examination revealed that the man had been dead for approximately four days - corresponding precisely with the period of Transuranian impersonation - yet his remains showed signs of supernatural preservation that defied natural decomposition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of molecular rearrangement magic to maintain the corpse&#039;s condition suggested either tremendous concern for operational security or casual disregard for human life characteristics of entities whose nature transcended normal moral considerations. The Transuranians&#039; decision to abandon the body upon reaching New Orleans implied either mission completion or transition to alternative operational phases requiring different assets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in New Orleans coincided with the Transuranian operatives&#039; discrete departure from the vessel, their disappearance occurring during the confusion surrounding the corpse&#039;s discovery and subsequent law enforcement response. Their ability to vanish without trace despite intensive observation emphasized their sophisticated understanding of human administrative procedures and their capability to exploit civilian confusion for operational advantage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Assessment and Future Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered during our Mississippi River passage provided crucial insights into the scope and sophistication of Nazi-allied supernatural infiltration within American civilian infrastructure. The casual presence of multiple Transuranian operatives aboard a randomly selected commercial vessel suggested systematic deployment throughout transportation networks, commercial establishments, and potentially governmental institutions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The aliens&#039; employment of advanced illusion magic, their access to otherworldly reinforcement, and their demonstrated willingness to eliminate human assets when convenient emphasized the sophisticated nature of enemy intelligence operations extending far beyond traditional military or governmental targets. Their ability to maintain deep cover within civilian populations whilst conducting mysterious objectives suggested planning and coordination operating on temporal scales measured in years rather than months.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that even seemingly mundane activities such as commercial river transport provided opportunities for gathering crucial intelligence regarding enemy capabilities underscored the importance of maintaining vigilant observation during all aspects of our mission. The systematic nature of Transuranian infiltration implied that similar discoveries awaited investigation at each of our intended destinations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Observations on American Character and Commercial Opportunities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our extended interaction with American civilian populations provided valuable insights into the social and economic conditions prevailing within Nazi-controlled territory. The enthusiasm for gambling activities demonstrated both the population&#039;s acceptance of risk-taking behavior and their possession of disposable wealth sufficient to support extensive gaming operations despite technological regression.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Billy Bob&#039;s immediate resort to firearms when confronted by unfamiliar circumstances exemplified the American tendency toward violent resolution of perceived threats, whilst his subsequent dedication following mystical compulsion revealed the effectiveness of appropriate mental manipulation when applied with surgical precision rather than broad-spectrum domination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The riverboat&#039;s gambling establishments provided excellent opportunities for wealth acquisition through employment of supernatural advantages whilst maintaining complete operational security. The untraceable nature of gaming winnings, combined with their immediate utility for equipment procurement, suggested similar venues as valuable resources for funding future operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual acceptance of ostentatious displays of wealth within gaming circles provided ideal cover for our presence whilst the social dynamics surrounding gambling activities offered numerous opportunities for gathering intelligence from affluent civilian populations whose conversations revealed valuable insights into regional economic and political conditions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Forward and Tactical Considerations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our successful arrival in New Orleans with substantial financial resources, valuable intelligence regarding enemy infiltration networks, and undamaged operational capabilities positioned our company favorably for investigating the local Sphinx installation whilst maintaining appropriate caution regarding Transuranian surveillance activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The acquisition of American currency in sufficient quantities to secure appropriate equipment and transportation eliminated previous dependence upon potentially compromising mystical compulsion or gemstone conversion whilst providing operational flexibility essential for extended mission parameters in hostile territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that Transuranian operatives maintained systematic presence within civilian transportation networks necessitated enhanced vigilance during all future travel arrangements whilst suggesting opportunities for intelligence gathering through careful observation of their operational patterns and objectives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Billy Bob&#039;s continued service as both driver and local guide provided invaluable cultural navigation assistance whilst his unquestioning loyalty - maintained through Lady Kel&#039;s ongoing mental influence - offered strategic advantages requiring minimal resource investment compared to alternative asset acquisition methods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Divine Providence and Cosmic Justice ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our survival of supernatural pursuit, recovery from vehicular catastrophe, and successful navigation of extensively infiltrated territory demonstrated once more the righteous nature of our mission and the protection afforded to those who serve the cause of cosmic justice against forces whose very existence threatens the fundamental order of creation itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that enemy operations extended far beyond military installations into systematic infiltration of civilian populations emphasized the comprehensive nature of the threat we opposed whilst validating our continued efforts to document and disrupt their reality manipulation apparatus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The financial success achieved through employment of our supernatural gifts in service of mission objectives provided tangible evidence of Divine favor whilst demonstrating the practical benefits of coordination between warriors possessed of complementary abilities united in common cause.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered regarding Transuranian capabilities and operational methods, whilst sobering in its implications, provided crucial advantages for future encounters with these otherworldly adversaries whilst emphasizing the importance of strategic patience over impulsive action when facing supernatural foes of unknown capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Continued Quest and Sacred Obligations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we prepared to investigate the New Orleans Sphinx installation with hard-won knowledge of enemy infiltration methods and substantial resources for equipment procurement, I found myself reflecting upon the escalating scope of our opposition to forces whose reach extended throughout dimensions, centuries, and civilian populations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each successful operation revealed not approaching victory but expanding awareness of the vast conspiracy we opposed, yet also provided crucial capabilities and intelligence necessary for effective resistance against adversaries whose supernatural nature demanded responses transcending conventional military doctrine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The transformation of Billy Bob from potential adversary to dedicated ally demonstrated both the power of righteousness when applied with wisdom and the possibility for redemption even among those whose initial responses proved hostile to our sacred mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The riverboat passage had provided not merely transportation but education regarding the sophisticated nature of enemy infiltration, the commercial opportunities available within Nazi-controlled territory, and the importance of maintaining vigilant observation even during seemingly routine activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Observations on Supernatural Warfare and Terrestrial Commerce ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our company&#039;s growing expertise in employing supernatural capabilities for financial advantage whilst maintaining complete operational security suggested promising strategies for funding extended operations within enemy territory without resort to potentially compromising mystical compulsion or resource-depleting alchemical procedures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that Transuranian operatives maintained extensive presence within civilian commercial infrastructure provided both warning regarding enemy surveillance capabilities and opportunities for gathering intelligence through careful observation of their behavioral patterns and operational objectives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The successful integration of a compelled civilian asset into our operational structure demonstrated the effectiveness of Lady Kel&#039;s mental manipulation abilities when applied with appropriate restraint, avoiding the moral complexities of permanent domination whilst securing practical benefits essential for mission success.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in New Orleans with enhanced financial resources, valuable intelligence regarding enemy capabilities, and undamaged operational effectiveness positioned our company favorably for continued investigation of Nazi mystical installations whilst maintaining appropriate caution regarding the supernatural forces arrayed against our sacred mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The path forward leads toward investigation of the New Orleans Sphinx installation, armed with knowledge of enemy infiltration methods, substantial financial resources for equipment procurement, and the sobering awareness that our adversaries&#039; reach extends throughout the very fabric of American civilian life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Providence continue to guide our steps through territories where ancient monuments conceal gateways to alien realms, where civilian transportation harbors otherworldly infiltrators, and where the struggle between cosmic order and supernatural corruption plays out against the backdrop of humanity&#039;s daily commerce and casual interactions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We proceed with wisdom gained through direct observation of enemy capabilities, strength proven through successful extraction from impossible circumstances, and determination tempered by recognition of the vast scope of the forces we oppose in service of justice, reality preservation, and the ultimate triumph of light over the darkness that seeks to corrupt existence itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 8: New Orleans and the Jonesville Complex ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Chapter8.png|300px|thumb|left|Kel&#039;s pursuasion]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By the sacred bonds of chivalric duty and the solemn vows that bind my soul to the cause of righteous opposition against the forces of cosmic corruption, I hereby commit to these pages the chronicle of our perilous intelligence gathering operations within the enemy stronghold of New Orleans, wherein our company&#039;s attempts at infiltration and reconnaissance revealed both the sophisticated nature of Nazi security apparatus and the deadly consequences that await those whose covert endeavors are discovered by adversaries possessed of otherworldly allies and mystical surveillance capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with heavy heart that I record these events, for they demonstrate not only the courage required for espionage work behind enemy lines but also the cruel fate that befalls those who serve our cause when their identities are compromised by entities whose methods of extracting intelligence transcend the boundaries of natural interrogation and venture into realms of occult horror that chill the very soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Approach to Jonesville and Initial Reconnaissance ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Having arrived in the fair city of New Orleans with our company&#039;s operational capabilities intact and our financial resources substantially enhanced through the providential gaming success aboard the Mississippi riverboat, we proceeded with deliberate haste toward the district of Jonesville, where our intelligence indicated the presence of a Nazi operational complex worthy of investigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The target installation presented itself as a dual-purpose facility - both residential accommodations and commercial enterprises housed within a single architectural structure, its design suggesting the systematic integration of enemy personnel into civilian infrastructure according to patterns we had observed throughout our mission. The casual blending of military operations with commercial activity demonstrated the sophisticated nature of Nazi infiltration methods within occupied American territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our initial surveillance revealed the presence of numerous enemy officers maintaining temporary residence at a nearby hotel establishment, their displacement from the main complex attributed to capacity limitations rather than security concerns. Such overcrowding suggested either recent expansion of operations or the arrival of personnel for specific mission parameters requiring concentrated presence at this particular location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery of a tavern establishment positioned strategically across the thoroughfare from the target complex provided ideal observation opportunities whilst the frequent patronage of this establishment by personnel from the facility offered promising possibilities for intelligence acquisition through direct interaction with enemy assets under circumstances conducive to casual conversation and social manipulation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Employment of Seduction and Mental Compulsion ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her considerable personal charms, combined with her supernatural gifts of mental influence, proved admirably suited to the delicate work of intelligence acquisition through romantic entanglement with enemy personnel. Her positioning within the tavern&#039;s social environment allowed for systematic observation of Nazi operational patterns whilst providing natural opportunities for engagement with officers whose consumption of alcoholic beverages rendered them more susceptible to both conventional seduction and mystical compulsion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The selection of a Major as her primary target demonstrated sound tactical judgment, for officers of such rank possessed access to intelligence regarding operational details whilst maintaining sufficient independence to absent themselves from their assigned duties without immediate supervisory oversight. The gentleman&#039;s evident appreciation for Lady Kel&#039;s considerable attractions provided the foundation for manipulation that would yield tremendous strategic benefits.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Her successful enticement of the Major to accompany her to more private accommodations within the hotel established the controlled environment necessary for employment of her most potent mental compulsion abilities. The hypnotic subjugation of enemy personnel through mystical means avoided the moral complexities of seduction-based manipulation whilst ensuring complete cooperation with our intelligence gathering requirements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The transformation of a hostile Nazi officer into a willing source of classified intelligence represented a triumph of supernatural capability over conventional security protocols, demonstrating once more the advantages possessed by those who serve righteous causes through employment of gifts that transcend the limitations of mundane espionage techniques.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Intelligence Extraction and Strategic Revelations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Major&#039;s comprehensive briefing under Lady Kel&#039;s mental domination revealed the existence of multiple Nazi research initiatives operating throughout the American territories, their scope and coordination suggesting systematic exploitation of occupied resources for projects whose ultimate objectives remained shrouded in mystical obscurity yet clearly posed threats to the fundamental stability of reality itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Of particular significance proved the revelation regarding gravity manipulation experiments conducted at research facilities associated with McChord airbase, their proximity to major population centers emphasizing the Nazi leadership&#039;s callous disregard for civilian casualties should their reality manipulation apparatus produce uncontrolled effects extending beyond their intended operational parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The existence of a separate Vril-affiliated research establishment operating within Washington territory confirmed our growing suspicions regarding the systematic distribution of mystical research facilities throughout Nazi-controlled regions, their geographical separation presumably intended to prevent single operational failures from compromising entire programs whilst enabling specialized focus on particular aspects of their overall reality manipulation objectives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most crucially for our immediate operational requirements, the Major revealed that access to the complex&#039;s leadership might be achieved through the manipulation of a personal assistant - a young gentleman whose residential proximity to decision-making authority provided promising opportunities for intelligence acquisition should our company succeed in securing his cooperation through appropriate persuasive methods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that this assistant maintained quarters within the facility itself presented both opportunities and challenges, for while his accessibility remained limited by the complex&#039;s security protocols, his intimate knowledge of operational details and leadership routines offered possibilities for intelligence gathering that far exceeded the value obtainable through continued manipulation of transient hotel residents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Infiltration Attempt and Supernatural Detection ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our nighttime return to the target facility, guided by our mentally dominated Major asset, provided access to the residential floors through employment of the building&#039;s elevator systems without triggering conventional security alerts. The Major&#039;s legitimate presence and recognized authority enabled our passage through areas that would otherwise have required extensive bypassing of mechanical and personnel-based security measures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet even as we congratulated ourselves upon successful penetration of enemy territory, Lady Kel&#039;s mental detection capabilities revealed the presence of multiple consciousness signatures concentrated in the central areas near the elevator access points. The nature of these entities - their mental patterns suggesting origins transcending normal human psychology - indicated sophisticated supernatural defensive measures rather than conventional security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The strategic positioning of these otherworldly guardians demonstrated the Nazi leadership&#039;s understanding that mystical threats required supernatural countermeasures, their casual employment of non-human entities as security assets revealing both their access to otherworldly allies and their willingness to compromise territorial sovereignty through introduction of alien influences into American civilian infrastructure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our approach to the assistant&#039;s residential quarters proceeded with appropriate caution, the Major&#039;s authoritative summons providing legitimate cover for our presence whilst his recognized voice eliminated suspicions that might have been aroused by unfamiliar personnel attempting contact during evening hours when normal administrative activities would not typically occur.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Discovery of Compromise and Strategic Withdrawal ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The assistant&#039;s failure to respond to repeated summons, combined with Lady Kel&#039;s employment of extrasensory perception to examine his status within his quarters, revealed the unfortunate reality that our approach had been detected and evaluated by the target individual despite our employment of legitimate cover through the Major&#039;s authority and recognized presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that the assistant remained conscious and hyper-alert immediately beyond his door, clearly monitoring our conversation and analyzing our operational methods, demonstrated the sophisticated training provided to Nazi personnel regarding recognition and response to infiltration attempts. His decision to maintain concealment rather than summon immediate assistance suggested either standing orders regarding intelligence gathering from potential threats or personal evaluation of our capabilities relative to available countermeasures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with clear evidence that our cover had been compromised and our intelligence gathering methods recognized, our company faced the tactical choice between immediate aggressive action to secure the assistant&#039;s cooperation through mystical compulsion and strategic withdrawal to avoid alerting the complex&#039;s broader security apparatus to our presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The wisdom of choosing discretion over valor proved evident when the assistant&#039;s subsequent observation through his window revealed his attempts to identify our personnel despite the darkness and our careful positioning. His systematic evaluation of our company&#039;s composition emphasized the professional nature of Nazi intelligence training and the sophistication of their personnel assessment capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Night of Contemplation and Strategic Assessment ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our withdrawal from the compromised facility necessitated establishing temporary positions removed from immediate surveillance whilst evaluating the implications of our failed infiltration attempt for future operations within the New Orleans territory. The overnight period provided essential time for consideration of tactical alternatives whilst allowing enemy personnel opportunity to respond to our approach according to their established protocols.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to maintain distance from the target facility during these crucial hours reflected sound strategic judgment, for our continued presence in proximity to the complex would have provided opportunities for enemy surveillance to gather intelligence regarding our operational methods, equipment, and personnel composition that could compromise not merely our immediate mission but our broader strategic objectives throughout Nazi-controlled territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of this respite period for analysis of intelligence gathered through the Major&#039;s briefing revealed the comprehensive scope of enemy operations whilst emphasizing the sophisticated nature of their security protocols and their systematic preparation for infiltration attempts by adversaries possessed of supernatural capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her prescient abilities during this period of contemplation provided disturbing insights into potential consequences of various tactical approaches, her visions consistently indicating that aggressive action against the compromised facility would result in coordinated response by otherworldly defenders whose capabilities exceeded our current operational parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Morning Revelation and Evidence of Brutal Retaliation ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dawn&#039;s arrival brought with it the sobering confirmation that our tactical assessment regarding operational compromise had proven accurate, the complex&#039;s systematic deployment of personnel throughout the surrounding territory demonstrating the sophisticated nature of Nazi security response to perceived infiltration threats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s alteration of our physical appearances through employment of appropriate mystical techniques provided essential operational security whilst our reconnaissance drive past the facility revealed the full scope of enemy countermeasures activated in response to our previous night&#039;s activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery of Nazi personnel conducting systematic interrogations throughout the local civilian population emphasized both their determination to identify potential threats and their callous disregard for the inconvenience and fear such operations inflicted upon innocent residents whose only transgression lay in maintaining residence within proximity to enemy installations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet even these disturbing revelations paled before the horrific discovery that awaited our investigation into the fate of our Major asset, whose utility to our cause had expired with the compromise of his controlled status and whose subsequent treatment by his former comrades revealed the true nature of Nazi methods when dealing with personnel whose loyalty had been compromised.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Occult Murder and Mystical Interrogation ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Major&#039;s corpse, discovered through our careful investigation, bore evidence of ritual murder employing mystical techniques whose sophistication and cruelty exceeded even our darkest expectations regarding enemy capabilities. The strange occult markings drawn across his eyes revealed the employment of necromantic procedures designed not merely to eliminate a compromised asset but to extract intelligence from his recent visual experiences.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The realization that Nazi personnel possessed access to mystical techniques enabling post-mortem extraction of sensory memories emphasized the comprehensive nature of their supernatural capabilities whilst providing grim confirmation that no information gathered through conventional interrogation methods remained secure following an operative&#039;s capture or elimination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ritual nature of the markings suggested either the presence of trained occultists within the local command structure or access to mystical services provided by allied practitioners whose expertise in death magic exceeded the capabilities of conventional military personnel. Such sophisticated supernatural support indicated systematic integration of occult resources throughout Nazi operational hierarchies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most disturbing proved the implication that our own appearances and operational methods had been successfully extracted from the Major&#039;s visual memories, rendering our continued presence within the New Orleans territory strategically untenable regardless of our employment of physical disguises or alternative approaches to target penetration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Enemy&#039;s Supernatural Intelligence Capabilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated nature of the ritual performed upon the Major&#039;s remains revealed that Nazi intelligence operations extended far beyond conventional interrogation techniques into realms of mystical investigation that rendered traditional operational security measures inadequate against adversaries possessed of supernatural resources.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The precision of the occult markings suggested the employment of established procedures rather than experimental techniques, indicating that post-mortem intelligence extraction represented a standard capability rather than exceptional measures reserved for circumstances of particular significance. Such casual employment of necromantic interrogation emphasized the routine nature of supernatural methods within Nazi operational doctrine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that our enemies possessed the ability to examine recent visual experiences of deceased personnel provided sobering insights into their intelligence gathering capabilities whilst emphasizing the futility of conventional counter-surveillance techniques when facing adversaries whose methods transcended the limitations of natural investigative procedures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The realization that every visual contact with enemy personnel potentially provided intelligence regarding our appearances, equipment, and operational methods forced fundamental reconsideration of our approach to covert operations within territories where necromantic interrogation represented standard security protocols.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Withdrawal and Tactical Reassessment ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with clear evidence that our operational security had been comprehensively compromised through supernatural intelligence gathering methods, our company resolved upon immediate withdrawal from the New Orleans territory before enemy countermeasures could be brought to bear against our specific identities and capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to abandon further investigation of the local Nazi installations reflected sound strategic judgment regarding the balance between intelligence gathering objectives and operational survival requirements when facing adversaries whose supernatural capabilities exceeded our current countermeasure preparations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our systematic withdrawal proceeded according to established protocols for extraction from compromised territories, Lady Kel&#039;s continued employment of appearance-altering magic providing essential concealment whilst our careful avoidance of enemy surveillance positions minimized opportunities for additional intelligence gathering regarding our operational methods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The acquisition of valuable intelligence regarding Nazi capabilities, operational scope, and security protocols provided strategic benefits that partially offset the disappointment of failing to secure more comprehensive access to enemy installations and personnel within the New Orleans territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Intelligence Assessment and Strategic Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered through our reconnaissance operations revealed several crucial insights regarding Nazi operational methods and supernatural capabilities that would prove invaluable for future mission planning despite the unfortunate compromise of our immediate objectives within the New Orleans territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that gravity manipulation experiments operated from facilities associated with McChord airbase provided strategic intelligence regarding enemy research priorities whilst the existence of separate Vril-affiliated installations emphasized the systematic distribution of mystical research capabilities throughout Nazi-controlled territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated integration of supernatural defensive measures within civilian infrastructure demonstrated the comprehensive nature of enemy security protocols whilst their casual employment of otherworldly entities as guardians revealed both their access to non-human allies and their willingness to compromise American territorial sovereignty through introduction of alien influences.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most significantly, the revelation that post-mortem intelligence extraction represented standard Nazi capability rather than exceptional procedure necessitated fundamental revision of our operational security protocols for future covert activities within enemy-controlled territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Cruel Reality of Supernatural Warfare ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Major&#039;s fate served as grim reminder that those who serve our cause, whether through voluntary dedication or mystical compulsion, face consequences extending far beyond conventional military hazards when their service is discovered by adversaries possessed of supernatural interrogation capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ritual murder demonstrated that Nazi operational doctrine included systematic employment of necromantic techniques not merely for intelligence gathering but as psychological warfare against potential infiltrators whose discovery of such methods would inevitably compromise their operational effectiveness through recognition of the horrible fates awaiting captured assets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated nature of the occult procedures employed emphasized that our enemies possessed access to mystical expertise operating on levels that challenged our current understanding of supernatural capabilities whilst their casual employment of such techniques revealed the routine integration of occult methods throughout their operational hierarchies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The realization that even death provided no protection against enemy intelligence gathering capabilities forced sobering recognition that operational security measures designed for conventional warfare proved inadequate when facing adversaries whose methods transcended the boundaries of natural investigation and ventured into realms of supernatural interrogation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Intelligence Work and Moral Complexity ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our employment of mental compulsion against the Major, whilst achieving significant intelligence gathering objectives, ultimately contributed to his horrible fate through the compromise of his controlled status and subsequent discovery by his former comrades. The moral complexity of employing mystical manipulation against enemy personnel became painfully evident when such operations resulted in consequences exceeding conventional military hazards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet the alternative of allowing Nazi operations to proceed without intelligence gathering would have permitted continued development of reality manipulation apparatus whose successful completion posed threats to cosmic stability far exceeding the tragic fate of individual assets caught between opposing supernatural forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Major&#039;s sacrifice - albeit involuntary and obtained through mystical compulsion - provided crucial intelligence regarding enemy capabilities whilst his horrible death emphasized the dedication required from all who oppose forces whose very existence threatens the fundamental order of creation itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The responsibility for his fate rests not upon our company&#039;s employment of necessary intelligence gathering methods but upon the Nazi leadership whose casual resort to necromantic murder revealed the true nature of the corruption we oppose and the cosmic justice we serve through our continued opposition to their reality manipulation objectives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Broader Strategic Picture and Continuing Mission ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered during our New Orleans operations, despite their ultimate compromise, provided valuable insights into the scope and sophistication of Nazi supernatural capabilities whilst confirming our previous assessments regarding the systematic nature of their reality manipulation research throughout occupied American territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery of multiple research installations operating according to coordinated parameters suggested central planning and resource allocation operating on scales that challenged conventional strategic assessment whilst their geographical distribution emphasized the comprehensive nature of enemy infiltration within civilian infrastructure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated integration of supernatural defensive measures, otherworldly allies, and necromantic intelligence techniques revealed that our adversaries possessed capabilities extending far beyond conventional military operations into realms of mystical warfare that demanded corresponding evolution of our own operational methods and strategic planning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our withdrawal from the New Orleans territory, whilst representing tactical disappointment, preserved our operational capabilities for future missions whilst providing crucial education regarding enemy security protocols and supernatural countermeasures that would prove invaluable for planning more sophisticated approaches to intelligence gathering within Nazi-controlled regions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Forward and Lessons Learned ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The New Orleans operations emphasized the necessity of developing enhanced operational security measures specifically designed to counter supernatural intelligence gathering techniques, particularly the horrific reality of post-mortem memory extraction that rendered traditional asset protection protocols inadequate when facing enemies possessed of necromantic capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated nature of enemy security responses demonstrated that future infiltration attempts would require either overwhelming supernatural advantages or fundamentally different approaches to intelligence gathering that avoided direct contact with personnel whose subsequent compromise could result in catastrophic revelation of operational methods and capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s successful employment of her prescient abilities to guide tactical decision-making proved invaluable in avoiding direct confrontation with supernatural defenders whose capabilities exceeded our current operational parameters, whilst her continued development of appearance-alteration magic provided essential concealment capabilities for operations within compromised territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence regarding gravity manipulation experiments and Vril-affiliated research installations provided strategic targets for future operations whilst the confirmation of systematic Nazi supernatural capabilities throughout occupied territories emphasized the cosmic scope of the threat we opposed and the corresponding magnitude of our sacred mission to preserve reality itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Observations on Civilian Populations and Enemy Integration ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic questioning of local civilian populations in response to our infiltration attempt revealed both the comprehensive nature of Nazi control mechanisms and the unfortunate reality that innocent residents of occupied territories faced constant surveillance and potential interrogation regardless of their personal involvement in resistance activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual integration of military installations within civilian infrastructure demonstrated the sophisticated nature of enemy occupation methods whilst their employment of commercial establishments as operational cover emphasized the challenges faced by resistance movements attempting to distinguish legitimate targets from civilian facilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that supernatural entities served as security assets within seemingly normal residential complexes provided disturbing evidence of the extent to which otherworldly influences had been integrated into American civilian life under Nazi occupation, their presence representing not merely military threat but fundamental corruption of territorial sovereignty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The professional competence displayed by Nazi personnel in recognizing and responding to infiltration attempts suggested extensive training and preparation for resistance activities whilst their systematic approach to intelligence gathering emphasized the sophisticated nature of their operational doctrine and security protocols.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Continuing Quest and Sacred Obligations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As our company withdrew from the compromised New Orleans territory with valuable intelligence regarding enemy capabilities despite the tactical disappointment of failing to secure more comprehensive access to their installations, I found myself reflecting upon the escalating sophistication of the supernatural forces arrayed against our sacred mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each operational engagement revealed not merely the tactical challenges of conducting covert activities within enemy-controlled territory but the fundamental reality that we opposed adversaries whose capabilities transcended conventional military doctrine and ventured into realms of mystical warfare that demanded corresponding evolution of our own strategic approaches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Major&#039;s horrible fate served as grim reminder of the stakes involved in our cosmic struggle whilst emphasizing the responsibility we bore for those whose service - voluntary or compelled - contributed to our intelligence gathering objectives and the preservation of reality itself against forces whose very existence threatened the fundamental order of creation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered regarding Nazi research installations provided strategic guidance for future operations whilst the sobering revelation of their supernatural security capabilities necessitated development of enhanced operational security measures and tactical approaches specifically designed for warfare against adversaries possessed of otherworldly allies and necromantic interrogation techniques.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Reflections on Covert Operations and Mystical Warfare ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The New Orleans reconnaissance demonstrated both the possibilities and perils inherent in intelligence gathering operations against adversaries whose supernatural capabilities exceeded conventional security measures whilst their casual employment of otherworldly entities as defensive assets revealed the comprehensive nature of their mystical infrastructure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated integration of occult techniques within Nazi operational doctrine emphasized that future engagements would require not merely tactical adaptations but fundamental reconsideration of strategic approaches specifically designed for warfare against enemies whose methods transcended the boundaries of natural combat and ventured into realms of supernatural confrontation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s continued development of her mental manipulation and prescient abilities proved invaluable for both intelligence acquisition and tactical guidance, whilst her growing expertise in appearance alteration provided essential concealment capabilities for operations within territories where supernatural surveillance represented standard security protocols.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The tragic fate of our Major asset provided sobering education regarding the consequences of operational compromise when facing adversaries possessed of necromantic interrogation capabilities, whilst the intelligence extracted through his sacrifice contributed to our broader understanding of enemy research priorities and strategic objectives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Sacred Mission Continues ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Despite the tactical setbacks encountered during our New Orleans operations, the intelligence gathered regarding Nazi supernatural capabilities and research installations provided valuable strategic guidance for future missions whilst our successful withdrawal preserved operational capabilities essential for continued opposition to their reality manipulation apparatus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery of gravity manipulation experiments and Vril-affiliated research facilities confirmed the systematic nature of enemy mystical research whilst emphasizing the cosmic scope of the threat we opposed and the corresponding magnitude of our sacred obligation to preserve reality itself against forces whose very existence threatened the fundamental order of creation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our company&#039;s growing expertise in employing supernatural capabilities for intelligence gathering whilst maintaining operational security against necromantic interrogation techniques positioned us favorably for future covert operations despite the sobering revelations regarding enemy security protocols and supernatural countermeasures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The path forward leads toward continued investigation of Nazi mystical installations throughout occupied American territories, armed with enhanced understanding of enemy capabilities whilst maintaining vigilant awareness that each operational engagement potentially provided intelligence to adversaries whose methods of extraction transcended the boundaries of natural interrogation and ventured into realms of occult horror.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Providence continue to guide our steps through territories where civilian infrastructure conceals supernatural guardians, where captured assets face fates exceeding conventional military hazards, and where the struggle between cosmic order and reality corruption plays out against the backdrop of mystical warfare whose stakes encompass the fundamental stability of existence itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We proceed with wisdom gained through direct observation of enemy supernatural capabilities, strength proven through successful extraction from compromised operations, and determination tempered by recognition of the horrible consequences awaiting those whose service to our cause is discovered by adversaries possessed of necromantic interrogation techniques and otherworldly allies united in opposition to the preservation of reality itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 9: The Federal Penitentiary ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Chapter9.png|300px|thumb|right|Tortured mutants]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By my sacred honour and the blessed Code of Chivalry that governs all righteous endeavours, I commit to these pages the harrowing chronicle of our investigation into Fort Leavenworth Federal Prison, wherein our noble company uncovered extensive Transuranian experimentation upon innocent souls, witnessed the most vile torments conceived by minds both human and alien, and prepared to wage righteous battle against forces whose very existence violated the fundamental order of creation itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both righteous fury at the atrocities discovered and solemn determination to deliver justice that I record these proceedings, for they reveal not merely the continued expansion of Nazi-Transuranian collaboration but their systematic exploitation of federal correctional facilities for conducting unspeakable experiments upon those rendered helpless within their custody.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Journey to Kansas and Preparation of Disguise ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Following our successful establishment in New Orleans with considerable financial resources and valuable intelligence regarding enemy infiltration networks, our company resolved upon investigating federal correctional facilities as potential sources of resistance members whilst gathering further intelligence regarding Nazi-Transuranian collaborative operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The selection of Fort Leavenworth Federal Prison in Kansas provided optimal strategic positioning whilst offering the possibility of encountering political prisoners whose incarceration might indicate resistance activities against the occupying regime. Billy Bob&#039;s continued dedication to our cause proved invaluable during the westward journey, his intimate knowledge of American road systems enabling efficient navigation whilst his willingness to serve demonstrated the lasting effectiveness of Lady Kel&#039;s mental compulsion techniques.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The two-day journey northward through Texas and Arkansas provided essential time for strategic preparation and equipment procurement. Lady Kel&#039;s employment of her transmutation abilities ensured appropriate disguise maintenance for our diesel conveyance, whilst the steady accumulation of local newspapers revealed disturbing patterns of civilian disappearances that suggested systematic suppression of dissent throughout Nazi-controlled territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My own preparation involved securing appropriate contact lenses and hair dye to disguise the more distinctive features of my enhanced physiology, for my white sclera and silver hair would render me immediately conspicuous among normal human populations. The procurement of brown contact lenses in sufficient quantity to ensure sustained operational capability reflected prudent planning, whilst the conversion to dark hair coloration provided additional concealment benefits essential for extended infiltration activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Fortress Prison and Nazi Administrative Penetration ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in Fort Leavenworth during the afternoon hours revealed a correctional facility of unusual architectural grandeur, resembling more a Greek temple than a conventional prison. The massive rectangular structure, crowned with a distinctive dome and equipped with what appeared to be radio transmission equipment, suggested sophisticated communications capabilities that transcended typical federal corrections requirements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sealed windows upon the southern face of the upper floors presented immediate evidence of systematic modification, their permanent closure with concrete and plaster suggesting concealment of activities unsuitable for external observation. Such architectural alterations, combined with the facility&#039;s impressive size and unusual grandeur, indicated purposes extending far beyond conventional incarceration operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her disguise magic to provide appropriate Nazi uniforms for our entire company proved essential for approaching the facility with sufficient authority to demand access. My own adoption of the intimidating bearing appropriate to Nazi officialdom - complete with peaked cap, leather accoutrements, and the cold demeanor of totalitarian enforcement - facilitated our penetration of the facility&#039;s outer defences through sheer bureaucratic dominance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Confrontation with Federal Authority and Magical Compulsion ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our initial encounter with prison guards demonstrated the effectiveness of authoritative presentation when combined with intimidating demeanor and implied connections to higher authority. The guards&#039; initial resistance to unscheduled inspection dissolved rapidly when confronted by my insistence that surprise inspections required no advance notification whilst simultaneously recording their names for potential disciplinary action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The prison governor&#039;s appearance - a small, balding man in brown civilian clothing - presented the pathetic spectacle of bureaucratic weakness attempting to resist legitimate inspection by invoking procedural protocols entirely inappropriate to Nazi administrative methodology. His insistence upon requiring authorization from federal corrections authorities demonstrated dangerous ignorance of proper Nazi chain of command whilst providing clear evidence of insufficient intimidation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When diplomatic persuasion proved inadequate, direct physical intervention became necessary. My leap through the bulletproof glass barrier - accomplished with appropriate dignity and precision - demonstrated the futility of attempting to shield oneself behind administrative barriers when confronted by supernatural capabilities deployed in service of righteous authority.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s subsequent employment of her mind control abilities upon the governor proved thoroughly effective, transforming his obstructionist attitude into enthusiastic cooperation whilst eliminating potential interference with our investigative objectives. The binding of his will to our purposes provided essential access to prison records whilst ensuring his continued compliance throughout our operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Discovery of Medical Wing Horrors and Supernatural Experiments ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The governor&#039;s revelation that political prisoners&#039; records were maintained within the medical wing provided our first indication of the systematic nature of Nazi experimental programs conducted within federal correctional facilities. His explanation that many prisoners required &amp;quot;chemical moderation of behaviour&amp;quot; suggested sophisticated programmes of mental manipulation extending far beyond conventional interrogation techniques.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of telepathic surveillance during our approach to the medical wing revealed the presence of minds operating with supernatural precision and capability far exceeding normal human cognition. The detection of individuals conducting complex architectural calculations, maintaining multiple parallel streams of analytical thought, and exhibiting consciousness patterns suggestive of extensive mystical enhancement indicated Vril experimentation upon a scale previously unimagined.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most disturbing was the discovery of a mind existing in a state of artificial emptiness - conscious yet completely devoid of active thought save for autonomous bodily functions continuing beneath an impenetrable veil of mental suppression. Such systematic consciousness manipulation suggested capabilities extending beyond even our previous encounters with Nazi mystical research programs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Medical Wing Investigation and Administrative Records ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our examination of medical wing documentation revealed the presence of two recently incarcerated metahumans - Jasper Thurber and Elizabeth Nunn - whose supernatural abilities had evidently attracted Nazi research attention. Thurber&#039;s capacity for limited flight and defensive capabilities, combined with Nunn&#039;s skills in stealth communication and knife combat, represented precisely the sort of enhanced humans that Nazi experimental programs sought to understand and replicate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The presence of such individuals within the medical wing, combined with the sophisticated mental research activities detected through telepathic surveillance, confirmed our suspicions regarding the true purpose of federal correctional facilities under Nazi administration. Rather than simple incarceration, these installations served as collection points for supernatural experimentation upon metahuman populations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The quiet atmosphere of the medical wing - characterized by rubber-soled footwear, white uniforms, and minimal conversation - created an atmosphere of clinical detachment that barely concealed the horrific activities conducted within. The casual presence of multiple Vril-enhanced researchers pursuing systematic consciousness manipulation suggested routine operations rather than experimental activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Revelation of Transuranian Torture Operations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s telepathic detection of three minds experiencing overwhelming mental torment provided our first direct evidence of active torture operations being conducted within the facility. The intensity of psychological suffering being inflicted upon these individuals - including visions of their children being burned alive and other forms of sophisticated mental cruelty - represented evil of such magnitude as to defy conventional description.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that the source of this torment was a Transuranian entity employing non-damaging phantasm magic to inflict maximum psychological suffering whilst preserving the subjects for continued experimentation revealed the depths of collaboration between Nazi researchers and alien intelligences whose very existence violated natural order.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most chilling was the revelation that human researchers - wearing white coats and maintaining clinical notes - observed these torments with professional detachment whilst collaborating with the Transuranian torturer in what appeared to be systematic study of enhanced interrogation techniques combining alien mystical capabilities with human administrative methodology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Assessment and Tactical Preparation ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of Lady Kel&#039;s prescient abilities to examine potential outcomes of direct engagement with the discovered Transuranian and its collaborators revealed the sophisticated nature of defensive arrangements protecting the experimental operations. The presence of multiple Vril-enhanced researchers capable of coordinated magical response, combined with the Transuranian&#039;s formidable supernatural capabilities, suggested that direct assault would result in catastrophic retaliation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that reinforcements would inevitably respond to any attack upon the torture chamber emphasized the systematic nature of the facility&#039;s defensive arrangements whilst highlighting the importance of strategic coordination in any rescue attempt. The necessity of simultaneously neutralizing multiple supernatural adversaries whilst protecting the victims from collateral damage required careful tactical planning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our discovery that the torture victims included the very metahumans whose records we had examined provided clear evidence that federal correctional facilities served as systematic collection points for supernatural experimentation. The subjects&#039; abilities - flight, defensive enhancement, stealth communication, and combat skills - represented precisely the capabilities that Nazi-Transuranian research programs sought to understand and exploit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Architectural Assessment and Escape Planning ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our examination of the facility&#039;s construction revealed substantial challenges to any extraction operation, with reinforced concrete construction, iron rebar reinforcement, and sealed windows presenting significant obstacles to conventional escape routes. The building&#039;s impressive dimensions - approximately three hundred meters in length and four stories in height - emphasized both its capacity and the systematic nature of its operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The identification of accessible windows at the building&#039;s upper levels, combined with Lady Belladonna&#039;s fire travel capabilities and my own transmutation magic for creating appropriate exit points, suggested viable extraction routes despite the facility&#039;s fortress-like construction. The employment of walls of stone to block reinforcement corridors would provide essential tactical advantage during any rescue operation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s earth magic capabilities, whilst potentially useful for tunnel creation, faced significant limitations due to the extensive iron reinforcement throughout the structure. However, her ability to observe activities throughout the facility through supernatural vision provided crucial intelligence regarding guard positions and potential reinforcement routes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Preparation of Righteous Battle ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As our session concluded, our noble company prepared for what would undoubtedly prove one of our most challenging combat encounters - the simultaneous rescue of innocent victims whilst destroying the sophisticated supernatural apparatus employed for their torment. The combination of Transuranian mind magic, Vril-enhanced human researchers, and extensive facility security presented obstacles requiring coordinated employment of our entire tactical repertoire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s preparation of counter-magical defences, combined with walls of stone to prevent reinforcement, would provide essential protection during the initial assault. My own employment of dark sphere magic to breach defensive barriers, whilst Lady Belladonna&#039;s hellfire capabilities targeted the alien torturer, represented our optimal strategy for overwhelming enemy defences before they could coordinate effective response.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s preparation of troll guards to engage enemy forces in close combat whilst providing protective screening for our more vulnerable companions reflected prudent tactical thinking essential for survival against supernatural adversaries of unknown capabilities operating within their own fortified position.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Federal Corruption and Institutional Betrayal ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that Nazi-Transuranian experimental operations had achieved such systematic integration within American federal correctional facilities revealed corruption extending far beyond mere political collaboration into fundamental betrayal of institutional purpose. Federal prisons, established to protect society from criminal elements, had become collection points for innocent metahumans destined for alien experimentation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual nature of these operations - complete with proper administrative documentation, professional medical supervision, and routine bureaucratic procedures - emphasized the systematic transformation of American governmental institutions into apparatus serving supernatural evil. Such corruption transcended mere political occupation to represent fundamental perversion of civilization itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The presence of human researchers willingly collaborating in alien torture operations whilst maintaining clinical detachment demonstrated the complete moral degradation achievable through prolonged exposure to totalitarian ideology combined with access to supernatural power. These individuals had transcended mere complicity to become active participants in cosmic evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Scope of Enemy Infiltration and Collaborative Operations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our investigation confirmed that Nazi-Transuranian collaboration extended throughout American institutional infrastructure, with federal correctional facilities serving as systematic collection points for metahuman research subjects whilst maintaining complete administrative legitimacy. The casual presence of alien entities within government facilities suggested infiltration operating on scales that challenged conventional strategic assessment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated nature of consciousness manipulation research, combined with systematic torture operations designed to break down mental resistance whilst preserving subjects for continued experimentation, revealed enemy capabilities extending far beyond conventional military or political objectives into fundamental attacks upon human consciousness itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of federal administrative procedures to legitimize alien experimentation whilst maintaining operational security through proper documentation and bureaucratic channels demonstrated enemy understanding of American governmental systems sufficient to exploit them for systematic supernatural evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Moral Imperative and Sacred Duty ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The horrors discovered within Fort Leavenworth Federal Prison transcended mere military objectives to represent direct confrontation with cosmic evil operating through corrupted human institutions. Our duty to rescue the innocent victims whilst destroying the experimental apparatus required not merely tactical success but moral courage sufficient to face supernatural adversaries whose very existence violated natural order.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic nature of torture operations designed to inflict maximum psychological suffering whilst preserving subjects for continued experimentation represented evil of such magnitude as to demand righteous response regardless of tactical risks or strategic complications. No consideration of operational security could justify permitting such horrors to continue whilst we possessed capability for intervention.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The transformation of federal correctional facilities into collection points for alien experimentation whilst maintaining administrative legitimacy represented institutional betrayal requiring restoration of proper governmental function through decisive action against the corrupted elements responsible for such systematic evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Preparation for Ultimate Confrontation ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As our investigation concluded with preparation for rescue operations that would inevitably result in extensive combat against supernatural adversaries operating within fortified positions, I found myself reflecting upon the escalating nature of our opposition to forces whose capabilities seemed to expand with each successful operation we conducted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The progression from investigating Nazi archaeological appropriation to confronting systematic torture operations conducted by alien entities within federal facilities demonstrated the comprehensive scope of the conspiracy we opposed whilst emphasizing our growing capability to penetrate even their most secure installations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The preparation of coordinated magical assault combining counter-spell defences, hellfire attacks, physical barriers, and summoned guardians represented the culmination of our tactical development as a unified fighting force capable of engaging supernatural adversaries whose individual capabilities far exceeded conventional human limits.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our company&#039;s evolution from investigators seeking intelligence regarding reality manipulation apparatus to active combatants preparing to wage righteous battle against cosmic evil within corrupted governmental institutions reflected both the expanding scope of our mission and our growing capacity to serve justice against forces whose very existence threatened civilization itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Sacred Trust and Divine Mission ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The innocent victims awaiting rescue within the torture chambers of Fort Leavenworth represented more than tactical objectives - they embodied the sacred trust placed upon all righteous warriors to protect those rendered helpless before overwhelming evil regardless of personal risk or strategic complications.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic nature of Nazi-Transuranian collaboration in transforming federal correctional facilities into experimental apparatus whilst maintaining complete administrative legitimacy demonstrated enemy capabilities extending far beyond conventional opposition into fundamental attacks upon the institutional foundations of civilization itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our preparation for what would undoubtedly prove our most challenging combat encounter reflected not merely tactical necessity but moral imperative - the absolute requirement to employ every capability at our disposal in service of cosmic justice against forces whose continued existence threatened not merely individual lives but the fundamental order of creation itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The path forward leads inexorably toward direct confrontation with alien torturers operating within corrupted human institutions, protected by extensive magical defences and supported by systematic governmental collaboration, yet we advance with confidence born of righteous purpose and supernatural capabilities deployed in service of those who cannot protect themselves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Divine Providence guide our weapons true and our magic sure as we prepare to wage holy war against cosmic evil masquerading as legitimate governmental authority, for the innocent demand justice and the very fabric of reality requires protection from those who would corrupt existence itself through systematic torture and experimental atrocity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 10: Prison Break ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By the sacred honour that binds all true knights to the service of justice, I set down this chronicle of our assault upon the torture chambers of Fort Leavenworth Federal Prison, wherein our company engaged in direct combat with a Transuranian torturer and its human collaborators, achieved the complete destruction of our supernatural adversaries, rescued innocent victims from unspeakable torment, yet found ourselves subsequently frustrated by the excessive paranoia of the very resistance networks we sought to contact.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both satisfaction at righteous victory achieved through coordinated magical assault and profound irritation at the circuitous diplomatic protocols required to establish contact with potential allies that I record these proceedings, for whilst our combat capabilities proved devastatingly effective against even the most formidable supernatural adversaries, our efforts to forge meaningful alliances with American resistance movements were confounded by security measures so elaborate as to border upon the absurd.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Preparation for Sacred Combat ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The morning of our assault dawned with Lady Kel&#039;s employment of her mystical arts to provide appropriate tactical concealment for our planned infiltration. The creation of an illusory wall to disguise the breach point we had prepared in the fortress&#039;s exterior provided essential security for our planned escape route, whilst ensuring that pursuing forces would face delay and confusion when attempting to determine our method of egress.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My own preparation involved the careful application of contact lenses and hair colouring to disguise the more distinctive aspects of my enhanced physiology, for even within the concealment of Nazi uniforms, my naturally silver hair and white sclera would render me conspicuous among human populations. The brown contact lenses, though uncomfortable, proved essential for maintaining operational security during what would undoubtedly prove an extended engagement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s preparation of her devastating troll guard summoning represented perhaps our most significant tactical advantage, for these supernatural warriors possessed both the raw physical power to engage Vril-enhanced humans in close combat and the durability to withstand retaliatory magic whilst protecting our more vulnerable companions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Belladonna&#039;s readiness to unleash her hellfire magic against the alien torturer, combined with my own preparation of void shrouds and combat enchantments, established our primary assault capabilities against adversaries whose supernatural defences had proven formidable during previous encounters with their kind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Breach and Initial Engagement ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our approach to the torture chamber proceeded with admirable coordination despite the compressed timeframe required to prevent reinforcements from responding to our presence within the facility. The employment of Lady Callas&#039;s earth magic to breach the internal door provided immediate access whilst my own positioning behind the enemy forces ensured optimal tactical advantage for our coordinated assault.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The moment of engagement revealed both the horrific nature of the activities being conducted within and the formidable capabilities of those responsible for such systematic evil. The Transuranian entity - a being of crystalline cold whose very presence violated natural order - stood over two human victims whilst collaborating with white-coated researchers in what could only be described as scientific torture of the most refined and cruel variety.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sight of innocent Americans - a man and woman whose only crime had been opposition to Nazi occupation - strapped to examination tables whilst being subjected to psychological torment of unimaginable intensity kindled within me such righteous fury as to transcend mere tactical considerations. These monsters had perverted the very concept of medical care into an instrument of systematic cruelty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s troll guards proved devastatingly effective in their initial assault, their supernatural strength and ferocity overwhelming the human collaborators with such violence as to render them immediately unconscious. The sight of these magnificent warriors tearing through Nazi researchers with claws and fangs brought deeply satisfying vindication of righteous fury given supernatural form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Transuranian Combat and Tactical Excellence ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The engagement with the Transuranian torturer revealed both the alien entity&#039;s formidable defensive capabilities and the devastating effectiveness of coordinated magical assault employing complementary supernatural abilities. The creature&#039;s force field, whilst initially absorbing substantial damage, proved vulnerable to sustained attack employing multiple vectors of mystical assault.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My own strikes with Indigo - enhanced with weapon of flames magic to exploit the entity&#039;s vulnerability to thermal energy - succeeded in penetrating its defensive barriers whilst simultaneously inflicting damage upon its supernatural armor. The satisfaction of feeling blessed steel bite deep into alien flesh whilst mystical fire seared away protective enchantments provided profound vindication of righteous purpose deployed against cosmic evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of phantasm magic proved particularly devastating against the creature&#039;s psychic defences, the illusions manifesting with such power as to inflict substantial damage whilst bypassing its physical protections entirely. The alien&#039;s obvious distress at being subjected to the very sort of mental torment it had been inflicting upon innocent victims provided deeply satisfying poetic justice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The creature&#039;s retaliation through mind magic - attempting to inflict hesitation effects upon our entire company - demonstrated both its desperation and the sophisticated nature of Transuranian mental manipulation techniques. However, our preparation of appropriate counter-magical defences enabled us to resist these attacks whilst maintaining tactical coherence throughout the engagement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Fatal Greek Fire Incident and Environmental Hazards ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My employment of a Greek fire grenade against the Transuranian, whilst tactically sound in concept, created unforeseen complications when the alien entity responded by transmuting the chamber&#039;s furniture into metallic hydrogen - a substance both extraordinarily cold and highly volatile when exposed to open flame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The recognition that continued fire-based attacks risked catastrophic explosion within the confined space required immediate tactical adjustment, including my swift employment of quench magic to extinguish all flames within the chamber before they could interact with the alien-created hydrogen construct. Such adaptation to changing battlefield conditions demonstrated the flexibility essential for survival against supernatural adversaries of unknown capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The metallic hydrogen desk - transparent, extraordinarily cold, and representing a form of matter that should not exist under terrestrial conditions - provided both tactical obstacle and potential distraction for pursuing forces. The alien&#039;s casual manipulation of fundamental physics to create such materials emphasized the cosmic threat represented by Transuranian capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Systematic Destruction of Evil and Righteous Victory ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sustained assault employing Lady Kel&#039;s continued phantasm attacks, combined with the relentless physical assault of Lady Callas&#039;s troll guards and my own persistent mace work, succeeded in systematically overwhelming the Transuranian&#039;s defensive capabilities whilst preventing effective retaliation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Belladonna&#039;s Hellfire, whilst initially resisted by the creature&#039;s supernatural defences, contributed essential damage to its mystical protections whilst demonstrating the effectiveness of coordinated magical assault against even the most formidable supernatural adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The moment of the alien entity&#039;s final destruction - collapsing into crystalline fragments that dissolved into nothingness - provided vindication of righteous purpose triumphing over cosmic evil through coordinated effort and unwavering determination. The sudden silence within the torture chamber, broken only by the laboured breathing of the rescued victims, marked the elimination of a source of systematic cruelty that had operated with impunity within corrupted governmental facilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s near-death through the creature&#039;s frozen doom effect, followed by her miraculous recovery through the employment of specialized protective items, demonstrated both the deadly nature of our adversaries and the essential importance of proper equipment preparation for supernatural combat operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Rescue of Innocent Victims and Medical Emergency ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The immediate priority following the destruction of our supernatural adversaries involved addressing the critical medical condition of the torture victims, who had been exposed to both systematic psychological torment and the environmental hazards created during our combat operations. The man and woman - later identified as potential resistance members from Washington State - required immediate magical healing to survive the cyanide exposure that had resulted from the alien&#039;s final environmental attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s swift transmutation of the poisoned atmosphere back to normal air provided essential life support, whilst her subsequent employment of healing magic addressed the immediate physical damage suffered by the victims during their prolonged captivity and torture.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that these individuals possessed supernatural abilities - flight capability and enhanced combat skills - confirmed our suspicions regarding the systematic nature of Nazi collection operations targeting metahuman populations for experimental purposes. Their presence within the federal facility demonstrated the comprehensive scope of enemy infiltration into American governmental institutions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Strategic Withdrawal and Ley Line Travel ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our escape from Fort Leavenworth required the employment of Lady Callas&#039;s most powerful transportation magic, utilizing ley line travel to transport our entire company - including the rescued victims - across nearly eight hundred miles to our established base in New Orleans within minutes of completing our rescue operation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The appearance of military vehicles with mounted weaponry approaching our position emphasized the systematic nature of facility security whilst confirming that prolonged engagement would have resulted in overwhelming retaliation. Lady Callas&#039;s foresight in establishing appropriate perception points for emergency evacuation proved essential for avoiding such tactical disadvantage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The successful transportation of four rescued individuals across such distances demonstrated both the remarkable range of mystical travel capabilities and the essential importance of advance preparation for emergency evacuation under hostile conditions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Recovery Period and Intelligence Gathering ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The subsequent period of recovery and medical care in the Lake Catherine area provided essential time for the rescued victims to regain sufficient physical and mental stability for productive communication whilst allowing our company to assess the intelligence value of our successful rescue operation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s employment of her healing expertise, combined with the application of troll skin magic to accelerate recovery from poison exposure, proved essential for restoring the victims to questioning capability whilst maintaining appropriate medical ethics during their treatment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My own employment of empathy magic revealed the extent of psychological trauma inflicted upon these individuals through systematic torture operations designed to break down mental resistance whilst preserving them for continued experimentation. The clinical precision with which such cruelty had been inflicted emphasized the systematic nature of Nazi-Transuranian collaborative research programs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Revelation of Resistance Network Connections ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of Lady Kel&#039;s telepathic abilities during our initial conversations with the recovered victims revealed their genuine connection to organized resistance activities whilst simultaneously exposing their profound suspicion regarding our motives and capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that these individuals - despite their gratitude for rescue from immediate torment - remained convinced that our intervention might represent another phase of their psychological torture demonstrated the comprehensive effectiveness of Nazi intimidation programs in creating paranoia sufficient to impede legitimate rescue operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Their knowledge of resistance networks operating in Washington State, combined with their previous surveillance of the astronomical observatory we had investigated, confirmed both the existence of organized opposition to Nazi occupation and their systematic intelligence-gathering operations regarding enemy activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Extended Diplomatic Negotiations and Cultural Learning ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The subsequent three-week period of recovery, healing, and gradual confidence-building provided essential opportunities for both establishing trust with potential resistance contacts and acquiring crucial linguistic capabilities necessary for effective operations within American territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intensive immersion in American English, whilst initially challenging due to the language&#039;s peculiar spelling conventions and extensive vocabulary, proved invaluable for eliminating our dependence upon magical disguise for basic communication needs. The achievement of literacy in American writing systems represented significant progress toward operational independence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The gradual revelation of our actual activities - including our systematic investigation of Nazi archaeological appropriation, our disruption of mystical research programs, and our rescue of imprisoned resistance members - succeeded in establishing sufficient credibility to warrant cautious cooperation from underground networks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Frustrating Complexity of Resistance Protocols ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The resistance networks&#039; employment of multiple layers of security screening, involving anonymous intermediaries, coded communications, and elaborate verification procedures, whilst perhaps necessary given the comprehensive nature of Nazi surveillance capabilities, proved extraordinarily time-consuming and frustrating for individuals accustomed to direct action against supernatural adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our attendance at theatrical performances to make contact with unknown operatives, followed by carefully choreographed conversations about pigeons whilst being subjected to hypnotic interrogation techniques, demonstrated both the sophistication of resistance security measures and their profound paranoia regarding potential infiltration by enemy agents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The requirement for multiple preliminary meetings, each involving different intermediaries and increasingly complex protocols, whilst perhaps prudent from operational security perspectives, created delays that seemed excessive when weighed against the urgent necessity of coordinating efforts against systematic supernatural evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Intelligence Exchange and Strategic Assessment ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The eventual establishment of productive communication with resistance leadership revealed both their extensive knowledge of Nazi operations throughout American territories and their profound suspicion regarding supernatural capabilities that exceeded conventional human limitations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our revelation of the true scope of Transuranian infiltration into American governmental institutions - including federal correctional facilities serving as collection points for metahuman experimentation - provided intelligence of obvious strategic value whilst simultaneously creating concerns regarding our own supernatural capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The resistance networks&#039; confirmation of systematic surveillance operations targeting the astronomical observatory, combined with their knowledge of broader Nazi archaeological activities throughout the region, suggested coordination possibilities for future operations against enemy installations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Breakdown of Diplomatic Contact ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The resistance networks&#039; insistence upon individual contact protocols, combined with their apparent inability to provide clear communication regarding meeting arrangements, resulted in the frustration of our diplomatic efforts despite weeks of patient negotiation and careful confidence-building.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our attendance at the designated lakeside meeting location with appropriate backup support - a reasonable precaution given the numerous occasions when enemy forces had attempted ambush operations disguised as legitimate contacts - apparently violated security protocols requiring individual attendance without visible support elements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The subsequent failure of resistance representatives to appear for scheduled meetings, despite our demonstrated good faith through the successful rescue of their captured operatives and provision of valuable intelligence regarding enemy activities, suggested either excessive paranoia or potential compromise of their communication systems.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Decision to Pursue Alternative Strategies ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Following the apparent breakdown of diplomatic contact with established resistance networks despite our demonstrated commitment to their cause through successful rescue operations and intelligence sharing, our company resolved upon pursuing alternative approaches to anti-Nazi activities within American territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The selection of Las Vegas, Nevada, as our next operational area reflected both the likelihood of discovering Nazi personnel engaged in money laundering operations and the opportunity to employ Lady Callas&#039;s expertise in gemstone evaluation for investigating potential art theft networks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The prospect of returning to direct action operations - targeting individual Nazi agents for capture and interrogation rather than attempting to coordinate with underground networks whose security protocols seemed designed to prevent rather than facilitate cooperation - offered more immediate potential for productive anti-enemy activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Combat Effectiveness and Tactical Evolution ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our successful engagement with the Transuranian torturer and its human collaborators demonstrated the devastating effectiveness of coordinated magical assault employing complementary supernatural capabilities against even the most formidable supernatural adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The combination of Lady Callas&#039;s troll guards providing physical screening and devastating close combat capability, Lady Kel&#039;s phantasm magic bypassing physical defences to inflict direct psychological damage, Lady Belladonna&#039;s hellfire magic penetrating mystical protections, and my own blade work with enhanced weaponry proved capable of overwhelming defensive systems that had previously seemed impenetrable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The tactical lessons learned regarding environmental hazards created by alien transmutation magic - particularly the deadly combination of volatile materials with open flame - emphasized the importance of tactical flexibility when engaging adversaries whose capabilities extend beyond conventional supernatural combat techniques.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Moral Satisfaction of Justice Delivered ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The complete destruction of the torture apparatus operating within Fort Leavenworth Federal Prison, combined with the successful rescue of innocent victims and the elimination of those responsible for systematic cruelty, provided profound satisfaction of righteous purpose achieved through coordinated effort against cosmic evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sight of the Transuranian entity dissolving into nothingness after experiencing defeat at the hands of mortal champions fighting in service of justice represented vindication of the fundamental principle that evil - regardless of its supernatural power or alien nature - remains vulnerable to righteous determination backed by sufficient capability.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The rescue of two innocent Americans from alien torture, their successful medical treatment and recovery, and their eventual return to resistance networks demonstrated the tangible results achievable through direct action operations against enemy installations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Continuing Challenge of Institutional Corruption ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our investigation of Fort Leavenworth Federal Prison confirmed the systematic nature of Nazi infiltration into American governmental institutions, with federal correctional facilities serving as collection points for metahuman populations destined for alien experimentation whilst maintaining complete administrative legitimacy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual integration of Transuranian entities into governmental research programs, complete with human collaborators willing to participate in systematic torture whilst maintaining clinical documentation, demonstrated corruption extending far beyond political occupation into fundamental perversion of institutional purpose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The implications of such comprehensive infiltration - with federal facilities serving enemy research programs whilst maintaining proper bureaucratic procedures and professional medical supervision - suggested challenges extending far beyond conventional military or political resistance into the realm of institutional restoration requiring systematic governmental reform.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Forward and Strategic Considerations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our transition from attempting diplomatic coordination with established resistance networks to pursuing direct action operations against Nazi personnel in civilian contexts reflected both the limitations of underground security protocols and the proven effectiveness of our supernatural combat capabilities against enemy forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The prospect of investigating Las Vegas operations offered opportunities to employ our diverse skill sets - including Lady Callas&#039;s expertise in gemstone evaluation and my own capabilities in metallurgy - for uncovering enemy financial operations whilst maintaining operational flexibility for tactical engagement when circumstances demanded.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lessons learned regarding American resistance networks - their extensive security measures, profound paranoia, and apparent inability to coordinate effectively with supernatural allies - would inform future attempts at establishing productive relationships with underground organizations operating in enemy-controlled territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Sacred Duty and Divine Mission Continues ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The successful destruction of the Transuranian torture apparatus within Fort Leavenworth Federal Prison, whilst representing significant tactical victory against cosmic evil operating through corrupted governmental institutions, marked merely another step in our ongoing campaign against forces whose very existence threatened the fundamental order of reality itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic nature of Nazi-Transuranian collaboration in transforming American federal facilities into collection points for alien experimentation whilst maintaining administrative legitimacy demonstrated the comprehensive scope of the conspiracy we opposed and the essential importance of our continued operations against such institutional corruption.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our evolution from investigators seeking intelligence regarding reality manipulation apparatus to proven combat operatives capable of destroying the most formidable supernatural adversaries through coordinated magical assault reflected both our growing capability and the escalating nature of our sacred mission against cosmic evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The path ahead leads toward Las Vegas and continued operations against Nazi financial networks, yet the fundamental purpose remains unchanged - the protection of innocent humanity from supernatural evil deployed through corrupted institutions, achieved through whatever means prove necessary for the preservation of civilization itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Divine Providence continue to guide our efforts as we pursue justice against those who would corrupt governmental institutions for alien experimentation, torture innocent citizens for mystical research, and transform federal facilities into apparatus serving cosmic evil, for the very fabric of reality depends upon our success against forces whose existence violates the natural order of creation itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus concludes the chronicle of The Liminal Court, as witnessed and recorded by Sir Archibald Black Knight, Servant of Justice, Seeker of Truth, across the many realms and realities where cosmic evil seeks to corrupt existence itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
[[File:LC Map of Lyonesse.jpg|300px|thumb|left|Map of Lyonesse]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Short Term ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Talents, Skills, other buffs===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other buffs===&lt;br /&gt;
&lt;br /&gt;
* TBC&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Thaw]] 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |    || &lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt; Seagate&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &amp;lt;i&amp;gt;The Carzalan Generals Ball&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || Training at Kerberoth&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 14 || Training&lt;br /&gt;
| class=day | 15 || Training&lt;br /&gt;
| class=day | 16 || Training&lt;br /&gt;
| class=day | 17 || Training&lt;br /&gt;
| class=day | 18 || Training&lt;br /&gt;
| class=day | 19 || Training&lt;br /&gt;
| class=day | 20 || Training&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 21 || Training&lt;br /&gt;
| class=day | 22 || Training&lt;br /&gt;
| class=day | 23 || Training&lt;br /&gt;
| class=day | 24 || Training&lt;br /&gt;
| class=day | 25 || Training&lt;br /&gt;
| class=day | 26 || Training&lt;br /&gt;
| class=day | 27 || Training&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 28 || Training&lt;br /&gt;
| class=day | 29 || Training&lt;br /&gt;
| class=day | 30 || Training&lt;br /&gt;
| class=day |  1 || Training&lt;br /&gt;
| class=day |  2 || Training&lt;br /&gt;
| class=day |  3 || Training&lt;br /&gt;
| class=day |  4 || Training&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  5 || Training&lt;br /&gt;
| class=day |  6 || Training&lt;br /&gt;
| class=day |  7 || Training&lt;br /&gt;
| class=day |  8 || Training&lt;br /&gt;
| class=day |  9 || Training&lt;br /&gt;
| class=day | 10 || Training&lt;br /&gt;
| class=day | 11 || Travel - Lands of Chaos&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 12 || Travel - Lands of Chaos&lt;br /&gt;
| class=day | 13 || Travel - Lands of Chaos&lt;br /&gt;
| class=day | 14 || Travel - Lands of Chaos&lt;br /&gt;
| class=day | 15 || Travel - Lands of Chaos&lt;br /&gt;
| class=day | 16 || Travel - Lands of Chaos&lt;br /&gt;
| class=day | 17 || Arrive Jiroth&lt;br /&gt;
| class=day | 18 || Travel - Midnight sea&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 19 || Travel - Midnight sea&lt;br /&gt;
| class=day | 20 || Travel - Midnight sea&lt;br /&gt;
| class=day | 21 || Travel - Midnight sea&lt;br /&gt;
| class=day | 22 || Travelling to Aeaeaia&lt;br /&gt;
| class=day | 23 || Travelling to Aeaeaia&lt;br /&gt;
| class=day | 24 || Meeting with Lady Cerise&lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 26 || Earthdoor to Harrian&lt;br /&gt;
| class=day | 27 || Abyss -&amp;gt; first asteroid&lt;br /&gt;
| class=day | 28 || Second asteroid + Mind flayer ship&lt;br /&gt;
| class=day | 29 || Eisenkirche - Dr Wormwood&lt;br /&gt;
| class=day | 30 || Underworld to Cataclysm Earth&lt;br /&gt;
| class=day |  1 || Encounter Kruppe et al&lt;br /&gt;
| class=day |  2 || Whitehorse&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  3 || Junea - waiting ferry&lt;br /&gt;
| class=day |  4 || Waiting ferry&lt;br /&gt;
| class=day |  5 || On ferry&lt;br /&gt;
| class=day |  6 || On ferry&lt;br /&gt;
| class=day |  7 || On ferry&lt;br /&gt;
| class=day |  8 || Bellingham&lt;br /&gt;
| class=day |  9 || Interrogate Dr Shulz&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 10 || Heading to NY&lt;br /&gt;
| class=day | 11 || Heading to NY&lt;br /&gt;
| class=day | 12 || Heading to NY&lt;br /&gt;
| class=day | 13 || Arrive NY&lt;br /&gt;
| class=day | 14 || Capture/Loot Abbott&lt;br /&gt;
| class=day | 15 || Pit Locust&lt;br /&gt;
| class=day | 16 || Memphis investigation&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 17 || Travel -&amp;gt; Kansas&lt;br /&gt;
| class=day | 18 || Travel -&amp;gt; Kansas&lt;br /&gt;
| class=day | 19 || Leavenworth Prison&lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103628</id>
		<title>The Liminal Court</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103628"/>
		<updated>2025-09-03T04:00:03Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* The City of Singing Bees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jim Arona]][[Category:Scribe Notes]]&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: The Liminal Court &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 825 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day&#039;&#039;&#039;: Tue&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Medium-ish&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Kel]]&lt;br /&gt;
# [[Callas]]&lt;br /&gt;
# Sir Archibald &lt;br /&gt;
# Tyndalos&lt;br /&gt;
# [[Belladonna]]&lt;br /&gt;
&lt;br /&gt;
;Adventure Full&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
: TBC&lt;br /&gt;
; Pay&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Account by Sir Archibald, recorded for the Guild archives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1: Preparations and Departure ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Portrait.png|thumb|right|500px|Before]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By my troth, what strange and wondrous paths duty doth set before a knight&#039;s feet! Though mine companions and I have but recently triumphed over the foul Glaurung, the accursed Balrog, and that most terrible Ofan - creatures whose very names strike fear into the hearts of the righteous - already fate calls us forth upon a new quest most perilous.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both heavy heart and renewed purpose that I set quill to parchment this day, to record the commencement of what I sense shall be a most significant undertaking. The Red Laughter, that cursed mask which did plague us so sorely in our recent trials, now rests in the blessed embrace of redemption, its dark essence purged through the noble ministrations of my companion Tyndalos - may the gods smile upon his courage. Yet even as one shadow lifts, another lengthens across our path.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Of Preparations and New Companions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mine chronicling begins not with clash of steel upon steel, but with the more mundane yet no less crucial matters of preparation. Mine companions and I found ourselves engaged in discourse most lengthy regarding the very nature of our capabilities - for &#039;tis a truth oft overlooked that the foundation of any great quest lies not solely in courage of heart, but in understanding of one&#039;s own strengths and limitations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We did deliberate at great length upon the mysteries of power and advancement - matters arcane which I confess do oft perplex this simple knight. Yet needs must we address such things, for the path ahead promises challenges that shall test not merely our resolve, but the very limits of our mortal forms. &#039;Twas decided that we should restructure our approach to such matters, adopting new methods of measuring our capabilities - though I confess the intricacies thereof are better understood by those more learned than I in such scholarly pursuits.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During this time of preparation, I was most pleased to make the acquaintance of two new companions who shall join our fellowship upon this perilous journey. The first, a gentle maiden known as Kel - though I suspect there is far more to this unassuming lady than meets the eye. She presents herself as naught but a simple lady-in-waiting, yet methinks I detect the bearing of one well-versed in courtly arts and perhaps other skills besides. Her knowledge of tongues is most impressive, and she speaks with the quiet confidence of one accustomed to moving through realms both social and perhaps more shadowed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The second is the Lady Belladonna, a fire mage of considerable talent whose enthusiasm for both flame and mechanical contrivances burns as bright as the spells she weaves. Small of stature yet large of spirit, she bears herself with the focused intensity of one who has dedicated her life to the pursuit of arcane knowledge. Her eagerness to experience the wider world beyond her merchant family&#039;s domain is most evident, though I pray her courage shall not lead her into perils beyond her power to escape.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Both these ladies bring skills most welcome to our company - Lady Kel&#039;s mastery of mental arts and courtly graces, Lady Belladonna&#039;s command of flame and her mechanical expertise. Yet more than their abilities, I find myself heartened by their character - for &#039;tis not mere competence that maketh a worthy companion, but honor and loyalty in times of trial.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Burden of Leadership and Planning ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we prepared for our departure, I found myself contemplating the weight of responsibility that falls upon those who would lead others into unknown dangers. Though I make no claim to perfect wisdom, &#039;tis clear that the path we must take to reach Dr. Wormwood in far Eisenkirche shall test us all sorely. The very mention of ascending through the abyss to reach that high realm fills me with both anticipation and trepidation - for whilst I have walked paths strange before, this promises to be a journey of particular peril.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During our sojourn at House Kerberoth, I was afforded the opportunity to express my gratitude to Lord Tirwh and Lady Suneth for their most gracious hospitality. The noble Lord received news of our recent victories with appropriate satisfaction, particularly regarding the defeat of the dragon Glaurung - though he expressed grave concern upon hearing of the Ofan&#039;s presence in those regions. Such creatures, as he well knows, are harbingers of chaos that threaten all ordered existence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Suneth did enquire whether I had yet attended the West Wing of their estate, and though duty compelled me to decline for the present, I made most sincere assurances that I should welcome such honor upon our return. &#039;Tis clear that our hosts extend hospitality beyond mere courtesy - theirs is the true nobility of spirit that recognizes kinship between those who stand against the darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Of Trials and Tribulations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our journey from House Kerberoth began with challenges both expected and surprising. The ladies proved their worth immediately when we found ourselves in need of guidance through the abyss - for Lady Suneth, in her wisdom, offered to share her mastery of astrological arts with young Lady Belladonna. A month&#039;s tutelage under such an accomplished mistress was time well spent, though it meant delay in our mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During this period of learning, I found myself engaged in various pursuits - some scholarly, some more practical. The procurement of supplies, the maintenance of equipment, the quiet contemplation that comes with waiting. &#039;Tis oft in such quiet times that a knight&#039;s mind turns to deeper matters - the nature of duty, the bonds of fellowship, the great pattern into which all our small actions weave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel proved herself most capable in matters diplomatic, engaging our hostess in discourse that served both to honor her courtly training and to advance our collective understanding. Through such conversations did we gain not merely astrological knowledge, but insight into the complex web of relationships and obligations that bind the great powers of the realms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When at last we were ready to depart, our path led us first through the familiar yet ever-dangerous Lands of Chaos. Lady Callas, with her ranger&#039;s skill and hard-won knowledge of the routes, guided us true through those shifting territories where many a brave soul has been lost to madness and worse. Six days of careful travel brought us to the Heights of Chaos, where we could gaze down upon the ancient city of Jeroth spread below us like a jewel set in a tarnished crown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The City of the Singing Bees ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our descent into the valley and approach to Jeroth proved swift, thanks to the arcane capabilities of our companions. Lady Belladonna&#039;s wildfire spell served us well in this regard, though I confess the sensation of such rapid movement takes some growing accustomed to. The city itself, though scarred by past tribulations, yet maintains much of its ancient grandeur.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twas here that we encountered one of the most remarkable wonders of our journey thus far - the Temple of the Singing Bees. Never before have I witnessed such a marvel as those sacred insects, whose harmonious buzzing creates music of almost celestial beauty. The priestesses who tend them spoke with reverence of their charges, and well they might - for the honey and wax produced by these blessed creatures possesses properties far beyond the ordinary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We did observe the proper courtesies, making obeisance to the goddess of the temple and receiving in return her blessings - increased resistance to hostile magic and enhanced mystical awareness. Such gifts are not to be taken lightly, for they may well prove the margin between life and death in trials to come.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The waybread produced within the temple walls proved another marvel - sustenance compressed into form so light and small that a traveler might carry weeks of provisions with scarce additional burden. Though the cost was considerable, &#039;tis an investment that may prove invaluable when supplies run low in the trackless wastes of the higher realms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During our time in Jeroth, I was privileged to purchase one of the sacred combs produced by the singing bees. Beyond its practical value as provision, it serves as a tangible reminder of the divine wonders that yet exist in this world, despite all the darkness that would consume them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Across the Midnight Sea ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our journey from Jeroth to Hurrian proved mercifully swift, aided by favorable winds and the aerial capabilities of our company. The astral gate there opened readily to my command, testament to the bonds of trust and mystic connection I have established with these portals through long service.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The crossing of the Midnight Sea occupied four days - time enough for contemplation and quiet conversation amongst our party. &#039;Tis during such peaceful interludes that the true bonds of fellowship are forged, not in the heat of battle but in the sharing of thoughts and dreams beneath star-scattered skies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel proved a most engaging conversationalist, her knowledge of languages and customs making her a veritable repository of lore from across the known realms. Lady Belladonna, meanwhile, regaled us with tales of her family&#039;s merchant enterprises and her own experiments with mechanical devices - though always her discourse returned to matters of flame and the elemental forces she commands.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twas clear even in these early stages of our association that both ladies possess depths far greater than their modest presentations might suggest. In Lady Kel I perceive a mind as sharp as any blade, trained not merely in courtly graces but in arts more shadowed. Lady Belladonna&#039;s enthusiasm masks a scholar&#039;s precision and a craftsman&#039;s attention to detail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The City of Witches ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival at Aeaeaia marked a significant milestone in our quest, for here dwelt Lady Cerise, she who maintains correspondence with the mysterious Dr. Wormwood we seek. Yet the customs of this place presented certain... complications. The city&#039;s reputation as a haven for witches is well-earned, and their particular attitudes toward visitors of the masculine persuasion are both well-known and firmly enforced.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twas decided, therefore, that discretion would best serve our purpose. Whilst Master Tyndalos and I maintained vigil outside the city walls - a duty we embraced with stoic resolve - the three ladies of our party entered to seek audience with Lady Cerise. Through the mystical arts of Lady Kel, we maintained contact despite the physical separation, allowing us to participate in negotiations whilst observing the local proprieties.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I confess there was something both amusing and humbling about our situation - two battle-tested knights reduced to waiting outside like eager suitors whilst their female companions conducted vital diplomatic business within. Yet pride goeth before destruction, as the wise sayings tell us, and &#039;tis better by far to achieve our goals through patient humility than to see them founder upon the rocks of wounded dignity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ladies proved themselves most capable ambassadors, engaging Lady Cerise in discourse both social and practical. Through their efforts, we secured not merely the promise of assistance in reaching Dr. Wormwood, but a star chart that would guide us through the treacherous ascent to Eisenkirche. Such a boon was worth any temporary discomfort we might endure in its acquisition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During their extended stay within the city - for Lady Cerise proved a most gracious hostess, introducing them to restaurants and entertainments of high quality - Master Tyndalos and I made the best of our circumstances. The simple fare of traveling rations, whilst lacking the refinement of proper cuisine, served to remind us of the fundamental nature of our calling. Knights errant must oft make do with less than ideal conditions, and there is honor to be found in such acceptance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Contemplations and Preparations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As I set down this account of our journey&#039;s beginning, my thoughts turn to the challenges that lie ahead. The ascent to Eisenkirche promises perils both known and unexpected - the very act of ascending through the abyss requires constant vigilance against the tendency to plummet into regions where neither map nor magic might guide us home.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet I find myself filled not with trepidation but with a quiet confidence born of experience and fellowship. In Lady Kel and Lady Belladonna we have gained companions whose skills complement our own most admirably. Master Tyndalos remains as stalwart as ever, his recent tribulations having only served to deepen his wisdom and strengthen his resolve. Lady Callas continues to prove herself indispensable, her mastery of arcane arts growing ever more impressive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The star chart provided by Lady Cerise shall serve us for one season only - a limitation that adds urgency to our mission, yet also focuses our purpose most admirably. Seven days of ascent await us, with rest upon asteroids floating in the cosmic void between realms. &#039;Tis a prospect both daunting and thrilling, for few mortals have occasion to walk such paths.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think often upon the words of ancient poets who spoke of knights errant riding forth to seek adventure in far lands. Yet methinks they could scarce have imagined adventures such as those that have become our common lot - journeys not merely across kingdoms or even continents, but between the very planes of existence themselves. Such is the age in which we live, where the boundaries between possible and impossible grow ever more fluid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Of Bonds and Brotherhood ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In recording these events, I am struck by how much our small company has grown and changed. What began as a fellowship forged in shared peril has evolved into something deeper - a brotherhood and sisterhood bound not merely by common cause but by genuine affection and respect. Each member brings unique gifts to our endeavors, yet more importantly, each brings loyalty and honor that can be counted upon even in our darkest hours.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s introduction of her hawk companion adds yet another dimension to our fellowship. &#039;Tis always a joy to see the bonds that can form between human and animal when both are touched by magic and mutual understanding. Such creatures oft prove as valuable as any human ally, and frequently more trustworthy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The equipment and preparations we have made speak to our growing wisdom in such matters. No longer do we venture forth with naught but courage and hope - now we plan carefully, considering not merely the challenges we know await us, but those we cannot yet foresee. Provisions both mundane and magical, weapons both physical and mystical, knowledge both practical and esoteric - all have their place in the arsenal of those who would challenge the unknown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Looking Forward ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As this account draws toward its close, I find my thoughts turning inevitably toward what lies ahead. Dr. Wormwood awaits us in the heights of Eisenkirche, and with her, answers to questions that have long troubled our understanding of the cosmic forces at work in our realm. Yet I suspect that reaching her is but the first step in a longer journey - for such is oft the way of things in this strange age.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The removal of the Red Laughter&#039;s curse has closed one chapter of our adventures, but opened another. The influence of Dantalion, Duke of the seventy-two, now touches our company through Master Tyndalos&#039;s new associations. What consequences this shall bring remain to be seen, yet I trust in both his wisdom and his fundamental goodness to guide us true through whatever trials may result.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each of our company continues to grow in power and understanding. The mystical colleges they study yield ever greater secrets, the skills they practice reach ever higher levels of mastery. Yet with such growth comes also greater responsibility - for power without wisdom is mere destruction, and knowledge without compassion serves no worthy end.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The star chart Lady Cerise provided shall guide us through the seven days of ascension that lie ahead. Seven days to traverse the gulf between the mundane and the sublime, between the familiar territories we know and the high realm where Dr. Wormwood dwells. &#039;Tis a journey that shall test us all - our courage, our wisdom, our bonds of fellowship.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet as I contemplate the path ahead, I find myself filled not with dread but with anticipation. For &#039;tis in the facing of great challenges that mortals discover what they are truly capable of achieving. And in the company of such worthy companions, I have no doubt that we shall prove equal to whatever trials await us.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus do I close this account of our quest&#039;s beginning, confident that future chronicles shall record not merely our survival, but our triumph in whatever cause we are called to serve. May the gods who watch over knights errant smile upon our endeavors, and may our deeds prove worthy of the great trust that has been placed in our hands.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2: Through the Abyss to Eisenkirche ===&lt;br /&gt;
&lt;br /&gt;
[[File:Map of Eisenkirche smaller.jpg|300px|thumb|left|Eisenkirche]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By the sacred bonds of chivalry and honor, I set my pen to parchment once more to chronicle the continuation of our most extraordinary quest. What perils and wonders have we witnessed! What trials have tested the very limits of our courage and fellowship! &#039;Tis with both trembling hand and grateful heart that I record these events, for surely the grace of the Almighty alone has seen us safely through the treacherous pathways between the planes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ascent to Eisenkirche, that most elevated and mystical of realms, proved to be a journey beyond even the wildest imaginings of the poets who sing of knights errant and their far-flung adventures. Seven days through the cosmic void, resting upon asteroids floating like jewels in the endless night, our small company traversed the very boundaries of existence itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Of Preparations and the Guidance of the Wise ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our preparations for departure from the fair realm of Aeaeaia were undertaken with all due reverence for the magnitude of our undertaking. Lady Cerise, in her infinite wisdom and gracious hospitality, had equipped us well with both provisions and that most precious gift - the star chart that would guide us through the treacherous pathways of the abyss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Though master Tyndalos and I had waited patiently outside the walls of that city of witches whilst our female companions conducted their diplomatic missions, the fruits of their labors proved beyond price. The star chart granted us by Lady Cerise would serve for but one season - a limitation that added urgency to our mission whilst focusing our purpose most admirably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I confess that as we prepared to depart, a certain weight settled upon my spirit. The company we had assembled was both formidable and precious - each member bringing unique skills and qualities to our fellowship. Lady Kel, with her mastery of mental arts and courtly graces, had already proven herself invaluable. Lady Belladonna&#039;s command of flame and mechanical expertise promised to serve us well in the trials ahead. Master Tyndalos remained as stalwart as ever, and Lady Callas continued to demonstrate ever-growing mastery of her arcane arts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Ascent Through the Abyss ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our journey began at Hurrian, where the familiar astral gate opened readily to my command. The crossing to the astral realm itself proved uneventful, though I noted with interest how the mist-shrouded environment seemed to clear around Lady Kel&#039;s telepathic awareness - a most useful phenomenon that would serve us well in detecting any threats that might lurk in the cosmic void.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas proved herself indispensable as our navigator, her mastery of astrological arts growing ever more impressive with each challenge. The enhancement of her divination spells by way of her staff allowed us to traverse distances that would have taken weeks by conventional means, delivered in mere hours through the mysterious pathways of the astral realm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The descent from the astral into the abyss proper filled me with both awe and trepidation. To gaze down into that cosmic pit, extending away into darkness for miles uncounted, brought home the sheer audacity of our undertaking. Yet with clear intent and steady purpose, we pressed onward, trusting in our guide&#039;s wisdom and the providence that watches over those who serve righteous causes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The summoning of the phantasmal steed proved both blessing and trial. Though Lady Kel&#039;s mastery of this art provided us with swift and reliable transport through the void, I confess that my heart was oft in my throat during our various attempts at landing upon the asteroid waypoints. The ethereal chariot, whilst magnificent to behold, seemed to possess a will of its own when it came to touching down upon solid ground - leading to more than one heart-stopping moment as we approached our destinations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Floating Islands of the Void ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our first waypoint proved to be one of the most remarkable locations I have ever had the privilege to visit. A small asteroid, perhaps a dozen hexes across, transformed by some cosmic artistry into a miniature paradise floating in the endless night. The very center was graced by a pool of brackish but potable water, whilst about its shores grew plants of every shade of grey - from silvery brightness to deep charcoal darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The stone itself was of dark hue speckled with lighter minerals, creating patterns that seemed to shift and dance in the ethereal light that suffused the place. Most remarkably, the entire environment seemed to possess some form of nascent consciousness - not sentient in any manner we would recognize, but dreaming thoughts that Lady Kel&#039;s telepathic abilities could detect at the very edges of perception.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It was here that we made a discovery both fascinating and useful. The darker vegetation of this place proved to be possessed of potent poison - knowledge that brought great delight to my faithful steed Hoardling, who consumed the toxic herbs with obvious relish. Indeed, his enthusiasm for this particular delicacy was so pronounced that his warts began to swell and darken, though they had not yet achieved the bilious yellow hue that would signal his complete satisfaction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master Tyndalos proved his worth as a ranger by gathering samples of the various plants, whilst Lady Belladonna and Lady Callas employed their alchemical skills to analyze the properties of our discoveries. The poisons varied in potency according to the darkness of the foliage from which they were extracted - a fascinating correlation between appearance and effect that spoke to deeper cosmic principles at work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We made camp upon this floating paradise with all due precautions. Lady Kel&#039;s mastery of illusory arts concealed our presence from any who might observe from afar, whilst Lady Callas erected walls of stone that she then rendered invisible through clever enchantment. Lady Belladonna established protective wards that would unleash her hellfire upon any unwelcome visitors who might breach our perimeter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Perils of the Cosmic Sea ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our rest upon the first waypoint was disturbed by the approach of vessels far more sinister than any earthly ship. Lady Callas, ever vigilant, spotted the approach of what could only be described as a mind flayer asteroid ship - that dreaded cigar-shaped craft of our tentacled foes, clearly bearing the scorch marks of recent battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sight of this vessel, even at the distance of several miles, filled our hearts with appropriate dread. These creatures, with their terrible mental powers and insatiable hunger for the thoughts of thinking beings, represent one of the gravest threats that adventurers such as ourselves might encounter. Their very presence in this region spoke to larger conflicts playing out across the cosmic stage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our decision to remain hidden and allow the vessel to pass proved wise, though the tension of those hours weighed heavily upon us all. Through Lady Kel&#039;s mental arts, we maintained constant vigilance, ready to defend ourselves should the worst come to pass. Yet fortune smiled upon us, and the alien craft continued on its course without deviating toward our position.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The second night brought a different but no less concerning encounter. A smaller craft, identified by the keen eyes of Lady Callas and Master Hoardling as belonging to the dreaded Neogi - those spider-like slavers whose very name strikes fear into the hearts of all free beings. This vessel appeared to be tracking the mind flayer ship, suggesting conflicts and alliances among the dark powers that traverse these cosmic pathways.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once again, our concealment spells proved their worth, allowing us to observe without being observed. The sight of these predatory vessels reminded us all too clearly that the void between worlds is not empty wilderness, but rather a highway used by forces both good and evil for purposes we can only guess at.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Final Approach ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our third day of travel brought us within sight of our destination - a structure that defied easy description, appearing to be part natural formation and part constructed facility. The space station, as Dr. Wormwood would later identify it, possessed landing platforms and other amenities that spoke to its role as a waypoint for travelers between the realms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet our approach was marked by an experience that tested Lady Kel&#039;s resolve to its very limits. As we drew near to the station, she was suddenly overwhelmed by waves of psychic torment - the telepathic screams of some suffering entity trapped within the structure itself. Only through her skill at counterspells and the supportive magic of her companions was she able to break free from this mental assault.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The experience served as a sobering reminder that even in places that appear welcoming, dangers both seen and unseen may lurk. The tortured mind that Lady Kel had briefly contacted spoke to mysteries within the station that would require further investigation - though our immediate mission demanded that we press onward to Eisenkirche.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Eisenkirche, Realm of Iron and Faith ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our transition from the cosmic station to Eisenkirche itself proved mercifully straightforward, though the realm we entered was unlike anything in our previous experience. Here was a city built in the medieval style, yet possessed of a cleanliness and order that seemed almost supernatural in its perfection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The walls of Eisenkirche soared a full sixty feet into the air - higher than those of any earthly city I have witnessed. Within those mighty fortifications lay a population of perhaps seven thousand souls, dwelling within a space that could easily have housed ten times that number. The very air seemed lighter somehow, though Lady Callas warned us that the high iron content of the local materials created a low mana zone that would affect our spellcasting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The architecture itself told the story of this realm&#039;s nature. The cathedral that dominated the city center was of such magnificent proportions that it could seat a seventh of the entire population - clear evidence of the spiritual authority that governed this place. Adjacent to this holy edifice stood the citadel where the Duke held court, its own walls rising to match those of the city proper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most remarkable was the behavior of the populace. Here were no street urchins running wild, no beggars cluttering the thoroughfares, no signs of the disorder and vice that plague most earthly cities. Instead, we observed a population both disciplined and purposeful, going about their daily business with an efficiency that spoke to excellent governance and strong moral foundation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The presence of numerous canons - priests possessed of administrative authority rather than pastoral duties - confirmed the theocratic nature of this realm&#039;s government. These learned clergymen moved through the streets with quiet dignity, clearly engaged in the complex tasks of managing both spiritual and temporal affairs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The men-at-arms we observed were clearly of high quality, moving with the disciplined grace of professional soldiers even when not wearing their armor. Their presence added to the overall impression of a realm both peaceful and well-defended - a place where order prevailed through strength applied with wisdom rather than mere force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Encounter with Mr. Upright ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our search for Dr. Wormwood led us first to one Mr. Upright, a puppeteer and troubadour whose talents were evident despite his somewhat dissolute nature. This gentleman, while possessed of genuine artistic ability, demonstrated the particular combination of laziness and poor judgment that oft keeps talented individuals from achieving their full potential.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;His Punch and Judy performance, whilst entertaining, carried undertones that spoke to the darker aspects of this realm&#039;s reality. The portrayal of Punch as a mind flayer rather than a human character suggested either remarkable prescience or disturbing knowledge of the cosmic conflicts that rage beyond the borders of civilized space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The blue lotus he offered proved to be a narcotic of considerable potency, though apparently free from the addictive properties that make such substances truly dangerous. Lady Belladonna&#039;s enthusiasm for this particular indulgence reminded me of the care that must be taken when introducing young companions to the temptations that await the unwary traveler.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mr. Upright&#039;s obvious potential as an information source was noted by our company, though we wisely chose to delay any commitment to retaining his services until we had accomplished our primary mission. Such contacts, whilst useful, must be cultivated with care lest they prove more liability than asset.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Noble Quarter and Its Guardians ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our approach to the noble quarter of Eisenkirche required all of Lady Kel&#039;s considerable skill in the courtly arts. The guards at the gate, whilst respectful, were clearly trained to admit only those of appropriate rank and reputation. Lady Kel&#039;s assumption of noble bearing, enhanced by the phantasmal crown she wore, proved sufficient to gain us entry to this exclusive enclave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The architecture within the noble quarter spoke to both wealth and security. The houses, whilst narrow in their frontage, soared to three or four stories in height, their thick doors requiring special keys held only by trusted servants. Such precautions spoke to a society where valuable knowledge and artifacts required constant protection from those who would misuse them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The wine offered by Dr. Wormwood&#039;s household was of exceptional quality - dry yet fruity, chilled to perfection, and served with the courtesy due to honored guests. Such attention to detail in matters of hospitality spoke well of our hostess, even before we had the opportunity to meet her in person.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Dr. Wormwood and the Concurrence ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When at last we were ushered into the presence of the mysterious Dr. Wormwood, we found ourselves face to face with a woman whose very appearance spoke to the unique nature of her existence. Her laboratory coat and business attire, whilst familiar in style, were clearly crafted from materials unknown to earthly tailors. The monocle she wore added an air of scholarly authority that was entirely appropriate to her station.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most remarkable was Master Tyndalos&#039;s observation regarding her biology - she possesses chronosomes, marking her as a being whose existence transcends the normal boundaries of time. Such a nature would explain her ability to employ the mysterious concurrence, that device which allows her to consult alternative timelines for information otherwise unknowable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Her questioning regarding our recent victories proved both thorough and insightful. We recounted the defeat of the demi-lich, the sealing of the rift that would have allowed Ungoliant passage into our reality, and the final resolution of the Red Laughter&#039;s curse. Each detail she received with the calm attention of one accustomed to dealing with matters of cosmic significance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation regarding the one stone and red shift bridge filled our hearts with both relief and concern. The transformation of the Red Laughter from cursed artifact into blessed relic had indeed prevented the completion of this terrible device, yet as Dr. Wormwood pointed out, other sources of red shift energy might be discovered by our enemies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Her analysis of the Eye of Discord&#039;s motivations proved particularly illuminating. Whether his actions were opportunistic or part of some grander scheme remained unclear, but the very uncertainty of his purposes represented a danger that could not be ignored. The devils Dantalion, Tibirius, and Berit - all masters of contract magic - remained wild cards in the cosmic game being played out across the planes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Mission to Cataclysm Earth ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dr. Wormwood&#039;s assignment of our next mission both honored and daunted our small company. To journey to Cataclysm Earth, that realm where the Nazi regime has established dominion through their terrible psionic technology, represents a challenge of the highest order. Yet her reasoning was sound - if our enemies cannot breach into Nualis, they will likely turn their attention to the centers of white power that exist upon that war-torn realm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The prospect of capturing high-ranking Nazi officials for interrogation filled me with mixed emotions. Whilst the cause is just - preventing these disciples of darkness from achieving their terrible goals - the methods required sit uneasily with the codes of chivalry by which I have always lived. Yet sometimes the greater good demands that we set aside personal comfort in service of the innocent who depend upon our protection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Her offer to provide one of her clones as a guide to her warehouse in Anchorage represented both opportunity and mystery. The casual manner in which she spoke of such extraordinary abilities reminded us all of the cosmic scope of the forces we now find ourselves dealing with. No longer are we simple adventurers seeking treasure and glory - we have become soldiers in a war that spans multiple realities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The technological differences between the various versions of Earth she described painted a picture both fascinating and horrifying. The breakdown of combustion technology on Cataclysm Earth, replaced by electrical systems and the Nazis&#039; psionic alternatives, spoke to fundamental changes in the laws of physics themselves. Such alterations to the basic nature of reality represented power beyond anything we had previously encountered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most disturbing was her description of the Nazi psionic technology and its dependence upon the forced sacrifice of human fatigue. Such methods, requiring the enslavement and exploitation of those deemed &amp;quot;subhuman,&amp;quot; represented evil in its most concentrated form. The knowledge that these monsters had fled their own realm due to a zombie apocalypse they could not control provided little comfort - evil fleeing evil does not reduce the threat to the innocent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Cosmic Responsibility ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As I set down my pen to record these momentous events, my thoughts turn inevitably to the weight of responsibility that has settled upon our small fellowship. What began as a quest to consult a mysterious scholar has revealed itself as part of a conflict whose stakes encompass the very fate of multiple realities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that Lady Callas carries within her heart one of the key components needed to complete the red shift bridge places her at the very center of these cosmic machinations. The one stone - that great sapphire with its embedded ring - represents both our greatest asset and our greatest vulnerability. Our enemies will stop at nothing to claim it, whilst we must guard it with our very lives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet I find myself filled not with despair but with determination. In the company of such worthy companions, facing challenges that would test the greatest heroes of legend, I am reminded of the fundamental truth that has guided knights errant throughout the ages - it is not the magnitude of the challenge that matters, but the righteousness of the cause and the courage of those who serve it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s quick wit and mastery of mental arts have already proven invaluable, whilst her courtly skills have opened doors that might otherwise have remained sealed to us. Lady Belladonna&#039;s enthusiasm and growing expertise promise to serve us well in the trials ahead. Master Tyndalos remains a stalwart companion whose wisdom grows with each challenge we face. Lady Callas continues to demonstrate ever-greater mastery of the arcane forces that may well prove decisive in the conflicts to come.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Ahead ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The journey to Cataclysm Earth looms before us like a storm cloud on the horizon - dark with threat yet impossible to avoid. Dr. Wormwood&#039;s warehouse in Anchorage will serve as our base of operations, whilst her clone provides guidance through that war-torn realm. The capture of high-ranking Nazi officials represents both opportunity and peril, requiring us to penetrate to the very heart of their evil empire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet as I contemplate the challenges ahead, I am struck by how far our small company has traveled from those first tentative steps into adventure. We have faced dragons and demons, devils and demi-liches, traversed the spaces between worlds and walked in realms where few mortals have ever set foot. Each trial has strengthened our bonds of fellowship whilst teaching us new ways to combine our diverse talents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The tortured minds we encountered at the space station remind us that suffering exists even in the cosmic reaches, whilst the predatory vessels we observed serve notice that evil forces patrol these pathways with ever-increasing boldness. Yet such knowledge only strengthens our resolve to continue forward, knowing that retreat would abandon countless innocents to fates too terrible to contemplate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The blue lotus of Eisenkirche may induce pleasant dreams, but we dare not lose ourselves in such diversions whilst duty calls. The cosmic game of which we have become unwilling players shows no signs of approaching resolution, and each move we make ripples across multiple realities in ways we can barely comprehend.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Of Honor and Duty in Dark Times ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As this account draws toward its close, I find myself reflecting upon the nature of honor in times when the very foundations of reality seem to shift beneath our feet. The chivalric codes that have guided my steps since childhood were conceived for a world of earthly conflicts and human adversaries. How do they apply when facing enemies whose very existence transcends normal understanding?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet I believe that honor becomes more important, not less, when facing such challenges. It is precisely when the stakes are highest and the temptations greatest that we must hold most firmly to those principles that separate civilization from chaos. The methods we employ in pursuit of victory will determine what kind of world remains when the battle is won.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The prospect of interrogating captured Nazi officials troubles my conscience, yet I recognize that the information they possess might prevent atrocities beyond imagining. Such moral complexities represent the burden of those who would serve the greater good in an imperfect world. We must be willing to bear that burden whilst never allowing it to corrupt our fundamental commitment to justice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The space station with its tortured minds, the asteroid ships of the mind flayers, the spider vessels of the Neogi - all serve as reminders that evil takes many forms and operates across scales we can barely comprehend. Yet good also operates across such scales, as evidenced by Dr. Wormwood&#039;s network of clones and warehouses, ready to aid those who would stand against the darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Bonds of Fellowship ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I cannot conclude this chronicle without paying tribute to the remarkable bonds of fellowship that have sustained our company through trials that would have broken lesser associations. What began as a gathering of individuals united by circumstance has evolved into something approaching a family - bound not merely by common cause but by genuine affection and mutual respect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s transformation from mysterious lady-in-waiting to trusted companion and skilled tactician has been a wonder to observe. Her ability to assume whatever role circumstances require, whilst never losing sight of our ultimate objectives, demonstrates both flexibility and strength of character. The phantasmal crown she now wears seems somehow appropriate - a symbol of the natural authority she has earned through deed rather than birth.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Belladonna&#039;s enthusiasm for both flame and adventure continues to inspire us all, whilst her growing mastery of her chosen arts promises to serve us well in the challenges ahead. Her mechanical aptitude and scholarly precision provide valuable counterpoints to the more intuitive approaches favored by some of our number.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master Tyndalos has borne the burden of his recent transformations with grace and wisdom, allowing his expanded awareness to guide our decisions whilst never letting it overwhelm his fundamental humanity. The knowledge that flows through his connection to Dantalion represents both opportunity and danger, requiring constant vigilance to ensure it serves righteous purposes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas remains the backbone of our company, her mastery of multiple magical disciplines providing solutions to challenges that would otherwise prove insurmountable. The burden of carrying the one stone might have broken a lesser person, yet she bears it with quiet dignity whilst never allowing its weight to diminish her commitment to our shared cause.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Even faithful Hoardling deserves mention, for his simple pleasures and straightforward nature provide welcome respite from the cosmic complexities that surround us. His delight in consuming the poisonous plants of the void reminds us that joy can be found even in the strangest circumstances, whilst his unwavering loyalty serves as an example to us all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Looking Forward to Darker Shores ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we prepare to depart Eisenkirche for the war-torn realm of Cataclysm Earth, I find myself both apprehensive and eager to begin this next phase of our mission. The clean streets and orderly life of this elevated city will soon give way to a reality shaped by war and tyranny, where the very air is poisoned by the evil of those who would remake the world in their twisted image.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet such challenges have always been the proper domain of knights errant - to ride forth into darkness with the hope of bringing light, to face overwhelming odds in service of those who cannot defend themselves, to stand against the tide of evil regardless of the personal cost. The scope may be cosmic rather than terrestrial, but the fundamental nature of our calling remains unchanged.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dr. Wormwood&#039;s clone awaits to guide us to Anchorage, whilst her warehouse provides a secure base from which to launch our operations. The Nazi hierarchy represents our target, their psionic technology both our objective and our greatest threat. The zombies that plague their homeland add another layer of complexity to an already challenging mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet as I contemplate the path ahead, I find myself filled with quiet confidence. We have faced dragons and demons, traversed the void between worlds, walked in realms where mortals were never meant to tread. Each challenge has strengthened us, each victory has prepared us for the next trial. Whatever awaits us on Cataclysm Earth, we shall face it together, united by bonds forged in the crucible of shared adversity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The stars that guided us through the abyss now shine upon different shores, but their light remains constant - a reminder that even in the darkest reaches of existence, hope endures for those bold enough to carry its flame forward. May that same light guide us through the trials to come, and may our deeds prove worthy of the trust that has been placed in our hands.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 3: Into the Crucible of Cataclysm Earth ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Chapter3.png|300px|thumb|right|Travelling]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By mine honor and the sacred oaths that bind me to righteous service, I take quill in hand once more to chronicle events most extraordinary and perilous. What began as simple transit from the elevated realm of Eisenkirche to the war-torn reality of Cataclysm Earth has revealed itself as an entry into a world where the very foundations of civilization strain beneath the weight of tyranny and technological blasphemy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both heavy heart and grim determination that I record these proceedings, for we have crossed from the realm of scholarly consultation into active warfare against forces whose malevolence surpasses even the darkest legends of ancient evil. The Nazis of Cataclysm Earth, with their terrible psionic technologies and utter disregard for human dignity, represent an evil so pure and concentrated that every fiber of my being cries out for swift and decisive action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Gateway Through Death&#039;s Shadow ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our departure from the noble halls of Eisenkirche was accomplished through means both efficient and unsettling. Dr. Wormwood, with casual authority that bespoke vast experience in such matters, provided each member of our company with a potion that would transport us directly to her warehouse in distant Anchorage. The very act of consuming the elixir - knowing full well that it would cause our temporary demise before resurrection in another realm - required no small measure of faith in our enigmatic hostess.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The journey through what she termed &amp;quot;the underworld&amp;quot; proved both wondrous and deeply moving. As our spirits traversed that realm of shadows, we witnessed vistas of human experience stretching out on either side - farmers tending their crops, artisans at their work, merchants in their trade, and countless other souls engaged in the simple yet profound business of living. &#039;Twas a reminder most humbling of the vast tapestry of mortal existence, and of our duty to protect those who cannot protect themselves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The glowing orb that served as our guide led us faithfully through this corridor of souls until at last we emerged into the harsh reality of Cataclysm Earth. The warehouse in Anchorage, whilst mundane in appearance, represented our first foothold in a realm where the very laws of nature had been altered by malevolent will.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Strange Chemistry of a Changed World ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jimmy, the diminutive gentleman who awaited our arrival, proved to be both knowledgeable and accommodating in his explanations of this altered reality. The fundamental changes wrought upon Cataclysm Earth struck me as particularly insidious - for whilst the Nazis had rendered combustion engines inoperable, forcing reliance upon electrical systems, they had also introduced terrible instabilities that made even these alternatives unreliable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual manner in which Jimmy described the electrical surges that could destroy entire buildings&#039; circuitry served as stark reminder of the comprehensive nature of the enemy&#039;s reshaping of this world. They had not merely conquered through force of arms, but had literally rewritten the rules by which civilization must function. Such power, wielded by those utterly devoid of moral restraint, represented a threat beyond anything we had previously encountered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our preparations in Anchorage proved both practical and illuminating. The acquisition of local currency through Lady Belladonna&#039;s mystical purse, the procurement of appropriate clothing, and the gathering of supplies all served to familiarize us with the material conditions of this war-torn reality. Yet &#039;twas the psychological preparation that proved most valuable - learning to think and act as inhabitants of a world where freedom itself had become a revolutionary concept.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Road Through Wilderness and Wonder ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The electric vehicle provided by Dr. Wormwood&#039;s network proved adequate to our needs, though its operation required careful attention to the limited charging stations available between Anchorage and our ultimate destination. Master Tyndalos, with his characteristic adaptability, mastered the conveyance with commendable swiftness, though I confess the sight of our small company speeding along those endless roads filled me with both exhilaration and trepidation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our encounter with the pod of orcas as we departed Anchorage provided momentary wonder amidst the grimness of our mission. Lady Kel&#039;s telepathic contact with one of these magnificent creatures revealed behavior patterns far more complex than nature typically provides, suggesting that even the wildlife of this realm bears the mark of supernatural influence. Whether this represents corruption or enhancement remains unclear, but it serves as yet another reminder that Cataclysm Earth operates according to rules fundamentally different from our own reality.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The tedium of long-distance travel was broken by necessary stops for provisions and equipment. In the settlement of Snag Junction, we encountered our first clear evidence of the supernatural threats that plague this realm - the polar bears that Eddie described with such evident concern. These creatures, possessed of hide so thick that conventional firearms proved inadequate, clearly represented more than mere natural beasts run amok.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s enthusiasm for acquiring a shotgun at the local armory provided both amusement and reassurance. Her determination to master the weapon during our brief respite for practice shooting demonstrated the same focused intensity she brings to her mental arts. The sight of our courtly companion wielding such a formidable firearm with growing confidence served as apt metaphor for our entire company&#039;s adaptation to the harsh realities of this war-torn realm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Commercial Necessities and Strategic Preparations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our shopping expedition in the frontier settlements revealed much about both the material conditions of Cataclysm Earth and the adaptability of its inhabitants. The availability of weapons and toxins that would be strictly controlled in more civilized realms spoke to the constant dangers faced by ordinary citizens. That pepper spray and explosive ammunition were considered routine purchases for travelers highlighted the degree to which violence had become normalized.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The acquisition of specialized equipment - from bear spray to welding torches, from military-grade communications devices to advanced armor - demonstrated our commitment to thorough preparation. Each item purchased represented not merely material advantage, but psychological readiness for whatever challenges might await us in the Nazi-controlled territories ahead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Belladonna&#039;s fascination with the available poisons, while practical from a tactical standpoint, reminded me of the moral complexities inherent in our mission. We prepared for war against an enemy so vile that conventional ethical constraints must be carefully balanced against the greater good of protecting innocent lives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Luxury of Civilized Rest ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our night&#039;s accommodation at the Poste Montagne Lodge in Beaver Creek provided welcome respite from the rigors of travel, though at considerable expense. The establishment&#039;s willingness to charge premium rates for basic hospitality spoke to the economic disruption caused by the altered energy systems of this realm. Yet the comfort of proper beds, hot food, and secure walls allowed our company to restore both body and spirit before the trials ahead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s precautionary use of her telepathic abilities to scan the minds of the lodge staff revealed no immediate threats, though the presence of several individuals able to resist such mental intrusion suggested that even in these remote regions, one could not assume complete safety. The vigilance required in this realm, where friend and foe might be difficult to distinguish, weighed heavily upon all our hearts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The peaceful rest we enjoyed that night, undisturbed by either natural predators or human enemies, felt almost surreal given the dangers that surrounded us. &#039;Twas perhaps the last truly tranquil slumber we would experience before plunging into the heart of Nazi-controlled territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Perilous Canyon and Our First Test ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our journey south through the Canadian wilderness proceeded without notable incident until we reached the great canyon where shadows fell early and visibility became treacherous. &#039;Twas here that Lady Kel&#039;s military instincts proved their worth, for her immediate recognition of the terrain&#039;s ambush potential led to the telepathic sweep that detected our enemies before they could strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The six human minds she discovered, organized into a military formation and connected by their own psychic network, represented our first direct contact with Nazi forces. The image of Jimmy from Anchorage present in their thoughts confirmed that Dr. Wormwood&#039;s agent had indeed been compromised, though whether through betrayal or surveillance remained unclear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The tactical challenge presented by these elite soldiers - clearly special forces rather than regular infantry - required the full coordination of our company&#039;s diverse abilities. Lady Callas&#039;s earth door provided the means for our surprise assault, whilst Lady Kel&#039;s mental attacks and phantasmal conjurations neutralized key targets before conventional combat could commence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Battle in the Shadows of the Canyon ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The engagement itself, whilst brief, demonstrated both the effectiveness of our coordinated tactics and the deadly competence of our enemies. These Nazi commandos, equipped with weapons charged with their terrible Vril energy and possessed of enhanced movement abilities through unnatural terrain mastery, represented adversaries far more dangerous than ordinary soldiers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My own contribution to the battle, whilst tactically sound, resulted in one of those curious martial displays that occasionally bewilder opponents more effectively than perfect technique. The fumble that led to my bizarre but spectacular weapon work left our enemies hesitant to attack or cast spells - a fortunate outcome that speaks to the mysterious ways in which Providence sometimes intervenes in righteous causes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master Tyndalos&#039;s color spray proved devastatingly effective against the tightly grouped enemies, whilst Lady Belladonna&#039;s hellfire eliminated multiple targets with prejudicial efficiency. The sight of Nazi soldiers consumed by righteous flame stirred feelings in my breast that I struggle to reconcile with Christian mercy - yet when facing evil so pure and concentrated, perhaps righteous wrath becomes a holy duty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The crystalline ammunition we recovered from our fallen enemies, charged with their blasphemous Vril energy, served as tangible reminder of the technological horrors we would face in the territories ahead. Weapons designed to shatter within the body, causing maximum internal damage whilst bypassing conventional armor, spoke to a mentality that viewed human suffering not merely as acceptable collateral damage, but as an art form to be perfected.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Intelligence Gathered Through Compulsion ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s use of her mental compulsion abilities upon the surviving Nazi officer, whilst ethically complex, provided intelligence vital to our mission&#039;s success. The information extracted from this Krupa fellow revealed the scope of the enemy&#039;s search for Jimmy, the existence of multiple hunter-killer teams throughout the region, and the locations of various command structures we would likely encounter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Learning of Captain Richter, the Abwehr operative directing these search operations, provided us with a specific target whose elimination could disrupt Nazi activities throughout the region. Similarly, the intelligence regarding Dr. Schultz at the observatory and the Colonel Sophia commanding Fort McCord gave us valuable insight into the enemy&#039;s command structure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that these commandos possessed limited-range communication equipment, whilst tactically useful, also highlighted the sophisticated nature of Nazi operations in this realm. Their ability to coordinate multiple teams across vast distances through both technological and psychic means demonstrated organizational capabilities that demanded our utmost respect as adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Moral Complexities and Practical Solutions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to send one mind-controlled Nazi to warn Jimmy whilst retaining the other as a guide through enemy territory represented the kind of morally ambiguous choices that warfare against absolute evil sometimes demands. Whilst I cannot claim complete comfort with employing the enemy&#039;s own soldiers as unwilling agents, the alternative - allowing Dr. Wormwood&#039;s network to be compromised through ignorance - presented greater evils.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The uniforms recovered from our fallen enemies, whilst practical necessities for infiltration purposes, served as grim reminders of the roles we would be compelled to assume. To don the regalia of tyranny, even in service of just causes, requires a strength of character that I pray we all possess in sufficient measure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The interrogation of our captive Nazi, conducted with thoroughness that bordered on the obsessive, revealed much about both enemy capabilities and the psychological conditioning that creates such willing servants of evil. The casual manner in which he accepted the deaths of his comrades as a &amp;quot;loyalty test&amp;quot; demonstrated the complete moral inversion that characterizes the Nazi worldview.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Preparations for Deeper Penetration ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered from our captive, combined with the practical experience of engaging Nazi forces, provided crucial preparation for the trials ahead. Lady Belladonna&#039;s rapid acquisition of German linguistic skills, facilitated by her mystical learning enhancement, demonstrated the adaptability that would be essential for successful infiltration operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that Nazi military units actively seek female officers capable of wielding their Vril technology suggested opportunities for Lady Kel to assume roles of authority within enemy ranks. Her natural bearing and diplomatic skills, enhanced by appropriate disguises, might provide access to intelligence sources unavailable through other means.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that our mission would ultimately require penetration of Nazi-controlled territory around Washington D.C., with its network of checkpoints and security measures, underscored the magnitude of the challenges we would face. Yet the intelligence we had gathered, combined with our captured guide and acquired uniforms, provided the foundation for successful infiltration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on the Nature of Evil ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As I set down my quill to record these events, my thoughts turn inevitably to the nature of the evil we have encountered and the choices it compels upon those who would stand against it. The Nazis of Cataclysm Earth represent wickedness so pure and concentrated that it challenges every principle of chivalric conduct I have held sacred throughout my life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How does one maintain honor when fighting enemies who recognize no honor? How does one preserve mercy when facing those who glory in cruelty? How does one uphold justice when confronting a system built entirely upon injustice? These questions, which would have seemed merely philosophical in my earlier adventures, now demand practical answers with lives hanging in the balance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet perhaps the very magnitude of the evil we face serves to clarify rather than complicate our moral choices. When confronting absolute tyranny, half-measures become complicity. When facing systematic dehumanization, gentle persuasion becomes ineffective luxury. When standing against those who would remake the very laws of nature to serve their twisted ends, conventional restraints may themselves become moral failures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Weight of Cosmic Responsibility ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The realization that our small company has become instrumental in conflicts spanning multiple realities weighs heavily upon my spirit. We are no longer simple adventurers seeking personal glory or material reward, but soldiers in a war whose outcome may determine the fate of countless innocent souls across numerous planes of existence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that Lady Callas carries within her heart one of the key components needed to complete the red shift bridge adds another layer of urgency to our mission. Not only must we gather intelligence about Nazi capabilities and intentions, but we must do so whilst protecting her from enemies who would gladly sacrifice entire worlds to claim what she bears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual manner in which Dr. Wormwood speaks of her network of clones and warehouses, spanning multiple versions of Earth, serves as constant reminder of the truly cosmic scope of the conflicts in which we have become entangled. Our mission to Cataclysm Earth is but one move in a game whose board encompasses realities we can barely imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Forward ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we continue our journey toward the heart of Nazi power, I find myself both apprehensive and eager for the trials ahead. The enemy we face possesses capabilities that border on the supernatural, resources that span continents, and a ideology so corrupt that it transforms ordinary humans into willing instruments of unspeakable evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet our small company has proven itself capable of extraordinary achievements. Lady Kel&#039;s mental mastery provides both tactical advantage and strategic insight. Lady Belladonna&#039;s arcane fire offers devastating offensive capability. Master Tyndalos brings adaptability and strange wisdom born of his unique nature. Lady Callas combines growing magical power with the strategic acumen of a military mind. Together, we form a fellowship capable of achieving what larger armies might find impossible.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The uniforms we now carry, taken from fallen Nazi soldiers, represent more than mere disguises - they are symbols of our willingness to descend into the very heart of darkness in service of the light. The weapons we have acquired, charged with the enemy&#039;s own blasphemous energies, will serve as instruments of their downfall.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The captive Nazi who now serves as our unwilling guide represents a kind of justice - the servant of tyranny compelled to aid in its destruction. His knowledge of checkpoints, protocols, and command structures will prove invaluable as we penetrate deeper into enemy territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Preparations and Grim Resolve ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we approach the borders of Nazi-controlled territory, I am struck by the transformation our company has undergone since those early days of seeking consultation with mysterious scholars. We have become something harder, more focused, more capable of the difficult choices that cosmic warfare demands.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The comfortable certainties of traditional chivalric conduct must now be balanced against the harsh necessities of fighting enemies who recognize no limits, acknowledge no restraints, and pursue goals so evil that any means becomes justified in opposing them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet I am reminded that it is precisely in such extreme circumstances that true character is revealed. The choices we make in the crucible of absolute conflict will define not merely the success of our mission, but the very nature of our souls. We must become capable of defeating ultimate evil whilst remaining worthy of the victory we seek.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The road ahead leads through the heart of darkness itself - to Washington D.C., where Nazi technology and ideology have created a new form of hell on earth. There we must gather intelligence, identify key targets, and prepare the ground for whatever final confrontation awaits.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The bears that plague this realm, with their supernatural resilience and unnatural behavior, serve as apt metaphors for the challenges we face - threats that appear natural on the surface but reveal supernatural corruption upon closer examination. Like those bears, the Nazi regime we oppose draws strength from sources that transcend normal understanding.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet we too possess capabilities that transcend the merely mundane. Our magic, our fellowship, our commitment to causes greater than ourselves, and above all our willingness to sacrifice personal comfort for the greater good provide weapons that no amount of Vril technology can ultimately overcome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As this chapter of our chronicle draws to its close, I am filled with grim determination tempered by profound gratitude for the companions who stand beside me in this darkest of hours. Whatever trials await us in the Nazi-controlled territories ahead, we shall face them as we have faced all previous challenges - together, with courage, and with absolute commitment to the cause of justice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game board may be cosmic in scope, the enemies may wield powers that border on the divine, and the stakes may encompass the fate of multiple realities. Yet at its heart, our struggle remains what it has always been - the eternal conflict between light and darkness, between those who would protect the innocent and those who would prey upon them, between the forces of creation and the agents of destruction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In that eternal struggle, there can be no neutrality, no compromise, and no half-measures. We go forward into whatever darkness awaits, bearing the light of hope and the flame of righteous purpose, trusting in Providence and in each other to see this great work through to its proper conclusion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May God grant us strength for the trials ahead, wisdom for the choices we must make, and courage for the sacrifices that may be demanded of us. The innocent souls of Cataclysm Earth cry out for liberation, and we shall not fail them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 4: The Road to New York ===&lt;br /&gt;
&lt;br /&gt;
[[File:OldOne.png|thumb|left|200px|Old One]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By mine honor and the sacred oaths that bind me to the service of righteousness, I take up my quill once more to chronicle events most harrowing and illuminating. Our journey from the remote wilderness of Cataclysm Earth&#039;s northern territories toward the very heart of Nazi power has proven fraught with both peril and revelation, testing not merely our martial prowess but our very souls against corruptions both technological and metaphysical.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both grim satisfaction and profound unease that I record these proceedings, for whilst we have gained intelligence vital to our greater mission, the methods required to obtain such knowledge have forced us ever deeper into moral territories where the lines between necessity and compromise grow increasingly blurred.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Strategic Deliberation at Journey&#039;s End ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in the frontier settlement of Whitehorse, Yukon Territory, marked a crucial juncture in our mission. The town itself, with its peculiar array of brightly colored rooftops - no doubt a psychological bulwark against the endless white of northern winters - provided both respite and strategic opportunity. The presence of Master Jimmy, one of Dr. Wormwood&#039;s mystical duplicates, proved providential, offering not merely the practical service of recharging our electrical conveyance but intelligence most valuable regarding our path forward.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual manner in which Jimmy injected our captive Nazi Kruppe with some form of transformative substance - declaring that within nine months the wretch would become another version of himself - served as stark reminder of the supernatural forces at play in this conflict. Such chromosomal cloning, as he termed it, represents power over human identity itself, technology that might serve either liberation or tyranny depending upon the hands that wield it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence Jimmy provided regarding enemy activity proved both encouraging and alarming. The reports from Tlingit hunters of strange creatures - horses with scales and crocodilian mouths rather than proper equine features - coming from the south suggested that Nazi experimentation had not confined itself merely to human subjects. These unnatural beasts, clearly products of the same twisted science that had created the supernatural bears plaguing the northern territories, represented yet another manifestation of the enemy&#039;s corruption of nature itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Maritime Gambit to American Shores ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The logistical challenges of our continued journey southward demanded careful consideration of both practical and strategic factors. The limitations of our electrical conveyance - capable of perhaps seven hundred miles between charges - combined with the scarcity of charging stations in Canadian territories, necessitated an alternate approach to reaching the United States proper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jimmy&#039;s suggestion of the marine highway from Juneau to Bellingham proved both ingenious and appropriate to our circumstances. The prospect of a thirty-six hour sea voyage, whilst lengthy, offered the dual advantages of avoiding the heavily monitored land borders and providing opportunity for rest and preparation before entering the heart of Nazi-controlled territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The three-day wait in Juneau for the appropriate ferry departure provided valuable time for final preparations and strategic planning. Lady Kel&#039;s acquisition of false identification papers - appearing mysteriously in Jimmy&#039;s possession with suspicious convenience - represented the kind of providential assistance that suggests greater forces work to aid our cause.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Ferry Passage and First Glimpses of Enemy Territory ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our voyage from Juneau to Bellingham aboard the marine highway ferry proved both restful and educational. The sight of the rugged coastline of what had once been free American territory, now under the heel of Nazi tyranny, filled me with both determination and profound sorrow for the innocent souls suffering beneath such oppression.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The thirty-six hours at sea provided opportunity for final planning and preparation. Lady Belladonna&#039;s continued mastery of the German tongue, enhanced by her mystical learning abilities, progressed with admirable swiftness. The sight of our noble company transforming itself into convincing replicas of Nazi personnel - complete with stolen uniforms and forged documentation - required considerable moral fortitude to accept as necessary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in Bellingham marked our first foothold within Nazi-controlled territory proper. The careful transition from maritime to terrestrial transport, accomplished without incident despite our disguised status, demonstrated both the effectiveness of our preparations and the blessing of Providence upon our righteous cause.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Approach to McCord Air Force Base ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The drive from Bellingham toward McCord Air Force Base provided our first direct observation of Nazi military installations on American soil. The sight of that base, surrounded by fifteen-foot walls topped with gun emplacements and containing numerous mysterious hangar-like structures, served as sobering reminder of the military might we opposed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;More intriguing still was the observatory situated on nearby Carson Hill, some seven or eight miles from the base proper. The intelligence gathered from our captive Nazi regarding Dr. Felix Schultz - the astronomer whose research touched upon matters most relevant to our mission - made this facility our primary target for infiltration and investigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The presence of both regular guards and roving patrols around the observatory complex, whilst presenting tactical challenges, also confirmed the importance of the work conducted within. Whatever research proceeded within those cylindrical towers clearly warranted protection significant enough to deter casual intrusion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Night Reconnaissance and Infiltration Planning ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her undetectability enchantment provided the means for thorough reconnaissance of our target without alerting the guards to our presence. The establishment of mind-speech communication among our company ensured coordination despite our mutual invisibility - a tactical innovation born of necessity but proving remarkably effective.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master Tyndalos&#039;s circuit of the observatory revealed the deployment of four guards - two stationed at ground level near the entrances, two others patrolling the roof of the antenna-festooned northern building. The sealed nature of both structures, designed to exclude all external light, confirmed their use for astronomical observations requiring complete darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to await the departure of the research staff rather than attempt immediate infiltration demonstrated tactical wisdom over impetuousness. The patient observation of Dr. Schultz&#039;s evening departure, noting his transportation arrangements and residential patterns, laid the foundation for a more comprehensive intelligence gathering operation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Suburban Infiltration and Moral Complexities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our pursuit of Dr. Schultz to his residence in the military suburb of Tanglewild revealed much about the ordered nature of Nazi-controlled society. The neat arrangement of identical dwellings, each housing military personnel and their families, spoke to a regimentation that extended far beyond mere professional obligations into the very fabric of domestic life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The presence of three churches serving this small community - the New Life Baptist Church with its playing fields suggesting the indoctrination of children from earliest age - demonstrated how thoroughly the Nazi ideology had penetrated even religious institutions. Such corruption of faith itself represented perhaps the most insidious aspect of their comprehensive evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master Tyndalos&#039;s employment of his unique abilities to observe Dr. Schultz&#039;s dreams - whilst tactically necessary - revealed disturbing intelligence regarding the psychological conditioning imposed upon Nazi researchers. The machinery detected within the astronomer&#039;s mind, combined with the sexual aberrations used to ensure compliance, painted a picture of control mechanisms both sophisticated and deeply corrupt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Interrogation and Its Terrible Revelations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The capture and subjugation of Dr. Schultz - accomplished through Lady Kel&#039;s mental compulsion abilities combined with necessary physical restraint - provided our first direct intelligence from a high-ranking Nazi researcher. Yet the psychological defenses built into the man&#039;s very brain tissue ensured that any attempt to extract sensitive information would trigger devastating mental deterioration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation of the Trans-Uranians - creatures of ice and tentacles whose very appearance struck terror into even conditioned Nazi minds - provided crucial intelligence regarding one of the enemy&#039;s greatest concerns. These beings, clearly possessing capabilities that challenged even Nazi technological supremacy, represented either potential allies or threats of cosmic proportion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dr. Schultz&#039;s fragmented revelations regarding research into &amp;quot;concentrated space&amp;quot; - their attempts to weaponize spatial distortions through grenade-like devices - demonstrated the truly reality-threatening nature of Nazi scientific endeavors. Such work, if successful, could provide weapons capable of adding space to the universe itself, with consequences beyond mortal comprehension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Machine-Induced Madness and Its Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The observation of Dr. Schultz&#039;s mental deterioration - triggered by the very act of attempting to reveal classified information - provided sobering insight into the depths of Nazi psychological control mechanisms. The machinery implanted within his brain, designed to induce madness rather than permit betrayal of state secrets, represented a level of thought control that transcended mere ideological indoctrination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s attempts to heal the damage through mystical means, whilst partially successful in stabilizing the subject&#039;s immediate condition, could not address the fundamental corruption of his mental faculties. The gradual dissolution of his personality - from functional researcher to broken remnant - served as stark demonstration of Nazi willingness to destroy human dignity in service of their cause.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered regarding implant technology - both the elimination of cellular rejection and the attraction of mental illnesses as side effects - revealed the terrible price paid by those who served the Nazi regime. Even their most valued personnel were reduced to mere components in a vast machine of oppression, their humanity sacrificed for technological advantage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Grim Necessity of Strategic Withdrawal ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to abandon Dr. Schultz to his fate - allowing the brain machinery to complete its destructive work whilst staging the scene to suggest death through personal indulgence - required acceptance of moral compromise that weighed heavily upon my spirit. Yet the alternative - attempting to preserve a life already forfeit to Nazi conditioning - would have served neither justice nor our greater mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The careful staging of the scene, utilizing the subject&#039;s known psychological aberrations to provide plausible explanation for his demise, demonstrated the kind of ruthless pragmatism that warfare against absolute evil sometimes demands. The knowledge that his death would be dismissed as the consequence of personal weakness rather than enemy action served our strategic needs whilst sparing his reputation whatever dignity remained possible.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our thorough search of the residence, whilst yielding no additional intelligence of immediate tactical value, confirmed the psychological profile constructed through mystical means. The evidence of systematic sexual deviation, clearly encouraged and exploited by Nazi handlers as a control mechanism, revealed the comprehensive nature of their corruption of human nature itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Road to Greater Confrontations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The four-day journey from the Pacific Northwest to New York City provided opportunity for reflection, preparation, and the continued education of our company in the arts of deception necessary for survival in Nazi-controlled territory. Lady Belladonna&#039;s ongoing mastery of German linguistic patterns, enhanced by mystical learning techniques, progressed with remarkable efficiency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sight of Nazi air power - the bizarre eagle-headed aircraft that soared across the Dakota skies - served as reminder of both the technological capabilities we opposed and the thoroughly unnatural character of their war machine. These hybrid creatures of flesh and metal, capable of high-speed reconnaissance across vast territories, represented the kind of biotechnological horror that only absolute corruption could conceive and create.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The peaceful nature of our cross-country journey, unimpeded by checkpoints or serious security measures, revealed much about the limitations of Nazi control over the vast American interior. Whilst their grip upon major population centers remained absolute, the sheer scale of the continental United States made comprehensive surveillance impossible even for their sophisticated apparatus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Arrival in the Heart of Darkness ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in New York City - that great metropolis now transformed into a showcase of Nazi achievement - provided our first glimpse of how thoroughly they had reshaped American civilization. The conversion of all transport systems to steam power, whilst perhaps less efficient than the electrical systems they had made impossible, demonstrated their commitment to remaking the very foundations of technological society according to their twisted vision.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The bustling activity of the city streets, carrying on despite the fundamental alteration of its power systems, spoke to the resilience of the human spirit even under the most oppressive circumstances. Yet the very normality of daily life under such conditions served as sobering reminder of humanity&#039;s capacity to adapt to even the most unnatural circumstances when survival demands such accommodation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sight of the Chrysler Building - that former symbol of American ingenuity and ambition now reduced to a shattered ruin from which blackness seeped like some cosmic wound - provided our first direct encounter with the metaphysical consequences of Nazi experimentation. The dissolving reality I observed through my enhanced vision suggested damage to the very fabric of existence itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Revelations Through Enhanced Perception ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of my blacksight abilities to examine the ruined Chrysler Building revealed imagery both fascinating and deeply disturbing. The spectral presence of massive creatures - dinosaurs stalking through terrain that bore no relation to the modern urban landscape - suggested either temporal distortion or dimensional breach of unprecedented magnitude.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The dissolving nature of the blackness emanating from the ruin - matter returning to void rather than void intruding upon reality - indicated that this represented the aftermath of some catastrophic experiment rather than an ongoing supernatural invasion. Whatever the Nazis had attempted within that building had clearly exceeded even their considerable ability to control the forces they had unleashed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lingering presence of such cosmic damage in the heart of their greatest stronghold served as stark reminder that even Nazi technological supremacy operated within limits. Their willingness to conduct experiments capable of damaging reality itself, even within their own most important cities, demonstrated either breathtaking arrogance or desperate necessity - perhaps both.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Intelligence Gathered and Paths Forward ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The information extracted from Dr. Schultz, whilst incomplete due to the protective mechanisms built into his conditioned mind, provided valuable insight into several crucial aspects of Nazi research priorities. Their fear of the Trans-Uranians suggested entities whose power challenged even their considerable capabilities - potential allies if contact could be established, or cosmic threats requiring careful navigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation of their work on spatial manipulation - attempts to create weapons that could literally add space to the universe - indicated research into fundamental forces whose mastery could reshape reality itself. Such capabilities, in the hands of those utterly devoid of moral restraint, represented threats not merely to our mission but to the continued existence of ordered creation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The comprehensive nature of their control mechanisms - from the brain machinery that destroyed minds rather than permit betrayal to the sexual conditioning that turned personal weakness into instruments of compliance - demonstrated an understanding of human psychology so thorough and corrupt as to challenge traditional concepts of individual agency and moral responsibility.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Weight of Necessary Compromises ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our employment of Nazi uniforms and forged documentation, whilst tactically essential for survival in enemy territory, required constant vigilance against the psychological corruption such deception might engender. The ease with which we moved through their security systems spoke not merely to the quality of our disguises but to the human tendency to accept surface appearances when deeper investigation might prove inconvenient.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to abandon Dr. Schultz to his mechanically-induced madness and death, whilst strategically sound, highlighted the moral ambiguity inherent in warfare against enemies who have systematically destroyed the humanity of their own servants. At what point does mercy toward the individually innocent become complicity with the systematically evil?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that our success in gathering intelligence had come at the cost of a human life - even one already forfeit to Nazi conditioning - served as sobering reminder that victory over absolute evil might require accepting moral costs that would be unthinkable under normal circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Assessment and Future Preparations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our successful infiltration of Nazi territory and extraction of intelligence regarding their research priorities provided crucial foundation for the greater mission ahead. The identification of the Trans-Uranians as a force capable of challenging Nazi supremacy offered potential opportunities for alliance or at minimum strategic exploitation of enemy weaknesses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation of Nazi spatial manipulation research highlighted the urgency of our broader mission to prevent their completion of dimensional bridging technologies. The prospect of such weapons in the hands of those who had already demonstrated willingness to damage reality itself for tactical advantage demanded immediate and decisive action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The comprehensive nature of their psychological control systems - from mechanical implants to sexual conditioning - suggested that traditional approaches to turning enemy personnel might prove ineffective. Future operations would require accounting for the likelihood that even apparent defectors might be compromised by conditioning too sophisticated to detect through conventional means.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Approach to Greater Battles ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in New York City marked the transition from reconnaissance and intelligence gathering to active operations within the very heart of enemy power. The proximity to major Nazi research facilities and command structures offered opportunities for more significant intelligence coups whilst simultaneously increasing the risks of discovery and reprisal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The evidence of reality distortion within the city itself - the dissolving Chrysler Building and its temporal/dimensional anomalies - suggested that Nazi experimentation had already produced consequences beyond their ability to fully control. Such instabilities might provide tactical opportunities whilst simultaneously threatening cosmic-level complications.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that Lady Callas carried within her heart one of the key components needed for red shift bridge completion added layers of both urgency and vulnerability to our continued operations. The balance between aggressive intelligence gathering and protective discretion would require wisdom beyond mere tactical calculation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Observations on Enemy Capabilities and Limitations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Nazi eagle-aircraft observed during our cross-country journey demonstrated biotechnological capabilities that bordered on the supernatural, yet their limitation to relatively low-altitude reconnaissance suggested constraints upon even their advanced systems. Understanding these limitations might prove crucial for avoiding detection during future operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The steam-powered infrastructure of New York City, whilst effective for maintaining urban functionality, represented a significant reduction in technological capability compared to the electrical systems they had made impossible. This suggested that their reality-altering technologies came with significant costs even to their own operational effectiveness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The evidence of reality damage at the Chrysler Building indicated that even Nazi scientific capabilities operated within cosmic limits that could not be violated without consequence. Their willingness to risk such damage suggested either desperation or confidence in their ability to control forces beyond normal comprehension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Moral Landscape of Cosmic Warfare ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our journey from the remote wilderness of Canada to the urban heart of Nazi power has revealed the true scope of the evil we oppose - not merely political tyranny or military conquest, but systematic corruption of human nature itself combined with technological capabilities that threaten the very foundations of ordered reality.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The psychological conditioning systems employed by the Nazi regime - reducing even their most valued personnel to mere components in a vast machine of oppression - challenge traditional concepts of individual moral responsibility. How does one maintain compassion for victims who have been systematically transformed into willing instruments of evil?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The necessity of employing deception, abandoning the dying to their fate, and operating within enemy systems using their own methods of identification and movement highlights the moral complexity inherent in opposing absolute evil. Victory may require accepting compromises that would constitute moral failure under normal circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Through Darkness ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As this chapter of our chronicle draws toward its close, I am struck by the transformation our small company has undergone. We began as seekers of knowledge and consultation with mysterious scholars; we have become something far more focused and dangerous - agents of justice operating within the very bowels of tyranny itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence we have gathered regarding Trans-Uranians, spatial manipulation research, and comprehensive mind control systems provides crucial foundation for whatever confrontations await us in the weeks ahead. Yet the human cost of obtaining such knowledge - measured not merely in Dr. Schultz&#039;s destroyed life but in the moral compromises required of our own souls - serves as sobering reminder of the price demanded by cosmic warfare.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sight of the dissolving Chrysler Building, with its implications of reality damage extending far beyond immediate Nazi control, suggests that our mission encompasses stakes far greater than the liberation of a single alternate Earth. The forces unleashed by Nazi experimentation threaten the very foundations of ordered existence across multiple planes of reality.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Reflections on Justice and Necessity ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that we carry forged identification papers taken from dead Nazi soldiers, wear uniforms stripped from fallen enemies, and employ methods of deception and abandonment that would horrify our former selves serves as measure of how far we have traveled into moral territories where traditional ethical frameworks prove inadequate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet I am reminded that it is precisely in such extreme circumstances that true character is most clearly revealed. The choices we make when confronting absolute evil - the balance we strike between necessary pragmatism and essential humanity - will determine not merely the success of our mission but the worthiness of whatever victory we may achieve.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The innocent souls suffering beneath Nazi oppression - from the conditioned researchers whose minds are systematically destroyed to preserve state secrets, to the ordinary citizens adapting their daily lives to steam-powered infrastructure, to the children being indoctrinated in churches that have abandoned their sacred purpose for political compliance - all cry out for liberation that can only be achieved through methods that challenge every principle of civilized conduct.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In that great work of liberation, there can be no half-measures, no comfortable compromises, and no retreat into moral certainties that provide comfort but accomplish nothing. We go forward into whatever darkness awaits, bearing such light as we can kindle whilst fighting fire with fire, knowing that the ultimate judgment of our choices lies not in their immediate moral complexity but in the greater justice they serve.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The road ahead leads deeper into the heart of Nazi power, toward research facilities where reality itself is treated as raw material for cosmic experimentation, toward confrontations with forces whose nature challenges human understanding, toward choices that will define not merely the fate of Cataclysm Earth but the stability of existence across multiple dimensions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Providence grant us wisdom for the deceptions we must maintain, strength for the battles we must fight, and above all the moral clarity to remain worthy of the victory we seek. The game board may be cosmic in scope, but at its heart our struggle remains eternally simple - the triumph of light over darkness, creation over destruction, hope over despair.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have seen the enemy&#039;s greatest strengths and witnessed their critical limitations. We have paid the price in moral complexity to gain intelligence crucial for the battles ahead. Now we prepare to employ that knowledge in service of justice, freedom, and the preservation of reality itself against those who would remake it according to their twisted vision.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 5: The Van Rensselaer Building ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Chapter5.png|300px|thumb|right|Van Rensselaer Building]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By the sacred vows that bind me to the cause of righteousness, I chronicle herein events most extraordinary and troubling that befell our noble company during our investigation of Nazi intellectual strongholds within the corrupted heart of New York City. What began as reconnaissance of a mere office building evolved into direct confrontation with beings of otherworldly origin and powers that challenge the very foundations of mortal comprehension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both fascination and deep unease that I record these proceedings, for we have encountered creatures whose nature suggests influences extending far beyond the terrestrial realm, forces that may represent either cosmic allies or threats whose implications transcend our immediate mission against Nazi tyranny.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Van Rensselaer Building Investigation ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our morning began with contemplation of the intelligence gleaned from previous encounters, particularly the troubling revelations regarding the Trans-Uranians - those beings of ice and alien nature whose very existence struck terror into the hearts of even Nazi researchers. The coincidence of discovering a think tank facility at 474 Broadway, previously identified as connected to such research, demanded immediate investigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The building itself presented a study in understated menace - a narrow facade of red brick concealing deeper structures behind, its modest three-story frontage belying the true extent of the complex within. The absence of obvious markings or plaques suggested an establishment that preferred discretion over advertisement, always a sign of activities best conducted away from public scrutiny.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her telepathic abilities to survey the area immediately revealed the presence of minds most peculiar - beings whose thought patterns bore no resemblance to normal human cognition. The alien nature of these mental processes, combined with their proximity to our target facility, confirmed our suspicions regarding Trans-Uranian involvement in Nazi operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== First Encounter with Trans-Uranian Operatives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The appearance of two figures approaching the building provided our first direct observation of Trans-Uranian agents in their assumed human forms. The gentleman, clad in formal attire of homburg hat and three-piece suit beneath a topcoat, projected an air of old-world respectability that spoke to considerable skill in mimicking human social conventions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;His companion, a lady dressed in white summer frock adorned with pink embroidered stars and carrying a cylindrical handbag of fluorescent hue, presented a more peculiar sight. Her tiny black heeled shoes and tottering gait suggested either unfamiliarity with human locomotion or deliberate affectation designed to appear harmlessly feminine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s mental intrusion into the gentleman&#039;s consciousness revealed the truly alien nature of these beings. Their visual perception operated upon entirely different principles than human sight - observing heat patterns rather than reflected light, seeing metallic objects as transparent while wooden materials appeared black as pitch. Such fundamental differences in sensory experience suggested creatures evolved under cosmic conditions utterly foreign to terrestrial life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Magical Entry and Building Surveillance   ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The method by which these Trans-Uranian operatives gained entry to the building demonstrated capabilities that transcended normal technological limitations. The gentleman&#039;s preparation and release of some mystical force - whether spell, device, or inherent ability remained unclear - caused the secured doors to open without conventional key or mechanism.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This effortless penetration of what should have been protected Nazi facilities raised profound questions regarding the true nature of Trans-Uranian/Nazi cooperation. Were these beings allies operating with full authorization, or had they achieved such technological superiority that Nazi security measures proved ineffective against their infiltration capabilities?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Through Lady Kel&#039;s continued telepathic observation, we witnessed the interior of the facility through alien eyes that perceived reality in patterns of heat and energy rather than conventional visual imagery. The ordinary office workers appeared as orange and yellow thermal signatures, their mundane activities of filing and administrative duties creating a tapestry of human warmth against the cold backdrop of wooden furniture and fixtures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Crystal Scrying Incident and Trans-Uranian Response ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s attempt to establish crystal vision surveillance within the building provided dramatic demonstration of Trans-Uranian sensory capabilities. The instantaneous detection of her scrying presence by both alien operatives suggested either inherent mystical sensitivity or sophisticated technological detection systems far beyond normal human ability.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The female Trans-Uranian&#039;s immediate response - departing the building and pursuing our scrying crystal through the streets of Manhattan with superhuman speed and agility - revealed physical capabilities that bordered upon the supernatural. Her ability to maintain pace with automobile traffic whilst bounding over intervening vehicles demonstrated strength and reflexes far exceeding human limitations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The precise manner in which she punctured the metal fender with her manicured fingernails, causing the entire chassis to deform toward her grasp, spoke to either tremendous physical power or the ability to manipulate matter through unknown principles. Such feats suggested that Trans-Uranian physiology, whilst capable of maintaining human appearance, operated according to entirely different biological laws.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Intelligence Gathering Through Human Agents ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our subsequent surveillance and capture of the office administrator, one Agatha Gage, provided valuable insight into the mundane operations that concealed more sinister purposes within the Van Rensselaer facility. Her position as office manager for the area manager Mr. Abbott revealed a conventional hierarchical structure operating alongside the more exotic Trans-Uranian activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mystical compulsion employed to ensure her cooperation, whilst tactically necessary, continued the pattern of moral compromise that characterized our operations within Nazi territory. Yet the intelligence gleaned regarding the building&#039;s dual nature - ordinary business operations providing cover for research into detecting &amp;quot;unusual magical presences&amp;quot; - justified such methods through their contribution to our greater understanding.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The diagram obtained through Ms. Gage&#039;s contact with the occultist at the brownstone mansion revealed Nazi attempts to systematically identify and catalog supernatural phenomena. Such research, whilst appearing academic in nature, undoubtedly served larger purposes related to their reality manipulation programs and their complex relationship with Trans-Uranian forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Confrontation with Henry Abbott ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The interception and interrogation of Mr. Abbott, the facility director, provided our most direct encounter with the human agents managing Trans-Uranian research operations. His appearance - casual attire of t-shirt, jeans, and sandals - suggested either remarkable confidence in his security or deliberate cultivation of a harmless hippie persona to deflect suspicion from his true activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation of his cohabitation with an entity he described as &amp;quot;undead&amp;quot; but whose nature remained uncertain highlighted the supernatural elements permeating Nazi research programs. Whether this represented voluntary alliance with otherworldly forces or some form of mystical control or protection, his casual acceptance of such arrangements demonstrated the normalization of the abnormal within Nazi intellectual circles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Abbott&#039;s immediate resistance to Lady Kel&#039;s mental compulsion, followed by his swift and violent retaliation using forces of telekinetic magnitude, revealed capabilities far beyond those of ordinary researchers. The power he wielded - sufficient to hurl opponents against walls with devastating force whilst maintaining conscious control of such energies - suggested either extensive mystical training or enhancement through supernatural means.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Battle Within Confined Quarters ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The combat that ensued within our van presented tactical challenges of the most severe nature, compounded by the restricted space and proximity of allies to enemy. Abbott&#039;s employment of what appeared to be concentrated sunlight or stellar energy - directed specifically toward Master Tyndalos&#039;s distinctive features - suggested either racist motivation or specific knowledge of our companion&#039;s extra-planar nature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The effectiveness of this solar assault, inflicting not merely physical damage but systematic weakening of strength, endurance, and increasing the mystical costs of spell-casting, demonstrated sophisticated understanding of cosmic forces and their application to targeted biological effects. Such precision in supernatural warfare spoke to training or experience far beyond amateur dabbling in occult arts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master Tyndalos&#039;s employment of his tentacular appendages to restrain our adversary, whilst tactically sound, highlighted once again the necessity of employing methods that would horrify civilized society in service of our greater mission. That such restraint proved initially ineffective against Abbott&#039;s supernatural resistance only emphasized the extraordinary nature of the forces we confronted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Gradual Wearing Down of Resistance ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The extended nature of our combat with Abbott - requiring multiple coordinated assaults from our entire company to achieve subdual - provided sobering demonstration of the enhanced capabilities possessed by even mid-level Nazi research personnel. His ability to maintain conscious resistance against multiple forms of mystical and physical assault simultaneously suggested enhancement far beyond natural human limitations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Belladonna&#039;s repeated employment of her salamander gaze, whilst gradually effective in breaking down his mystical defenses, required persistence that would have proven fatal against a more numerous enemy force. The tactical lesson regarding the necessity of swift resolution in future encounters was written in the very difficulty we experienced in overcoming a single enhanced adversary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress Callas&#039;s eventual success in disrupting Abbott&#039;s protective enchantments through precision sword work demonstrated the value of conventional martial skill even against supernaturally enhanced opponents. Yet the time required to achieve such breakthroughs highlighted vulnerabilities in our tactical approach that demanded consideration for future operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Final Subdual and Petrification ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s ultimate success in imposing mental subjugation upon Abbott, achieved only after his mystical defenses had been systematically stripped away through coordinated assault, provided the crucial breakthrough necessary to resolve the encounter. The revelation that his resistance to mental compulsion stemmed from supernatural enhancement rather than mere strength of will emphasized the systematic nature of Nazi personnel modification programs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress Callas&#039;s decision to complete the subdual through petrification - transforming our captive into stone rather than risk his recovery and renewed resistance - demonstrated tactical pragmatism whilst raising profound questions regarding the ethics of such permanent incapacitation. Yet the alternative of maintaining constant vigilance over an adversary of such capabilities made this resolution both necessary and appropriate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery upon Abbott&#039;s person of keys fashioned from unusual metals - one crimson, another white and flaky in composition - suggested access to facilities or resources beyond the ordinary scope of think tank operations. These implements, clearly crafted from materials possessing properties unknown to conventional metallurgy, provided tangible evidence of the exotic nature of his true responsibilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Analysis of Trans-Uranian Capabilities and Intentions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The comprehensive intelligence gathered regarding Trans-Uranian visual perception, physical capabilities, and operational methods provided crucial insight into the nature of these otherworldly beings. Their ability to perceive reality through heat signatures rather than reflected light suggested evolution under stellar conditions radically different from terrestrial environments - perhaps the frozen outer reaches of the solar system referenced in their designation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Their casual penetration of Nazi security measures, combined with Abbott&#039;s apparent familiarity with their operations, suggested a relationship more complex than simple alliance or subjugation. Whether these beings served Nazi interests, pursued their own cosmic agenda through temporary cooperation, or operated according to motivations entirely beyond human comprehension remained tantalizingly unclear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The precision of their targeting - focusing specifically upon facilities engaged in detecting &amp;quot;unusual magical presences&amp;quot; - indicated either coordination with Nazi research programs or active opposition to such activities. Their willingness to operate openly within Nazi-controlled territory whilst maintaining human disguises suggested confidence born either of superior power or authorized presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Broader Implications of Mystical Research ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The diagram obtained through our investigation revealed Nazi attempts to systematically catalog and detect supernatural phenomena operating within their territory. Such research, whilst appearing defensive in nature, undoubtedly served offensive purposes related to their broader reality manipulation programs and dimensional bridging technologies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of conventional academic cover - think tank operations, astronomical research, and scholarly investigation - to conceal activities of cosmic significance demonstrated the sophisticated nature of Nazi operational security. The ability to conduct research into fundamental forces whilst maintaining the appearance of ordinary intellectual endeavor suggested planning and resources operating on scales difficult for normal minds to comprehend.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The connection between Trans-Uranian activities and Nazi detection efforts highlighted the multilayered nature of the supernatural conflicts operating beneath the surface of conventional military opposition. Our mission increasingly revealed itself as requiring navigation of cosmic politics whose full scope extended far beyond terrestrial concerns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Assessment and Tactical Lessons ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our successful penetration of Nazi intellectual facilities and capture of key personnel provided valuable intelligence whilst demonstrating both the capabilities and limitations of enhanced enemy agents. The extended combat required to subdue Abbott emphasized the necessity of overwhelming force application rather than prolonged engagement in future encounters with similarly enhanced opponents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ease with which Trans-Uranian operatives detected and responded to our mystical surveillance suggested that conventional scrying techniques would prove ineffective against beings of their sensory sophistication. Future intelligence gathering operations would require development of detection methods operating outside the electromagnetic and mystical spectrums they appeared capable of monitoring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual nature of Abbott&#039;s cohabitation with undead entities highlighted the normalization of supernatural elements within Nazi research circles. Traditional assumptions regarding human psychology and behavior patterns would require fundamental revision when dealing with personnel who had been systematically exposed to otherworldly influences.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Moral Complexity of Enhanced Warfare ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our employment of mental compulsion, physical restraint, and ultimate petrification against Abbott represented necessary escalation in response to his supernatural capabilities, yet such methods continued the pattern of moral compromise that characterized operations within Nazi territory. The transformation of a living being into stone, however tactically justified, crossed boundaries that would be unthinkable under normal circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic enhancement of Nazi personnel through supernatural means created adversaries who maintained human appearance whilst possessing capabilities that transcended normal ethical constraints regarding combat engagement. The question of how to maintain moral clarity whilst employing necessary force against such enhanced opponents demanded constant vigilance against our own potential corruption.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that even mid-level Nazi researchers possessed abilities sufficient to threaten our entire company emphasized the escalating nature of the supernatural arms race in which we had become engaged. Victory would require not merely tactical superiority but fundamental revision of our approach to combat against cosmically enhanced adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Undead Connection and Its Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Abbott&#039;s casual revelation regarding his undead cohabitation partner raised profound questions regarding the nature and extent of Nazi alliance with forces traditionally associated with death and spiritual corruption. Whether such arrangements represented voluntary cooperation, mystical compulsion, or symbiotic relationships operating according to principles beyond normal comprehension remained disturbingly unclear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The targeting of Master Tyndalos with solar energy attacks suggested either knowledge of his extra-planar nature or general hostility toward beings of otherworldly origin. This implied either extensive intelligence regarding our company&#039;s composition or systematic opposition to all non-terrestrial entities regardless of their allegiances or intentions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophistication of Abbott&#039;s mystical capabilities, far exceeding those typically associated with academic researchers, indicated either extensive training in supernatural arts or enhancement through otherworldly sources. The systematic nature of such enhancement across Nazi research programs suggested coordination operating at the highest levels of their command structure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Cosmic Warfare and Its Terrestrial Consequences ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our investigation of the Van Rensselaer facility provided sobering insight into the true scope of Nazi research programs - extending far beyond mere technological advancement into systematic exploration of cosmic forces whose mastery could reshape fundamental reality. The casual integration of Trans-Uranian capabilities, undead entities, and enhanced human agents within ordinary academic institutions demonstrated planning operating on temporal scales exceeding normal strategic horizons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that even routine intelligence operations now required confrontation with supernaturally enhanced opponents highlighted the escalating nature of the conflict in which we had become engaged. Traditional military concepts of overwhelming force, tactical surprise, and strategic deception would require fundamental revision to account for adversaries whose capabilities transcended conventional limitations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The successful capture of intelligence regarding Trans-Uranian operations, combined with the neutralization of Abbott and his facility, provided valuable tactical victories whilst emphasizing the vast scope of the supernatural infrastructure supporting Nazi reality manipulation programs. Each success revealed not the approaching end of our mission but its expanding complexity and cosmic implications.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Forward Through Deepening Shadows ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we departed the scene of our latest confrontation, leaving behind a petrified research director and intelligence of cosmic significance, I found myself contemplating the fundamental transformation our mission had undergone. What began as investigation of mysterious scholars and consultation regarding dimensional travel had evolved into direct engagement with forces whose nature challenged human comprehension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The keys recovered from Abbott&#039;s person, fashioned from metals unknown to terrestrial science, provided tangible proof that our path forward would lead to facilities and repositories of knowledge operating according to principles far removed from conventional understanding. The cosmic significance of such materials suggested access to technologies or alliances extending far beyond the terrestrial sphere.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered regarding Trans-Uranian visual perception, physical capabilities, and operational methods would prove crucial for future encounters with these otherworldly beings. Whether such knowledge would enable alliance, negotiation, or more effective opposition remained to be determined through future contact under circumstances hopefully more conducive to peaceful resolution.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Observations on Justice and Cosmic Responsibility ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The necessity of employing petrification against Abbott - transforming a living being into stone to prevent his continued resistance - highlighted the moral complexity inherent in opposing forces that had transcended normal human limitations through supernatural enhancement. Traditional ethical frameworks proved inadequate when confronting adversaries whose capabilities demanded responses that would constitute atrocities under normal circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual integration of otherworldly entities, enhanced human agents, and reality-altering technologies within Nazi research programs demonstrated planning and coordination operating on scales that challenged human comprehension. Our mission increasingly revealed itself as requiring navigation of cosmic politics whose full implications extended far beyond the liberation of a single alternate Earth.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The successful gathering of intelligence regarding Trans-Uranian operations, combined with the neutralization of a key facility director, provided tangible progress toward understanding the supernatural infrastructure supporting Nazi reality manipulation programs. Yet each victory revealed not approaching resolution but expanding awareness of the vast scope and cosmic implications of the forces we opposed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The path forward leads deeper into territories where terrestrial concerns merge with cosmic responsibilities, where traditional concepts of warfare prove inadequate to address threats operating according to otherworldly principles. We carry with us keys fashioned from alien metals, knowledge of beings whose visual perception transcends human limitations, and the sobering awareness that our enemies possess allies whose nature suggests influences extending throughout the cosmos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Providence grant us wisdom to employ the intelligence we have gathered in service of justice, strength to face whatever cosmic forces await our investigation of facilities accessible only through keys of otherworldly composition, and above all the moral clarity to remain worthy of victory in a conflict whose implications transcend the terrestrial sphere.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game board may be cosmic in scope, but our commitment remains eternally focused upon the triumph of light over darkness, creation over destruction, hope over despair. We have witnessed the enemy&#039;s otherworldly allies and documented their terrestrial capabilities. Now we prepare to employ that knowledge in service of justice, freedom, and the preservation of reality itself against those who would remake it according to their twisted vision with the assistance of beings whose motivations transcend human understanding.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 6: &amp;quot;Scouting&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Chapter6.png|300px|thumb|left|It wasnt us!]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By my sacred oaths and knightly honor, I record herein the extraordinary events that transpired during our investigation of the Mandrakite&#039;s servant and the mystical artifacts contained within his dwelling. What began as a methodical search for intelligence regarding Trans-Uranian activities evolved into discovery of ancient Egyptian relics, confrontation with otherworldly guardians, and ultimate pursuit by creatures summoned from the very depths of the abyss itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with solemn duty that I chronicle these proceedings, for they reveal the profound depths of supernatural corruption that permeates Nazi research programs, extending far beyond mere terrestrial concerns into alliances with beings whose nature challenges the fundamental boundaries between life and death, between this world and realms that should remain forever sealed from mortal interference.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Journey to Abbott&#039;s Dwelling and Strategic Preparations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Having successfully captured the research director Abbott in our previous encounter - though discovering him to be but a supernatural entity masquerading in human form - we possessed intelligence of his dwelling place toward the Bowery district of Manhattan. The revelation through Mr. Smith, Abbott&#039;s loyal assistant, that the residence lay in proximity to the intersection of Bleecker and Bowery Streets provided the geographic focus for our investigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The tactical challenges presented by Abbott&#039;s earlier revelation of cohabiting with an &amp;quot;undead&amp;quot; entity demanded careful preparation and reconnaissance. Lady Kel&#039;s employment of her telepathic gifts to survey the dwelling from our vehicular vantage point revealed a disturbing absence of detectable minds - suggesting either vacancy or the presence of entities whose mental activity operated beyond the spectrum of normal psychic perception.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to approach through careful investigation rather than direct assault demonstrated tactical wisdom born of our previous encounters with supernaturally enhanced Nazi agents. The presence of undead entities within the dwelling required preparations that transcended conventional combat doctrine, demanding consideration of forces that operated according to principles utterly foreign to the natural order.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Trapped Portal and Mystical Defenses ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our initial reconnaissance of the apartment building revealed defensive measures of both mundane and supernatural nature. The main entrance bore protections that Lady Belladonna&#039;s considerable expertise in trap detection immediately identified as formidable - a rank seven alarm enchantment designed to alert unknown parties to any unauthorized penetration of the premises.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to circumvent these defenses through examination of secondary access points led us to investigate the rear courtyard and the windows of Abbott&#039;s first-floor dwelling. The absence of mystical protections upon the window suggested either oversight on the part of the defender or deliberate channeling of intruders toward specific entry points for purposes unknown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet even this apparently undefended portal proved treacherous, as Lady Kel&#039;s employment of her mystical senses detected supernatural forces positioned to trigger upon entry. The employment of a controlled pigeon as our initial scout - a stratagem born of bitter experience with trapped locations - revealed the presence of mystical barriers that manifested as shimmering distortions visible only to non-human perception.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Discovery of Ancient Egyptian Artifacts ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Through Lady Kel&#039;s prescient employment of her future-sight abilities, we gained valuable intelligence regarding the contents of Abbott&#039;s dwelling before committing ourselves to full infiltration. The visions revealed a collection of artifacts whose nature and provenance suggested connections extending far beyond contemporary Nazi operations into the mystical traditions of ancient Egypt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The first item of significance - a delicate porcelain figurine of a shepherdess crafted in the distinctive Limoges style - appeared innocent enough, yet its presence within a dwelling otherwise devoted to supernatural research suggested purposes far removed from mere aesthetic appreciation. The apparent value of such a piece - sufficient to purchase entire city blocks - indicated either tremendous personal wealth or the object&#039;s significance extending beyond monetary consideration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The second artifact revealed through divination proved far more ominous - a rectangular bronze object that appeared to serve as an ashtray but whose mystical aura suggested far more sinister applications. The carbonized residue covering its surface spoke to repeated exposure to fire and sacrifice, while its concealed nature implied functions best hidden from casual observation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The third and most disturbing discovery comprised a complete mummified remains housed within its original sarcophagus - an artifact of genuine Egyptian provenance whose presence within a Manhattan apartment raised profound questions regarding the scope and ambition of Nazi archaeological programs. The casual positioning of such priceless relics within a research director&#039;s private dwelling suggested access to resources and repositories operating on scales that challenged comprehension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Bronze Guardian and Its Otherworldly Nature ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s visions also revealed the presence of a guardian entity whose nature defied conventional categorization - a humanoid figure standing five feet in height, composed entirely of bronze, bearing the head of some great bird of prey and wings reminiscent of locust or cicada. The entity&#039;s distinctive leather duster coat, fashioned apparently from the same bronze material as its form, reached to mid-calf length and bore the patina of age and mystical significance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The creature&#039;s hands terminated in massive talons rather than human fingers, while a great spur protruded from each thumb with obvious potential for devastating attacks. The backward-bending legs suggested anatomy evolved for purposes alien to terrestrial biology, while its method of locomotion - proceeding in straight lines through solid matter rather than conventional flight - indicated mastery of dimensional principles that transcended normal physical limitations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The entity&#039;s appearance timing - manifesting precisely as unauthorized personnel entered its protected domain - suggested either mystical summoning or activation of dormant guardianship protocols. The brief duration of Lady Kel&#039;s prescient visions provided insufficient time to determine whether this being represented friend or foe, ally or obstacle to our investigative mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Rapid Infiltration and Item Recovery ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with the knowledge that our presence would trigger the arrival of supernatural guardians within mere minutes, our company executed a swift and methodical recovery of the most significant artifacts before the protective entity could manifest. The employment of both window entry points and coordinated searching allowed efficient gathering of intelligence whilst minimizing exposure to whatever defensive measures the bronze guardian might employ.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shepherdess figurine, despite its delicate construction, proved readily discoverable amongst the extensive book collection that dominated Abbott&#039;s primary chamber. The quality of its craftsmanship and the distinctive signature upon its base suggested provenance from workshops whose products commanded prices exceeding the annual incomes of entire families - yet its presence within such circumstances implied significance extending far beyond monetary value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The concealed sacrificial dagger - for such proved the true nature of the bronze ashtray when subjected to alchemical analysis - required more intensive searching due to the carbonized material that obscured its actual form. The discovery that this innocuous-appearing object could transform into a flambeau-style blade of considerable length revealed the sophisticated nature of the concealment enchantments protecting Abbott&#039;s most sensitive materials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The recovery of the complete mummy and its sarcophagus presented logistical challenges that tested our tactical coordination under extreme time pressure. Yet the importance of securing such archaeological treasures - whose presence within Nazi research programs suggested connections to mystical traditions spanning millennia - justified the considerable effort required to transport these artifacts from their protected location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Arsonist&#039;s Departure and Guardian&#039;s Arrival ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Belladonna&#039;s employment of her salamander eye to set ablaze the remaining contents of Abbott&#039;s dwelling - ensuring the destruction of any intelligence materials we could not physically recover - demonstrated tactical wisdom whilst creating our own strategic complications. The spreading flames would undoubtedly draw municipal attention whilst simultaneously eliminating evidence of our unauthorized penetration of the premises.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our precipitous departure through the building&#039;s main entrance coincided precisely with the manifestation of the bronze guardian entity, whose method of arrival proved as unsettling as Lady Kel&#039;s visions had suggested. Rather than conventional approach through door or window, the creature proceeded directly through the building&#039;s brick wall, leaving behind a perfect silhouette of its winged form cut through solid masonry with precision that suggested mastery of dimensional manipulation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The guardian&#039;s immediate investigation of our controlled pigeon - resulting in the swift and violent destruction of our reconnaissance asset - provided grim demonstration of its protective capabilities whilst confirming the hostile nature of its guardianship protocols. The precise manner of the creature&#039;s retaliation suggested intelligence and purpose rather than mere animalistic aggression, indicating sophisticated programming or natural instincts honed through extensive experience with unauthorized intruders.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Withdrawal and Mystical Analysis ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our withdrawal to the Embassy Suites hotel in Berkeley Heights, New Jersey, provided both geographical distance from the scene of our activities and access to facilities suitable for detailed examination of our recovered artifacts. The employment of Lady Kel&#039;s intimidation capabilities - enhanced through mystical alteration of her appearance to suggest Nazi authority - secured accommodations of sufficient quality and privacy for our investigative requirements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic employment of Mistress Callas&#039;s divination abilities upon each recovered artifact revealed the true scope and significance of our intelligence gathering success. The shepherdess figurine bore enchantments related to &amp;quot;itemization&amp;quot; - a mystical discipline whose specific applications remained tantalizingly unclear but whose presence suggested functions extending far beyond decorative purposes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sacrificial dagger&#039;s true nature became apparent through combined alchemical and mystical analysis, revealing its employment in repeated ritual sacrifices whose carbonized residue bore mystical properties that resisted conventional destruction. The dagger&#039;s ability to absorb and redirect elemental aspects from its victims provided terrifying insight into the sophisticated nature of the mystical practices conducted within Abbott&#039;s dwelling.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ancient mummy, radiocarbon dating to approximately three millennia past, bore enchantments related to &amp;quot;withering&amp;quot; - a mystical discipline whose applications to warfare, assassination, or research remained disturbingly unclear. The casual presence of such priceless archaeological treasures within a contemporary research director&#039;s private collection suggested access to repositories and resources whose scope extended across continents and centuries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Interrogation of Abbott&#039;s True Nature ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The restoration of our petrified captive to living form - accomplished through Mistress Callas&#039;s counterspell whilst maintaining appropriate physical restraints - revealed the shocking truth regarding Abbott&#039;s actual nature and allegiances. Far from being the human research director we had assumed, our captive proved to be a supernatural entity serving as agent and body double for the true Abbott, whose whereabouts and activities remained tantalizingly unknown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The creature&#039;s true form - that of a &amp;quot;line&amp;quot; entity whose name translated approximately as &amp;quot;delineation&amp;quot; or &amp;quot;drawing&amp;quot; - provided disturbing insight into the sophisticated nature of Nazi identity deception programs. The employment of supernatural beings capable of maintaining human appearance whilst conducting sensitive research operations suggested planning and coordination operating on scales that transcended conventional intelligence capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation of the creature&#039;s ultimate allegiance - serving the Mandrakite, who in turn served the mysterious &amp;quot;Lord of Bells&amp;quot; - connected our investigation to cosmic forces whose nature and intentions remained frustratingly unclear. The casual manner in which this supernatural hierarchy was revealed suggested that such otherworldly alliances had become commonplace within Nazi research circles, normalized through systematic exposure to influences that should horrify any rational mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Warlock&#039;s Revealed Nature and Its Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s expertise in supernatural creature identification provided the crucial insight that our captive represented not merely a shape-changing entity but a warlock - a class of immortal being whose fundamental nature renders them immune to mystical binding and mental compulsion. This revelation explained the creature&#039;s ability to shed Lady Kel&#039;s earlier mental control whilst providing sobering assessment of the enhanced capabilities possessed by even apparently minor Nazi agents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The warlock&#039;s resistance to permanent subjugation - demonstrated through its swift recovery from mystical compulsion that should have lasted far longer - emphasized the futility of attempting conventional interrogation techniques against adversaries whose supernatural nature transcended normal psychological constraints. The creature&#039;s ability to maintain coherent resistance against multiple forms of mystical assault simultaneously spoke to training or enhancement far exceeding amateur dabbling in occult arts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gleaned during the brief period of successful mental compulsion - revelations regarding the Mandrakite&#039;s mobile cathedral fortress equipped with massive armaments and accompanied by demi-lich entities - provided terrifying insight into the military capabilities of the cosmic forces allied with Nazi research programs. Such revelations emphasized the vast scope of the supernatural infrastructure supporting enemy reality manipulation initiatives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Alchemical Resolution and Line Points Acquisition ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with a supernatural adversary whose nature rendered conventional imprisonment impossible and whose continued existence posed unacceptable security risks to our ongoing mission, Master Black Archibald employed his considerable alchemical expertise to achieve permanent resolution through essence extraction. The systematic dissolution of the warlock&#039;s fundamental existence - accomplished through precise application of alchemical principles whose mechanics remain beyond my understanding - provided both tactical resolution and valuable mystical resources.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The twenty-four line points gained through this alchemical destruction represented not mere material benefit but tangible proof of the cosmic significance of our adversaries. Such entities, possessed of immortal essence measurable through established mystical metrics, emphasized the supernatural enhancement programs that had become commonplace within Nazi research circles whilst providing resources potentially crucial for our own continued effectiveness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The creature&#039;s final moments - marked by pitiful screaming audible only to entities possessed of appropriate mystical sensitivity - provided sobering reminder of the moral complexity inherent in opposing forces that maintained recognizable consciousness despite their otherworldly nature. The necessity of employing such extreme measures against adversaries whose supernatural capabilities transcended normal ethical constraints continued the pattern of moral compromise that characterized operations within Nazi territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Discovery of Trans-Uranian Intelligence Assets ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The examination of mystical cigarettes recovered from the warlock&#039;s possessions revealed another layer of complexity within Nazi intelligence operations - the employment of &amp;quot;Patmos Letakia&amp;quot; tobacco whose properties suggested sophisticated understanding of consciousness alteration and information extraction. The intrigue-based enchantments upon these smoking materials provided disturbing insight into the mystical techniques employed for intelligence gathering and agent control.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The recovery of historical artifacts of tremendous significance - including the very pistol employed in the assassination of Archduke Franz Ferdinand, catalyst for the Great War itself - demonstrated the scope and ambition of Nazi collection programs extending across decades and continents. Such artifacts, possessed of historical resonance measurable through mystical principles, suggested access to repositories containing relics whose significance transcended mere monetary value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated forged identity documents discovered upon our captive&#039;s person revealed operational capabilities extending far beyond the resources typically available to academic research directors. The employment of high-quality photographic materials and blank documentation suggested support networks operating with resources and authority transcending normal bureaucratic limitations whilst providing evidence of the systematic nature of Nazi identity deception programs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Assessment of Sphinx Locations and Future Operations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with evidence that our activities had been detected and reported through supernatural channels beyond our ability to intercept or counter, strategic withdrawal from New York City became not merely advisable but essential for mission continuity. The sophisticated nature of Nazi intelligence networks - operating through mystical means that transcended conventional communications limitations - demanded immediate geographical displacement to avoid coordinated retaliation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The identification of various Sphinx monuments throughout American territory - including installations in Philadelphia, Memphis, Las Vegas, and New Orleans - provided multiple options for continued investigation of Trans-Uranian facilities and operations. The selection of Memphis, Tennessee, as our next operational objective balanced accessibility concerns with sufficient distance from our compromised New York activities whilst targeting installations whose significance suggested valuable intelligence opportunities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that Nazi reality manipulation programs operated through systematic exploitation of ancient monuments whose original purposes remained tantalizingly unclear emphasized the historical scope of the supernatural forces we opposed. The casual integration of artifacts spanning millennia - from ancient Egyptian relics to contemporary mystical equipment - demonstrated planning and coordination operating on temporal scales that transcended normal strategic horizons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Pursuit by Pit Locusts and Cosmic Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our departure from the New York metropolitan area via the Holland Tunnel provided the final and most dramatic demonstration of the supernatural forces arrayed against our mission. The manifestation of fifteen pit locusts - creatures of otherworldly origin whose appearance combined the most terrifying aspects of locusts, manticores, and scorpions - represented either coordinated summoning by Nazi mystical assets or the activation of standing defensive protocols whose scope extended far beyond conventional military capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The physical characteristics of these summoned entities - horse-sized bodies bearing human faces twisted into expressions of predatory hunger, massive locust wings spanning twenty feet, scorpion tails capable of delivering supernatural toxins, and claws designed for rending armor and flesh with equal facility - provided sobering assessment of the military capabilities accessible to enemy mystical operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The creatures&#039; method of target identification - operating through visual recognition of specific individuals rather than generic hostile detection - suggested sophisticated intelligence gathering and mystical programming that connected our previous activities to coordinated retaliation efforts. Their ability to maintain formation whilst conducting aerial search patterns demonstrated tactical coordination far exceeding normal animal behavior whilst emphasizing the strategic nature of their deployment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s telepathic analysis of the creatures&#039; mental activity revealed the single-minded nature of their programming - focused entirely upon locating and eliminating specific targets through visual identification protocols that transcended normal sensory limitations. Such dedicated focus, whilst tactically advantageous for their summoners, also suggested potential vulnerabilities that might be exploited through careful preparation and strategic misdirection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Mystical Detection of Danger and Cosmic Barriers ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The activation of danger-sensing abilities during our transit through the Holland Tunnel revealed the presence of additional supernatural threats operating beneath the Hudson River - entities whose nature remained unclear but whose predatory focus upon tunnel traffic suggested either opportunistic feeding or coordinated defensive positioning designed to monitor and potentially intercept unauthorized movement between New York and New Jersey territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s telepathic detection of ten sleepy but hungry minds - described as resembling wasps in their mental patterns - provided disturbing insight into the aquatic supernatural fauna that had colonized strategic transportation chokepoints. Whether these entities represented natural evolution, mystical summoning, or Trans-Uranian introduction of otherworldly species, their presence emphasized the comprehensive nature of supernatural influences permeating the infrastructure of Nazi-controlled territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The successful transit through these underwater hazards without direct confrontation demonstrated the wisdom of maintaining rapid movement through potentially hostile territory rather than investigating every supernatural presence encountered. Yet the knowledge that such entities maintained vigilant watch over crucial transportation arteries provided sobering assessment of the challenges facing any large-scale resistance operations against Nazi supernatural infrastructure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Analysis of Mystical Artifact Functions and Historical Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The detailed examination of the recovered sacrificial dagger revealed its sophisticated enchantments for absorbing and redirecting elemental aspects through ritual sacrifice - a capability whose applications to mystical warfare, research, or religious observance remained disturbingly unclear. The carbonized residue whose properties resisted conventional destruction suggested repeated employment in ceremonies whose significance transcended normal academic curiosity whilst connecting contemporary Nazi operations to mystical traditions spanning millennia.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The presence of genuine ancient Egyptian artifacts within Abbott&#039;s private collection emphasized the global scope of Nazi archaeological programs and their systematic exploitation of mystical traditions whose original purposes had been lost to conventional historical scholarship. The casual integration of priceless relics with contemporary mystical equipment suggested access to repositories and resources whose existence challenged fundamental assumptions regarding the preservation and accessibility of ancient knowledge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of sophisticated concealment enchantments - transforming lethal mystical implements into innocuous household objects - demonstrated operational security procedures whose sophistication matched the most advanced intelligence organizations whilst revealing the systematic nature of Nazi efforts to integrate supernatural capabilities with conventional administrative structures. Such integration suggested planning and coordination operating at the highest levels of their command hierarchy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Moral Complexity and Strategic Necessity ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our systematic destruction of evidence through arson, employment of lethal force against supernatural adversaries, and ultimate alchemical dissolution of a sentient being represented escalating moral compromises justified only through the cosmic scope of the forces we opposed. The necessity of employing methods that would constitute atrocities under normal circumstances emphasized the fundamental transformation that characterized warfare against adversaries enhanced through supernatural means.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that our enemies possessed allies whose nature transcended normal biological limitations - including undead entities, summoned pit locusts, and immortal warlocks capable of maintaining human appearance whilst conducting sensitive operations - demanded responses that challenged traditional ethical frameworks whilst remaining necessary for mission continuity and cosmic justice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered regarding the Mandrakite&#039;s mobile cathedral fortress, accompanied by demi-lich entities and equipped with massive mystical armaments, provided sobering assessment of the military capabilities possessed by the cosmic forces allied with Nazi reality manipulation programs. Such revelations emphasized that our mission increasingly required engagement with threats whose nature transcended terrestrial concerns whilst demanding resources and capabilities matching the otherworldly scope of our adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Forward Through Deepening Supernatural Complexity ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we departed the scene of our latest intelligence gathering success, leaving behind a destroyed safe house, recovered ancient artifacts whose significance remained tantalizingly unclear, and the knowledge that cosmic forces had marked us for targeted elimination, I found myself contemplating the fundamental transformation our mission continued to undergo. Each successful operation revealed not approaching resolution but expanding awareness of the vast scope and supernatural complexity of the forces arrayed against justice and cosmic order.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The pit locusts&#039; coordinated pursuit - representing either standing defensive protocols or rapid response summoning - emphasized that our activities had achieved sufficient significance to warrant attention from entities whose capabilities transcended normal military response. Whether such attention represented recognition of our effectiveness or identification as threats requiring elimination remained to be determined through future encounters under circumstances hopefully more favorable to successful resolution.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The artifacts recovered from Abbott&#039;s dwelling - ancient sacrificial implements, priceless archaeological treasures, and mystical equipment whose functions remained tantalizingly unclear - provided tangible evidence of the historical scope and cosmic ambition of Nazi supernatural research programs. The integration of relics spanning millennia with contemporary mystical technology suggested coordination and planning operating on temporal scales that challenged human comprehension whilst revealing access to repositories whose existence had remained hidden from conventional scholarship.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Implications of Enhanced Nazi Capabilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that even mid-level Nazi research directors possessed supernatural body doubles capable of maintaining extended deception whilst conducting sensitive operations emphasized the sophisticated nature of enemy security protocols and their systematic employment of otherworldly resources in support of terrestrial objectives. The casual integration of immortal warlocks, undead entities, and mystical guardians within ordinary administrative structures suggested enhancement programs whose scope and effectiveness transcended conventional intelligence capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of pit locusts as pursuit forces - creatures whose summoning required access to abyssal dimensions and whose coordination demonstrated sophisticated tactical programming - revealed military capabilities that transformed fundamental assumptions regarding Nazi defensive responses. The ability to deploy otherworldly entities in coordinated formations within hours of intelligence compromise suggested standing protocols and resources whose maintenance required logistical capabilities operating on cosmic scales.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic integration of ancient mystical traditions with contemporary technological capabilities - evidenced through the employment of Egyptian sacrificial implements, Trans-Uranian detection methods, and abyssal summoning techniques within coordinated intelligence operations - demonstrated planning and coordination whose scope extended across civilizations, dimensions, and historical epochs whilst revealing enemy access to knowledge repositories whose existence challenged fundamental assumptions regarding the preservation and application of ancient wisdom.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Observations on Cosmic Warfare and Terrestrial Justice ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our successful intelligence gathering operations - resulting in the recovery of priceless artifacts, elimination of supernatural adversaries, and acquisition of crucial knowledge regarding enemy capabilities and hierarchical structures - provided tangible progress toward understanding the cosmic scope of Nazi reality manipulation programs whilst emphasizing the vast complexity and otherworldly nature of the forces we opposed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of alchemical dissolution against the warlock agent, whilst morally complex, demonstrated both our capability to neutralize supernatural adversaries and our willingness to employ whatever methods proved necessary for mission success. The line points acquired through this process provided not mere material benefit but proof of our effectiveness against enemies whose immortal nature had previously rendered them effectively invulnerable to conventional opposition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that our activities had triggered coordinated retaliation from forces capable of summoning otherworldly entities for targeted elimination operations emphasized both the significance of our intelligence gathering success and the escalating nature of the supernatural conflict in which we had become engaged. Each victory revealed not approaching resolution but expanding awareness of the cosmic scope and otherworldly complexity of the forces arrayed against justice whilst demonstrating our continued effectiveness despite the escalating capabilities of our adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The path forward leads toward Memphis and investigation of Sphinx monuments whose significance to Trans-Uranian operations remained tantalizingly unclear, carrying with us ancient artifacts whose purposes transcended conventional understanding and knowledge of enemy capabilities whose scope extended throughout dimensions accessible only to beings possessed of cosmic authority. We proceed with wisdom gained through direct confrontation with otherworldly forces, strength proven through successful opposition to supernatural adversaries, and determination tempered through recognition of the vast scope and cosmic implications of the forces we oppose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Providence grant us continued effectiveness against enemies whose nature transcends terrestrial understanding, wisdom to employ the artifacts and knowledge we have recovered in service of justice and cosmic order, and above all the moral clarity to remain worthy of victory in a conflict whose resolution will determine not merely the fate of a single alternate Earth but the fundamental balance between creation and corruption throughout the cosmos itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game board may span dimensions and epochs, but our commitment remains eternally focused upon the triumph of light over darkness, order over chaos, justice over tyranny. We have documented the enemy&#039;s supernatural hierarchies and proven our capability against their otherworldly agents. Now we prepare to employ that knowledge and these recovered artifacts in continued service of cosmic justice, reality preservation, and the ultimate defeat of forces whose ambition extends to the systematic corruption of existence itself through alliance with entities whose nature should remain forever sealed from mortal comprehension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 7: The Road to Memphis ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Chapter7.png|300px|thumb|right|Pit Locust]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By my sacred oaths and the blessed Code of Chivalry that governs all righteous endeavors, I commit to these pages the extraordinary chronicle of our continued pursuit of the Nazi reality manipulation apparatus, wherein our company endured the perils of supernatural pursuit, mechanical catastrophe, and the discovery of an extensive Transuranian infiltration network operating within the very heart of America&#039;s commercial waterways.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both pride in our resourcefulness and sobering recognition of our enemies&#039; vast scope that I record these proceedings, for they reveal not merely the global reach of Nazi mystical operations, but their sophisticated employment of otherworldly allies whose presence permeates even the most mundane aspects of civilian life in territories far removed from traditional battlefields.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Pursuit by Pit Locusts and Strategic Evasion ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our departure from New York beneath the cover of night proceeded initially according to plan, the acquired electric conveyance bearing us westward through territories illuminated only by starlight and the occasional passing vehicle. Yet even as we congratulated ourselves upon successful extraction from hostile territory, the supernatural forces arrayed against our mission demonstrated once more their uncanny ability to track our movements through means that transcended conventional surveillance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her telepathic gifts soon revealed the presence of the pit locusts - those same otherworldly predators whose terrifying visage had haunted our previous encounters - pursuing our company with methodical precision across the darkened landscape. These monstrous entities, bearing the twisted fusion of locust wings, manticore faces, and scorpion tails, moved in coordinated formations that spoke to supernatural intelligence rather than mere bestial instinct.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The creatures&#039; method of target identification proved particularly disturbing, for they appeared to recognize specific individuals through visual confirmation rather than generic hostile detection. Such sophisticated programming suggested either extensive mystical preparation by our enemies or access to scrying capabilities that rendered our movements predictable despite our careful precautions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress Callas&#039;s employment of his divination crystal provided crucial tactical intelligence regarding the entities&#039; search patterns, revealing their systematic approach to territorial coverage whilst simultaneously warning us of the expanding scope of their hunt. The realization that these creatures operated according to deliberate strategy rather than opportunistic predation emphasized the coordinated nature of the supernatural forces deployed against our mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Vehicular Catastrophe and Mechanical Tribulations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our attempts at evasive maneuvering through the complex interchange systems of New Jersey&#039;s transportation infrastructure proved tragically inadequate to Lady Belladonna&#039;s enhanced velocity capabilities whilst maintaining appropriate vehicular control. The unfortunate convergence of elevated roadway engineering, reduced visibility conditions, and the pressing urgency of supernatural pursuit resulted in mechanical catastrophe that effectively terminated our employ of the acquired conveyance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The impact with supporting infrastructure beneath the overpass inflicted considerable damage upon both our transportation and Mistress Callas, whose head suffered grievous injury despite the protective benefits of his mystical armaments. The vehicle&#039;s axle fracture rendered further employment impossible, whilst the concussive trauma to our companion&#039;s skull produced debilitating effects that would plague his effectiveness for days thereafter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet even as we recovered from this mechanical misfortune, the pit locusts demonstrated their relentless nature by descending upon the crash site with investigative precision. Their ability to trace our path through terrestrial travel whilst maintaining aerial surveillance revealed the sophistication of their tactical coordination and the futility of attempting conventional evasion against supernatural adversaries possessed of otherworldly senses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Acquisition of Local Assets and Unexpected Diplomacy ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with the necessity of securing alternative transportation whilst avoiding further entanglement with our supernatural pursuers, our company resolved upon direct appropriation of suitable conveyance from passing civilian traffic. The employment of Mistress Callas&#039;s earth magic to create strategic obstacles, combined with Lady Belladonna&#039;s pyromantic illumination, successfully compelled the cessation of a promising pickup truck operated by a local gentleman of rustic demeanor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The vehicle&#039;s operator - subsequently identified as one Billy Bob through examination of his documentation - demonstrated the unfortunate American tendency toward immediate resort to firearms when confronted by unfamiliar circumstances. His attempts at aggressive resistance resulted in Lady Kel sustaining significant cranial trauma that produced lasting debilitation to her mystical and physical capabilities alike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet Providence favored our cause, for my own intervention with appropriate alchemical implements swiftly resolved the gentleman&#039;s aggressive tendencies whilst avoiding permanent harm to a civilian whose only transgression lay in defending his property against what he perceived as brigandage. Lady Kel&#039;s subsequent employment of her mental compulsion abilities transformed potential adversary into willing ally, whilst Mistress Callas&#039;s healing magic restored sufficient vitality to ensure his survival and continued service.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The gentleman&#039;s pickup truck - a substantial diesel-powered conveyance of considerable vintage but impressive durability - proved admirably suited to our requirements for both cargo capacity and extended travel capabilities. His intimate familiarity with American road systems and local customs provided invaluable assistance in navigating territories whose geography remained unfamiliar to our European sensibilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Journey to Memphis and Archaeological Mysteries ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our southward journey toward the Memphis Sphinx installation required the better part of fifteen hours&#039; continuous travel, during which our company maintained vigilant watch for further supernatural pursuit whilst Billy Bob demonstrated admirable dedication to his newfound service despite the rather abrupt nature of his recruitment. The diesel conveyance&#039;s mechanical reliability proved superior to the failed electric vehicle, whilst its conventional fuel requirements presented no impediment to sustained operation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Upon arrival in Memphis during the afternoon hours, our investigation into the alleged Sphinx monument&#039;s status revealed disturbing evidence of systematic Nazi archaeological appropriation masquerading as legitimate municipal maintenance. Local governmental records - obtained through Lady Kel&#039;s persuasive employment of her acquired Nazi credentials - documented the monument&#039;s removal five years prior following purported lightning damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet the work orders bore the signature of Dooley Brothers Demolitions, a New York-based operation whose involvement in Tennessee municipal projects defied logical explanation. The casual employment of out-of-state contractors for local demolition suggested either systemic corruption or deliberate misdirection designed to obscure the true nature of the removal operation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most significantly, the discovery that the supposedly granite monument had actually been constructed of sandstone and contained extensive internal machinery revealed the sophisticated nature of Nazi mystical infrastructure. The casual presence of complex mechanisms within what appeared to be mere decorative architecture emphasized the scope and historical depth of enemy operations extending far beyond contemporary research programs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Rest and Mystical Preparations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our establishment at local accommodations provided essential respite for Mistress Callas&#039;s recovery from his sustained injuries whilst allowing Lady Kel time to overcome her own cranial trauma through natural healing processes. The employment of our newly acquired funds - converted from the previous session&#039;s gemstone acquisitions - enabled procurement of suitable lodgings without resort to potentially compromising mystical compulsion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to visit Graceland proved fortuitous beyond mere tourist interest, for Mistress Callas&#039;s mystical sensitivity detected substantial emanations of spiritual restoration available through witnessing the musical performances conducted at that shrine to American cultural achievement. The establishment of a perception point within the grounds provided strategic fallback positioning whilst the mystical properties of the location offered potential sanctuary should future circumstances require supernatural recovery.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Billy Bob&#039;s continued dedication to our cause proved invaluable during this period of consolidation, his local knowledge facilitating both practical arrangements and cultural navigation within territories whose customs remained foreign to our sensibilities. His acceptance of our extended mission parameters demonstrated the effectiveness of Lady Kel&#039;s mental manipulation whilst avoiding the moral complexities inherent in permanent mental domination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Mississippi River Passage and Commercial Opportunities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our departure from Memphis via riverboat transport provided both strategic mobility toward New Orleans and unexpected opportunities for financial enhancement through employment of our combined capabilities in maritime gaming establishments. The selection of gambling vessel over conventional freight passage reflected both our need for discrete travel and recognition that prolonged journey time offered possibilities for intelligence gathering among affluent American civilians.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s telepathic gifts proved invaluable in securing tremendous financial success at the gaming tables, her ability to perceive opponent intentions whilst maintaining perfect discretion enabling unprecedented returns on our initial investments. My own modest contributions to the endeavor, guided by her supernatural intelligence, resulted in acquisition of approximately seventy-seven thousand dollars in untraceable American currency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress Callas&#039;s more conservative approach to the wagering tables, combined with his expertise in charm and social manipulation, secured additional funds whilst establishing social connections among the vessel&#039;s more affluent passengers. His particular success with certain elderly gentlemen of substantial means provided both monetary benefit and potential intelligence contacts should future operations require local assets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The conversion of previously acquired gemstones into local currency proved advantageous despite accepting reduced valuations, for the resulting funds enabled procurement of necessary equipment and supplies whilst maintaining operational security through employment of legitimate commercial transactions rather than potentially traceable mystical compulsion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Discovery of Transuranian Infiltration Networks ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our maritime journey&#039;s most significant development proved neither financial nor tactical, but rather the shocking revelation that Transuranian entities had achieved systematic infiltration of American civilian transportation infrastructure. Lady Kel&#039;s telepathic reconnaissance initially detected a single suspicious waiter whose mental patterns suggested otherworldly origin, yet further investigation revealed the presence of multiple such entities throughout the vessel&#039;s crew and passenger complement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophistication of their human disguises proved considerable, yet trained observation revealed subtle inconsistencies in dress sense and behavioral patterns that betrayed their alien nature. The discovery of no fewer than four confirmed Transuranian operatives - plus one additional entity whose identity remained tantalizingly elusive - demonstrated the scope of enemy infiltration extending far beyond military or governmental targets into the very fabric of commercial transportation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress Callas&#039;s employment of divination magic revealed that the detected entities possessed modified phantasm enchantments cast upon themselves, suggesting either sophisticated mystical capabilities or access to services provided by allied practitioners. The employment of such advanced illusion magic emphasized their commitment to maintaining deep cover operations within civilian populations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Transuranian operatives&#039; apparent lack of interest in our specific presence initially suggested coincidental encounter rather than targeted surveillance, yet their coordinated presence aboard a vessel selected seemingly at random raised disturbing questions regarding the scope of their infiltration network and their operational objectives within American territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Contemplation of Direct Action and Strategic Restraint ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her prescient abilities to examine potential outcomes of direct engagement with the discovered Transuranian operatives revealed the catastrophic nature of any aggressive action against these entities. Her visions consistently depicted scenarios wherein even successful capture or elimination of individual targets resulted in immediate coordinated retaliation by their companions, accompanied by summoning of additional otherworldly reinforcements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that tentacled entities lurked beneath the Mississippi&#039;s waters, apparently allied with the Transuranian operatives, emphasized the comprehensive nature of enemy supernatural infrastructure extending throughout American territory. The casual availability of such formidable reinforcement suggested systematic preparation and resource allocation operating on scales that challenged conventional strategic assessment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with clear evidence that direct confrontation would result in overwhelming enemy response whilst providing minimal intelligence benefit, our company resolved upon careful observation and strategic avoidance. The wisdom of this approach proved evident when subsequent events demonstrated the aliens&#039; casual disposal of human assets whose usefulness had expired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Mysterious Death and Departure ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery of the legitimate waiter&#039;s corpse during our final night aboard the vessel provided grim confirmation of Transuranian operational methods whilst raising disturbing questions regarding their treatment of civilian casualties. Mistress Callas&#039;s medical examination revealed that the man had been dead for approximately four days - corresponding precisely with the period of Transuranian impersonation - yet his remains showed signs of supernatural preservation that defied natural decomposition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of molecular rearrangement magic to maintain the corpse&#039;s condition suggested either tremendous concern for operational security or casual disregard for human life characteristics of entities whose nature transcended normal moral considerations. The Transuranians&#039; decision to abandon the body upon reaching New Orleans implied either mission completion or transition to alternative operational phases requiring different assets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in New Orleans coincided with the Transuranian operatives&#039; discrete departure from the vessel, their disappearance occurring during the confusion surrounding the corpse&#039;s discovery and subsequent law enforcement response. Their ability to vanish without trace despite intensive observation emphasized their sophisticated understanding of human administrative procedures and their capability to exploit civilian confusion for operational advantage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Assessment and Future Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered during our Mississippi River passage provided crucial insights into the scope and sophistication of Nazi-allied supernatural infiltration within American civilian infrastructure. The casual presence of multiple Transuranian operatives aboard a randomly selected commercial vessel suggested systematic deployment throughout transportation networks, commercial establishments, and potentially governmental institutions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The aliens&#039; employment of advanced illusion magic, their access to otherworldly reinforcement, and their demonstrated willingness to eliminate human assets when convenient emphasized the sophisticated nature of enemy intelligence operations extending far beyond traditional military or governmental targets. Their ability to maintain deep cover within civilian populations whilst conducting mysterious objectives suggested planning and coordination operating on temporal scales measured in years rather than months.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that even seemingly mundane activities such as commercial river transport provided opportunities for gathering crucial intelligence regarding enemy capabilities underscored the importance of maintaining vigilant observation during all aspects of our mission. The systematic nature of Transuranian infiltration implied that similar discoveries awaited investigation at each of our intended destinations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Observations on American Character and Commercial Opportunities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our extended interaction with American civilian populations provided valuable insights into the social and economic conditions prevailing within Nazi-controlled territory. The enthusiasm for gambling activities demonstrated both the population&#039;s acceptance of risk-taking behavior and their possession of disposable wealth sufficient to support extensive gaming operations despite technological regression.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Billy Bob&#039;s immediate resort to firearms when confronted by unfamiliar circumstances exemplified the American tendency toward violent resolution of perceived threats, whilst his subsequent dedication following mystical compulsion revealed the effectiveness of appropriate mental manipulation when applied with surgical precision rather than broad-spectrum domination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The riverboat&#039;s gambling establishments provided excellent opportunities for wealth acquisition through employment of supernatural advantages whilst maintaining complete operational security. The untraceable nature of gaming winnings, combined with their immediate utility for equipment procurement, suggested similar venues as valuable resources for funding future operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual acceptance of ostentatious displays of wealth within gaming circles provided ideal cover for our presence whilst the social dynamics surrounding gambling activities offered numerous opportunities for gathering intelligence from affluent civilian populations whose conversations revealed valuable insights into regional economic and political conditions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Forward and Tactical Considerations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our successful arrival in New Orleans with substantial financial resources, valuable intelligence regarding enemy infiltration networks, and undamaged operational capabilities positioned our company favorably for investigating the local Sphinx installation whilst maintaining appropriate caution regarding Transuranian surveillance activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The acquisition of American currency in sufficient quantities to secure appropriate equipment and transportation eliminated previous dependence upon potentially compromising mystical compulsion or gemstone conversion whilst providing operational flexibility essential for extended mission parameters in hostile territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The knowledge that Transuranian operatives maintained systematic presence within civilian transportation networks necessitated enhanced vigilance during all future travel arrangements whilst suggesting opportunities for intelligence gathering through careful observation of their operational patterns and objectives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Billy Bob&#039;s continued service as both driver and local guide provided invaluable cultural navigation assistance whilst his unquestioning loyalty - maintained through Lady Kel&#039;s ongoing mental influence - offered strategic advantages requiring minimal resource investment compared to alternative asset acquisition methods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Divine Providence and Cosmic Justice ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our survival of supernatural pursuit, recovery from vehicular catastrophe, and successful navigation of extensively infiltrated territory demonstrated once more the righteous nature of our mission and the protection afforded to those who serve the cause of cosmic justice against forces whose very existence threatens the fundamental order of creation itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that enemy operations extended far beyond military installations into systematic infiltration of civilian populations emphasized the comprehensive nature of the threat we opposed whilst validating our continued efforts to document and disrupt their reality manipulation apparatus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The financial success achieved through employment of our supernatural gifts in service of mission objectives provided tangible evidence of Divine favor whilst demonstrating the practical benefits of coordination between warriors possessed of complementary abilities united in common cause.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered regarding Transuranian capabilities and operational methods, whilst sobering in its implications, provided crucial advantages for future encounters with these otherworldly adversaries whilst emphasizing the importance of strategic patience over impulsive action when facing supernatural foes of unknown capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Continued Quest and Sacred Obligations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we prepared to investigate the New Orleans Sphinx installation with hard-won knowledge of enemy infiltration methods and substantial resources for equipment procurement, I found myself reflecting upon the escalating scope of our opposition to forces whose reach extended throughout dimensions, centuries, and civilian populations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each successful operation revealed not approaching victory but expanding awareness of the vast conspiracy we opposed, yet also provided crucial capabilities and intelligence necessary for effective resistance against adversaries whose supernatural nature demanded responses transcending conventional military doctrine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The transformation of Billy Bob from potential adversary to dedicated ally demonstrated both the power of righteousness when applied with wisdom and the possibility for redemption even among those whose initial responses proved hostile to our sacred mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The riverboat passage had provided not merely transportation but education regarding the sophisticated nature of enemy infiltration, the commercial opportunities available within Nazi-controlled territory, and the importance of maintaining vigilant observation even during seemingly routine activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Observations on Supernatural Warfare and Terrestrial Commerce ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our company&#039;s growing expertise in employing supernatural capabilities for financial advantage whilst maintaining complete operational security suggested promising strategies for funding extended operations within enemy territory without resort to potentially compromising mystical compulsion or resource-depleting alchemical procedures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that Transuranian operatives maintained extensive presence within civilian commercial infrastructure provided both warning regarding enemy surveillance capabilities and opportunities for gathering intelligence through careful observation of their behavioral patterns and operational objectives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The successful integration of a compelled civilian asset into our operational structure demonstrated the effectiveness of Lady Kel&#039;s mental manipulation abilities when applied with appropriate restraint, avoiding the moral complexities of permanent domination whilst securing practical benefits essential for mission success.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in New Orleans with enhanced financial resources, valuable intelligence regarding enemy capabilities, and undamaged operational effectiveness positioned our company favorably for continued investigation of Nazi mystical installations whilst maintaining appropriate caution regarding the supernatural forces arrayed against our sacred mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The path forward leads toward investigation of the New Orleans Sphinx installation, armed with knowledge of enemy infiltration methods, substantial financial resources for equipment procurement, and the sobering awareness that our adversaries&#039; reach extends throughout the very fabric of American civilian life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Providence continue to guide our steps through territories where ancient monuments conceal gateways to alien realms, where civilian transportation harbors otherworldly infiltrators, and where the struggle between cosmic order and supernatural corruption plays out against the backdrop of humanity&#039;s daily commerce and casual interactions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We proceed with wisdom gained through direct observation of enemy capabilities, strength proven through successful extraction from impossible circumstances, and determination tempered by recognition of the vast scope of the forces we oppose in service of justice, reality preservation, and the ultimate triumph of light over the darkness that seeks to corrupt existence itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 8: New Orleans and the Jonesville Complex ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Chapter8.png|300px|thumb|left|Kel&#039;s pursuasion]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By the sacred bonds of chivalric duty and the solemn vows that bind my soul to the cause of righteous opposition against the forces of cosmic corruption, I hereby commit to these pages the chronicle of our perilous intelligence gathering operations within the enemy stronghold of New Orleans, wherein our company&#039;s attempts at infiltration and reconnaissance revealed both the sophisticated nature of Nazi security apparatus and the deadly consequences that await those whose covert endeavors are discovered by adversaries possessed of otherworldly allies and mystical surveillance capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with heavy heart that I record these events, for they demonstrate not only the courage required for espionage work behind enemy lines but also the cruel fate that befalls those who serve our cause when their identities are compromised by entities whose methods of extracting intelligence transcend the boundaries of natural interrogation and venture into realms of occult horror that chill the very soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Approach to Jonesville and Initial Reconnaissance ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Having arrived in the fair city of New Orleans with our company&#039;s operational capabilities intact and our financial resources substantially enhanced through the providential gaming success aboard the Mississippi riverboat, we proceeded with deliberate haste toward the district of Jonesville, where our intelligence indicated the presence of a Nazi operational complex worthy of investigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The target installation presented itself as a dual-purpose facility - both residential accommodations and commercial enterprises housed within a single architectural structure, its design suggesting the systematic integration of enemy personnel into civilian infrastructure according to patterns we had observed throughout our mission. The casual blending of military operations with commercial activity demonstrated the sophisticated nature of Nazi infiltration methods within occupied American territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our initial surveillance revealed the presence of numerous enemy officers maintaining temporary residence at a nearby hotel establishment, their displacement from the main complex attributed to capacity limitations rather than security concerns. Such overcrowding suggested either recent expansion of operations or the arrival of personnel for specific mission parameters requiring concentrated presence at this particular location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery of a tavern establishment positioned strategically across the thoroughfare from the target complex provided ideal observation opportunities whilst the frequent patronage of this establishment by personnel from the facility offered promising possibilities for intelligence acquisition through direct interaction with enemy assets under circumstances conducive to casual conversation and social manipulation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Employment of Seduction and Mental Compulsion ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her considerable personal charms, combined with her supernatural gifts of mental influence, proved admirably suited to the delicate work of intelligence acquisition through romantic entanglement with enemy personnel. Her positioning within the tavern&#039;s social environment allowed for systematic observation of Nazi operational patterns whilst providing natural opportunities for engagement with officers whose consumption of alcoholic beverages rendered them more susceptible to both conventional seduction and mystical compulsion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The selection of a Major as her primary target demonstrated sound tactical judgment, for officers of such rank possessed access to intelligence regarding operational details whilst maintaining sufficient independence to absent themselves from their assigned duties without immediate supervisory oversight. The gentleman&#039;s evident appreciation for Lady Kel&#039;s considerable attractions provided the foundation for manipulation that would yield tremendous strategic benefits.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Her successful enticement of the Major to accompany her to more private accommodations within the hotel established the controlled environment necessary for employment of her most potent mental compulsion abilities. The hypnotic subjugation of enemy personnel through mystical means avoided the moral complexities of seduction-based manipulation whilst ensuring complete cooperation with our intelligence gathering requirements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The transformation of a hostile Nazi officer into a willing source of classified intelligence represented a triumph of supernatural capability over conventional security protocols, demonstrating once more the advantages possessed by those who serve righteous causes through employment of gifts that transcend the limitations of mundane espionage techniques.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Intelligence Extraction and Strategic Revelations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Major&#039;s comprehensive briefing under Lady Kel&#039;s mental domination revealed the existence of multiple Nazi research initiatives operating throughout the American territories, their scope and coordination suggesting systematic exploitation of occupied resources for projects whose ultimate objectives remained shrouded in mystical obscurity yet clearly posed threats to the fundamental stability of reality itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Of particular significance proved the revelation regarding gravity manipulation experiments conducted at research facilities associated with McChord airbase, their proximity to major population centers emphasizing the Nazi leadership&#039;s callous disregard for civilian casualties should their reality manipulation apparatus produce uncontrolled effects extending beyond their intended operational parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The existence of a separate Vril-affiliated research establishment operating within Washington territory confirmed our growing suspicions regarding the systematic distribution of mystical research facilities throughout Nazi-controlled regions, their geographical separation presumably intended to prevent single operational failures from compromising entire programs whilst enabling specialized focus on particular aspects of their overall reality manipulation objectives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most crucially for our immediate operational requirements, the Major revealed that access to the complex&#039;s leadership might be achieved through the manipulation of a personal assistant - a young gentleman whose residential proximity to decision-making authority provided promising opportunities for intelligence acquisition should our company succeed in securing his cooperation through appropriate persuasive methods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that this assistant maintained quarters within the facility itself presented both opportunities and challenges, for while his accessibility remained limited by the complex&#039;s security protocols, his intimate knowledge of operational details and leadership routines offered possibilities for intelligence gathering that far exceeded the value obtainable through continued manipulation of transient hotel residents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Infiltration Attempt and Supernatural Detection ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our nighttime return to the target facility, guided by our mentally dominated Major asset, provided access to the residential floors through employment of the building&#039;s elevator systems without triggering conventional security alerts. The Major&#039;s legitimate presence and recognized authority enabled our passage through areas that would otherwise have required extensive bypassing of mechanical and personnel-based security measures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet even as we congratulated ourselves upon successful penetration of enemy territory, Lady Kel&#039;s mental detection capabilities revealed the presence of multiple consciousness signatures concentrated in the central areas near the elevator access points. The nature of these entities - their mental patterns suggesting origins transcending normal human psychology - indicated sophisticated supernatural defensive measures rather than conventional security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The strategic positioning of these otherworldly guardians demonstrated the Nazi leadership&#039;s understanding that mystical threats required supernatural countermeasures, their casual employment of non-human entities as security assets revealing both their access to otherworldly allies and their willingness to compromise territorial sovereignty through introduction of alien influences into American civilian infrastructure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our approach to the assistant&#039;s residential quarters proceeded with appropriate caution, the Major&#039;s authoritative summons providing legitimate cover for our presence whilst his recognized voice eliminated suspicions that might have been aroused by unfamiliar personnel attempting contact during evening hours when normal administrative activities would not typically occur.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Discovery of Compromise and Strategic Withdrawal ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The assistant&#039;s failure to respond to repeated summons, combined with Lady Kel&#039;s employment of extrasensory perception to examine his status within his quarters, revealed the unfortunate reality that our approach had been detected and evaluated by the target individual despite our employment of legitimate cover through the Major&#039;s authority and recognized presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that the assistant remained conscious and hyper-alert immediately beyond his door, clearly monitoring our conversation and analyzing our operational methods, demonstrated the sophisticated training provided to Nazi personnel regarding recognition and response to infiltration attempts. His decision to maintain concealment rather than summon immediate assistance suggested either standing orders regarding intelligence gathering from potential threats or personal evaluation of our capabilities relative to available countermeasures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with clear evidence that our cover had been compromised and our intelligence gathering methods recognized, our company faced the tactical choice between immediate aggressive action to secure the assistant&#039;s cooperation through mystical compulsion and strategic withdrawal to avoid alerting the complex&#039;s broader security apparatus to our presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The wisdom of choosing discretion over valor proved evident when the assistant&#039;s subsequent observation through his window revealed his attempts to identify our personnel despite the darkness and our careful positioning. His systematic evaluation of our company&#039;s composition emphasized the professional nature of Nazi intelligence training and the sophistication of their personnel assessment capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Night of Contemplation and Strategic Assessment ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our withdrawal from the compromised facility necessitated establishing temporary positions removed from immediate surveillance whilst evaluating the implications of our failed infiltration attempt for future operations within the New Orleans territory. The overnight period provided essential time for consideration of tactical alternatives whilst allowing enemy personnel opportunity to respond to our approach according to their established protocols.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to maintain distance from the target facility during these crucial hours reflected sound strategic judgment, for our continued presence in proximity to the complex would have provided opportunities for enemy surveillance to gather intelligence regarding our operational methods, equipment, and personnel composition that could compromise not merely our immediate mission but our broader strategic objectives throughout Nazi-controlled territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of this respite period for analysis of intelligence gathered through the Major&#039;s briefing revealed the comprehensive scope of enemy operations whilst emphasizing the sophisticated nature of their security protocols and their systematic preparation for infiltration attempts by adversaries possessed of supernatural capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her prescient abilities during this period of contemplation provided disturbing insights into potential consequences of various tactical approaches, her visions consistently indicating that aggressive action against the compromised facility would result in coordinated response by otherworldly defenders whose capabilities exceeded our current operational parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Morning Revelation and Evidence of Brutal Retaliation ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dawn&#039;s arrival brought with it the sobering confirmation that our tactical assessment regarding operational compromise had proven accurate, the complex&#039;s systematic deployment of personnel throughout the surrounding territory demonstrating the sophisticated nature of Nazi security response to perceived infiltration threats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s alteration of our physical appearances through employment of appropriate mystical techniques provided essential operational security whilst our reconnaissance drive past the facility revealed the full scope of enemy countermeasures activated in response to our previous night&#039;s activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery of Nazi personnel conducting systematic interrogations throughout the local civilian population emphasized both their determination to identify potential threats and their callous disregard for the inconvenience and fear such operations inflicted upon innocent residents whose only transgression lay in maintaining residence within proximity to enemy installations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet even these disturbing revelations paled before the horrific discovery that awaited our investigation into the fate of our Major asset, whose utility to our cause had expired with the compromise of his controlled status and whose subsequent treatment by his former comrades revealed the true nature of Nazi methods when dealing with personnel whose loyalty had been compromised.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Occult Murder and Mystical Interrogation ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Major&#039;s corpse, discovered through our careful investigation, bore evidence of ritual murder employing mystical techniques whose sophistication and cruelty exceeded even our darkest expectations regarding enemy capabilities. The strange occult markings drawn across his eyes revealed the employment of necromantic procedures designed not merely to eliminate a compromised asset but to extract intelligence from his recent visual experiences.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The realization that Nazi personnel possessed access to mystical techniques enabling post-mortem extraction of sensory memories emphasized the comprehensive nature of their supernatural capabilities whilst providing grim confirmation that no information gathered through conventional interrogation methods remained secure following an operative&#039;s capture or elimination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ritual nature of the markings suggested either the presence of trained occultists within the local command structure or access to mystical services provided by allied practitioners whose expertise in death magic exceeded the capabilities of conventional military personnel. Such sophisticated supernatural support indicated systematic integration of occult resources throughout Nazi operational hierarchies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most disturbing proved the implication that our own appearances and operational methods had been successfully extracted from the Major&#039;s visual memories, rendering our continued presence within the New Orleans territory strategically untenable regardless of our employment of physical disguises or alternative approaches to target penetration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Enemy&#039;s Supernatural Intelligence Capabilities ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated nature of the ritual performed upon the Major&#039;s remains revealed that Nazi intelligence operations extended far beyond conventional interrogation techniques into realms of mystical investigation that rendered traditional operational security measures inadequate against adversaries possessed of supernatural resources.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The precision of the occult markings suggested the employment of established procedures rather than experimental techniques, indicating that post-mortem intelligence extraction represented a standard capability rather than exceptional measures reserved for circumstances of particular significance. Such casual employment of necromantic interrogation emphasized the routine nature of supernatural methods within Nazi operational doctrine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that our enemies possessed the ability to examine recent visual experiences of deceased personnel provided sobering insights into their intelligence gathering capabilities whilst emphasizing the futility of conventional counter-surveillance techniques when facing adversaries whose methods transcended the limitations of natural investigative procedures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The realization that every visual contact with enemy personnel potentially provided intelligence regarding our appearances, equipment, and operational methods forced fundamental reconsideration of our approach to covert operations within territories where necromantic interrogation represented standard security protocols.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Withdrawal and Tactical Reassessment ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faced with clear evidence that our operational security had been comprehensively compromised through supernatural intelligence gathering methods, our company resolved upon immediate withdrawal from the New Orleans territory before enemy countermeasures could be brought to bear against our specific identities and capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The decision to abandon further investigation of the local Nazi installations reflected sound strategic judgment regarding the balance between intelligence gathering objectives and operational survival requirements when facing adversaries whose supernatural capabilities exceeded our current countermeasure preparations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our systematic withdrawal proceeded according to established protocols for extraction from compromised territories, Lady Kel&#039;s continued employment of appearance-altering magic providing essential concealment whilst our careful avoidance of enemy surveillance positions minimized opportunities for additional intelligence gathering regarding our operational methods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The acquisition of valuable intelligence regarding Nazi capabilities, operational scope, and security protocols provided strategic benefits that partially offset the disappointment of failing to secure more comprehensive access to enemy installations and personnel within the New Orleans territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Intelligence Assessment and Strategic Implications ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered through our reconnaissance operations revealed several crucial insights regarding Nazi operational methods and supernatural capabilities that would prove invaluable for future mission planning despite the unfortunate compromise of our immediate objectives within the New Orleans territory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that gravity manipulation experiments operated from facilities associated with McChord airbase provided strategic intelligence regarding enemy research priorities whilst the existence of separate Vril-affiliated installations emphasized the systematic distribution of mystical research capabilities throughout Nazi-controlled territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated integration of supernatural defensive measures within civilian infrastructure demonstrated the comprehensive nature of enemy security protocols whilst their casual employment of otherworldly entities as guardians revealed both their access to non-human allies and their willingness to compromise American territorial sovereignty through introduction of alien influences.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most significantly, the revelation that post-mortem intelligence extraction represented standard Nazi capability rather than exceptional procedure necessitated fundamental revision of our operational security protocols for future covert activities within enemy-controlled territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Cruel Reality of Supernatural Warfare ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Major&#039;s fate served as grim reminder that those who serve our cause, whether through voluntary dedication or mystical compulsion, face consequences extending far beyond conventional military hazards when their service is discovered by adversaries possessed of supernatural interrogation capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ritual murder demonstrated that Nazi operational doctrine included systematic employment of necromantic techniques not merely for intelligence gathering but as psychological warfare against potential infiltrators whose discovery of such methods would inevitably compromise their operational effectiveness through recognition of the horrible fates awaiting captured assets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated nature of the occult procedures employed emphasized that our enemies possessed access to mystical expertise operating on levels that challenged our current understanding of supernatural capabilities whilst their casual employment of such techniques revealed the routine integration of occult methods throughout their operational hierarchies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The realization that even death provided no protection against enemy intelligence gathering capabilities forced sobering recognition that operational security measures designed for conventional warfare proved inadequate when facing adversaries whose methods transcended the boundaries of natural investigation and ventured into realms of supernatural interrogation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Intelligence Work and Moral Complexity ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our employment of mental compulsion against the Major, whilst achieving significant intelligence gathering objectives, ultimately contributed to his horrible fate through the compromise of his controlled status and subsequent discovery by his former comrades. The moral complexity of employing mystical manipulation against enemy personnel became painfully evident when such operations resulted in consequences exceeding conventional military hazards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet the alternative of allowing Nazi operations to proceed without intelligence gathering would have permitted continued development of reality manipulation apparatus whose successful completion posed threats to cosmic stability far exceeding the tragic fate of individual assets caught between opposing supernatural forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Major&#039;s sacrifice - albeit involuntary and obtained through mystical compulsion - provided crucial intelligence regarding enemy capabilities whilst his horrible death emphasized the dedication required from all who oppose forces whose very existence threatens the fundamental order of creation itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The responsibility for his fate rests not upon our company&#039;s employment of necessary intelligence gathering methods but upon the Nazi leadership whose casual resort to necromantic murder revealed the true nature of the corruption we oppose and the cosmic justice we serve through our continued opposition to their reality manipulation objectives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Broader Strategic Picture and Continuing Mission ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered during our New Orleans operations, despite their ultimate compromise, provided valuable insights into the scope and sophistication of Nazi supernatural capabilities whilst confirming our previous assessments regarding the systematic nature of their reality manipulation research throughout occupied American territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery of multiple research installations operating according to coordinated parameters suggested central planning and resource allocation operating on scales that challenged conventional strategic assessment whilst their geographical distribution emphasized the comprehensive nature of enemy infiltration within civilian infrastructure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated integration of supernatural defensive measures, otherworldly allies, and necromantic intelligence techniques revealed that our adversaries possessed capabilities extending far beyond conventional military operations into realms of mystical warfare that demanded corresponding evolution of our own operational methods and strategic planning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our withdrawal from the New Orleans territory, whilst representing tactical disappointment, preserved our operational capabilities for future missions whilst providing crucial education regarding enemy security protocols and supernatural countermeasures that would prove invaluable for planning more sophisticated approaches to intelligence gathering within Nazi-controlled regions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Forward and Lessons Learned ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The New Orleans operations emphasized the necessity of developing enhanced operational security measures specifically designed to counter supernatural intelligence gathering techniques, particularly the horrific reality of post-mortem memory extraction that rendered traditional asset protection protocols inadequate when facing enemies possessed of necromantic capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated nature of enemy security responses demonstrated that future infiltration attempts would require either overwhelming supernatural advantages or fundamentally different approaches to intelligence gathering that avoided direct contact with personnel whose subsequent compromise could result in catastrophic revelation of operational methods and capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s successful employment of her prescient abilities to guide tactical decision-making proved invaluable in avoiding direct confrontation with supernatural defenders whose capabilities exceeded our current operational parameters, whilst her continued development of appearance-alteration magic provided essential concealment capabilities for operations within compromised territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence regarding gravity manipulation experiments and Vril-affiliated research installations provided strategic targets for future operations whilst the confirmation of systematic Nazi supernatural capabilities throughout occupied territories emphasized the cosmic scope of the threat we opposed and the corresponding magnitude of our sacred mission to preserve reality itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Observations on Civilian Populations and Enemy Integration ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic questioning of local civilian populations in response to our infiltration attempt revealed both the comprehensive nature of Nazi control mechanisms and the unfortunate reality that innocent residents of occupied territories faced constant surveillance and potential interrogation regardless of their personal involvement in resistance activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual integration of military installations within civilian infrastructure demonstrated the sophisticated nature of enemy occupation methods whilst their employment of commercial establishments as operational cover emphasized the challenges faced by resistance movements attempting to distinguish legitimate targets from civilian facilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that supernatural entities served as security assets within seemingly normal residential complexes provided disturbing evidence of the extent to which otherworldly influences had been integrated into American civilian life under Nazi occupation, their presence representing not merely military threat but fundamental corruption of territorial sovereignty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The professional competence displayed by Nazi personnel in recognizing and responding to infiltration attempts suggested extensive training and preparation for resistance activities whilst their systematic approach to intelligence gathering emphasized the sophisticated nature of their operational doctrine and security protocols.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Continuing Quest and Sacred Obligations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As our company withdrew from the compromised New Orleans territory with valuable intelligence regarding enemy capabilities despite the tactical disappointment of failing to secure more comprehensive access to their installations, I found myself reflecting upon the escalating sophistication of the supernatural forces arrayed against our sacred mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each operational engagement revealed not merely the tactical challenges of conducting covert activities within enemy-controlled territory but the fundamental reality that we opposed adversaries whose capabilities transcended conventional military doctrine and ventured into realms of mystical warfare that demanded corresponding evolution of our own strategic approaches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Major&#039;s horrible fate served as grim reminder of the stakes involved in our cosmic struggle whilst emphasizing the responsibility we bore for those whose service - voluntary or compelled - contributed to our intelligence gathering objectives and the preservation of reality itself against forces whose very existence threatened the fundamental order of creation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intelligence gathered regarding Nazi research installations provided strategic guidance for future operations whilst the sobering revelation of their supernatural security capabilities necessitated development of enhanced operational security measures and tactical approaches specifically designed for warfare against adversaries possessed of otherworldly allies and necromantic interrogation techniques.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Final Reflections on Covert Operations and Mystical Warfare ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The New Orleans reconnaissance demonstrated both the possibilities and perils inherent in intelligence gathering operations against adversaries whose supernatural capabilities exceeded conventional security measures whilst their casual employment of otherworldly entities as defensive assets revealed the comprehensive nature of their mystical infrastructure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated integration of occult techniques within Nazi operational doctrine emphasized that future engagements would require not merely tactical adaptations but fundamental reconsideration of strategic approaches specifically designed for warfare against enemies whose methods transcended the boundaries of natural combat and ventured into realms of supernatural confrontation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s continued development of her mental manipulation and prescient abilities proved invaluable for both intelligence acquisition and tactical guidance, whilst her growing expertise in appearance alteration provided essential concealment capabilities for operations within territories where supernatural surveillance represented standard security protocols.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The tragic fate of our Major asset provided sobering education regarding the consequences of operational compromise when facing adversaries possessed of necromantic interrogation capabilities, whilst the intelligence extracted through his sacrifice contributed to our broader understanding of enemy research priorities and strategic objectives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Sacred Mission Continues ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Despite the tactical setbacks encountered during our New Orleans operations, the intelligence gathered regarding Nazi supernatural capabilities and research installations provided valuable strategic guidance for future missions whilst our successful withdrawal preserved operational capabilities essential for continued opposition to their reality manipulation apparatus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery of gravity manipulation experiments and Vril-affiliated research facilities confirmed the systematic nature of enemy mystical research whilst emphasizing the cosmic scope of the threat we opposed and the corresponding magnitude of our sacred obligation to preserve reality itself against forces whose very existence threatened the fundamental order of creation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our company&#039;s growing expertise in employing supernatural capabilities for intelligence gathering whilst maintaining operational security against necromantic interrogation techniques positioned us favorably for future covert operations despite the sobering revelations regarding enemy security protocols and supernatural countermeasures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The path forward leads toward continued investigation of Nazi mystical installations throughout occupied American territories, armed with enhanced understanding of enemy capabilities whilst maintaining vigilant awareness that each operational engagement potentially provided intelligence to adversaries whose methods of extraction transcended the boundaries of natural interrogation and ventured into realms of occult horror.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Providence continue to guide our steps through territories where civilian infrastructure conceals supernatural guardians, where captured assets face fates exceeding conventional military hazards, and where the struggle between cosmic order and reality corruption plays out against the backdrop of mystical warfare whose stakes encompass the fundamental stability of existence itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We proceed with wisdom gained through direct observation of enemy supernatural capabilities, strength proven through successful extraction from compromised operations, and determination tempered by recognition of the horrible consequences awaiting those whose service to our cause is discovered by adversaries possessed of necromantic interrogation techniques and otherworldly allies united in opposition to the preservation of reality itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 9: The Federal Penitentiary ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Chapter9.png|300px|thumb|right|Tortured mutants]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By my sacred honour and the blessed Code of Chivalry that governs all righteous endeavours, I commit to these pages the harrowing chronicle of our investigation into Fort Leavenworth Federal Prison, wherein our noble company uncovered extensive Transuranian experimentation upon innocent souls, witnessed the most vile torments conceived by minds both human and alien, and prepared to wage righteous battle against forces whose very existence violated the fundamental order of creation itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both righteous fury at the atrocities discovered and solemn determination to deliver justice that I record these proceedings, for they reveal not merely the continued expansion of Nazi-Transuranian collaboration but their systematic exploitation of federal correctional facilities for conducting unspeakable experiments upon those rendered helpless within their custody.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Journey to Kansas and Preparation of Disguise ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Following our successful establishment in New Orleans with considerable financial resources and valuable intelligence regarding enemy infiltration networks, our company resolved upon investigating federal correctional facilities as potential sources of resistance members whilst gathering further intelligence regarding Nazi-Transuranian collaborative operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The selection of Fort Leavenworth Federal Prison in Kansas provided optimal strategic positioning whilst offering the possibility of encountering political prisoners whose incarceration might indicate resistance activities against the occupying regime. Billy Bob&#039;s continued dedication to our cause proved invaluable during the westward journey, his intimate knowledge of American road systems enabling efficient navigation whilst his willingness to serve demonstrated the lasting effectiveness of Lady Kel&#039;s mental compulsion techniques.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The two-day journey northward through Texas and Arkansas provided essential time for strategic preparation and equipment procurement. Lady Kel&#039;s employment of her transmutation abilities ensured appropriate disguise maintenance for our diesel conveyance, whilst the steady accumulation of local newspapers revealed disturbing patterns of civilian disappearances that suggested systematic suppression of dissent throughout Nazi-controlled territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My own preparation involved securing appropriate contact lenses and hair dye to disguise the more distinctive features of my enhanced physiology, for my white sclera and silver hair would render me immediately conspicuous among normal human populations. The procurement of brown contact lenses in sufficient quantity to ensure sustained operational capability reflected prudent planning, whilst the conversion to dark hair coloration provided additional concealment benefits essential for extended infiltration activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Fortress Prison and Nazi Administrative Penetration ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our arrival in Fort Leavenworth during the afternoon hours revealed a correctional facility of unusual architectural grandeur, resembling more a Greek temple than a conventional prison. The massive rectangular structure, crowned with a distinctive dome and equipped with what appeared to be radio transmission equipment, suggested sophisticated communications capabilities that transcended typical federal corrections requirements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sealed windows upon the southern face of the upper floors presented immediate evidence of systematic modification, their permanent closure with concrete and plaster suggesting concealment of activities unsuitable for external observation. Such architectural alterations, combined with the facility&#039;s impressive size and unusual grandeur, indicated purposes extending far beyond conventional incarceration operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of her disguise magic to provide appropriate Nazi uniforms for our entire company proved essential for approaching the facility with sufficient authority to demand access. My own adoption of the intimidating bearing appropriate to Nazi officialdom - complete with peaked cap, leather accoutrements, and the cold demeanor of totalitarian enforcement - facilitated our penetration of the facility&#039;s outer defences through sheer bureaucratic dominance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Confrontation with Federal Authority and Magical Compulsion ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our initial encounter with prison guards demonstrated the effectiveness of authoritative presentation when combined with intimidating demeanor and implied connections to higher authority. The guards&#039; initial resistance to unscheduled inspection dissolved rapidly when confronted by my insistence that surprise inspections required no advance notification whilst simultaneously recording their names for potential disciplinary action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The prison governor&#039;s appearance - a small, balding man in brown civilian clothing - presented the pathetic spectacle of bureaucratic weakness attempting to resist legitimate inspection by invoking procedural protocols entirely inappropriate to Nazi administrative methodology. His insistence upon requiring authorization from federal corrections authorities demonstrated dangerous ignorance of proper Nazi chain of command whilst providing clear evidence of insufficient intimidation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When diplomatic persuasion proved inadequate, direct physical intervention became necessary. My leap through the bulletproof glass barrier - accomplished with appropriate dignity and precision - demonstrated the futility of attempting to shield oneself behind administrative barriers when confronted by supernatural capabilities deployed in service of righteous authority.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s subsequent employment of her mind control abilities upon the governor proved thoroughly effective, transforming his obstructionist attitude into enthusiastic cooperation whilst eliminating potential interference with our investigative objectives. The binding of his will to our purposes provided essential access to prison records whilst ensuring his continued compliance throughout our operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Discovery of Medical Wing Horrors and Supernatural Experiments ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The governor&#039;s revelation that political prisoners&#039; records were maintained within the medical wing provided our first indication of the systematic nature of Nazi experimental programs conducted within federal correctional facilities. His explanation that many prisoners required &amp;quot;chemical moderation of behaviour&amp;quot; suggested sophisticated programmes of mental manipulation extending far beyond conventional interrogation techniques.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of telepathic surveillance during our approach to the medical wing revealed the presence of minds operating with supernatural precision and capability far exceeding normal human cognition. The detection of individuals conducting complex architectural calculations, maintaining multiple parallel streams of analytical thought, and exhibiting consciousness patterns suggestive of extensive mystical enhancement indicated Vril experimentation upon a scale previously unimagined.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most disturbing was the discovery of a mind existing in a state of artificial emptiness - conscious yet completely devoid of active thought save for autonomous bodily functions continuing beneath an impenetrable veil of mental suppression. Such systematic consciousness manipulation suggested capabilities extending beyond even our previous encounters with Nazi mystical research programs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Medical Wing Investigation and Administrative Records ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our examination of medical wing documentation revealed the presence of two recently incarcerated metahumans - Jasper Thurber and Elizabeth Nunn - whose supernatural abilities had evidently attracted Nazi research attention. Thurber&#039;s capacity for limited flight and defensive capabilities, combined with Nunn&#039;s skills in stealth communication and knife combat, represented precisely the sort of enhanced humans that Nazi experimental programs sought to understand and replicate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The presence of such individuals within the medical wing, combined with the sophisticated mental research activities detected through telepathic surveillance, confirmed our suspicions regarding the true purpose of federal correctional facilities under Nazi administration. Rather than simple incarceration, these installations served as collection points for supernatural experimentation upon metahuman populations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The quiet atmosphere of the medical wing - characterized by rubber-soled footwear, white uniforms, and minimal conversation - created an atmosphere of clinical detachment that barely concealed the horrific activities conducted within. The casual presence of multiple Vril-enhanced researchers pursuing systematic consciousness manipulation suggested routine operations rather than experimental activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Revelation of Transuranian Torture Operations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s telepathic detection of three minds experiencing overwhelming mental torment provided our first direct evidence of active torture operations being conducted within the facility. The intensity of psychological suffering being inflicted upon these individuals - including visions of their children being burned alive and other forms of sophisticated mental cruelty - represented evil of such magnitude as to defy conventional description.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that the source of this torment was a Transuranian entity employing non-damaging phantasm magic to inflict maximum psychological suffering whilst preserving the subjects for continued experimentation revealed the depths of collaboration between Nazi researchers and alien intelligences whose very existence violated natural order.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most chilling was the revelation that human researchers - wearing white coats and maintaining clinical notes - observed these torments with professional detachment whilst collaborating with the Transuranian torturer in what appeared to be systematic study of enhanced interrogation techniques combining alien mystical capabilities with human administrative methodology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Strategic Assessment and Tactical Preparation ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of Lady Kel&#039;s prescient abilities to examine potential outcomes of direct engagement with the discovered Transuranian and its collaborators revealed the sophisticated nature of defensive arrangements protecting the experimental operations. The presence of multiple Vril-enhanced researchers capable of coordinated magical response, combined with the Transuranian&#039;s formidable supernatural capabilities, suggested that direct assault would result in catastrophic retaliation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that reinforcements would inevitably respond to any attack upon the torture chamber emphasized the systematic nature of the facility&#039;s defensive arrangements whilst highlighting the importance of strategic coordination in any rescue attempt. The necessity of simultaneously neutralizing multiple supernatural adversaries whilst protecting the victims from collateral damage required careful tactical planning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our discovery that the torture victims included the very metahumans whose records we had examined provided clear evidence that federal correctional facilities served as systematic collection points for supernatural experimentation. The subjects&#039; abilities - flight, defensive enhancement, stealth communication, and combat skills - represented precisely the capabilities that Nazi-Transuranian research programs sought to understand and exploit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Architectural Assessment and Escape Planning ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our examination of the facility&#039;s construction revealed substantial challenges to any extraction operation, with reinforced concrete construction, iron rebar reinforcement, and sealed windows presenting significant obstacles to conventional escape routes. The building&#039;s impressive dimensions - approximately three hundred meters in length and four stories in height - emphasized both its capacity and the systematic nature of its operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The identification of accessible windows at the building&#039;s upper levels, combined with Lady Belladonna&#039;s fire travel capabilities and my own transmutation magic for creating appropriate exit points, suggested viable extraction routes despite the facility&#039;s fortress-like construction. The employment of walls of stone to block reinforcement corridors would provide essential tactical advantage during any rescue operation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s earth magic capabilities, whilst potentially useful for tunnel creation, faced significant limitations due to the extensive iron reinforcement throughout the structure. However, her ability to observe activities throughout the facility through supernatural vision provided crucial intelligence regarding guard positions and potential reinforcement routes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Preparation of Righteous Battle ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As our session concluded, our noble company prepared for what would undoubtedly prove one of our most challenging combat encounters - the simultaneous rescue of innocent victims whilst destroying the sophisticated supernatural apparatus employed for their torment. The combination of Transuranian mind magic, Vril-enhanced human researchers, and extensive facility security presented obstacles requiring coordinated employment of our entire tactical repertoire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s preparation of counter-magical defences, combined with walls of stone to prevent reinforcement, would provide essential protection during the initial assault. My own employment of dark sphere magic to breach defensive barriers, whilst Lady Belladonna&#039;s hellfire capabilities targeted the alien torturer, represented our optimal strategy for overwhelming enemy defences before they could coordinate effective response.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s preparation of troll guards to engage enemy forces in close combat whilst providing protective screening for our more vulnerable companions reflected prudent tactical thinking essential for survival against supernatural adversaries of unknown capabilities operating within their own fortified position.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Federal Corruption and Institutional Betrayal ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that Nazi-Transuranian experimental operations had achieved such systematic integration within American federal correctional facilities revealed corruption extending far beyond mere political collaboration into fundamental betrayal of institutional purpose. Federal prisons, established to protect society from criminal elements, had become collection points for innocent metahumans destined for alien experimentation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual nature of these operations - complete with proper administrative documentation, professional medical supervision, and routine bureaucratic procedures - emphasized the systematic transformation of American governmental institutions into apparatus serving supernatural evil. Such corruption transcended mere political occupation to represent fundamental perversion of civilization itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The presence of human researchers willingly collaborating in alien torture operations whilst maintaining clinical detachment demonstrated the complete moral degradation achievable through prolonged exposure to totalitarian ideology combined with access to supernatural power. These individuals had transcended mere complicity to become active participants in cosmic evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Scope of Enemy Infiltration and Collaborative Operations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our investigation confirmed that Nazi-Transuranian collaboration extended throughout American institutional infrastructure, with federal correctional facilities serving as systematic collection points for metahuman research subjects whilst maintaining complete administrative legitimacy. The casual presence of alien entities within government facilities suggested infiltration operating on scales that challenged conventional strategic assessment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sophisticated nature of consciousness manipulation research, combined with systematic torture operations designed to break down mental resistance whilst preserving subjects for continued experimentation, revealed enemy capabilities extending far beyond conventional military or political objectives into fundamental attacks upon human consciousness itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of federal administrative procedures to legitimize alien experimentation whilst maintaining operational security through proper documentation and bureaucratic channels demonstrated enemy understanding of American governmental systems sufficient to exploit them for systematic supernatural evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Moral Imperative and Sacred Duty ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The horrors discovered within Fort Leavenworth Federal Prison transcended mere military objectives to represent direct confrontation with cosmic evil operating through corrupted human institutions. Our duty to rescue the innocent victims whilst destroying the experimental apparatus required not merely tactical success but moral courage sufficient to face supernatural adversaries whose very existence violated natural order.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic nature of torture operations designed to inflict maximum psychological suffering whilst preserving subjects for continued experimentation represented evil of such magnitude as to demand righteous response regardless of tactical risks or strategic complications. No consideration of operational security could justify permitting such horrors to continue whilst we possessed capability for intervention.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The transformation of federal correctional facilities into collection points for alien experimentation whilst maintaining administrative legitimacy represented institutional betrayal requiring restoration of proper governmental function through decisive action against the corrupted elements responsible for such systematic evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Preparation for Ultimate Confrontation ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As our investigation concluded with preparation for rescue operations that would inevitably result in extensive combat against supernatural adversaries operating within fortified positions, I found myself reflecting upon the escalating nature of our opposition to forces whose capabilities seemed to expand with each successful operation we conducted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The progression from investigating Nazi archaeological appropriation to confronting systematic torture operations conducted by alien entities within federal facilities demonstrated the comprehensive scope of the conspiracy we opposed whilst emphasizing our growing capability to penetrate even their most secure installations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The preparation of coordinated magical assault combining counter-spell defences, hellfire attacks, physical barriers, and summoned guardians represented the culmination of our tactical development as a unified fighting force capable of engaging supernatural adversaries whose individual capabilities far exceeded conventional human limits.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our company&#039;s evolution from investigators seeking intelligence regarding reality manipulation apparatus to active combatants preparing to wage righteous battle against cosmic evil within corrupted governmental institutions reflected both the expanding scope of our mission and our growing capacity to serve justice against forces whose very existence threatened civilization itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Sacred Trust and Divine Mission ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The innocent victims awaiting rescue within the torture chambers of Fort Leavenworth represented more than tactical objectives - they embodied the sacred trust placed upon all righteous warriors to protect those rendered helpless before overwhelming evil regardless of personal risk or strategic complications.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic nature of Nazi-Transuranian collaboration in transforming federal correctional facilities into experimental apparatus whilst maintaining complete administrative legitimacy demonstrated enemy capabilities extending far beyond conventional opposition into fundamental attacks upon the institutional foundations of civilization itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our preparation for what would undoubtedly prove our most challenging combat encounter reflected not merely tactical necessity but moral imperative - the absolute requirement to employ every capability at our disposal in service of cosmic justice against forces whose continued existence threatened not merely individual lives but the fundamental order of creation itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The path forward leads inexorably toward direct confrontation with alien torturers operating within corrupted human institutions, protected by extensive magical defences and supported by systematic governmental collaboration, yet we advance with confidence born of righteous purpose and supernatural capabilities deployed in service of those who cannot protect themselves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Divine Providence guide our weapons true and our magic sure as we prepare to wage holy war against cosmic evil masquerading as legitimate governmental authority, for the innocent demand justice and the very fabric of reality requires protection from those who would corrupt existence itself through systematic torture and experimental atrocity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chapter 10: Prison Break ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By the sacred honour that binds all true knights to the service of justice, I set down this chronicle of our assault upon the torture chambers of Fort Leavenworth Federal Prison, wherein our company engaged in direct combat with a Transuranian torturer and its human collaborators, achieved the complete destruction of our supernatural adversaries, rescued innocent victims from unspeakable torment, yet found ourselves subsequently frustrated by the excessive paranoia of the very resistance networks we sought to contact.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tis with both satisfaction at righteous victory achieved through coordinated magical assault and profound irritation at the circuitous diplomatic protocols required to establish contact with potential allies that I record these proceedings, for whilst our combat capabilities proved devastatingly effective against even the most formidable supernatural adversaries, our efforts to forge meaningful alliances with American resistance movements were confounded by security measures so elaborate as to border upon the absurd.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Preparation for Sacred Combat ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The morning of our assault dawned with Lady Kel&#039;s employment of her mystical arts to provide appropriate tactical concealment for our planned infiltration. The creation of an illusory wall to disguise the breach point we had prepared in the fortress&#039;s exterior provided essential security for our planned escape route, whilst ensuring that pursuing forces would face delay and confusion when attempting to determine our method of egress.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My own preparation involved the careful application of contact lenses and hair colouring to disguise the more distinctive aspects of my enhanced physiology, for even within the concealment of Nazi uniforms, my naturally silver hair and white sclera would render me conspicuous among human populations. The brown contact lenses, though uncomfortable, proved essential for maintaining operational security during what would undoubtedly prove an extended engagement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s preparation of her devastating troll guard summoning represented perhaps our most significant tactical advantage, for these supernatural warriors possessed both the raw physical power to engage Vril-enhanced humans in close combat and the durability to withstand retaliatory magic whilst protecting our more vulnerable companions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Belladonna&#039;s readiness to unleash her hellfire magic against the alien torturer, combined with my own preparation of void shrouds and combat enchantments, established our primary assault capabilities against adversaries whose supernatural defences had proven formidable during previous encounters with their kind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Breach and Initial Engagement ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our approach to the torture chamber proceeded with admirable coordination despite the compressed timeframe required to prevent reinforcements from responding to our presence within the facility. The employment of Lady Callas&#039;s earth magic to breach the internal door provided immediate access whilst my own positioning behind the enemy forces ensured optimal tactical advantage for our coordinated assault.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The moment of engagement revealed both the horrific nature of the activities being conducted within and the formidable capabilities of those responsible for such systematic evil. The Transuranian entity - a being of crystalline cold whose very presence violated natural order - stood over two human victims whilst collaborating with white-coated researchers in what could only be described as scientific torture of the most refined and cruel variety.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sight of innocent Americans - a man and woman whose only crime had been opposition to Nazi occupation - strapped to examination tables whilst being subjected to psychological torment of unimaginable intensity kindled within me such righteous fury as to transcend mere tactical considerations. These monsters had perverted the very concept of medical care into an instrument of systematic cruelty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s troll guards proved devastatingly effective in their initial assault, their supernatural strength and ferocity overwhelming the human collaborators with such violence as to render them immediately unconscious. The sight of these magnificent warriors tearing through Nazi researchers with claws and fangs brought deeply satisfying vindication of righteous fury given supernatural form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Transuranian Combat and Tactical Excellence ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The engagement with the Transuranian torturer revealed both the alien entity&#039;s formidable defensive capabilities and the devastating effectiveness of coordinated magical assault employing complementary supernatural abilities. The creature&#039;s force field, whilst initially absorbing substantial damage, proved vulnerable to sustained attack employing multiple vectors of mystical assault.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My own strikes with Indigo - enhanced with weapon of flames magic to exploit the entity&#039;s vulnerability to thermal energy - succeeded in penetrating its defensive barriers whilst simultaneously inflicting damage upon its supernatural armor. The satisfaction of feeling blessed steel bite deep into alien flesh whilst mystical fire seared away protective enchantments provided profound vindication of righteous purpose deployed against cosmic evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s employment of phantasm magic proved particularly devastating against the creature&#039;s psychic defences, the illusions manifesting with such power as to inflict substantial damage whilst bypassing its physical protections entirely. The alien&#039;s obvious distress at being subjected to the very sort of mental torment it had been inflicting upon innocent victims provided deeply satisfying poetic justice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The creature&#039;s retaliation through mind magic - attempting to inflict hesitation effects upon our entire company - demonstrated both its desperation and the sophisticated nature of Transuranian mental manipulation techniques. However, our preparation of appropriate counter-magical defences enabled us to resist these attacks whilst maintaining tactical coherence throughout the engagement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Fatal Greek Fire Incident and Environmental Hazards ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My employment of a Greek fire grenade against the Transuranian, whilst tactically sound in concept, created unforeseen complications when the alien entity responded by transmuting the chamber&#039;s furniture into metallic hydrogen - a substance both extraordinarily cold and highly volatile when exposed to open flame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The recognition that continued fire-based attacks risked catastrophic explosion within the confined space required immediate tactical adjustment, including my swift employment of quench magic to extinguish all flames within the chamber before they could interact with the alien-created hydrogen construct. Such adaptation to changing battlefield conditions demonstrated the flexibility essential for survival against supernatural adversaries of unknown capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The metallic hydrogen desk - transparent, extraordinarily cold, and representing a form of matter that should not exist under terrestrial conditions - provided both tactical obstacle and potential distraction for pursuing forces. The alien&#039;s casual manipulation of fundamental physics to create such materials emphasized the cosmic threat represented by Transuranian capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Systematic Destruction of Evil and Righteous Victory ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sustained assault employing Lady Kel&#039;s continued phantasm attacks, combined with the relentless physical assault of Lady Callas&#039;s troll guards and my own persistent blade work, succeeded in systematically overwhelming the Transuranian&#039;s defensive capabilities whilst preventing effective retaliation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Belladonna&#039;s hellfire magic, whilst initially resisted by the creature&#039;s supernatural defences, contributed essential damage to its mystical protections whilst demonstrating the effectiveness of coordinated magical assault against even the most formidable supernatural adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The moment of the alien entity&#039;s final destruction - collapsing into crystalline fragments that dissolved into nothingness - provided vindication of righteous purpose triumphing over cosmic evil through coordinated effort and unwavering determination. The sudden silence within the torture chamber, broken only by the laboured breathing of the rescued victims, marked the elimination of a source of systematic cruelty that had operated with impunity within corrupted governmental facilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s near-death through the creature&#039;s frozen doom effect, followed by her miraculous recovery through the employment of specialized protective items, demonstrated both the deadly nature of our adversaries and the essential importance of proper equipment preparation for supernatural combat operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Rescue of Innocent Victims and Medical Emergency ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The immediate priority following the destruction of our supernatural adversaries involved addressing the critical medical condition of the torture victims, who had been exposed to both systematic psychological torment and the environmental hazards created during our combat operations. The man and woman - later identified as potential resistance members from Washington State - required immediate magical healing to survive the cyanide exposure that had resulted from the alien&#039;s final environmental attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Kel&#039;s swift transmutation of the poisoned atmosphere back to normal air provided essential life support, whilst her subsequent employment of healing magic addressed the immediate physical damage suffered by the victims during their prolonged captivity and torture.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The revelation that these individuals possessed supernatural abilities - flight capability and enhanced combat skills - confirmed our suspicions regarding the systematic nature of Nazi collection operations targeting metahuman populations for experimental purposes. Their presence within the federal facility demonstrated the comprehensive scope of enemy infiltration into American governmental institutions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Strategic Withdrawal and Ley Line Travel ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our escape from Fort Leavenworth required the employment of Lady Callas&#039;s most powerful transportation magic, utilizing ley line travel to transport our entire company - including the rescued victims - across nearly eight hundred miles to our established base in New Orleans within minutes of completing our rescue operation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The appearance of military vehicles with mounted weaponry approaching our position emphasized the systematic nature of facility security whilst confirming that prolonged engagement would have resulted in overwhelming retaliation. Lady Callas&#039;s foresight in establishing appropriate perception points for emergency evacuation proved essential for avoiding such tactical disadvantage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The successful transportation of four rescued individuals across such distances demonstrated both the remarkable range of mystical travel capabilities and the essential importance of advance preparation for emergency evacuation under hostile conditions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Recovery Period and Intelligence Gathering ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The subsequent period of recovery and medical care in the Lake Catherine area provided essential time for the rescued victims to regain sufficient physical and mental stability for productive communication whilst allowing our company to assess the intelligence value of our successful rescue operation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Callas&#039;s employment of her healing expertise, combined with the application of troll skin magic to accelerate recovery from poison exposure, proved essential for restoring the victims to questioning capability whilst maintaining appropriate medical ethics during their treatment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My own employment of empathy magic revealed the extent of psychological trauma inflicted upon these individuals through systematic torture operations designed to break down mental resistance whilst preserving them for continued experimentation. The clinical precision with which such cruelty had been inflicted emphasized the systematic nature of Nazi-Transuranian collaborative research programs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Revelation of Resistance Network Connections ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The employment of Lady Kel&#039;s telepathic abilities during our initial conversations with the recovered victims revealed their genuine connection to organized resistance activities whilst simultaneously exposing their profound suspicion regarding our motives and capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The discovery that these individuals - despite their gratitude for rescue from immediate torment - remained convinced that our intervention might represent another phase of their psychological torture demonstrated the comprehensive effectiveness of Nazi intimidation programs in creating paranoia sufficient to impede legitimate rescue operations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Their knowledge of resistance networks operating in Washington State, combined with their previous surveillance of the astronomical observatory we had investigated, confirmed both the existence of organized opposition to Nazi occupation and their systematic intelligence-gathering operations regarding enemy activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Extended Diplomatic Negotiations and Cultural Learning ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The subsequent three-week period of recovery, healing, and gradual confidence-building provided essential opportunities for both establishing trust with potential resistance contacts and acquiring crucial linguistic capabilities necessary for effective operations within American territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The intensive immersion in American English, whilst initially challenging due to the language&#039;s peculiar spelling conventions and extensive vocabulary, proved invaluable for eliminating our dependence upon magical disguise for basic communication needs. The achievement of literacy in American writing systems represented significant progress toward operational independence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The gradual revelation of our actual activities - including our systematic investigation of Nazi archaeological appropriation, our disruption of mystical research programs, and our rescue of imprisoned resistance members - succeeded in establishing sufficient credibility to warrant cautious cooperation from underground networks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Frustrating Complexity of Resistance Protocols ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The resistance networks&#039; employment of multiple layers of security screening, involving anonymous intermediaries, coded communications, and elaborate verification procedures, whilst perhaps necessary given the comprehensive nature of Nazi surveillance capabilities, proved extraordinarily time-consuming and frustrating for individuals accustomed to direct action against supernatural adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our attendance at theatrical performances to make contact with unknown operatives, followed by carefully choreographed conversations about pigeons whilst being subjected to hypnotic interrogation techniques, demonstrated both the sophistication of resistance security measures and their profound paranoia regarding potential infiltration by enemy agents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The requirement for multiple preliminary meetings, each involving different intermediaries and increasingly complex protocols, whilst perhaps prudent from operational security perspectives, created delays that seemed excessive when weighed against the urgent necessity of coordinating efforts against systematic supernatural evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Intelligence Exchange and Strategic Assessment ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The eventual establishment of productive communication with resistance leadership revealed both their extensive knowledge of Nazi operations throughout American territories and their profound suspicion regarding supernatural capabilities that exceeded conventional human limitations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our revelation of the true scope of Transuranian infiltration into American governmental institutions - including federal correctional facilities serving as collection points for metahuman experimentation - provided intelligence of obvious strategic value whilst simultaneously creating concerns regarding our own supernatural capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The resistance networks&#039; confirmation of systematic surveillance operations targeting the astronomical observatory, combined with their knowledge of broader Nazi archaeological activities throughout the region, suggested coordination possibilities for future operations against enemy installations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Breakdown of Diplomatic Contact ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The resistance networks&#039; insistence upon individual contact protocols, combined with their apparent inability to provide clear communication regarding meeting arrangements, resulted in the frustration of our diplomatic efforts despite weeks of patient negotiation and careful confidence-building.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our attendance at the designated lakeside meeting location with appropriate backup support - a reasonable precaution given the numerous occasions when enemy forces had attempted ambush operations disguised as legitimate contacts - apparently violated security protocols requiring individual attendance without visible support elements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The subsequent failure of resistance representatives to appear for scheduled meetings, despite our demonstrated good faith through the successful rescue of their captured operatives and provision of valuable intelligence regarding enemy activities, suggested either excessive paranoia or potential compromise of their communication systems.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Decision to Pursue Alternative Strategies ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Following the apparent breakdown of diplomatic contact with established resistance networks despite our demonstrated commitment to their cause through successful rescue operations and intelligence sharing, our company resolved upon pursuing alternative approaches to anti-Nazi activities within American territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The selection of Las Vegas, Nevada, as our next operational area reflected both the likelihood of discovering Nazi personnel engaged in money laundering operations and the opportunity to employ Lady Callas&#039;s expertise in gemstone evaluation for investigating potential art theft networks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The prospect of returning to direct action operations - targeting individual Nazi agents for capture and interrogation rather than attempting to coordinate with underground networks whose security protocols seemed designed to prevent rather than facilitate cooperation - offered more immediate potential for productive anti-enemy activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reflections on Combat Effectiveness and Tactical Evolution ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our successful engagement with the Transuranian torturer and its human collaborators demonstrated the devastating effectiveness of coordinated magical assault employing complementary supernatural capabilities against even the most formidable supernatural adversaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The combination of Lady Callas&#039;s troll guards providing physical screening and devastating close combat capability, Lady Kel&#039;s phantasm magic bypassing physical defences to inflict direct psychological damage, Lady Belladonna&#039;s hellfire magic penetrating mystical protections, and my own blade work with enhanced weaponry proved capable of overwhelming defensive systems that had previously seemed impenetrable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The tactical lessons learned regarding environmental hazards created by alien transmutation magic - particularly the deadly combination of volatile materials with open flame - emphasized the importance of tactical flexibility when engaging adversaries whose capabilities extend beyond conventional supernatural combat techniques.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Moral Satisfaction of Justice Delivered ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The complete destruction of the torture apparatus operating within Fort Leavenworth Federal Prison, combined with the successful rescue of innocent victims and the elimination of those responsible for systematic cruelty, provided profound satisfaction of righteous purpose achieved through coordinated effort against cosmic evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sight of the Transuranian entity dissolving into nothingness after experiencing defeat at the hands of mortal champions fighting in service of justice represented vindication of the fundamental principle that evil - regardless of its supernatural power or alien nature - remains vulnerable to righteous determination backed by sufficient capability.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The rescue of two innocent Americans from alien torture, their successful medical treatment and recovery, and their eventual return to resistance networks demonstrated the tangible results achievable through direct action operations against enemy installations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Continuing Challenge of Institutional Corruption ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our investigation of Fort Leavenworth Federal Prison confirmed the systematic nature of Nazi infiltration into American governmental institutions, with federal correctional facilities serving as collection points for metahuman populations destined for alien experimentation whilst maintaining complete administrative legitimacy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The casual integration of Transuranian entities into governmental research programs, complete with human collaborators willing to participate in systematic torture whilst maintaining clinical documentation, demonstrated corruption extending far beyond political occupation into fundamental perversion of institutional purpose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The implications of such comprehensive infiltration - with federal facilities serving enemy research programs whilst maintaining proper bureaucratic procedures and professional medical supervision - suggested challenges extending far beyond conventional military or political resistance into the realm of institutional restoration requiring systematic governmental reform.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Path Forward and Strategic Considerations ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our transition from attempting diplomatic coordination with established resistance networks to pursuing direct action operations against Nazi personnel in civilian contexts reflected both the limitations of underground security protocols and the proven effectiveness of our supernatural combat capabilities against enemy forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The prospect of investigating Las Vegas operations offered opportunities to employ our diverse skill sets - including Lady Callas&#039;s expertise in gemstone evaluation and my own capabilities in metallurgy - for uncovering enemy financial operations whilst maintaining operational flexibility for tactical engagement when circumstances demanded.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lessons learned regarding American resistance networks - their extensive security measures, profound paranoia, and apparent inability to coordinate effectively with supernatural allies - would inform future attempts at establishing productive relationships with underground organizations operating in enemy-controlled territories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Sacred Duty and Divine Mission Continues ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The successful destruction of the Transuranian torture apparatus within Fort Leavenworth Federal Prison, whilst representing significant tactical victory against cosmic evil operating through corrupted governmental institutions, marked merely another step in our ongoing campaign against forces whose very existence threatened the fundamental order of reality itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The systematic nature of Nazi-Transuranian collaboration in transforming American federal facilities into collection points for alien experimentation whilst maintaining administrative legitimacy demonstrated the comprehensive scope of the conspiracy we opposed and the essential importance of our continued operations against such institutional corruption.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our evolution from investigators seeking intelligence regarding reality manipulation apparatus to proven combat operatives capable of destroying the most formidable supernatural adversaries through coordinated magical assault reflected both our growing capability and the escalating nature of our sacred mission against cosmic evil.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The path ahead leads toward Las Vegas and continued operations against Nazi financial networks, yet the fundamental purpose remains unchanged - the protection of innocent humanity from supernatural evil deployed through corrupted institutions, achieved through whatever means prove necessary for the preservation of civilization itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May Divine Providence continue to guide our efforts as we pursue justice against those who would corrupt governmental institutions for alien experimentation, torture innocent citizens for mystical research, and transform federal facilities into apparatus serving cosmic evil, for the very fabric of reality depends upon our success against forces whose existence violates the natural order of creation itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus concludes the chronicle of The Liminal Court, as witnessed and recorded by Sir Archibald Black Knight, Servant of Justice, Seeker of Truth, across the many realms and realities where cosmic evil seeks to corrupt existence itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
[[File:LC Map of Lyonesse.jpg|300px|thumb|left|Map of Lyonesse]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Short Term ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Talents, Skills, other buffs===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other buffs===&lt;br /&gt;
&lt;br /&gt;
* TBC&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Thaw]] 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |    || &lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt; Seagate&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &amp;lt;i&amp;gt;The Carzalan Generals Ball&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || Training at Kerberoth&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 14 || Training&lt;br /&gt;
| class=day | 15 || Training&lt;br /&gt;
| class=day | 16 || Training&lt;br /&gt;
| class=day | 17 || Training&lt;br /&gt;
| class=day | 18 || Training&lt;br /&gt;
| class=day | 19 || Training&lt;br /&gt;
| class=day | 20 || Training&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 21 || Training&lt;br /&gt;
| class=day | 22 || Training&lt;br /&gt;
| class=day | 23 || Training&lt;br /&gt;
| class=day | 24 || Training&lt;br /&gt;
| class=day | 25 || Training&lt;br /&gt;
| class=day | 26 || Training&lt;br /&gt;
| class=day | 27 || Training&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 28 || Training&lt;br /&gt;
| class=day | 29 || Training&lt;br /&gt;
| class=day | 30 || Training&lt;br /&gt;
| class=day |  1 || Training&lt;br /&gt;
| class=day |  2 || Training&lt;br /&gt;
| class=day |  3 || Training&lt;br /&gt;
| class=day |  4 || Training&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  5 || Training&lt;br /&gt;
| class=day |  6 || Training&lt;br /&gt;
| class=day |  7 || Training&lt;br /&gt;
| class=day |  8 || Training&lt;br /&gt;
| class=day |  9 || Training&lt;br /&gt;
| class=day | 10 || Training&lt;br /&gt;
| class=day | 11 || Travel - Lands of Chaos&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 12 || Travel - Lands of Chaos&lt;br /&gt;
| class=day | 13 || Travel - Lands of Chaos&lt;br /&gt;
| class=day | 14 || Travel - Lands of Chaos&lt;br /&gt;
| class=day | 15 || Travel - Lands of Chaos&lt;br /&gt;
| class=day | 16 || Travel - Lands of Chaos&lt;br /&gt;
| class=day | 17 || Arrive Jiroth&lt;br /&gt;
| class=day | 18 || Travel - Midnight sea&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 19 || Travel - Midnight sea&lt;br /&gt;
| class=day | 20 || Travel - Midnight sea&lt;br /&gt;
| class=day | 21 || Travel - Midnight sea&lt;br /&gt;
| class=day | 22 || Travelling to Aeaeaia&lt;br /&gt;
| class=day | 23 || Travelling to Aeaeaia&lt;br /&gt;
| class=day | 24 || Meeting with Lady Cerise&lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 26 || Earthdoor to Harrian&lt;br /&gt;
| class=day | 27 || Abyss -&amp;gt; first asteroid&lt;br /&gt;
| class=day | 28 || Second asteroid + Mind flayer ship&lt;br /&gt;
| class=day | 29 || Eisenkirche - Dr Wormwood&lt;br /&gt;
| class=day | 30 || Underworld to Cataclysm Earth&lt;br /&gt;
| class=day |  1 || Encounter Kruppe et al&lt;br /&gt;
| class=day |  2 || Whitehorse&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  3 || Junea - waiting ferry&lt;br /&gt;
| class=day |  4 || Waiting ferry&lt;br /&gt;
| class=day |  5 || On ferry&lt;br /&gt;
| class=day |  6 || On ferry&lt;br /&gt;
| class=day |  7 || On ferry&lt;br /&gt;
| class=day |  8 || Bellingham&lt;br /&gt;
| class=day |  9 || Interrogate Dr Shulz&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 10 || Heading to NY&lt;br /&gt;
| class=day | 11 || Heading to NY&lt;br /&gt;
| class=day | 12 || Heading to NY&lt;br /&gt;
| class=day | 13 || Arrive NY&lt;br /&gt;
| class=day | 14 || Capture/Loot Abbott&lt;br /&gt;
| class=day | 15 || Pit Locust&lt;br /&gt;
| class=day | 16 || Memphis investigation&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 17 || Travel -&amp;gt; Kansas&lt;br /&gt;
| class=day | 18 || Travel -&amp;gt; Kansas&lt;br /&gt;
| class=day | 19 || Leavenworth Prison&lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103453</id>
		<title>The Liminal Court</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103453"/>
		<updated>2025-07-27T15:47:13Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jim Arona]][[Category:Scribe Notes]]&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: The Liminal Court &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 825 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day&#039;&#039;&#039;: Tue&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Medium-ish&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Kel]]&lt;br /&gt;
# [[Callas]]&lt;br /&gt;
# Sir Archibald &lt;br /&gt;
# Tyndalos&lt;br /&gt;
# [[Belladonna]]&lt;br /&gt;
&lt;br /&gt;
;Adventure Full&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
: TBC&lt;br /&gt;
; Pay&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1: Preparations and Departure ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Account by Sir Archibald, recorded for the Guild archives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Portrait.png|thumb|right|500px|Before]]&lt;br /&gt;
&lt;br /&gt;
We began this new undertaking with extensive preparation and reorganization of our capabilities. The party had recently undergone significant changes, requiring us to reassess our collective strengths and establish new working arrangements.&lt;br /&gt;
&lt;br /&gt;
===== Character Adjustments and New Companions =====&lt;br /&gt;
&lt;br /&gt;
Our group composition had shifted considerably. Tyndalos, myself and Callas remained of the original group. We were also joined by Kel, a drow lady-in-waiting of unremarkable appearance who possessed skills in perfumery, languages, and what she modestly described as simple courtly duties. Additionally, Belladonna, a fire mage from a merchant family in Aleutia, became part of our company. She appeared small and slight, wearing mage robes, with long black hair, green eyes, and notably, an eye patch.&lt;br /&gt;
&lt;br /&gt;
Tyndalos made use of an item called the Eye of Reformation, applying it to the artifact known as the Red Laughter. The eye&#039;s power transformed the cursed mask, redeeming its unholy nature and allowing both items to depart this plane, their souls having found peace. This represented a significant victory against the forces of corruption.&lt;br /&gt;
&lt;br /&gt;
===== Training and Preparation =====&lt;br /&gt;
&lt;br /&gt;
We established ourselves at House Kerberoth for an extended period of training and preparation. Lady Suneth graciously provided instruction in astrology, which proved essential for our planned journey. Belladonna advanced her knowledge in this field, while we all benefited from the hospitality and wisdom offered.&lt;br /&gt;
&lt;br /&gt;
During this time, we made contact with Henry the Toymaker, though he had unfortunately sold his entire stock and could offer no immediate assistance. We did learn of the complex requirements for creating certain magical implements, involving exotic materials such as thimbles of hydragyrum, labradorite panes, doppelganger skin, kraken ink, and phoenix feathers.&lt;br /&gt;
&lt;br /&gt;
===== Journey to Aeaea =====&lt;br /&gt;
&lt;br /&gt;
After completing our training, we departed House Kerberoth and began our journey toward our ultimate destination of Eisenkirk, where we planned to meet with Dr. Wormwood. However, reaching this high-order plane required careful navigation and preparation.&lt;br /&gt;
We traveled through the Heights of Chaos, where Callas employed her ranger abilities to guide us safely through the treacherous Lands of Chaos. The journey took us six days through this dangerous terrain before we reached the a valley, where we could see the ancient city of Jeroth in the distance. The city showed signs of past devastation but appeared to be slowly recovering, with an estimated population of around nine thousand souls.&lt;br /&gt;
&lt;br /&gt;
===== Jiroth and the Temple =====&lt;br /&gt;
Upon reaching Jiroth, we observed the proper protocols for visiting an ancient city. We paid our respects at the temple of the goddess Crishna Athena, who governed youth, beauty, and trade. This purification ritual granted us enhanced magical capabilities and access to the temple&#039;s services, including the renowned singing bees whose honey and wax possessed special properties.&lt;br /&gt;
&lt;br /&gt;
The temple maintained these remarkable creatures whose buzzing created harmonious melodies. We purchased supplies including the valuable honeycomb, paying the substantial cost of one true silver guinea, as well as way-bread wafers that provided complete nourishment despite their small size.&lt;br /&gt;
&lt;br /&gt;
===== Crossing to Aeaeaia =====&lt;br /&gt;
From Jiroth, we went by way of the Astral to Hurian and from there crossed the Midnight Sea, a journey that took four days with favorable winds. Our destination was Aeaeaia, the famed city of witches, where we hoped to contact Lady Cerise who maintained connections with Dr. Wormwood.&lt;br /&gt;
&lt;br /&gt;
Aeaeaia proved to be unlike any other settlement we had encountered. The concentration of magical practitioners was extraordinary - perhaps one in a thousand possessed significant magical abilities, with seven or eight truly powerful witches maintaining the city&#039;s mystical character. The population of approximately seven thousand included numerous spell casters of varying capabilities.&lt;br /&gt;
&lt;br /&gt;
===== Meeting with Lady Cerise =====&lt;br /&gt;
We successfully located Lady Cerise, whom Kel had encountered previously. She received us graciously in her residence, where we observed that she had been rebuilding her forces after past losses. Her complement of Medianite dancers had been reduced to three, with two more in training, and she had supplemented her defenders with enchanted fire snakes - eight-foot creatures capable of binding opponents while immolating them.&lt;br /&gt;
&lt;br /&gt;
Lady Cerise served us an excellent crisp Chablis wine with floral notes of peach blossom and cinnamon, demonstrating the refined culture of Aeaeaia. We explained our need to contact Dr. Wormwood, and she agreed to assist us.&lt;br /&gt;
&lt;br /&gt;
The evening proved most pleasant as Lady Cerise escorted us to a renowned restaurant featuring Medianite dancers who performed elevating entertainment. The exceptional meal and cultural experience provided a welcome respite from our recent trials and restored our spirits considerably.&lt;br /&gt;
&lt;br /&gt;
===== The Star Chart =====&lt;br /&gt;
Lady Cerise provided us with a crucial star chart that would enable our ascension to Eisenkirk. She explained that the journey would require seven days of careful navigation through the upper reaches of the abyss, with asteroids serving as resting points along the way. The star chart, while temporary and lasting only a season, would provide the guidance necessary to reach the high-order plane where Dr. Wormwood maintained her residence.&lt;br /&gt;
&lt;br /&gt;
With preparations complete and the star chart in our possession, we prepared for the next phase of our journey - the ascension to Eisenkirk to meet with the mysterious Dr. Wormwood and advance our mission.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2: Revelations ===&lt;br /&gt;
Lady Cerise proved most accommodating, offering various potions and services. She possessed restoratives of considerable potency - far stronger than what our party typically requires. Belladonna negotiated for more suitable preparations while Kel considered the potential benefits for our hardier companions.&lt;br /&gt;
&lt;br /&gt;
The witch also offered to craft witch skins from suitable materials, though she currently lacked simple mouse forms. Callas inquired about creating useful items from dragon materials, noting that dragon skin could be regenerated through magical means. This led to amusing speculation about whether the more robust party members might contribute skin for such purposes, though our enthusiasm for this prospect proved limited.&lt;br /&gt;
&lt;br /&gt;
===== Abyssward =====&lt;br /&gt;
Having concluded our business and obtained some useful items, we prepared to depart. Callas offered to transport us directly to the astral gate at Harrian using her earth magic, which would save considerable travel time despite the fatigue cost. We thanked our gracious host and set off.&lt;br /&gt;
&lt;br /&gt;
The earth door was successful, delivering us to Harrian where we rested overnight before approaching the astral gate. The temple authorities facilitated our passage, and we found ourselves in the familiar misty environment of the astral plane. Here, Callas noted the proximity to the elemental plane of Earth, which enhanced her magical capabilities significantly.&lt;br /&gt;
&lt;br /&gt;
Using Callas&#039;s astronomical knowledge and the star map we had obtained, we navigated through the astral toward the abyss. The journey took approximately an hour before we reached the edge - a vast dark chasm extending downward for miles. Following the map&#039;s guidance, we ascended into this realm.&lt;br /&gt;
&lt;br /&gt;
===== Upward! Unless there&#039;s mindflayers and things  =====&lt;br /&gt;
Our first stop was a peculiar asteroid-like structure resembling an upside-down hedgehog with a smooth amphitheater on top. The environment supported strange grey vegetation of varying shades, from silvery to charcoal. A central pool provided brackish but potable water. Kel attempted to scan for minds using her telepathy but found only low-level / dream-like thoughts. &lt;br /&gt;
&lt;br /&gt;
The local flora proved to contain extractable poisons of varying potency depending on the darkness of the plant material. Hordling, predictably, showed great interest in consuming these toxic specimens, which seemed to enhance his... unique physiological processes.&lt;br /&gt;
&lt;br /&gt;
After resting on this unusual refuge, we continued our ascent following Callas&#039;s navigation. Our next stop proved to be a long, curved boomerang-shaped platform. During our rest here, we detected the passage of what appeared to be a mind flayer vessel - a mile-long asteroid ship showing signs of battle damage. The craft maintained distance from our position, but its presence prompted us to establish concealment using Callas&#039;s earthworks and Belladonna&#039;s ward magic.&lt;br /&gt;
&lt;br /&gt;
Later, we spotted a much smaller shadow vessel - approximately 120 feet long and distinctly spider-like in design. The craft appeared to be tracking the mind flayer ship, suggesting ongoing conflict between these factions. We maintained our concealment until both vessels had passed safely beyond detection range.&lt;br /&gt;
&lt;br /&gt;
===== Eisenkirche =====&lt;br /&gt;
&lt;br /&gt;
[[File:Map of Eisenkirche smaller.jpg|300px|thumb|left|Eisenkirche ]]&lt;br /&gt;
&lt;br /&gt;
Our final ascent brought us to what appeared to be a space station - a protected environment with landing pads and an arched entry portal. Despite some challenging landing maneuvers, we successfully arrived at this facility. The station offered a choice of destinations, and we selected Eisenkirk over remaining to investigate the station itself, though the latter held some appeal given the tortured consciousness Kel had detected.&lt;br /&gt;
&lt;br /&gt;
Eisenkirk revealed itself as an unusually pristine medieval city with remarkably high walls and an exceptionally large cathedral. The population seemed sparse for the city&#039;s size, and the inhabitants displayed unusually orderly behavior. The presence of numerous canons and well-armed men-at-arms suggested strong ecclesiastical and secular authority.&lt;br /&gt;
&lt;br /&gt;
We made contact with a local puppeteer named Mr. Upright, who proved amenable to modest bribery and directed us toward the noble quarter where Dr. Wormwood resided. His Punch and Judy show featured the unusual element of a mind flayer as the protagonist, and he provided us with samples of blue lotus - a narcotic favored by the local clergy.&lt;br /&gt;
&lt;br /&gt;
===== Speculations across time =====&lt;br /&gt;
Gaining entry to the noble quarter required some diplomatic maneuvering, with Kel successfully presenting herself as someone worthy of Dr. Wormwood&#039;s attention. The houses in this district featured unusually narrow, heavily secured doors requiring special implements to operate.&lt;br /&gt;
&lt;br /&gt;
Dr. Wormwood received us in her distinctive laboratory attire - a white coat over what resembled a tweed business suit, complete with monocle. She debriefed us thoroughly on the events following her departure from our previous adventure, showing particular interest in our encounters with the Big U, the dragon, and the resolution of the red laughter situation.&lt;br /&gt;
&lt;br /&gt;
The revelation that the red shift component of the bridge had been sanctified and moved on proved significant to her research. She explained that this artifact, combined with Callas&#039;s one stone, formed a bridge capable of connecting parallel dimensions. The apparent plan had been to transport Ungoliant from the outer darkness through a parallel dimension and then into our reality using this bridge.&lt;br /&gt;
&lt;br /&gt;
Dr. Wormwood expressed uncertainty about whether the Eye of Discord&#039;s recent activities represented opportunistic behavior or part of a larger scheme. She suspected the former but remained concerned about the implications either way.&lt;br /&gt;
&lt;br /&gt;
===== A new quest =====&lt;br /&gt;
Most significantly, she tasked us with travelling to Cataclysm Earth to investigate potential ongoing threats. She explained that this realm had become the next likely source of white power (from a white hole) for such schemes, given the failure to penetrate Nualis. Our mission would be to capture and interrogate high-ranking Nazi leadership to determine their current activities and intentions.&lt;br /&gt;
&lt;br /&gt;
She offered to facilitate our journey by providing one of her clones to transport us to her warehouse facility in Anchorage, which would serve as a more accessible entry point than our usual route through Ushuaia.&lt;br /&gt;
&lt;br /&gt;
The briefing concluded with disturbing details about Cataclysm Earth&#039;s current state - a world where normal technology had failed, replaced by Nazi psionic-powered devices that required the forced extraction of life force from subjugated populations. The Nazis themselves were reportedly refugees from a zombie apocalypse on their original plane, having found their mental powers ineffective against undead opponents.&lt;br /&gt;
&lt;br /&gt;
We now prepare for this new phase of our mission, understanding that we face both the technological challenges of this altered reality and the moral imperative to investigate what may be another attempt to breach the barriers between worlds.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 3: The journey begins ===&lt;br /&gt;
&lt;br /&gt;
===== Transport to Cataclysm Earth =====&lt;br /&gt;
Our contact provided each of us with a potion that transported us through the underworld, following a glowing orb through corridors of darkness past vistas of human activity, until we emerged in a warehouse in Anchorage.&lt;br /&gt;
&lt;br /&gt;
===== Meeting Jimmy and Equipment Acquisition =====&lt;br /&gt;
Jimmy, a small, dark-skinned man with very black hair and eyes, was waiting for us. He provided us with a Nissan electric van with extra batteries and offered to let us carry mail to Snag Junction as a favor. We learned that this world operates under strange technological constraints - fossil fuel combustion has been altered by Nazi intervention, forcing reliance on electrical and diesel-powered vehicles.&lt;br /&gt;
&lt;br /&gt;
===== Journey to Beaver Creek =====&lt;br /&gt;
We set out from Anchorage with Tyndalos driving, learning about the extended daylight hours and challenging weather conditions. Along the coast road, Kel detected a pod of orca through telepathy and discovered they possessed unnaturally complex behavioural patterns, suggesting extensive training beyond normal animal capabilities.&lt;br /&gt;
&lt;br /&gt;
===== First Night&#039;s Lodging =====&lt;br /&gt;
Our first night was spent at the Poste Montagne Lodge in Beaver Creek, where Kel used telepathy to scan the minds of staff members, finding nothing of immediate concern.&lt;br /&gt;
&lt;br /&gt;
===== Mail Delivery and Snag Junction Supply Run =====&lt;br /&gt;
The following morning, we delivered mail at Snag Junction, where we met Eddie, the local postmaster who carried an enormous double-barreled shotgun. He warned us about unusually resilient polar bears that had been seen moving south to north - an unnatural migration pattern.&lt;br /&gt;
&lt;br /&gt;
At Snag Junction, we acquired various equipment and supplies. Kel obtained a pump-action shotgun with both standard lead shot and specialised steel ball bearing ammunition at a gun shop. The proprietor explained that the polar bears had become remarkably difficult to kill with conventional weapons. We also acquired bear spray, binoculars, camouflage netting, flares, and various other supplies. Tyndalos obtained bolt cutters and a welding torch from the hardware store. I purchased small plastic containers for storing alchemical substances and acquired all of the available thermometers from the local stores for their mercury content.&lt;br /&gt;
&lt;br /&gt;
===== Continued Journey and Target Practice =====&lt;br /&gt;
Continuing our journey south, we stopped for lunch in open terrain where Kel practiced with her new shotgun.&lt;br /&gt;
&lt;br /&gt;
===== The Canyon Ambush =====&lt;br /&gt;
As we entered a canyon where the road descended dramatically into deep shadows despite the extended daylight hours, Kel detected hostile minds through telepathy. Seven Nazi soldiers from Bau-Kompanie, Brandenburg Division were positioned alongside the road, moving with some form of enhanced terrain movement ability. They were hunting Jimmy, carrying his photograph and operating under orders from Kapitan Elias Richter. Kel immediately cast mind speech to coordinate our response silently.&lt;br /&gt;
&lt;br /&gt;
===== The Battle =====&lt;br /&gt;
The ambush was swift and decisive. Callas opened an earth door to position us behind the enemy squad while Kel launched mental attacks and phantasms. Tyndalos struck with a cone of colour out of space, and when I attempted a warrior&#039;s charge, my fumbling technique so confused the enemies that they hesitated to act. Belladonna ended the engagement with a devastating hellfire spell that eliminated multiple targets simultaneously.&lt;br /&gt;
&lt;br /&gt;
===== Prisoner Interrogation and Intelligence Gathering =====&lt;br /&gt;
Of the seven-man squad, we captured three alive - Leutnant Helmut Kruppe and two subordinates, including Grenadier Max Fischer. Through Kel&#039;s compelling enchantments, we learned valuable intelligence about Nazi operations. The squad had been dispatched from McChord Base in Washington State to hunt Jimmy and other targets, using rapid terrain movement techniques that allowed them to cover ground quickly while remaining undetected.&lt;br /&gt;
&lt;br /&gt;
===== Enemy Equipment and Capabilities =====&lt;br /&gt;
We discovered the Nazis possessed crystalline ammunition charged with Vril energy, designed to shatter inside targets and cause massive internal damage. Their equipment included short-range communication devices and uniforms that would prove useful for infiltration.&lt;br /&gt;
&lt;br /&gt;
===== Prisoner Deployment and Command Structure Intelligence =====&lt;br /&gt;
After thorough interrogation, we sent Fischer back to warn Jimmy, while keeping Kruppe under Kel&#039;s mental control as a guide for future checkpoints. The remaining bodies were disposed of, and we claimed their equipment and uniforms.&lt;br /&gt;
&lt;br /&gt;
Our prisoner provided details about the Nazi command structure, including Doktor Felix Schulz at an observatory and Oberst Sophie Hofmann commanding McChord Base. Kruppe revealed that their superior, Kapitan Richter, is socially connected and plays the harpsichord, while Oberst Hofmann specialises in Vril command techniques. During our continued journey, Belladonna began learning German from our captive while Kel extracted comprehensive information about Nazi protocols and behavior.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 4: The Road to New York ===&lt;br /&gt;
&lt;br /&gt;
[[File:OldOne.png|thumb|right|200px|Old One]]&lt;br /&gt;
&lt;br /&gt;
We continued our journey south, having decided that our Canadian companion would now be known as &amp;quot;Kruppe&amp;quot; for ease of pronunciation. The poor fellow didn&#039;t seem to mind this liberty with his name, though Black suggested he might benefit from putting on some weight and donning red clothing to complete the resemblance.&lt;br /&gt;
&lt;br /&gt;
Our destination remained uncertain - we debated between heading to New York to intercept the Nazis&#039; next attempt at bringing &amp;quot;the big U&amp;quot; through, or capturing a high-ranking Nazi officer to extract information about their plans. Jimmy at the charging station in Whitehorse proved most helpful, injecting Kruppe with something that would, according to Jimmy, make him &amp;quot;one of us&amp;quot; in about nine months&#039; time. This chromosomal cloning process, Jimmy explained, couldn&#039;t be exact due to inevitable divergence over time.&lt;br /&gt;
&lt;br /&gt;
Jimmy shared troubling intelligence from the local Tlingit community about scaled, horse-like creatures with crocodilian mouths being encountered south of our position. These beings were recent arrivals and had the indigenous peoples concerned. The Tlingit, Jimmy explained, consisted of various clans including Raven, Wolf, Eagle, Bear, and a small coastal community of Orca people who traditionally served as traders along the coast.&lt;br /&gt;
&lt;br /&gt;
After our batteries were fully charged - a process requiring three-quarters of an hour and the evacuation of the building due to the electrical discharge - Jimmy provided us with forged identification papers and suggested having Kruppe drive us through border crossings with a plausible civilian cover story rather than military credentials.&lt;br /&gt;
&lt;br /&gt;
We departed for Juneau, a 340-kilometer journey, planning to take the Alaska Marine Highway ferry to Bellingham, Washington. The ferry journey would take 36 hours, followed by a couple of hours&#039; drive to our destination. After waiting several days for the Tuesday departure, we made the three-day sea voyage and disembarked in Bellingham in the early evening.&lt;br /&gt;
&lt;br /&gt;
Rather than drive in darkness, we spent the night in a hotel and departed the following morning for McCord Base, located south of Seattle. The base was surrounded by a fifteen-foot wall with gun emplacements, resembling medieval fortifications. Our true destination lay on Carson Hill, approximately seven to eight miles from the base, where Dr. Felix Schulz maintained his observatory.&lt;br /&gt;
&lt;br /&gt;
The observatory consisted of two cylindrical buildings about 75 meters tall - one domed for telescopic work, the other flat-topped and bristling with antennae. Four guards patrolled the facility: two on the ground level and two wandering atop the antenna-covered building. Both structures had their entrances secured.&lt;br /&gt;
&lt;br /&gt;
Kel cast undetectability on our group, and with mind speech connecting us all, we conducted reconnaissance. Tyndalos scouted the perimeter while I cast my second sight. Kel&#039;s telepathy detected the surface thoughts of guards discussing football, confirming the presence of three researchers inside along with the security personnel.&lt;br /&gt;
&lt;br /&gt;
We waited until the early morning hours when the night shift prepared to depart. The guards headed to an armoured Land Rover while the researchers entered smaller, non-petrol vehicles. We identified Dr. Schulz&#039;s car and followed at a distance as he drove to Tanglewild, a military housing suburb featuring an unusual arrangement of three churches at most corners and a rectangular layout of military residences.&lt;br /&gt;
&lt;br /&gt;
Schulz lived in the eighth house from the bottom on the inner western side. After he retired for the evening, Tyndalos used his abilities to observe the man&#039;s dreams, detecting sexual proclivities but failing to gain deeper insights due to enhanced mental defenses. We decided to break into his home through the attached garage.&lt;br /&gt;
&lt;br /&gt;
Once inside, Kel attempted to dominate Schulz&#039;s mind but encountered significant resistance. Multiple attempts were required before achieving partial control, though his enhanced willpower made complete domination impossible. Kel&#039;s examination with beast master techniques revealed that mechanical implants in his brain had made him voluntarily psychotic, with machinery designed to trigger madness if certain mental boundaries were crossed.&lt;br /&gt;
&lt;br /&gt;
Despite our precautions, questioning Schulz about his research triggered his mental defenses. The party resisted the psychic backlash, but Schulz&#039;s mind began deteriorating rapidly. Through the fragments we extracted before his complete mental collapse, we learned of ongoing research into protection from &amp;quot;Trans-Uranians&amp;quot; - beings Schulz described as transparent, ice-like pentagonal cylinders with five supporting tentacles and delicate manipulator appendages.&lt;br /&gt;
&lt;br /&gt;
The Nazis had been working on concentrated space research, hoping to weaponize localized spatial distortions. They had also developed implant technology that overcame cellular rejection but attracted mental illness. Dimensional crossing research was mentioned but had yielded no productive results.&lt;br /&gt;
&lt;br /&gt;
Callas managed to stabilize Schulz&#039;s deteriorating mental state temporarily using healer abilities and a crystal wand, but the damage was extensive. The mechanical defenses in his brain had cost him significant willpower, leaving him barely functional. When his condition continued declining despite our efforts, we decided his intelligence value was exhausted.&lt;br /&gt;
&lt;br /&gt;
We staged the scene to suggest Schulz had died during autoerotic activities, placing restraints and arranging the bedroom accordingly. After thoroughly searching his house and finding only evidence of his masochistic tendencies, we departed, leaving no trace of our presence.&lt;br /&gt;
&lt;br /&gt;
The journey to New York took four days of driving across the continental United States. En route through South Dakota, we observed what initially appeared to be low-flying fighter jets. Upon closer inspection, these aircraft had enormous bald eagle heads with yellow beaks and moving eyes in place of traditional fuselages, traveling at approximately 230 miles per hour about 150 meters above ground.&lt;br /&gt;
&lt;br /&gt;
New York City bustled with activity despite limited electrical infrastructure. Steam power had replaced diesel for trams and railways, proving more efficient given available technology. As we drove through Manhattan, I noticed blackness seeping from the bottom of the shattered Chrysler building ruins using my black sight.&lt;br /&gt;
&lt;br /&gt;
The emanation differed from void-darkness - this appeared to be something dissolving into blackness rather than emerging from it. When I focused my abilities on the area, I perceived ghostly impressions of massive dinosaur-like creatures stalking through terrain that bore no resemblance to the current Lexington Avenue surroundings, suggesting some form of temporal or dimensional disturbance centered on the ruined building.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 5: The Van Rensselaer Building ===&lt;br /&gt;
We arrived in New York and left our captured Nazi lieutenant secured in the trunk. Unfortunately he had no contacts in the city, being from the Alts Reich and limited to the western territories.&lt;br /&gt;
The last intelligence we possessed concerned the Van Rensselaer building at 474-476 Broadway, where a think tank had previously operated. We made our way to the location, finding it to be a narrow red brick building, three stories high at the front with additional height behind, situated between a Citibank and other commercial establishments.&lt;br /&gt;
&lt;br /&gt;
Taking position in a coffee shop across the street, Kel attempted to survey the building using telepathy. The dense urban environment presented challenges with thousands of minds in the vicinity, but she managed to focus on the target location. We observed two peculiar individuals approaching: a man in a Homburg hat, topcoat and three-piece suit, accompanied by a woman wearing a white summer frock with pink embroidered stars and carrying a fluorescent pink cylindrical handbag with gilded trim.&lt;br /&gt;
&lt;br /&gt;
Callas used divination to determine their nature - the results indicated they were not human but rather some form of alien construct, specifically &amp;quot;Lens Technicians.&amp;quot; Their mental patterns, as observed through Kel&#039;s telepathy, were distinctly non-human, processing information in an unusual language with different visual perception. We suspected they might be Trans-Uranians.&lt;br /&gt;
&lt;br /&gt;
The pair conducted surveillance of the building, walking past before entering through what appeared to be magical means - the male cast some form of unlocking spell. Once inside, they encountered normal office workers: a lecherous male clerk, secretarial staff, an older woman in business attire named Agatha Gage who served as office manager, and a man smoking intensely black Turkish cigarettes in a holder.&lt;br /&gt;
&lt;br /&gt;
Callas attempted to place a crystal vision inside the building for better observation. The Trans-Uranians immediately detected the scrying attempt and looked directly at the crystal&#039;s location. We quickly moved the crystal to a passing vehicle, but the female Trans-Uranian pursued it with remarkable speed and agility, running at 20-25 miles per hour and leaping over cars. She punctured the vehicle&#039;s metal fender with her fingernails, retrieved the crystal, and returned to the building while ignoring the angry vehicle occupants entirely.&lt;br /&gt;
&lt;br /&gt;
Later, Agatha Gage left the building carrying a dark red leather folder. We followed her to a brownstone residence on Bleeker Street, where she visited someone and received a diagram for detecting unusual magical presences from an occultist contact.&lt;br /&gt;
&lt;br /&gt;
As she returned, Kel executed a mental attack, rendering her unconscious. We posed as helpful citizens, loaded her into our van, and Kel used hypnosis to make her compliant, followed by mind control. Under interrogation, Agatha revealed she worked for a Mr. Abbott, who directed the office operations. The building served as a front for Nazi activities, with the Trans-Uranians being visitors seeking audience with Abbott.&lt;br /&gt;
&lt;br /&gt;
We followed the same procedure with Abbott himself when he left the office at precisely five o&#039;clock. However, Abbott proved more formidable than anticipated. Despite appearing as a casual hippie in t-shirt, jeans and sandals, he resisted Kel&#039;s mind control and revealed he lived with an undead companion.&lt;br /&gt;
&lt;br /&gt;
Abbott immediately became hostile, casting aggressive spells and declaring the undead nature of his companion. Combat ensued within the confines of our van. Abbott demonstrated considerable magical ability, pinning Kel against the van&#039;s rear doors and launching energy attacks at Tyndalos. Callas cast petrification spells that gradually weakened Abbott, while Belladonna employed her salamander gaze to inflict fire damage. Tyndalos attempted to restrain Abbott with his tentacles while I struck with my mace. Abbott continued casting spells throughout the engagement, showing remarkable resilience and magical defenses.&lt;br /&gt;
&lt;br /&gt;
The confined space made coordinated attacks difficult, with weapons swinging dangerously close to allies. Abbott&#039;s spells reduced Tyndalos&#039;s physical capabilities and continued to target him specifically, perhaps recognizing his otherworldly nature through his mask.&lt;br /&gt;
&lt;br /&gt;
Eventually, our sustained assault overcame Abbott&#039;s defenses. The combination of Callas&#039;s petrification magic, multiple weapon strikes, and Belladonna&#039;s mystical attacks wore him down. When unconscious, we secured him and discovered his possessions: identity papers, unusual metal keys (one crimson, one white and flaky), and the ritual diagrams for detecting magical presences.&lt;br /&gt;
&lt;br /&gt;
To ensure Abbott could not escape or cause further trouble, Callas used her petrification magic to transform him into stone, effectively putting him in indefinite suspension until we could determine our next course of action.&lt;br /&gt;
&lt;br /&gt;
The encounter raised several concerning questions: Abbott&#039;s ability to resist mental control, the nature of his undead companion, his immediate recognition of Tyndalos as a threat, and the broader implications of Trans-Uranian involvement with local Nazi operations. The unusual keys suggested access to locations requiring non-standard security measures.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
[[File:LC Map of Lyonesse.jpg|300px|thumb|Right|Map of Lyonesse]]&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Short Term ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Talents, Skills, other buffs===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other buffs===&lt;br /&gt;
&lt;br /&gt;
* TBC&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Winter&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Frost]] 824 (7)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;i&amp;gt;[[Samhain]]&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt; Seagate&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 ||&lt;br /&gt;
| class=day | 24 ||&lt;br /&gt;
| class=day | 25 ||&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Snow]] 823 (8)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 ||colspan=3| &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Solstice&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &amp;lt;i&amp;gt;Yuletide&amp;lt;/i&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 19 || &amp;lt;i&amp;gt;Days of Chaos&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 20 || &amp;lt;i&amp;gt;DoC2&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;DoC3&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 22 || &amp;lt;i&amp;gt;DoC4&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 23 || &amp;lt;i&amp;gt;DoC5&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 24 || &amp;lt;i&amp;gt;DoC6&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 25 || &amp;lt;i&amp;gt;DoC7&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 26 || &amp;lt;i&amp;gt;DoC8&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 27 || &amp;lt;i&amp;gt;DoC9&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 28 || &amp;lt;i&amp;gt;DoC10&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 29 || &amp;lt;i&amp;gt;DoC11&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Twelfth Night&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Ice]] 823 (9)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &amp;lt;i&amp;gt;First Plough&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103452</id>
		<title>The Liminal Court</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103452"/>
		<updated>2025-07-27T15:41:14Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Calendar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jim]][[Category:Scribe Notes]]&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: The Liminal Court &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 825 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day&#039;&#039;&#039;: Tue&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Medium-ish&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Kel]]&lt;br /&gt;
# [[Callas]]&lt;br /&gt;
# Sir Archibald &lt;br /&gt;
# Tyndalos&lt;br /&gt;
# [[Belladonna]]&lt;br /&gt;
&lt;br /&gt;
;Adventure Full&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
: TBC&lt;br /&gt;
; Pay&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1: Preparations and Departure ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Account by Sir Archibald, recorded for the Guild archives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Portrait.png|thumb|right|500px|Before]]&lt;br /&gt;
&lt;br /&gt;
We began this new undertaking with extensive preparation and reorganization of our capabilities. The party had recently undergone significant changes, requiring us to reassess our collective strengths and establish new working arrangements.&lt;br /&gt;
&lt;br /&gt;
===== Character Adjustments and New Companions =====&lt;br /&gt;
&lt;br /&gt;
Our group composition had shifted considerably. Tyndalos, myself and Callas remained of the original group. We were also joined by Kel, a drow lady-in-waiting of unremarkable appearance who possessed skills in perfumery, languages, and what she modestly described as simple courtly duties. Additionally, Belladonna, a fire mage from a merchant family in Aleutia, became part of our company. She appeared small and slight, wearing mage robes, with long black hair, green eyes, and notably, an eye patch.&lt;br /&gt;
&lt;br /&gt;
Tyndalos made use of an item called the Eye of Reformation, applying it to the artifact known as the Red Laughter. The eye&#039;s power transformed the cursed mask, redeeming its unholy nature and allowing both items to depart this plane, their souls having found peace. This represented a significant victory against the forces of corruption.&lt;br /&gt;
&lt;br /&gt;
===== Training and Preparation =====&lt;br /&gt;
&lt;br /&gt;
We established ourselves at House Kerberoth for an extended period of training and preparation. Lady Suneth graciously provided instruction in astrology, which proved essential for our planned journey. Belladonna advanced her knowledge in this field, while we all benefited from the hospitality and wisdom offered.&lt;br /&gt;
&lt;br /&gt;
During this time, we made contact with Henry the Toymaker, though he had unfortunately sold his entire stock and could offer no immediate assistance. We did learn of the complex requirements for creating certain magical implements, involving exotic materials such as thimbles of hydragyrum, labradorite panes, doppelganger skin, kraken ink, and phoenix feathers.&lt;br /&gt;
&lt;br /&gt;
===== Journey to Aeaea =====&lt;br /&gt;
&lt;br /&gt;
After completing our training, we departed House Kerberoth and began our journey toward our ultimate destination of Eisenkirk, where we planned to meet with Dr. Wormwood. However, reaching this high-order plane required careful navigation and preparation.&lt;br /&gt;
We traveled through the Heights of Chaos, where Callas employed her ranger abilities to guide us safely through the treacherous Lands of Chaos. The journey took us six days through this dangerous terrain before we reached the a valley, where we could see the ancient city of Jeroth in the distance. The city showed signs of past devastation but appeared to be slowly recovering, with an estimated population of around nine thousand souls.&lt;br /&gt;
&lt;br /&gt;
===== Jiroth and the Temple =====&lt;br /&gt;
Upon reaching Jiroth, we observed the proper protocols for visiting an ancient city. We paid our respects at the temple of the goddess Crishna Athena, who governed youth, beauty, and trade. This purification ritual granted us enhanced magical capabilities and access to the temple&#039;s services, including the renowned singing bees whose honey and wax possessed special properties.&lt;br /&gt;
&lt;br /&gt;
The temple maintained these remarkable creatures whose buzzing created harmonious melodies. We purchased supplies including the valuable honeycomb, paying the substantial cost of one true silver guinea, as well as way-bread wafers that provided complete nourishment despite their small size.&lt;br /&gt;
&lt;br /&gt;
===== Crossing to Aeaeaia =====&lt;br /&gt;
From Jiroth, we went by way of the Astral to Hurian and from there crossed the Midnight Sea, a journey that took four days with favorable winds. Our destination was Aeaeaia, the famed city of witches, where we hoped to contact Lady Cerise who maintained connections with Dr. Wormwood.&lt;br /&gt;
&lt;br /&gt;
Aeaeaia proved to be unlike any other settlement we had encountered. The concentration of magical practitioners was extraordinary - perhaps one in a thousand possessed significant magical abilities, with seven or eight truly powerful witches maintaining the city&#039;s mystical character. The population of approximately seven thousand included numerous spell casters of varying capabilities.&lt;br /&gt;
&lt;br /&gt;
===== Meeting with Lady Cerise =====&lt;br /&gt;
We successfully located Lady Cerise, whom Kel had encountered previously. She received us graciously in her residence, where we observed that she had been rebuilding her forces after past losses. Her complement of Medianite dancers had been reduced to three, with two more in training, and she had supplemented her defenders with enchanted fire snakes - eight-foot creatures capable of binding opponents while immolating them.&lt;br /&gt;
&lt;br /&gt;
Lady Cerise served us an excellent crisp Chablis wine with floral notes of peach blossom and cinnamon, demonstrating the refined culture of Aeaeaia. We explained our need to contact Dr. Wormwood, and she agreed to assist us.&lt;br /&gt;
&lt;br /&gt;
The evening proved most pleasant as Lady Cerise escorted us to a renowned restaurant featuring Medianite dancers who performed elevating entertainment. The exceptional meal and cultural experience provided a welcome respite from our recent trials and restored our spirits considerably.&lt;br /&gt;
&lt;br /&gt;
===== The Star Chart =====&lt;br /&gt;
Lady Cerise provided us with a crucial star chart that would enable our ascension to Eisenkirk. She explained that the journey would require seven days of careful navigation through the upper reaches of the abyss, with asteroids serving as resting points along the way. The star chart, while temporary and lasting only a season, would provide the guidance necessary to reach the high-order plane where Dr. Wormwood maintained her residence.&lt;br /&gt;
&lt;br /&gt;
With preparations complete and the star chart in our possession, we prepared for the next phase of our journey - the ascension to Eisenkirk to meet with the mysterious Dr. Wormwood and advance our mission.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2: Revelations ===&lt;br /&gt;
Lady Cerise proved most accommodating, offering various potions and services. She possessed restoratives of considerable potency - far stronger than what our party typically requires. Belladonna negotiated for more suitable preparations while Kel considered the potential benefits for our hardier companions.&lt;br /&gt;
&lt;br /&gt;
The witch also offered to craft witch skins from suitable materials, though she currently lacked simple mouse forms. Callas inquired about creating useful items from dragon materials, noting that dragon skin could be regenerated through magical means. This led to amusing speculation about whether the more robust party members might contribute skin for such purposes, though our enthusiasm for this prospect proved limited.&lt;br /&gt;
&lt;br /&gt;
===== Abyssward =====&lt;br /&gt;
Having concluded our business and obtained some useful items, we prepared to depart. Callas offered to transport us directly to the astral gate at Harrian using her earth magic, which would save considerable travel time despite the fatigue cost. We thanked our gracious host and set off.&lt;br /&gt;
&lt;br /&gt;
The earth door was successful, delivering us to Harrian where we rested overnight before approaching the astral gate. The temple authorities facilitated our passage, and we found ourselves in the familiar misty environment of the astral plane. Here, Callas noted the proximity to the elemental plane of Earth, which enhanced her magical capabilities significantly.&lt;br /&gt;
&lt;br /&gt;
Using Callas&#039;s astronomical knowledge and the star map we had obtained, we navigated through the astral toward the abyss. The journey took approximately an hour before we reached the edge - a vast dark chasm extending downward for miles. Following the map&#039;s guidance, we ascended into this realm.&lt;br /&gt;
&lt;br /&gt;
===== Upward! Unless there&#039;s mindflayers and things  =====&lt;br /&gt;
Our first stop was a peculiar asteroid-like structure resembling an upside-down hedgehog with a smooth amphitheater on top. The environment supported strange grey vegetation of varying shades, from silvery to charcoal. A central pool provided brackish but potable water. Kel attempted to scan for minds using her telepathy but found only low-level / dream-like thoughts. &lt;br /&gt;
&lt;br /&gt;
The local flora proved to contain extractable poisons of varying potency depending on the darkness of the plant material. Hordling, predictably, showed great interest in consuming these toxic specimens, which seemed to enhance his... unique physiological processes.&lt;br /&gt;
&lt;br /&gt;
After resting on this unusual refuge, we continued our ascent following Callas&#039;s navigation. Our next stop proved to be a long, curved boomerang-shaped platform. During our rest here, we detected the passage of what appeared to be a mind flayer vessel - a mile-long asteroid ship showing signs of battle damage. The craft maintained distance from our position, but its presence prompted us to establish concealment using Callas&#039;s earthworks and Belladonna&#039;s ward magic.&lt;br /&gt;
&lt;br /&gt;
Later, we spotted a much smaller shadow vessel - approximately 120 feet long and distinctly spider-like in design. The craft appeared to be tracking the mind flayer ship, suggesting ongoing conflict between these factions. We maintained our concealment until both vessels had passed safely beyond detection range.&lt;br /&gt;
&lt;br /&gt;
===== Eisenkirche =====&lt;br /&gt;
&lt;br /&gt;
[[File:Map of Eisenkirche smaller.jpg|300px|thumb|left|Eisenkirche ]]&lt;br /&gt;
&lt;br /&gt;
Our final ascent brought us to what appeared to be a space station - a protected environment with landing pads and an arched entry portal. Despite some challenging landing maneuvers, we successfully arrived at this facility. The station offered a choice of destinations, and we selected Eisenkirk over remaining to investigate the station itself, though the latter held some appeal given the tortured consciousness Kel had detected.&lt;br /&gt;
&lt;br /&gt;
Eisenkirk revealed itself as an unusually pristine medieval city with remarkably high walls and an exceptionally large cathedral. The population seemed sparse for the city&#039;s size, and the inhabitants displayed unusually orderly behavior. The presence of numerous canons and well-armed men-at-arms suggested strong ecclesiastical and secular authority.&lt;br /&gt;
&lt;br /&gt;
We made contact with a local puppeteer named Mr. Upright, who proved amenable to modest bribery and directed us toward the noble quarter where Dr. Wormwood resided. His Punch and Judy show featured the unusual element of a mind flayer as the protagonist, and he provided us with samples of blue lotus - a narcotic favored by the local clergy.&lt;br /&gt;
&lt;br /&gt;
===== Speculations across time =====&lt;br /&gt;
Gaining entry to the noble quarter required some diplomatic maneuvering, with Kel successfully presenting herself as someone worthy of Dr. Wormwood&#039;s attention. The houses in this district featured unusually narrow, heavily secured doors requiring special implements to operate.&lt;br /&gt;
&lt;br /&gt;
Dr. Wormwood received us in her distinctive laboratory attire - a white coat over what resembled a tweed business suit, complete with monocle. She debriefed us thoroughly on the events following her departure from our previous adventure, showing particular interest in our encounters with the Big U, the dragon, and the resolution of the red laughter situation.&lt;br /&gt;
&lt;br /&gt;
The revelation that the red shift component of the bridge had been sanctified and moved on proved significant to her research. She explained that this artifact, combined with Callas&#039;s one stone, formed a bridge capable of connecting parallel dimensions. The apparent plan had been to transport Ungoliant from the outer darkness through a parallel dimension and then into our reality using this bridge.&lt;br /&gt;
&lt;br /&gt;
Dr. Wormwood expressed uncertainty about whether the Eye of Discord&#039;s recent activities represented opportunistic behavior or part of a larger scheme. She suspected the former but remained concerned about the implications either way.&lt;br /&gt;
&lt;br /&gt;
===== A new quest =====&lt;br /&gt;
Most significantly, she tasked us with travelling to Cataclysm Earth to investigate potential ongoing threats. She explained that this realm had become the next likely source of white power (from a white hole) for such schemes, given the failure to penetrate Nualis. Our mission would be to capture and interrogate high-ranking Nazi leadership to determine their current activities and intentions.&lt;br /&gt;
&lt;br /&gt;
She offered to facilitate our journey by providing one of her clones to transport us to her warehouse facility in Anchorage, which would serve as a more accessible entry point than our usual route through Ushuaia.&lt;br /&gt;
&lt;br /&gt;
The briefing concluded with disturbing details about Cataclysm Earth&#039;s current state - a world where normal technology had failed, replaced by Nazi psionic-powered devices that required the forced extraction of life force from subjugated populations. The Nazis themselves were reportedly refugees from a zombie apocalypse on their original plane, having found their mental powers ineffective against undead opponents.&lt;br /&gt;
&lt;br /&gt;
We now prepare for this new phase of our mission, understanding that we face both the technological challenges of this altered reality and the moral imperative to investigate what may be another attempt to breach the barriers between worlds.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 3: The journey begins ===&lt;br /&gt;
&lt;br /&gt;
===== Transport to Cataclysm Earth =====&lt;br /&gt;
Our contact provided each of us with a potion that transported us through the underworld, following a glowing orb through corridors of darkness past vistas of human activity, until we emerged in a warehouse in Anchorage.&lt;br /&gt;
&lt;br /&gt;
===== Meeting Jimmy and Equipment Acquisition =====&lt;br /&gt;
Jimmy, a small, dark-skinned man with very black hair and eyes, was waiting for us. He provided us with a Nissan electric van with extra batteries and offered to let us carry mail to Snag Junction as a favor. We learned that this world operates under strange technological constraints - fossil fuel combustion has been altered by Nazi intervention, forcing reliance on electrical and diesel-powered vehicles.&lt;br /&gt;
&lt;br /&gt;
===== Journey to Beaver Creek =====&lt;br /&gt;
We set out from Anchorage with Tyndalos driving, learning about the extended daylight hours and challenging weather conditions. Along the coast road, Kel detected a pod of orca through telepathy and discovered they possessed unnaturally complex behavioural patterns, suggesting extensive training beyond normal animal capabilities.&lt;br /&gt;
&lt;br /&gt;
===== First Night&#039;s Lodging =====&lt;br /&gt;
Our first night was spent at the Poste Montagne Lodge in Beaver Creek, where Kel used telepathy to scan the minds of staff members, finding nothing of immediate concern.&lt;br /&gt;
&lt;br /&gt;
===== Mail Delivery and Snag Junction Supply Run =====&lt;br /&gt;
The following morning, we delivered mail at Snag Junction, where we met Eddie, the local postmaster who carried an enormous double-barreled shotgun. He warned us about unusually resilient polar bears that had been seen moving south to north - an unnatural migration pattern.&lt;br /&gt;
&lt;br /&gt;
At Snag Junction, we acquired various equipment and supplies. Kel obtained a pump-action shotgun with both standard lead shot and specialised steel ball bearing ammunition at a gun shop. The proprietor explained that the polar bears had become remarkably difficult to kill with conventional weapons. We also acquired bear spray, binoculars, camouflage netting, flares, and various other supplies. Tyndalos obtained bolt cutters and a welding torch from the hardware store. I purchased small plastic containers for storing alchemical substances and acquired all of the available thermometers from the local stores for their mercury content.&lt;br /&gt;
&lt;br /&gt;
===== Continued Journey and Target Practice =====&lt;br /&gt;
Continuing our journey south, we stopped for lunch in open terrain where Kel practiced with her new shotgun.&lt;br /&gt;
&lt;br /&gt;
===== The Canyon Ambush =====&lt;br /&gt;
As we entered a canyon where the road descended dramatically into deep shadows despite the extended daylight hours, Kel detected hostile minds through telepathy. Seven Nazi soldiers from Bau-Kompanie, Brandenburg Division were positioned alongside the road, moving with some form of enhanced terrain movement ability. They were hunting Jimmy, carrying his photograph and operating under orders from Kapitan Elias Richter. Kel immediately cast mind speech to coordinate our response silently.&lt;br /&gt;
&lt;br /&gt;
===== The Battle =====&lt;br /&gt;
The ambush was swift and decisive. Callas opened an earth door to position us behind the enemy squad while Kel launched mental attacks and phantasms. Tyndalos struck with a cone of colour out of space, and when I attempted a warrior&#039;s charge, my fumbling technique so confused the enemies that they hesitated to act. Belladonna ended the engagement with a devastating hellfire spell that eliminated multiple targets simultaneously.&lt;br /&gt;
&lt;br /&gt;
===== Prisoner Interrogation and Intelligence Gathering =====&lt;br /&gt;
Of the seven-man squad, we captured three alive - Leutnant Helmut Kruppe and two subordinates, including Grenadier Max Fischer. Through Kel&#039;s compelling enchantments, we learned valuable intelligence about Nazi operations. The squad had been dispatched from McChord Base in Washington State to hunt Jimmy and other targets, using rapid terrain movement techniques that allowed them to cover ground quickly while remaining undetected.&lt;br /&gt;
&lt;br /&gt;
===== Enemy Equipment and Capabilities =====&lt;br /&gt;
We discovered the Nazis possessed crystalline ammunition charged with Vril energy, designed to shatter inside targets and cause massive internal damage. Their equipment included short-range communication devices and uniforms that would prove useful for infiltration.&lt;br /&gt;
&lt;br /&gt;
===== Prisoner Deployment and Command Structure Intelligence =====&lt;br /&gt;
After thorough interrogation, we sent Fischer back to warn Jimmy, while keeping Kruppe under Kel&#039;s mental control as a guide for future checkpoints. The remaining bodies were disposed of, and we claimed their equipment and uniforms.&lt;br /&gt;
&lt;br /&gt;
Our prisoner provided details about the Nazi command structure, including Doktor Felix Schulz at an observatory and Oberst Sophie Hofmann commanding McChord Base. Kruppe revealed that their superior, Kapitan Richter, is socially connected and plays the harpsichord, while Oberst Hofmann specialises in Vril command techniques. During our continued journey, Belladonna began learning German from our captive while Kel extracted comprehensive information about Nazi protocols and behavior.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 4: The Road to New York ===&lt;br /&gt;
&lt;br /&gt;
[[File:OldOne.png|thumb|right|200px|Old One]]&lt;br /&gt;
&lt;br /&gt;
We continued our journey south, having decided that our Canadian companion would now be known as &amp;quot;Kruppe&amp;quot; for ease of pronunciation. The poor fellow didn&#039;t seem to mind this liberty with his name, though Black suggested he might benefit from putting on some weight and donning red clothing to complete the resemblance.&lt;br /&gt;
&lt;br /&gt;
Our destination remained uncertain - we debated between heading to New York to intercept the Nazis&#039; next attempt at bringing &amp;quot;the big U&amp;quot; through, or capturing a high-ranking Nazi officer to extract information about their plans. Jimmy at the charging station in Whitehorse proved most helpful, injecting Kruppe with something that would, according to Jimmy, make him &amp;quot;one of us&amp;quot; in about nine months&#039; time. This chromosomal cloning process, Jimmy explained, couldn&#039;t be exact due to inevitable divergence over time.&lt;br /&gt;
&lt;br /&gt;
Jimmy shared troubling intelligence from the local Tlingit community about scaled, horse-like creatures with crocodilian mouths being encountered south of our position. These beings were recent arrivals and had the indigenous peoples concerned. The Tlingit, Jimmy explained, consisted of various clans including Raven, Wolf, Eagle, Bear, and a small coastal community of Orca people who traditionally served as traders along the coast.&lt;br /&gt;
&lt;br /&gt;
After our batteries were fully charged - a process requiring three-quarters of an hour and the evacuation of the building due to the electrical discharge - Jimmy provided us with forged identification papers and suggested having Kruppe drive us through border crossings with a plausible civilian cover story rather than military credentials.&lt;br /&gt;
&lt;br /&gt;
We departed for Juneau, a 340-kilometer journey, planning to take the Alaska Marine Highway ferry to Bellingham, Washington. The ferry journey would take 36 hours, followed by a couple of hours&#039; drive to our destination. After waiting several days for the Tuesday departure, we made the three-day sea voyage and disembarked in Bellingham in the early evening.&lt;br /&gt;
&lt;br /&gt;
Rather than drive in darkness, we spent the night in a hotel and departed the following morning for McCord Base, located south of Seattle. The base was surrounded by a fifteen-foot wall with gun emplacements, resembling medieval fortifications. Our true destination lay on Carson Hill, approximately seven to eight miles from the base, where Dr. Felix Schulz maintained his observatory.&lt;br /&gt;
&lt;br /&gt;
The observatory consisted of two cylindrical buildings about 75 meters tall - one domed for telescopic work, the other flat-topped and bristling with antennae. Four guards patrolled the facility: two on the ground level and two wandering atop the antenna-covered building. Both structures had their entrances secured.&lt;br /&gt;
&lt;br /&gt;
Kel cast undetectability on our group, and with mind speech connecting us all, we conducted reconnaissance. Tyndalos scouted the perimeter while I cast my second sight. Kel&#039;s telepathy detected the surface thoughts of guards discussing football, confirming the presence of three researchers inside along with the security personnel.&lt;br /&gt;
&lt;br /&gt;
We waited until the early morning hours when the night shift prepared to depart. The guards headed to an armoured Land Rover while the researchers entered smaller, non-petrol vehicles. We identified Dr. Schulz&#039;s car and followed at a distance as he drove to Tanglewild, a military housing suburb featuring an unusual arrangement of three churches at most corners and a rectangular layout of military residences.&lt;br /&gt;
&lt;br /&gt;
Schulz lived in the eighth house from the bottom on the inner western side. After he retired for the evening, Tyndalos used his abilities to observe the man&#039;s dreams, detecting sexual proclivities but failing to gain deeper insights due to enhanced mental defenses. We decided to break into his home through the attached garage.&lt;br /&gt;
&lt;br /&gt;
Once inside, Kel attempted to dominate Schulz&#039;s mind but encountered significant resistance. Multiple attempts were required before achieving partial control, though his enhanced willpower made complete domination impossible. Kel&#039;s examination with beast master techniques revealed that mechanical implants in his brain had made him voluntarily psychotic, with machinery designed to trigger madness if certain mental boundaries were crossed.&lt;br /&gt;
&lt;br /&gt;
Despite our precautions, questioning Schulz about his research triggered his mental defenses. The party resisted the psychic backlash, but Schulz&#039;s mind began deteriorating rapidly. Through the fragments we extracted before his complete mental collapse, we learned of ongoing research into protection from &amp;quot;Trans-Uranians&amp;quot; - beings Schulz described as transparent, ice-like pentagonal cylinders with five supporting tentacles and delicate manipulator appendages.&lt;br /&gt;
&lt;br /&gt;
The Nazis had been working on concentrated space research, hoping to weaponize localized spatial distortions. They had also developed implant technology that overcame cellular rejection but attracted mental illness. Dimensional crossing research was mentioned but had yielded no productive results.&lt;br /&gt;
&lt;br /&gt;
Callas managed to stabilize Schulz&#039;s deteriorating mental state temporarily using healer abilities and a crystal wand, but the damage was extensive. The mechanical defenses in his brain had cost him significant willpower, leaving him barely functional. When his condition continued declining despite our efforts, we decided his intelligence value was exhausted.&lt;br /&gt;
&lt;br /&gt;
We staged the scene to suggest Schulz had died during autoerotic activities, placing restraints and arranging the bedroom accordingly. After thoroughly searching his house and finding only evidence of his masochistic tendencies, we departed, leaving no trace of our presence.&lt;br /&gt;
&lt;br /&gt;
The journey to New York took four days of driving across the continental United States. En route through South Dakota, we observed what initially appeared to be low-flying fighter jets. Upon closer inspection, these aircraft had enormous bald eagle heads with yellow beaks and moving eyes in place of traditional fuselages, traveling at approximately 230 miles per hour about 150 meters above ground.&lt;br /&gt;
&lt;br /&gt;
New York City bustled with activity despite limited electrical infrastructure. Steam power had replaced diesel for trams and railways, proving more efficient given available technology. As we drove through Manhattan, I noticed blackness seeping from the bottom of the shattered Chrysler building ruins using my black sight.&lt;br /&gt;
&lt;br /&gt;
The emanation differed from void-darkness - this appeared to be something dissolving into blackness rather than emerging from it. When I focused my abilities on the area, I perceived ghostly impressions of massive dinosaur-like creatures stalking through terrain that bore no resemblance to the current Lexington Avenue surroundings, suggesting some form of temporal or dimensional disturbance centered on the ruined building.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 5: The Van Rensselaer Building ===&lt;br /&gt;
We arrived in New York and left our captured Nazi lieutenant secured in the trunk. Unfortunately he had no contacts in the city, being from the Alts Reich and limited to the western territories.&lt;br /&gt;
The last intelligence we possessed concerned the Van Rensselaer building at 474-476 Broadway, where a think tank had previously operated. We made our way to the location, finding it to be a narrow red brick building, three stories high at the front with additional height behind, situated between a Citibank and other commercial establishments.&lt;br /&gt;
&lt;br /&gt;
Taking position in a coffee shop across the street, Kel attempted to survey the building using telepathy. The dense urban environment presented challenges with thousands of minds in the vicinity, but she managed to focus on the target location. We observed two peculiar individuals approaching: a man in a Homburg hat, topcoat and three-piece suit, accompanied by a woman wearing a white summer frock with pink embroidered stars and carrying a fluorescent pink cylindrical handbag with gilded trim.&lt;br /&gt;
&lt;br /&gt;
Callas used divination to determine their nature - the results indicated they were not human but rather some form of alien construct, specifically &amp;quot;Lens Technicians.&amp;quot; Their mental patterns, as observed through Kel&#039;s telepathy, were distinctly non-human, processing information in an unusual language with different visual perception. We suspected they might be Trans-Uranians.&lt;br /&gt;
&lt;br /&gt;
The pair conducted surveillance of the building, walking past before entering through what appeared to be magical means - the male cast some form of unlocking spell. Once inside, they encountered normal office workers: a lecherous male clerk, secretarial staff, an older woman in business attire named Agatha Gage who served as office manager, and a man smoking intensely black Turkish cigarettes in a holder.&lt;br /&gt;
&lt;br /&gt;
Callas attempted to place a crystal vision inside the building for better observation. The Trans-Uranians immediately detected the scrying attempt and looked directly at the crystal&#039;s location. We quickly moved the crystal to a passing vehicle, but the female Trans-Uranian pursued it with remarkable speed and agility, running at 20-25 miles per hour and leaping over cars. She punctured the vehicle&#039;s metal fender with her fingernails, retrieved the crystal, and returned to the building while ignoring the angry vehicle occupants entirely.&lt;br /&gt;
&lt;br /&gt;
Later, Agatha Gage left the building carrying a dark red leather folder. We followed her to a brownstone residence on Bleeker Street, where she visited someone and received a diagram for detecting unusual magical presences from an occultist contact.&lt;br /&gt;
&lt;br /&gt;
As she returned, Kel executed a mental attack, rendering her unconscious. We posed as helpful citizens, loaded her into our van, and Kel used hypnosis to make her compliant, followed by mind control. Under interrogation, Agatha revealed she worked for a Mr. Abbott, who directed the office operations. The building served as a front for Nazi activities, with the Trans-Uranians being visitors seeking audience with Abbott.&lt;br /&gt;
&lt;br /&gt;
We followed the same procedure with Abbott himself when he left the office at precisely five o&#039;clock. However, Abbott proved more formidable than anticipated. Despite appearing as a casual hippie in t-shirt, jeans and sandals, he resisted Kel&#039;s mind control and revealed he lived with an undead companion.&lt;br /&gt;
&lt;br /&gt;
Abbott immediately became hostile, casting aggressive spells and declaring the undead nature of his companion. Combat ensued within the confines of our van. Abbott demonstrated considerable magical ability, pinning Kel against the van&#039;s rear doors and launching energy attacks at Tyndalos. Callas cast petrification spells that gradually weakened Abbott, while Belladonna employed her salamander gaze to inflict fire damage. Tyndalos attempted to restrain Abbott with his tentacles while I struck with my mace. Abbott continued casting spells throughout the engagement, showing remarkable resilience and magical defenses.&lt;br /&gt;
&lt;br /&gt;
The confined space made coordinated attacks difficult, with weapons swinging dangerously close to allies. Abbott&#039;s spells reduced Tyndalos&#039;s physical capabilities and continued to target him specifically, perhaps recognizing his otherworldly nature through his mask.&lt;br /&gt;
&lt;br /&gt;
Eventually, our sustained assault overcame Abbott&#039;s defenses. The combination of Callas&#039;s petrification magic, multiple weapon strikes, and Belladonna&#039;s mystical attacks wore him down. When unconscious, we secured him and discovered his possessions: identity papers, unusual metal keys (one crimson, one white and flaky), and the ritual diagrams for detecting magical presences.&lt;br /&gt;
&lt;br /&gt;
To ensure Abbott could not escape or cause further trouble, Callas used her petrification magic to transform him into stone, effectively putting him in indefinite suspension until we could determine our next course of action.&lt;br /&gt;
&lt;br /&gt;
The encounter raised several concerning questions: Abbott&#039;s ability to resist mental control, the nature of his undead companion, his immediate recognition of Tyndalos as a threat, and the broader implications of Trans-Uranian involvement with local Nazi operations. The unusual keys suggested access to locations requiring non-standard security measures.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
[[File:LC Map of Lyonesse.jpg|300px|thumb|Right|Map of Lyonesse]]&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Short Term ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Talents, Skills, other buffs===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other buffs===&lt;br /&gt;
&lt;br /&gt;
* TBC&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Winter&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Frost]] 824 (7)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;i&amp;gt;[[Samhain]]&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt; Seagate&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 ||&lt;br /&gt;
| class=day | 24 ||&lt;br /&gt;
| class=day | 25 ||&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Snow]] 823 (8)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 ||colspan=3| &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Solstice&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &amp;lt;i&amp;gt;Yuletide&amp;lt;/i&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 19 || &amp;lt;i&amp;gt;Days of Chaos&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 20 || &amp;lt;i&amp;gt;DoC2&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;DoC3&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 22 || &amp;lt;i&amp;gt;DoC4&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 23 || &amp;lt;i&amp;gt;DoC5&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 24 || &amp;lt;i&amp;gt;DoC6&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 25 || &amp;lt;i&amp;gt;DoC7&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 26 || &amp;lt;i&amp;gt;DoC8&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 27 || &amp;lt;i&amp;gt;DoC9&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 28 || &amp;lt;i&amp;gt;DoC10&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 29 || &amp;lt;i&amp;gt;DoC11&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Twelfth Night&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Ice]] 823 (9)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &amp;lt;i&amp;gt;First Plough&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
|}&lt;br /&gt;
[Categories: JimArona]&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103451</id>
		<title>The Liminal Court</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103451"/>
		<updated>2025-07-27T15:40:28Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Calendar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jim]][[Category:Scribe Notes]]&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: The Liminal Court &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 825 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day&#039;&#039;&#039;: Tue&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Medium-ish&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Kel]]&lt;br /&gt;
# [[Callas]]&lt;br /&gt;
# Sir Archibald &lt;br /&gt;
# Tyndalos&lt;br /&gt;
# [[Belladonna]]&lt;br /&gt;
&lt;br /&gt;
;Adventure Full&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
: TBC&lt;br /&gt;
; Pay&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1: Preparations and Departure ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Account by Sir Archibald, recorded for the Guild archives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Portrait.png|thumb|right|500px|Before]]&lt;br /&gt;
&lt;br /&gt;
We began this new undertaking with extensive preparation and reorganization of our capabilities. The party had recently undergone significant changes, requiring us to reassess our collective strengths and establish new working arrangements.&lt;br /&gt;
&lt;br /&gt;
===== Character Adjustments and New Companions =====&lt;br /&gt;
&lt;br /&gt;
Our group composition had shifted considerably. Tyndalos, myself and Callas remained of the original group. We were also joined by Kel, a drow lady-in-waiting of unremarkable appearance who possessed skills in perfumery, languages, and what she modestly described as simple courtly duties. Additionally, Belladonna, a fire mage from a merchant family in Aleutia, became part of our company. She appeared small and slight, wearing mage robes, with long black hair, green eyes, and notably, an eye patch.&lt;br /&gt;
&lt;br /&gt;
Tyndalos made use of an item called the Eye of Reformation, applying it to the artifact known as the Red Laughter. The eye&#039;s power transformed the cursed mask, redeeming its unholy nature and allowing both items to depart this plane, their souls having found peace. This represented a significant victory against the forces of corruption.&lt;br /&gt;
&lt;br /&gt;
===== Training and Preparation =====&lt;br /&gt;
&lt;br /&gt;
We established ourselves at House Kerberoth for an extended period of training and preparation. Lady Suneth graciously provided instruction in astrology, which proved essential for our planned journey. Belladonna advanced her knowledge in this field, while we all benefited from the hospitality and wisdom offered.&lt;br /&gt;
&lt;br /&gt;
During this time, we made contact with Henry the Toymaker, though he had unfortunately sold his entire stock and could offer no immediate assistance. We did learn of the complex requirements for creating certain magical implements, involving exotic materials such as thimbles of hydragyrum, labradorite panes, doppelganger skin, kraken ink, and phoenix feathers.&lt;br /&gt;
&lt;br /&gt;
===== Journey to Aeaea =====&lt;br /&gt;
&lt;br /&gt;
After completing our training, we departed House Kerberoth and began our journey toward our ultimate destination of Eisenkirk, where we planned to meet with Dr. Wormwood. However, reaching this high-order plane required careful navigation and preparation.&lt;br /&gt;
We traveled through the Heights of Chaos, where Callas employed her ranger abilities to guide us safely through the treacherous Lands of Chaos. The journey took us six days through this dangerous terrain before we reached the a valley, where we could see the ancient city of Jeroth in the distance. The city showed signs of past devastation but appeared to be slowly recovering, with an estimated population of around nine thousand souls.&lt;br /&gt;
&lt;br /&gt;
===== Jiroth and the Temple =====&lt;br /&gt;
Upon reaching Jiroth, we observed the proper protocols for visiting an ancient city. We paid our respects at the temple of the goddess Crishna Athena, who governed youth, beauty, and trade. This purification ritual granted us enhanced magical capabilities and access to the temple&#039;s services, including the renowned singing bees whose honey and wax possessed special properties.&lt;br /&gt;
&lt;br /&gt;
The temple maintained these remarkable creatures whose buzzing created harmonious melodies. We purchased supplies including the valuable honeycomb, paying the substantial cost of one true silver guinea, as well as way-bread wafers that provided complete nourishment despite their small size.&lt;br /&gt;
&lt;br /&gt;
===== Crossing to Aeaeaia =====&lt;br /&gt;
From Jiroth, we went by way of the Astral to Hurian and from there crossed the Midnight Sea, a journey that took four days with favorable winds. Our destination was Aeaeaia, the famed city of witches, where we hoped to contact Lady Cerise who maintained connections with Dr. Wormwood.&lt;br /&gt;
&lt;br /&gt;
Aeaeaia proved to be unlike any other settlement we had encountered. The concentration of magical practitioners was extraordinary - perhaps one in a thousand possessed significant magical abilities, with seven or eight truly powerful witches maintaining the city&#039;s mystical character. The population of approximately seven thousand included numerous spell casters of varying capabilities.&lt;br /&gt;
&lt;br /&gt;
===== Meeting with Lady Cerise =====&lt;br /&gt;
We successfully located Lady Cerise, whom Kel had encountered previously. She received us graciously in her residence, where we observed that she had been rebuilding her forces after past losses. Her complement of Medianite dancers had been reduced to three, with two more in training, and she had supplemented her defenders with enchanted fire snakes - eight-foot creatures capable of binding opponents while immolating them.&lt;br /&gt;
&lt;br /&gt;
Lady Cerise served us an excellent crisp Chablis wine with floral notes of peach blossom and cinnamon, demonstrating the refined culture of Aeaeaia. We explained our need to contact Dr. Wormwood, and she agreed to assist us.&lt;br /&gt;
&lt;br /&gt;
The evening proved most pleasant as Lady Cerise escorted us to a renowned restaurant featuring Medianite dancers who performed elevating entertainment. The exceptional meal and cultural experience provided a welcome respite from our recent trials and restored our spirits considerably.&lt;br /&gt;
&lt;br /&gt;
===== The Star Chart =====&lt;br /&gt;
Lady Cerise provided us with a crucial star chart that would enable our ascension to Eisenkirk. She explained that the journey would require seven days of careful navigation through the upper reaches of the abyss, with asteroids serving as resting points along the way. The star chart, while temporary and lasting only a season, would provide the guidance necessary to reach the high-order plane where Dr. Wormwood maintained her residence.&lt;br /&gt;
&lt;br /&gt;
With preparations complete and the star chart in our possession, we prepared for the next phase of our journey - the ascension to Eisenkirk to meet with the mysterious Dr. Wormwood and advance our mission.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2: Revelations ===&lt;br /&gt;
Lady Cerise proved most accommodating, offering various potions and services. She possessed restoratives of considerable potency - far stronger than what our party typically requires. Belladonna negotiated for more suitable preparations while Kel considered the potential benefits for our hardier companions.&lt;br /&gt;
&lt;br /&gt;
The witch also offered to craft witch skins from suitable materials, though she currently lacked simple mouse forms. Callas inquired about creating useful items from dragon materials, noting that dragon skin could be regenerated through magical means. This led to amusing speculation about whether the more robust party members might contribute skin for such purposes, though our enthusiasm for this prospect proved limited.&lt;br /&gt;
&lt;br /&gt;
===== Abyssward =====&lt;br /&gt;
Having concluded our business and obtained some useful items, we prepared to depart. Callas offered to transport us directly to the astral gate at Harrian using her earth magic, which would save considerable travel time despite the fatigue cost. We thanked our gracious host and set off.&lt;br /&gt;
&lt;br /&gt;
The earth door was successful, delivering us to Harrian where we rested overnight before approaching the astral gate. The temple authorities facilitated our passage, and we found ourselves in the familiar misty environment of the astral plane. Here, Callas noted the proximity to the elemental plane of Earth, which enhanced her magical capabilities significantly.&lt;br /&gt;
&lt;br /&gt;
Using Callas&#039;s astronomical knowledge and the star map we had obtained, we navigated through the astral toward the abyss. The journey took approximately an hour before we reached the edge - a vast dark chasm extending downward for miles. Following the map&#039;s guidance, we ascended into this realm.&lt;br /&gt;
&lt;br /&gt;
===== Upward! Unless there&#039;s mindflayers and things  =====&lt;br /&gt;
Our first stop was a peculiar asteroid-like structure resembling an upside-down hedgehog with a smooth amphitheater on top. The environment supported strange grey vegetation of varying shades, from silvery to charcoal. A central pool provided brackish but potable water. Kel attempted to scan for minds using her telepathy but found only low-level / dream-like thoughts. &lt;br /&gt;
&lt;br /&gt;
The local flora proved to contain extractable poisons of varying potency depending on the darkness of the plant material. Hordling, predictably, showed great interest in consuming these toxic specimens, which seemed to enhance his... unique physiological processes.&lt;br /&gt;
&lt;br /&gt;
After resting on this unusual refuge, we continued our ascent following Callas&#039;s navigation. Our next stop proved to be a long, curved boomerang-shaped platform. During our rest here, we detected the passage of what appeared to be a mind flayer vessel - a mile-long asteroid ship showing signs of battle damage. The craft maintained distance from our position, but its presence prompted us to establish concealment using Callas&#039;s earthworks and Belladonna&#039;s ward magic.&lt;br /&gt;
&lt;br /&gt;
Later, we spotted a much smaller shadow vessel - approximately 120 feet long and distinctly spider-like in design. The craft appeared to be tracking the mind flayer ship, suggesting ongoing conflict between these factions. We maintained our concealment until both vessels had passed safely beyond detection range.&lt;br /&gt;
&lt;br /&gt;
===== Eisenkirche =====&lt;br /&gt;
&lt;br /&gt;
[[File:Map of Eisenkirche smaller.jpg|300px|thumb|left|Eisenkirche ]]&lt;br /&gt;
&lt;br /&gt;
Our final ascent brought us to what appeared to be a space station - a protected environment with landing pads and an arched entry portal. Despite some challenging landing maneuvers, we successfully arrived at this facility. The station offered a choice of destinations, and we selected Eisenkirk over remaining to investigate the station itself, though the latter held some appeal given the tortured consciousness Kel had detected.&lt;br /&gt;
&lt;br /&gt;
Eisenkirk revealed itself as an unusually pristine medieval city with remarkably high walls and an exceptionally large cathedral. The population seemed sparse for the city&#039;s size, and the inhabitants displayed unusually orderly behavior. The presence of numerous canons and well-armed men-at-arms suggested strong ecclesiastical and secular authority.&lt;br /&gt;
&lt;br /&gt;
We made contact with a local puppeteer named Mr. Upright, who proved amenable to modest bribery and directed us toward the noble quarter where Dr. Wormwood resided. His Punch and Judy show featured the unusual element of a mind flayer as the protagonist, and he provided us with samples of blue lotus - a narcotic favored by the local clergy.&lt;br /&gt;
&lt;br /&gt;
===== Speculations across time =====&lt;br /&gt;
Gaining entry to the noble quarter required some diplomatic maneuvering, with Kel successfully presenting herself as someone worthy of Dr. Wormwood&#039;s attention. The houses in this district featured unusually narrow, heavily secured doors requiring special implements to operate.&lt;br /&gt;
&lt;br /&gt;
Dr. Wormwood received us in her distinctive laboratory attire - a white coat over what resembled a tweed business suit, complete with monocle. She debriefed us thoroughly on the events following her departure from our previous adventure, showing particular interest in our encounters with the Big U, the dragon, and the resolution of the red laughter situation.&lt;br /&gt;
&lt;br /&gt;
The revelation that the red shift component of the bridge had been sanctified and moved on proved significant to her research. She explained that this artifact, combined with Callas&#039;s one stone, formed a bridge capable of connecting parallel dimensions. The apparent plan had been to transport Ungoliant from the outer darkness through a parallel dimension and then into our reality using this bridge.&lt;br /&gt;
&lt;br /&gt;
Dr. Wormwood expressed uncertainty about whether the Eye of Discord&#039;s recent activities represented opportunistic behavior or part of a larger scheme. She suspected the former but remained concerned about the implications either way.&lt;br /&gt;
&lt;br /&gt;
===== A new quest =====&lt;br /&gt;
Most significantly, she tasked us with travelling to Cataclysm Earth to investigate potential ongoing threats. She explained that this realm had become the next likely source of white power (from a white hole) for such schemes, given the failure to penetrate Nualis. Our mission would be to capture and interrogate high-ranking Nazi leadership to determine their current activities and intentions.&lt;br /&gt;
&lt;br /&gt;
She offered to facilitate our journey by providing one of her clones to transport us to her warehouse facility in Anchorage, which would serve as a more accessible entry point than our usual route through Ushuaia.&lt;br /&gt;
&lt;br /&gt;
The briefing concluded with disturbing details about Cataclysm Earth&#039;s current state - a world where normal technology had failed, replaced by Nazi psionic-powered devices that required the forced extraction of life force from subjugated populations. The Nazis themselves were reportedly refugees from a zombie apocalypse on their original plane, having found their mental powers ineffective against undead opponents.&lt;br /&gt;
&lt;br /&gt;
We now prepare for this new phase of our mission, understanding that we face both the technological challenges of this altered reality and the moral imperative to investigate what may be another attempt to breach the barriers between worlds.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 3: The journey begins ===&lt;br /&gt;
&lt;br /&gt;
===== Transport to Cataclysm Earth =====&lt;br /&gt;
Our contact provided each of us with a potion that transported us through the underworld, following a glowing orb through corridors of darkness past vistas of human activity, until we emerged in a warehouse in Anchorage.&lt;br /&gt;
&lt;br /&gt;
===== Meeting Jimmy and Equipment Acquisition =====&lt;br /&gt;
Jimmy, a small, dark-skinned man with very black hair and eyes, was waiting for us. He provided us with a Nissan electric van with extra batteries and offered to let us carry mail to Snag Junction as a favor. We learned that this world operates under strange technological constraints - fossil fuel combustion has been altered by Nazi intervention, forcing reliance on electrical and diesel-powered vehicles.&lt;br /&gt;
&lt;br /&gt;
===== Journey to Beaver Creek =====&lt;br /&gt;
We set out from Anchorage with Tyndalos driving, learning about the extended daylight hours and challenging weather conditions. Along the coast road, Kel detected a pod of orca through telepathy and discovered they possessed unnaturally complex behavioural patterns, suggesting extensive training beyond normal animal capabilities.&lt;br /&gt;
&lt;br /&gt;
===== First Night&#039;s Lodging =====&lt;br /&gt;
Our first night was spent at the Poste Montagne Lodge in Beaver Creek, where Kel used telepathy to scan the minds of staff members, finding nothing of immediate concern.&lt;br /&gt;
&lt;br /&gt;
===== Mail Delivery and Snag Junction Supply Run =====&lt;br /&gt;
The following morning, we delivered mail at Snag Junction, where we met Eddie, the local postmaster who carried an enormous double-barreled shotgun. He warned us about unusually resilient polar bears that had been seen moving south to north - an unnatural migration pattern.&lt;br /&gt;
&lt;br /&gt;
At Snag Junction, we acquired various equipment and supplies. Kel obtained a pump-action shotgun with both standard lead shot and specialised steel ball bearing ammunition at a gun shop. The proprietor explained that the polar bears had become remarkably difficult to kill with conventional weapons. We also acquired bear spray, binoculars, camouflage netting, flares, and various other supplies. Tyndalos obtained bolt cutters and a welding torch from the hardware store. I purchased small plastic containers for storing alchemical substances and acquired all of the available thermometers from the local stores for their mercury content.&lt;br /&gt;
&lt;br /&gt;
===== Continued Journey and Target Practice =====&lt;br /&gt;
Continuing our journey south, we stopped for lunch in open terrain where Kel practiced with her new shotgun.&lt;br /&gt;
&lt;br /&gt;
===== The Canyon Ambush =====&lt;br /&gt;
As we entered a canyon where the road descended dramatically into deep shadows despite the extended daylight hours, Kel detected hostile minds through telepathy. Seven Nazi soldiers from Bau-Kompanie, Brandenburg Division were positioned alongside the road, moving with some form of enhanced terrain movement ability. They were hunting Jimmy, carrying his photograph and operating under orders from Kapitan Elias Richter. Kel immediately cast mind speech to coordinate our response silently.&lt;br /&gt;
&lt;br /&gt;
===== The Battle =====&lt;br /&gt;
The ambush was swift and decisive. Callas opened an earth door to position us behind the enemy squad while Kel launched mental attacks and phantasms. Tyndalos struck with a cone of colour out of space, and when I attempted a warrior&#039;s charge, my fumbling technique so confused the enemies that they hesitated to act. Belladonna ended the engagement with a devastating hellfire spell that eliminated multiple targets simultaneously.&lt;br /&gt;
&lt;br /&gt;
===== Prisoner Interrogation and Intelligence Gathering =====&lt;br /&gt;
Of the seven-man squad, we captured three alive - Leutnant Helmut Kruppe and two subordinates, including Grenadier Max Fischer. Through Kel&#039;s compelling enchantments, we learned valuable intelligence about Nazi operations. The squad had been dispatched from McChord Base in Washington State to hunt Jimmy and other targets, using rapid terrain movement techniques that allowed them to cover ground quickly while remaining undetected.&lt;br /&gt;
&lt;br /&gt;
===== Enemy Equipment and Capabilities =====&lt;br /&gt;
We discovered the Nazis possessed crystalline ammunition charged with Vril energy, designed to shatter inside targets and cause massive internal damage. Their equipment included short-range communication devices and uniforms that would prove useful for infiltration.&lt;br /&gt;
&lt;br /&gt;
===== Prisoner Deployment and Command Structure Intelligence =====&lt;br /&gt;
After thorough interrogation, we sent Fischer back to warn Jimmy, while keeping Kruppe under Kel&#039;s mental control as a guide for future checkpoints. The remaining bodies were disposed of, and we claimed their equipment and uniforms.&lt;br /&gt;
&lt;br /&gt;
Our prisoner provided details about the Nazi command structure, including Doktor Felix Schulz at an observatory and Oberst Sophie Hofmann commanding McChord Base. Kruppe revealed that their superior, Kapitan Richter, is socially connected and plays the harpsichord, while Oberst Hofmann specialises in Vril command techniques. During our continued journey, Belladonna began learning German from our captive while Kel extracted comprehensive information about Nazi protocols and behavior.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 4: The Road to New York ===&lt;br /&gt;
&lt;br /&gt;
[[File:OldOne.png|thumb|right|200px|Old One]]&lt;br /&gt;
&lt;br /&gt;
We continued our journey south, having decided that our Canadian companion would now be known as &amp;quot;Kruppe&amp;quot; for ease of pronunciation. The poor fellow didn&#039;t seem to mind this liberty with his name, though Black suggested he might benefit from putting on some weight and donning red clothing to complete the resemblance.&lt;br /&gt;
&lt;br /&gt;
Our destination remained uncertain - we debated between heading to New York to intercept the Nazis&#039; next attempt at bringing &amp;quot;the big U&amp;quot; through, or capturing a high-ranking Nazi officer to extract information about their plans. Jimmy at the charging station in Whitehorse proved most helpful, injecting Kruppe with something that would, according to Jimmy, make him &amp;quot;one of us&amp;quot; in about nine months&#039; time. This chromosomal cloning process, Jimmy explained, couldn&#039;t be exact due to inevitable divergence over time.&lt;br /&gt;
&lt;br /&gt;
Jimmy shared troubling intelligence from the local Tlingit community about scaled, horse-like creatures with crocodilian mouths being encountered south of our position. These beings were recent arrivals and had the indigenous peoples concerned. The Tlingit, Jimmy explained, consisted of various clans including Raven, Wolf, Eagle, Bear, and a small coastal community of Orca people who traditionally served as traders along the coast.&lt;br /&gt;
&lt;br /&gt;
After our batteries were fully charged - a process requiring three-quarters of an hour and the evacuation of the building due to the electrical discharge - Jimmy provided us with forged identification papers and suggested having Kruppe drive us through border crossings with a plausible civilian cover story rather than military credentials.&lt;br /&gt;
&lt;br /&gt;
We departed for Juneau, a 340-kilometer journey, planning to take the Alaska Marine Highway ferry to Bellingham, Washington. The ferry journey would take 36 hours, followed by a couple of hours&#039; drive to our destination. After waiting several days for the Tuesday departure, we made the three-day sea voyage and disembarked in Bellingham in the early evening.&lt;br /&gt;
&lt;br /&gt;
Rather than drive in darkness, we spent the night in a hotel and departed the following morning for McCord Base, located south of Seattle. The base was surrounded by a fifteen-foot wall with gun emplacements, resembling medieval fortifications. Our true destination lay on Carson Hill, approximately seven to eight miles from the base, where Dr. Felix Schulz maintained his observatory.&lt;br /&gt;
&lt;br /&gt;
The observatory consisted of two cylindrical buildings about 75 meters tall - one domed for telescopic work, the other flat-topped and bristling with antennae. Four guards patrolled the facility: two on the ground level and two wandering atop the antenna-covered building. Both structures had their entrances secured.&lt;br /&gt;
&lt;br /&gt;
Kel cast undetectability on our group, and with mind speech connecting us all, we conducted reconnaissance. Tyndalos scouted the perimeter while I cast my second sight. Kel&#039;s telepathy detected the surface thoughts of guards discussing football, confirming the presence of three researchers inside along with the security personnel.&lt;br /&gt;
&lt;br /&gt;
We waited until the early morning hours when the night shift prepared to depart. The guards headed to an armoured Land Rover while the researchers entered smaller, non-petrol vehicles. We identified Dr. Schulz&#039;s car and followed at a distance as he drove to Tanglewild, a military housing suburb featuring an unusual arrangement of three churches at most corners and a rectangular layout of military residences.&lt;br /&gt;
&lt;br /&gt;
Schulz lived in the eighth house from the bottom on the inner western side. After he retired for the evening, Tyndalos used his abilities to observe the man&#039;s dreams, detecting sexual proclivities but failing to gain deeper insights due to enhanced mental defenses. We decided to break into his home through the attached garage.&lt;br /&gt;
&lt;br /&gt;
Once inside, Kel attempted to dominate Schulz&#039;s mind but encountered significant resistance. Multiple attempts were required before achieving partial control, though his enhanced willpower made complete domination impossible. Kel&#039;s examination with beast master techniques revealed that mechanical implants in his brain had made him voluntarily psychotic, with machinery designed to trigger madness if certain mental boundaries were crossed.&lt;br /&gt;
&lt;br /&gt;
Despite our precautions, questioning Schulz about his research triggered his mental defenses. The party resisted the psychic backlash, but Schulz&#039;s mind began deteriorating rapidly. Through the fragments we extracted before his complete mental collapse, we learned of ongoing research into protection from &amp;quot;Trans-Uranians&amp;quot; - beings Schulz described as transparent, ice-like pentagonal cylinders with five supporting tentacles and delicate manipulator appendages.&lt;br /&gt;
&lt;br /&gt;
The Nazis had been working on concentrated space research, hoping to weaponize localized spatial distortions. They had also developed implant technology that overcame cellular rejection but attracted mental illness. Dimensional crossing research was mentioned but had yielded no productive results.&lt;br /&gt;
&lt;br /&gt;
Callas managed to stabilize Schulz&#039;s deteriorating mental state temporarily using healer abilities and a crystal wand, but the damage was extensive. The mechanical defenses in his brain had cost him significant willpower, leaving him barely functional. When his condition continued declining despite our efforts, we decided his intelligence value was exhausted.&lt;br /&gt;
&lt;br /&gt;
We staged the scene to suggest Schulz had died during autoerotic activities, placing restraints and arranging the bedroom accordingly. After thoroughly searching his house and finding only evidence of his masochistic tendencies, we departed, leaving no trace of our presence.&lt;br /&gt;
&lt;br /&gt;
The journey to New York took four days of driving across the continental United States. En route through South Dakota, we observed what initially appeared to be low-flying fighter jets. Upon closer inspection, these aircraft had enormous bald eagle heads with yellow beaks and moving eyes in place of traditional fuselages, traveling at approximately 230 miles per hour about 150 meters above ground.&lt;br /&gt;
&lt;br /&gt;
New York City bustled with activity despite limited electrical infrastructure. Steam power had replaced diesel for trams and railways, proving more efficient given available technology. As we drove through Manhattan, I noticed blackness seeping from the bottom of the shattered Chrysler building ruins using my black sight.&lt;br /&gt;
&lt;br /&gt;
The emanation differed from void-darkness - this appeared to be something dissolving into blackness rather than emerging from it. When I focused my abilities on the area, I perceived ghostly impressions of massive dinosaur-like creatures stalking through terrain that bore no resemblance to the current Lexington Avenue surroundings, suggesting some form of temporal or dimensional disturbance centered on the ruined building.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 5: The Van Rensselaer Building ===&lt;br /&gt;
We arrived in New York and left our captured Nazi lieutenant secured in the trunk. Unfortunately he had no contacts in the city, being from the Alts Reich and limited to the western territories.&lt;br /&gt;
The last intelligence we possessed concerned the Van Rensselaer building at 474-476 Broadway, where a think tank had previously operated. We made our way to the location, finding it to be a narrow red brick building, three stories high at the front with additional height behind, situated between a Citibank and other commercial establishments.&lt;br /&gt;
&lt;br /&gt;
Taking position in a coffee shop across the street, Kel attempted to survey the building using telepathy. The dense urban environment presented challenges with thousands of minds in the vicinity, but she managed to focus on the target location. We observed two peculiar individuals approaching: a man in a Homburg hat, topcoat and three-piece suit, accompanied by a woman wearing a white summer frock with pink embroidered stars and carrying a fluorescent pink cylindrical handbag with gilded trim.&lt;br /&gt;
&lt;br /&gt;
Callas used divination to determine their nature - the results indicated they were not human but rather some form of alien construct, specifically &amp;quot;Lens Technicians.&amp;quot; Their mental patterns, as observed through Kel&#039;s telepathy, were distinctly non-human, processing information in an unusual language with different visual perception. We suspected they might be Trans-Uranians.&lt;br /&gt;
&lt;br /&gt;
The pair conducted surveillance of the building, walking past before entering through what appeared to be magical means - the male cast some form of unlocking spell. Once inside, they encountered normal office workers: a lecherous male clerk, secretarial staff, an older woman in business attire named Agatha Gage who served as office manager, and a man smoking intensely black Turkish cigarettes in a holder.&lt;br /&gt;
&lt;br /&gt;
Callas attempted to place a crystal vision inside the building for better observation. The Trans-Uranians immediately detected the scrying attempt and looked directly at the crystal&#039;s location. We quickly moved the crystal to a passing vehicle, but the female Trans-Uranian pursued it with remarkable speed and agility, running at 20-25 miles per hour and leaping over cars. She punctured the vehicle&#039;s metal fender with her fingernails, retrieved the crystal, and returned to the building while ignoring the angry vehicle occupants entirely.&lt;br /&gt;
&lt;br /&gt;
Later, Agatha Gage left the building carrying a dark red leather folder. We followed her to a brownstone residence on Bleeker Street, where she visited someone and received a diagram for detecting unusual magical presences from an occultist contact.&lt;br /&gt;
&lt;br /&gt;
As she returned, Kel executed a mental attack, rendering her unconscious. We posed as helpful citizens, loaded her into our van, and Kel used hypnosis to make her compliant, followed by mind control. Under interrogation, Agatha revealed she worked for a Mr. Abbott, who directed the office operations. The building served as a front for Nazi activities, with the Trans-Uranians being visitors seeking audience with Abbott.&lt;br /&gt;
&lt;br /&gt;
We followed the same procedure with Abbott himself when he left the office at precisely five o&#039;clock. However, Abbott proved more formidable than anticipated. Despite appearing as a casual hippie in t-shirt, jeans and sandals, he resisted Kel&#039;s mind control and revealed he lived with an undead companion.&lt;br /&gt;
&lt;br /&gt;
Abbott immediately became hostile, casting aggressive spells and declaring the undead nature of his companion. Combat ensued within the confines of our van. Abbott demonstrated considerable magical ability, pinning Kel against the van&#039;s rear doors and launching energy attacks at Tyndalos. Callas cast petrification spells that gradually weakened Abbott, while Belladonna employed her salamander gaze to inflict fire damage. Tyndalos attempted to restrain Abbott with his tentacles while I struck with my mace. Abbott continued casting spells throughout the engagement, showing remarkable resilience and magical defenses.&lt;br /&gt;
&lt;br /&gt;
The confined space made coordinated attacks difficult, with weapons swinging dangerously close to allies. Abbott&#039;s spells reduced Tyndalos&#039;s physical capabilities and continued to target him specifically, perhaps recognizing his otherworldly nature through his mask.&lt;br /&gt;
&lt;br /&gt;
Eventually, our sustained assault overcame Abbott&#039;s defenses. The combination of Callas&#039;s petrification magic, multiple weapon strikes, and Belladonna&#039;s mystical attacks wore him down. When unconscious, we secured him and discovered his possessions: identity papers, unusual metal keys (one crimson, one white and flaky), and the ritual diagrams for detecting magical presences.&lt;br /&gt;
&lt;br /&gt;
To ensure Abbott could not escape or cause further trouble, Callas used her petrification magic to transform him into stone, effectively putting him in indefinite suspension until we could determine our next course of action.&lt;br /&gt;
&lt;br /&gt;
The encounter raised several concerning questions: Abbott&#039;s ability to resist mental control, the nature of his undead companion, his immediate recognition of Tyndalos as a threat, and the broader implications of Trans-Uranian involvement with local Nazi operations. The unusual keys suggested access to locations requiring non-standard security measures.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
[[File:LC Map of Lyonesse.jpg|300px|thumb|Right|Map of Lyonesse]]&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Short Term ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Talents, Skills, other buffs===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other buffs===&lt;br /&gt;
&lt;br /&gt;
* TBC&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Winter&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Frost]] 824 (7)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;i&amp;gt;[[Samhain]]&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt; Seagate&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 ||&lt;br /&gt;
| class=day | 24 ||&lt;br /&gt;
| class=day | 25 ||&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Snow]] 823 (8)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 ||colspan=3| &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Solstice&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &amp;lt;i&amp;gt;Yuletide&amp;lt;/i&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 19 || &amp;lt;i&amp;gt;Days of Chaos&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 20 || &amp;lt;i&amp;gt;DoC2&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;DoC3&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 22 || &amp;lt;i&amp;gt;DoC4&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 23 || &amp;lt;i&amp;gt;DoC5&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 24 || &amp;lt;i&amp;gt;DoC6&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 25 || &amp;lt;i&amp;gt;DoC7&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 26 || &amp;lt;i&amp;gt;DoC8&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 27 || &amp;lt;i&amp;gt;DoC9&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 28 || &amp;lt;i&amp;gt;DoC10&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 29 || &amp;lt;i&amp;gt;DoC11&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Twelfth Night&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Ice]] 823 (9)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &amp;lt;i&amp;gt;First Plough&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
|}&lt;br /&gt;
[[Categories: JimArona]]&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Coils_of_Spring_-_Treasure&amp;diff=103423</id>
		<title>The Coils of Spring - Treasure</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Coils_of_Spring_-_Treasure&amp;diff=103423"/>
		<updated>2025-07-11T18:55:00Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Hypnotism - Incantation: Forget */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Jim Arona]]&lt;br /&gt;
Back to [[The Coils of Spring]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Dead Man&#039;s Candle ===&lt;br /&gt;
This withered, mummified hand has been made into a candle that will last for 100 minutes. When it is lit and held aloft&lt;br /&gt;
: the wielder gains a +20 bonus to casting any curse or affliction.&lt;br /&gt;
: light equivalent to a torch is shed from the candle, which only the wielder can see.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Witch Skin x 20 ===&lt;br /&gt;
This mouse skin weighs an oz and has been enchanted with a Rank 20 Skin Change spell.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Amorphous Water Balloons x 4 ===&lt;br /&gt;
This small sack is woven from glass and magically kept in a fluid state so that temperature exchange cannot take place. It weighs 1 lb, and may be wielded as a grenado or rock.&amp;lt;br&amp;gt;&lt;br /&gt;
If wielded as a rock, the balloon must strike an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
If wielded as a grenado, the balloon must strike the hex an opponent is standing in. If successful, anyone in the hex must roll under 1 x AG or have their temperature reduced so low that ice crystals do not form. This places them in a state somewhere between unconsciousness and death. If the ambient temperature is 20 C, it will take 3 Pulses for the target&#039;s body to warm to the point that it ice will form in their cells, and this will kill them. The DM may increase or decrease the onset time at their discretion to reflect environments which are much warmer or much colder.&amp;lt;br&amp;gt;&lt;br /&gt;
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -&amp;gt; MD x 2 or be subject to the same attack.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Void Crafting&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Iron Grenado ===&lt;br /&gt;
[[Image:grenado.jpg|right|80px]]&lt;br /&gt;
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&#039;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.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 1, it was thrown 1D10 feet beyond the target hex. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 3, it was thrown 1D10 feet to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 4, it was thrown 1D10 feet short and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 5, it was thrown 1D10 feet short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 6, it was thrown 1D10 feet short and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 7, it was thrown 1D10 feet to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 9, it was thown 2D10 feet beyond the the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 0, it was thrown 1D10 &amp;lt;bold&amp;gt;hexes&amp;lt;/bold&amp;gt; short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Incendiarism&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cobalt Chaos Grenado ===&lt;br /&gt;
[[Image:Blue_grenado.jpg|right|80px]]&lt;br /&gt;
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&#039;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.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 1, it was thrown 1D10 feet beyond the target hex. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 3, it was thrown 1D10 feet to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 4, it was thrown 1D10 feet short and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 5, it was thrown 1D10 feet short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 6, it was thrown 1D10 feet short and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 7, it was thrown 1D10 feet to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 9, it was thown 2D10 feet beyond the the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 0, it was thrown 1D10 &amp;lt;bold&amp;gt;hexes&amp;lt;/bold&amp;gt; short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border = 1 cellspacing = 2&lt;br /&gt;
!width= &amp;quot;100px align&amp;quot; = &amp;quot;center&amp;quot;| Result&lt;br /&gt;
!width= &amp;quot;100px&amp;quot; align = &amp;quot;center&amp;quot;|# of Spec. Griev. Injuries&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|1-4&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|align= &amp;quot;center&amp;quot;|5-7&lt;br /&gt;
|align= &amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|8 or 9&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 0&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt; &lt;br /&gt;
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.&amp;lt;br&amp;gt;&lt;br /&gt;
The formula is teachable, but whoever teaches it must expend 8,650 Experience for each Alchemist taught. &lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Incendiarism&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Red Iron Grenado ===&lt;br /&gt;
[[Image:Red_grenado.jpg|right|80px]]&lt;br /&gt;
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&#039;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.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 1, it was thrown 1D10 feet beyond the target hex. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 3, it was thrown 1D10 feet to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 4, it was thrown 1D10 feet short and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 5, it was thrown 1D10 feet short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 6, it was thrown 1D10 feet short and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 7, it was thrown 1D10 feet to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 9, it was thown 2D10 feet beyond the the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 0, it was thrown 1D10 &amp;lt;bold&amp;gt;hexes&amp;lt;/bold&amp;gt; short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. The grenado inflicts A, B or C Class injuries, so all results are applied.&amp;lt;br&amp;gt;&lt;br /&gt;
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Incendiarism&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
&lt;br /&gt;
== Herbs ==&lt;br /&gt;
&lt;br /&gt;
=== Ren Shen Root ===&lt;br /&gt;
This tuberous root weighs 3lbs, and, although not growing, is alive. When it is left in a dark place for longer than a month it will begin to smell quite pungently. This is not an unpleasant smell, but it is quite intense and will subtly flavour other food next to it. It is a pleasant taste with red meat, game and root vegetables like turnips, sweet potato and yams. &amp;lt;br&amp;gt;&lt;br /&gt;
Only the most educated palate will be able to identify the effects of the ren shen root, others finding it very pleasant but quite mysterious. Unfortunately, only Artisan Cooks of Rank 8 or higher may pull off this exercise.&amp;lt;br&amp;gt;&lt;br /&gt;
Every 10 years, the value of the root doubles, and its current value is 1,000 sp. If an attempt is made to age the root, or fiddle with it in any way so as to advance its properties will automatically succeed, but then the root will putrefy to a reddish-brown slime the following Pulse.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Enhancement&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Special&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Golden Century Seeds x 10 ===&lt;br /&gt;
[[Image:Century_plant.jpg|left|50px]]&lt;br /&gt;
These seeds  will grow into a flowering shrub when cared for by a Herbalist of Rank 5 or better. Once established it needs very little care. The plant will grow about 24 inches by Autumn, after which it will wither and die. It prefers a sunny, humid environment, and the soil must be quite damp. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The century plant is free standing, and makes a pleasant show against larger features like trees and walls. &amp;lt;br&amp;gt;&lt;br /&gt;
If the best flower of each seed is prepared appropriately by a Rank 8 or better Herbalist, it is edible, otherwise painfully lethal, killing whoever eats it by the stroke of midnight. Each time that a sentient mortal eats the correctly prepared blossom, they can advance their FT by one at half the normal experience cost. They may only benefit from eating these seeds once for every century of life expectancy. Most short-lived sentients can only benefit from the blossoms once. Those whose life expectancy exceeds millenia cannot benefit from them at all.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Enhancement&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The White Rose of Gerantia x 12 ===&lt;br /&gt;
[[Image:WhiteRoses.jpg|right|180px]]&lt;br /&gt;
Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. If the roses are allowed to grow over the graves of the dead for a year, then no attempt to raise the interred as undead will succeed. &amp;lt;br&amp;gt;&lt;br /&gt;
The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore virginity. The petals, when appropriately prepared, are said to act as a sovereign against Charms or Seduction.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Discipline&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Marist Rose x 7 ===&lt;br /&gt;
[[Image:The_Marist_Rose.jpg|right|80px]]&lt;br /&gt;
Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. Undead may not enter a place entirely encircled by its branches. The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore hope.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Discipline&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Whitethorn x 6 ===&lt;br /&gt;
[[Image: Whitethorn.jpgâ€Ž |left|180px]]&lt;br /&gt;
Any attempt to take cuttings or seedlings of this bush will fail unless performed by a Rank 6+ Herbalist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once established, however, the bush is hardy and needs very little care. It cannot abide a humid environment, and requires a heavily sunned position. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating it is 4 hours and if this maintenance time is not met or exceeded, it will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The branches sprout wicked, white thorns, which are supernaturally sharp and hard, but the withes, themselves, are wiry and supple. If a stake can be made from the withes, and plunged into the heart of a vampire, it will instantly destroy it as if it had been exposed to sunlight.&amp;lt;br&amp;gt;&lt;br /&gt;
If a crown is made of these vicious thorns, the wearer can buy 1 WP (at the normal cost). The crown must be worn for at least a season, and the pain will permanently reduce their EN by 2 (which may be bought back in the usual way). This increase is beyond the normal 5 allowed but&lt;br /&gt;
# Racial maximums may not be exceeded and,&lt;br /&gt;
# Only 1 point of WP may be bought in this way.&amp;lt;br&amp;gt;&lt;br /&gt;
The Herbalist can produce Rank withes of whitethorn per year. A stake, if the means of production is known, requires 1 withe, a crown of thorns requires 2.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Agonistes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamecap x 10  ===&lt;br /&gt;
[[Image:Flamecap1.jpg|right|120px]]&lt;br /&gt;
These spores are delicate, difficult to establish and will only take when cared for by a Herbalist of Rank 7 or better. Once established, however, it needs very little care. The spores blossom across the detritus of pine trees, and are best spread under their branches . By Autumn, the fungus will develop tall, slender stems about 8 inches high topped with bright orange caps. The plant flourishes in a shaded, arid environment, although the soil itself may be quite damp. In terms of maintenance, the plant requires 40 hours of care a season, divided by the Herbalist&#039;s Rank, which may be as low as 4. The least amount of time that must be spent cultivating the plant is 2 hours. If this maintenance time is not met or exceeded, the growth will fester and die.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Autumn, each fungal patch will produce 1 flamecap for every 3 Ranks in Herbalist, and these must be dried to become effective. &amp;lt;br&amp;gt;&lt;br /&gt;
These brightly coloured orange mushrooms may be used as a reagent for spells that do damage by burning (i.e. Hellfire, Dragonflames, Fireball, Burning Magma,  Bolt of Fire etc) to enhance damage. The enhancement is an additional 1D10 fire damage and +5 to the Cast Chance . &amp;lt;br&amp;gt;&lt;br /&gt;
Each application weighs 1 oz.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flames&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 250&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Herbal Draughts ==&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water  x 11 ===&lt;br /&gt;
This  8oz phial contains a vividly orange/red fluid. When it is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.&amp;lt;br&amp;gt;&lt;br /&gt;
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim&#039;s body will gradually reappear over a like number of pulses.&lt;br /&gt;
Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&amp;lt;br&amp;gt;&lt;br /&gt;
*Â¼ inch of metal or stone per pulse.&lt;br /&gt;
*1 inch of material like wood or bone per pulse.&lt;br /&gt;
*1 foot of ice  per pulse. &lt;br /&gt;
&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the ash and smoke are collected, dissolved into a solution,  and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Disintegration&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Sublimation of  Water into Fire x 5 ===&lt;br /&gt;
[[Image:fireball.png|right|100px]]&lt;br /&gt;
Rank 8 Alchemy&amp;lt;br&amp;gt;&lt;br /&gt;
This potion is the colour of a blue flame and is contained in a fragile glass bottle for quick use. It weighs 4oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When drunk, the imbiber&#039;s body is transformed into an explosive ball of fire inflicting 4 roll up D10 damage on everything in the same hex, minus 10 for every 5 feet distant. The imbiber will find themselves transformed into smoke covering the volume of a megahex and may be behave as if Gaseous Form has been cast on them (at the creator&#039;s Rank in Alchemy). They will smell strongly of burning wherever they drift.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transformation&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Ophan Blood x 4 ===&lt;br /&gt;
[[Image:Angelblood.jpg|left|50px]]&lt;br /&gt;
Rank 10 Alchemy&amp;lt;br&amp;gt;&lt;br /&gt;
This potion bottle is chased in an alloy of lead and tin and will not break easily. It must be prepared before imbibing. It weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects lasts for 12 pulses. For that period, the imbiber can decide which of their percentile dice are the tens and which are the units. For example, if 91 were rolled it could be read as 19 instead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Previously living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fortune&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elixir of Invulnerability x 3 ===&lt;br /&gt;
[[Image:Invulnerability.jpg|right|120px]]&lt;br /&gt;
This potion bottle is chased in silver and will not break easily. It must be prepared before imbibing. It is heavier than it looks, weighing 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this elixir last one hour and allows the imbiber to apply half of the protection value from armour as additional damage reduction vs Specific Grievous Injuries, blows directly to Endurance and magical damage.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Protection&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Leviathan Strength x 3 ===&lt;br /&gt;
[[Image:Red Potion.JPG|right|50px]]&lt;br /&gt;
This potion weighs 4 oz, and must be Prepared before it is drunk.&amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potions makes their PS 65 for the next hour, unless their PS is greater than this, in which case it has no effect.&lt;br /&gt;
{| class=&amp;quot;FCK__ShowTableBorders&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;180&amp;quot; align=&amp;quot;Center&amp;quot; | Adventure &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Season &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Plane of Origin &lt;br /&gt;
| width=&amp;quot;120&amp;quot; align=&amp;quot;Center&amp;quot; | Aura &lt;br /&gt;
| width=&amp;quot;120&amp;quot; align=&amp;quot;Center&amp;quot; | Nature of Magic &lt;br /&gt;
| width=&amp;quot;50&amp;quot; align=&amp;quot;Center&amp;quot; | Value &lt;br /&gt;
| width=&amp;quot;80&amp;quot; align=&amp;quot;Center&amp;quot; | Cursed etc.? &lt;br /&gt;
| width=&amp;quot;250&amp;quot; align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Coils of Spring&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spring 816&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kalvos &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Formerly living &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beast&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3000sp &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{No-I}} &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Water Curse x 3 ===&lt;br /&gt;
This phial weighs 2 oz and looks especially innocuous.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is odourless, tasteless and easily insinuated into food or water. Whoever partakes of it will become a great deal more casual and generally unsuspicious. This will make it hard for them to be alert for things like (but not limited to) attempts to poison food and so on.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever there is a chance that they might become alert to a possible threat, they will automatically fail the die roll. This does not prevent them from noticing obvious threats like a green and smelly discharge on food, etc, where, perhaps, no die roll would normally be required.&amp;lt;br&amp;gt;&lt;br /&gt;
If the water curse is fed to someone who actually is paranoid, it will cure them of that affliction&amp;lt;br&amp;gt;&lt;br /&gt;
Valuation: 2,500sp&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spite Craft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Light Oil x 4 ===&lt;br /&gt;
This phial weighs 4 oz and contains an oil that can easily be spread over a single object no greater than 3 cubic metres. If it weighs less than 3 tonne, the anointed object becomes a legal target for a Levitation spell.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| E&amp;amp;E&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Flatness x 2 ===&lt;br /&gt;
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potion becomes so flat that if they are perpendicular to an observer&#039;s sightline, they cannot be seen. On the other hand, they cannot see along that line, either. &amp;lt;br&amp;gt;&lt;br /&gt;
For the duration of the magic, which may be ended by a Free Act to dismiss it or an hour, whichever comes first, they:&lt;br /&gt;
:: are immune to A &amp;amp; C Class damage&lt;br /&gt;
:: can slide through cracks or under doors if there is enough space for air to pass through&lt;br /&gt;
:: may hide in pictures large enought to hold them&lt;br /&gt;
:: are considered flammable, i.e. no Magic Resistance vs Fire, and they will continue to burn until put out.&lt;br /&gt;
:: halve their Magic Resistance against heat, cold or lightning, and double the damage.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| E&amp;amp;E&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Elixir of Tryst ===&lt;br /&gt;
This large phial is 8oz. When it is drunk, [[The_Coils_of_Spring_-_Treasure#Tryst|Tryst]] is bound to them.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Aeaea&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Construct&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camion Potion x 11 ===&lt;br /&gt;
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust. &amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potion can understand the speech of running waters, and by conversing with them, discover what has happened nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
The potion&#039;s effects last for 15 hours, and in that time the imbiber will never willingly harm a thrush.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Valiant Potion x 7 ===&lt;br /&gt;
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust. &amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potion will find it easier to improve their state of favour at court. With respect to this endeavour, they are considered to be five Ranks higher, to a maximum of 15.&amp;lt;br&amp;gt;&lt;br /&gt;
The potion&#039;s effects last for 15 hours, and in that time the imbiber will never willingly harm a crane.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Zaganatic Potion x 7 ===&lt;br /&gt;
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust. &amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potion will have their PC increased by 5 and their MA by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The potion&#039;s effects last for 15 hours, and the imbiber must eat grass or hay once every 2 hours they are awake.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wiccan Special Knowledge Counterspell x 3 ===&lt;br /&gt;
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Wiccan Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be poured on the ground to create an area of effect counterspell or on an object.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000 sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wiccan General Knowledge Counterspell x 2 ===&lt;br /&gt;
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Wiccan Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be poured on the ground to create an area of effect counterspell or on an object.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000 sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Water Special Knowledge Counterspell  ===&lt;br /&gt;
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Water Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be poured on the ground to create an area of effect counterspell or on an object.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000 sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 3 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scrolls==&lt;br /&gt;
&lt;br /&gt;
==Invested Items==&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gems ==&lt;br /&gt;
=== Enhanced Orange Chalcedony ===&lt;br /&gt;
This orange stone, when made into an amulet, must be worn openly in the left ear, allows the wearer to survive without air for 3 more Pulses, resetting at dawn.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Gem Murex ===&lt;br /&gt;
This violet spiral sea snail shell, when made into an amulet, must be worn openly as a medallion. When so worn, it provides 3 points of spell FT to the wearer. This may only be used to Cast spells. This spell FT will recover at a rate of 1 point per dawn.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Dusty Rose Quartz ===&lt;br /&gt;
This dusty rose quartz, when it is made into an amulet, must be worn in the left ear. When so worn, it increases the wearer&#039;s ability to Sense Danger by 5.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced White Pearl ===&lt;br /&gt;
This white pearl, when it is made into an amulet, must be worn in the left ear. When so worn, the wearer recovers an extra point of FT from meals, teas or Restoratives.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 9,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Bloodstone ===&lt;br /&gt;
This polished bloodstone, when it is made into an amulet, must be woven obviously into the hair or beard. The wearer ignores the first 3 points of damage from bleeding, and suffers 1 less point of total bleeding damage per Pulse thereafter. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Toadstone ===&lt;br /&gt;
This stone must be taken from the forehead of a toad without killing it. When it is made into an amulet, it must be set into the wearer&#039;s eyebrow. Once a day, resetting at midnight, the wearer may use the Enhanced Vision Talent at the same Rank as their Witchsight. This lasts for 6 consecutive Pulses.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Ametrine ===&lt;br /&gt;
This stone, once it is made into an amulet, must be worn as a brooch on the wearer&#039;s primary forearm. Once a day, resetting at midnight, the wearer may Cast a spell on their Engaged Initiative, MA replacing AG, and the Rank of the Spell replacing the Rank of the weapon.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Scarlet Carnelian ===&lt;br /&gt;
This stone, once it is made into an amulet, must be worn as a brooch over the heart. Three times a day, resetting at midnight, the wearer may Cast Igniting Flammables or Pyrogenesis, whether as a Spell or Talent to cauterise 1 bleeding wound. This requires but a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,100sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Black Dragon Remnants ==&lt;br /&gt;
=== Black Dragon Armour ===&lt;br /&gt;
This dragon scale armour has a weight factor of 3, penalises AG by 1 and provides a bonus of +10 to Stealth in darkness. It provides 7 Protection, Damage Reduction of 4 and Spell Armour of 6. Depending on the size of the armour, a number of scales may be invested with a number of Rune College spells. The Investment Ritual is not used, instead, special common, but expensive materials are consumed when the spell to be so stored is ritually prepared which costs as much as a standard Investment. &amp;lt;br&amp;gt;&lt;br /&gt;
If the size of the armour is 9, then three such scales will be present. If size 6, then two and if less than 6, only one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon Eye x 2 ===&lt;br /&gt;
This eye is 9 inches across and weighs 27 lbs. It is a legal target for the Creating Crystal of Vision. In addition to its normal functions, a viewer may use the eye to Interpret Runes and Symbols, as the Talent of the College of Rune magic at the same Rank as the Crystal of Vision.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon&#039;s Teeth x 29 ===&lt;br /&gt;
[[Image:Sowing_the_Teeth.jpg|right|120px]]&lt;br /&gt;
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:&lt;br /&gt;
&lt;br /&gt;
{{BeastStats|20 | 18| 15 |10  | 24 | 23 | 20 | 18 | 12 | 6 | 5}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width =&amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|IV&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Trident||align=&amp;quot;center&amp;quot;|38||align=&amp;quot;center|96%||align=&amp;quot;center&amp;quot;|+4 ||align=&amp;quot;center|A class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield||align=&amp;quot;center&amp;quot;|37||align=&amp;quot;center|68%||align=&amp;quot;center&amp;quot;|+2 ||align=&amp;quot;center|C class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
Their Defence is 50 and their Magic Resistance is 45%. &amp;lt;br&amp;gt;&lt;br /&gt;
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.&amp;lt;br&amp;gt;&lt;br /&gt;
It takes a Pass action to sow the dragon&#039;s teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon Fang x 2 ===&lt;br /&gt;
This black fang may be made into a dagger that weighs 10 oz and is 9 inches long. It inflicts 1 rollup D10 + 5 A or B class Damage and has a base Strike Chance of 53%. It is a legal target for the Fashioning Runestaff, although no rune may be carved into it. It nevertheless will store 1 FT (+1 per 2 Ranks) in the normal manner. &amp;lt;br&amp;gt;&lt;br /&gt;
A Rune mage may not own more than one of these daggers.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Dragonel x 6 ===&lt;br /&gt;
This black dragon egg will hatch to a dragonel that grows no larger than a large domestic cat, and will weigh 40 lbs. Although it has wings, these are vestigial. It has the following statistics:&lt;br /&gt;
{{BeastStats|13| 15| 10 |10  | 8 | 6 | 20 | 13 | 16 | 5 | Scales reduce damage by 8}}&lt;br /&gt;
It has no combat statistics, Defence is 45, Magic Resistance is 40%, has a TMR of 5 and a Movement Rate of 250 yards per minute.&lt;br /&gt;
Once a day, it may use the following abilities on itself:&lt;br /&gt;
: Rune Shield @ Rank 20&lt;br /&gt;
: Greater Heart Rune @ Rank 20&lt;br /&gt;
It is a legal target for the Ritual of Creating Rune Portal, which will last for 4 hours (+ 4 hours per Rank). Within this duration, the hatchling may attempt to connect to the Rune Mage&#039;s network of temporary rune portals. The Base Chance is the same as the Adept&#039;s, but bonuses from Enchantment only apply if the dragonel is so enchanted, and bonuses from special inks are ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
Dragonels recover 1 point of FT and dawn, dusk, midnight and noon if they are fed 1 lb of fish a day.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
== Giant Lacrosse Stick ==&lt;br /&gt;
This giant club is 10 ft long and weighs 10 lbs. It inflicts  + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they are trapped in the net. A Pass Action is required to slip the net, but if the giant stands on the handle, any such chance is reduced by the base EN of the wielder, and in any case damage (as noted above) is automatically inflicted upon the target.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Cold-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,325sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Giant Hockey Stick ==&lt;br /&gt;
This giant club is 12 ft long and weighs 10 lbs. It inflicts  + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. It may not deliver a blow higher than 7 feet from the ground. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they knocked back a number of feet equal to the wielder&#039;s PS and hexes less the PS and hexes of the target. The wielder has some choice where they are sending their target in a general way, and it must be reasonably straight - well, unless the giant has managed to put some spin on the target. The target may avoid this by rolling under 1 x AG.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Cold-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,750sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Giant Mallet ==&lt;br /&gt;
This mallet is considered a giant mace. It is 10 ft long, weighs 10 lbs and must be wielded 2- handed. It inflicts  + 12 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 50% + 10 per hex of the wielder. The wielder must declare if they are making an underarm swing or an overhead blow before the Strike Check is made.  If an overhead blow against a creature less than 2 hexes results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, then they are driven to their knees. They may recover their footing as normal, assuming they are functionally capable of this. If an underarm swing results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, the target is hurled in an arc covering a number of feet equal to the wielder&#039;s PS less the target&#039;s AG. Upon making contact with the ground, they will take an extra D10 impact damage for every 10 feet they have been flown, unless they can make a 1 x AG roll to land. Neither Protection, Endurance Armour  although Damage Reduction may at the discretion of the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Cold-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12,475sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Whip of Braided Eog ==&lt;br /&gt;
This whip is made of an alloy of Eog, a black iron-like metal, and jet, fossilised coal, that weighs 5 lbs. It may be used to strike at targets that are up to 15 feet away. The articulated talons of something long dead decorates the end, so it will inflict A, B and C Class injuries but any amputations are ignored. The base Strike Chance is 47% and the base Damage is one rollup D10 + 1. Although the whip can only be broken by an entity or force with an equivalent PS of 160, excess PS never inflicts extra damage. Bonuses to Strike Chance from MD are calculated thus:&lt;br /&gt;
: subtract 15 from base MD. If the result is 0 or less, the whip may not be wielded (base MD - 15 = difference) &lt;br /&gt;
: square the difference and add the difference to that product (difference x difference + difference = result). &lt;br /&gt;
: halve the result (result / 2 = result).&lt;br /&gt;
: add the result to the wielder&#039;s MD as Strike Chance bonus&lt;br /&gt;
Bonuses to Strike Chance are calculated at 6 per Rank not 4.&amp;lt;br&amp;gt;&lt;br /&gt;
At every Rank fully divisible by 4, an extra point of damage is added.&amp;lt;br&amp;gt;&lt;br /&gt;
At every Rank fully divisible by 5, an extra rollup D10 is added to the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses from Warrior never apply with this weapon, although Assassin bonuses do.&amp;lt;br&amp;gt;&lt;br /&gt;
It is a legal target for a Weapon of Flames spell, but the flames are dark blue and cold. The calculation is the same, but the extra damage is inflicted upon creatures of fire. In addition, the strike distance increases by the Rank of the spell in feet.The wielder may perform simple feats of Manual Dexterity with the talons while the whip is so empowered.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, the whip may be wound around the wielder&#039;s lower abdomen, which will make them immune to these Specific Grievous injuries:&lt;br /&gt;
:08 A vicious puncture wound in your groin! Take 3&lt;br /&gt;
::Damage Points immediately from Endurance and&lt;br /&gt;
::reduce your TMR by 2 until fully recovered, which&lt;br /&gt;
::will take two months. In addition, add 30 to your&lt;br /&gt;
::chance of being infected (assuming you live long&lt;br /&gt;
::enough for such things to matter).&lt;br /&gt;
:12 A stomach puncture. Nasty. You suffer 3 Damage&lt;br /&gt;
::Points immediately from Endurance and lose&lt;br /&gt;
::2 from your TMR until fully recovered, which&lt;br /&gt;
::will take two months. Also, you are automatically&lt;br /&gt;
::stunned for the next pulse (if you aren&#039;t already),&lt;br /&gt;
::after which you may recover. Add 20 to the chance&lt;br /&gt;
::to be infected.&lt;br /&gt;
:37-40 You have been eviscerated! Take 4 Damage&lt;br /&gt;
::Points immediately from Endurance and 1 point&lt;br /&gt;
::per pulse from Fatigue thereafter (Endurance when&lt;br /&gt;
::Fatigue is exhausted) until you are unconscious.&lt;br /&gt;
::Increase your chance of infection by 40.&lt;br /&gt;
&lt;br /&gt;
It takes 3 Pulses to unwind the whip from the wielder&#039;s abdomen.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,750sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt; Straight Edge &amp;lt;/s&amp;gt; ==&lt;br /&gt;
&amp;lt;s&amp;gt;This cold iron, two-handed sword weighs 9 lbs, requires 22 PS and 14 MD to wield. It has a base Strike Chance of 67 and inflicts 1 rollup D10 per hand it is wielded with, + 7. In other words, 2 rollup D10+7 in the usual course of events. There is room on the hilt for three hands, if the wielder has this many.&amp;lt;br&amp;gt;&lt;br /&gt;
It increases the bearer&#039;s Magic Resistance by 7, and prevents them from using any magic that is not racial in nature. &amp;lt;br&amp;gt;&lt;br /&gt;
Bonus damage as a function of great strength may be applied in addition to other bonuses without risk of breaking the weapon so long as PS does not exceed 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The next wielder (|only) may advance their Rank in two-handed sword to 6 at a cost of 1,500 Experience &amp;amp; 12 weeks of weapon training, and to 7 at a cost of 1,800 Experience &amp;amp; 14 weeks of weapon training. &amp;lt;/s&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Cold-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crimson ==&lt;br /&gt;
Crimson is an axe head of a strange crimson metal who weighs 2 lbs, requires 14 PS and 14 MD to wield. It has a base Strike Chance of 67, nflicts 2 rollup D10 damage and is treated as a battle axe with respect to Ranking. It may only be wielded 1-handed, although the wielder is entitled to deliver multi-hex strikes at the usual penalty.. In addition, it does not attract range penalties when it is thrown, and returns to the wielder the following Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It may only be wielded by the wearer of the Beckoning Gauntlet, which will manifest an unseeable spectral haft that can only bee seen by those who know the Spectral Weapon or Spectral Warrior spells at Rank 16 or higher.  Preparing this weapon is a Free Act so long as Crimson is attached to a belt or other obvious strap on the wielder&#039;s armour.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not conduct drain, so any attack with this weapon does not expose the wielder to further drain attacks.  &amp;lt;br&amp;gt;&lt;br /&gt;
Bonus damage as a function of great strength may be applied in addition to other bonuses without risk of breaking the weapon, and is stackable with bonuses from Skill and weapon spells.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Chaos Temper&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 9,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Black Tulwar ==&lt;br /&gt;
This large tulwar of black bronze is one or two-handed. It weighs 6 lbs, requires 13 PS and 15 MD to wield and has a base Strike Chance of 67. On a successful strike, damage is resolved in the following way: On a roll of 4 to 10, 3 is subtracted from the result and the result squared. On a result of 3, the target&#039;s EN is reduced by 3, on a result of 2, the target&#039;s EN is reduced by 6  and on a result of 1, the target&#039;s EN is reduced by 9. This is applied as healing to the wielder, curing EN first, wrapping to FT. Damage Reduction may only be applied against this, Protection, EN Armour, Spell Armour or Necrogeny do not protect against it. The blade does no harm  to the undead or constructs. &amp;lt;br&amp;gt;&lt;br /&gt;
The tulwar does not accept weapon spells, and bonuses to damage from great strength, Rank in Warrior, Rank in Assassin or Rank in Tulwar are ignored. However, Strike Chance is improved by 8 per Rank in Tulwar and 4 per Rank in Warrior.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Temper&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,450sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Throwing Daggers x  6 ==&lt;br /&gt;
These hardened silver daggers weigh 4 oz, require 7 PS and 10 MD to wield but are too light to wield in melee or close. The base Strike Chance is 57% and the base Damage is 1 rollup D10 + 1. &amp;lt;br&amp;gt;&lt;br /&gt;
Three of them may be thrown in a single Pulse and have a range of 12 hexes. The magic of the daggers allows their damage to accumulate on a target so that Protection, Damage Reduction or EN Armour only count once. Thus, if all three are thrown at a single target and achieve Blows to FT, then the damage of each dagger is summed and applied to the target thus: 3 rollup D10 (+3 if Ranked below 4, +6 if Ranked 4 - 7, +9 if Ranked 8 or higher).&amp;lt;br&amp;gt;&lt;br /&gt;
If any one of the darts inflicts a blow directly to EN, then it is as if they all do, if one inflicts a Possible Specific Grievous, then it is they all do. If several Specific Grievous Injuries are rolled, then each is rolled for but the wielder may only apply 1 such injury (i.e. if the wielder scores 2 Specific Grievous injuries, 04 and 18, they may only choose a bleeder in the target&#039;s primary arm or a wound to the solid viscera, but not both).&amp;lt;BR&amp;gt;&lt;br /&gt;
If the Nature of Magic or Plane of Origin of these blades is detected, then the bearer may find themselves invited to a witch burning as the guest of honour. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Impious Temper&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,950sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Imp Dagger ==&lt;br /&gt;
This hardened silver dagger weighs 10 oz, require 7 PS and 10 MD to wield but the hilt is a spiral groove carved into onyx, set with a large, red carbuncle on the pommel and may only be wielded with a thin, prehensile tail or tentacle. The base Strike Chance is 57% and the base Damage is D10 + 1. &amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be further enchanted with a weapon spell, with bonuses from PS, Rank in Dagger and Rank in Assassin all stacking. Rank in Warrior, however, is always ignored. If the blade is envenomed, the base Damage becomes 1 rollup D10 + 1. &amp;lt;br&amp;gt;&lt;br /&gt;
The wielder may deliver an attack with the dagger using a Free Act into their rear or front hex without penalty. &amp;lt;br&amp;gt;&lt;br /&gt;
If the Nature of Magic or Plane of Origin of these blades is detected, then the bearer may find themselves invited to a witch burning as the guest of honour. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Impious Temper&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,131sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clockwork Crossbow ==&lt;br /&gt;
This crossbow is made from a mahogany-like wood chased in bronze and silver., weighing 7 lbs. It requires 14 PS and 14 MD to wield, a base Strike Chance is 67% and base Damage is 1 rollup D10 + 6. &amp;lt;br&amp;gt;&lt;br /&gt;
The crossbow has a strap that can attach to a belt or bandolier allowing it to be Prepared with a Free Act. A large butterfly key emerges from the stock, and the weapon may be wound up, which will take about 5 minutes. Once the movement is primed, the weapon will automatically reload from a magazine of 6 quarrels and taking two Pulses. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== A Sea Green Walking Stick of Fashion ==&lt;br /&gt;
This translucent glass walking stick is the colour of a storm-tossed sea and weighs 1 lb. It is about four feet long, half an inch in diameter and may be wielded 1 or 2-handed. It is Ranked as a Quarterstaff at the same time as other weapon or Professional Skills or magic. The stick inflicts 1 rollup D10 + 4  C Class damage, but bonuses from PS and weapon Rank do not increase damage, and it does not accept weapon spells. &amp;lt;br&amp;gt;&lt;br /&gt;
Once a bonding cost of 1 EN has been paid, the staff has these functions:&lt;br /&gt;
*The wielder increases their Defence by 2 (+2 per Rank in quarterstaff). This will not stack with Defence from other weapons or shields. &lt;br /&gt;
*The wielder reduces damage by 1 at Rank 4 in quarterstaff and by another 2 at Rank 8 (thus reducing damage by 3). This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.&lt;br /&gt;
*The wielder subtracts their Rank in quarterstaff from the die roll when making MR check&lt;br /&gt;
*The counterspells of one extra college may be cast on the staff, to the benefit of the wielder. &lt;br /&gt;
*The stick modifies &lt;br /&gt;
: the Mage Current spell so that it is durational although it may be ended with a Free Act.&lt;br /&gt;
: the Storm Calling spell so that the FT cost and onset time are halved&lt;br /&gt;
*Certain spells may be invested in the staff at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be invested in the staff, but any combination is allowed. The following spells or types of magic are allowed:&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
|-&lt;br /&gt;
|Counterspells&lt;br /&gt;
|Walking Unseen&lt;br /&gt;
|Conjuring Mist&lt;br /&gt;
|Scry Shield&lt;br /&gt;
|-&lt;br /&gt;
|Wall of Thorns&lt;br /&gt;
|Lightning&lt;br /&gt;
|Telekinesis&lt;br /&gt;
|Fireball&lt;br /&gt;
|-&lt;br /&gt;
| True Seeing&lt;br /&gt;
|Flash of Light&lt;br /&gt;
|Air Blast&lt;br /&gt;
|Witchsight&lt;br /&gt;
|}&lt;br /&gt;
*The wielder releases the spells stored by using a Cast Action. They are not Triggered.&lt;br /&gt;
Weapon spells may be cast upon the stick but do not provide any benefit except that a Spectral Weapon will allow it to strike insubstantial creatures, etc.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;60px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Victoria&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Water Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rod of Counterspells ==&lt;br /&gt;
This slender, wand-like rod is made of turned red eucalyptus wood, and the head is shod in orichalcum. It weighs 3 lbs, and may be wielded as a mace, with a base Strike Chance of 61% and base Damage of 1 rollup D10 + 5.&amp;lt;br&amp;gt;&lt;br /&gt;
The rod stores 12 counterspells, which must be invested by means of ritual spell preparation and expensive but common incense, oils and tinctures equivalent to the normal cost of investment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
|-&lt;br /&gt;
!College&lt;br /&gt;
!GK/SK&lt;br /&gt;
!Rank&lt;br /&gt;
!Cast Chance&lt;br /&gt;
!College&lt;br /&gt;
!GK/SK&lt;br /&gt;
!Rank&lt;br /&gt;
!Cast Chance&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
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|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
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Counterspells benefit from the wielder&#039;s bonuses and Enchantment, not the investor&#039;s, and any situational bonus are determined at the time of casting, not when it was stored. &amp;lt;br&amp;gt;&lt;br /&gt;
Counterspells are Fired, not Triggered and execute on the wielder&#039;s Engaged Initiative with the weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
Three counterspells may be drawn from the rod a day, resetting at dawn.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;60px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Naming Incantations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11:750sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
== Beckoning Gauntlet ==&lt;br /&gt;
[[Image:Gauntlet left.JPG |right|120px]]&lt;br /&gt;
This is a mail gauntlet for the right hand made of truesilvered orichalcum and weighs 1 Â½ lbs and is sized for an elf or similar. It has five fingers and one thumb. All are functional.&amp;lt;br&amp;gt;&lt;br /&gt;
* The wielder&#039;s PS and MD are raised by 6 for the right hand only.&lt;br /&gt;
* As a cestus,  the base Strike Chance is 67%. It inflicts D10 + 4 damage but if a non-prime number is rolled on the damage die, it is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. This is usually fatal.&lt;br /&gt;
* Damage that specifically attacks the right wrist or hand is always reduced by 6 points or the value of the wearer&#039;s other armour, whichever is greater. In addition, the wearer may Break 100 + 3 x MD to avoid the effects of a Specific Grievous Injury to the right hand or wrist.&lt;br /&gt;
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their right hand, then three other special abilities become available to them. &lt;br /&gt;
* The wearer may see and interact with Phantasms, Spectral Warriors or Nightmares that are in their line of sight so long as they Break 100 + MD + PC + MA + Rank in Cestus.&lt;br /&gt;
* The wearer may Beckon forth a phantasm which is not inconvenienced by counterspells and acts on their Engaged Initial Value which will travel at TMR 13 to a target and permanently reduce their EN value by D10 - 4, minimum 1 and then dissipate. The phantasm may not be Beckoned forth again until midnight has struck. &lt;br /&gt;
* The phantasm may be used to visit a pall of despair upon a population within sight up to the size of a small town which will reduce the inhabitant&#039;s WP &amp;amp; EN value by D10 - 4, minimum of 1. This loss will recover at a rate of 1 every 3 days, Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.&amp;lt;br&amp;gt;&lt;br /&gt;
:A distant bell will toll on these occasions.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spite Crafting&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 18,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
== Vadagh Battle Dress ==&lt;br /&gt;
=== Mirror Silver Byrnie ===&lt;br /&gt;
This sleeveless silver mail of mirror bright scales weighs 20lbs, reduces AG by 2 but improves Stealth by 10. Sized for an Elf or similar humanoid, it reaches from the shoulders to the mid-calf. It provides 10 points of Protection and 4 points of EN Armour against Specific Grievous Injuries and blows directly to EN. However, this does not apply to the EN damage of Specific Grievous Injuries to the arms and head.&amp;lt;br&amp;gt;&lt;br /&gt;
It improves the wearer&#039;s Magic Resistance by +5, +10 versus magic that harms through light or sunlight and improves their WP with respect to the College of Illusory Magic by 5.&lt;br /&gt;
&lt;br /&gt;
=== Crimson Robes ===&lt;br /&gt;
This quilted and brocaded crimson robe weighs 4 lbs and is sized for an Elf or similar humanoid. &amp;lt;br&amp;gt;&lt;br /&gt;
If the Mirror Silver Byrnie is worn underneath the robes, then it has the following configurations:&lt;br /&gt;
;Buttoned&lt;br /&gt;
* It provides 7 points of Spell Armour and the weight of the Byrnie does not count against the wearer&#039;s Encumbrance in anyway, nor may it be seen. However, the Byrnie no longer provides any benefit to the wearer, including Protection and EN Armour values. &lt;br /&gt;
;Unbuttoned&lt;br /&gt;
*It provides 7 points of Spell Armour which stacks with the Protection and EN Armour of the Byrnie.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Various&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Order&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 18,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cy-Anne ==&lt;br /&gt;
Cy-Anne is a watermarked silk robe in varying shades of blue and green, sized for someone of size 6 and smells of bitter almonds. She weighs 6 lbs, inflicts  no penalty to AG, but because of the blue/green variability of her hue, Stealth is improved by 10 in woodland, marsh, coastal, riparian and marine environments. She provides 5 points of Protection, Spell Armour of  7 and Reduces Damage by 3. &amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s chance of casting magic is increased by their Rank in Artisan Tailor/Seamstress or similar Artisan Skill.&amp;lt;br&amp;gt;&lt;br /&gt;
Cy-Anne may be communicated with, treating Rank in Artisan Tailor or Seamstress as a language, and her Rank in the Adventuring Skill: Poisoner may be advanced at an Experience Multiple of 250. This does not provide any bonus in making poisons, but it allows Cy-Anne&#039;s wearer to handle these substances in the same way as an Assassin, increasing their chance to insinuate poisons inconspicuously into food, letters, pillow slips,  ear etc. by 5 per Rank. This stacks with any Ranks in Stealth the wearer has.&amp;lt;br&amp;gt;&lt;br /&gt;
Any successful spell cast that ends in a &amp;quot;0&amp;quot; or a &amp;quot;5&amp;quot; costs 1 less FT point, to a minimum of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Cy-Anne has an alternative state as a small pool of water about 9 inches in diameter and may be poured on or off as a Free Act.&amp;lt;br&amp;gt;&lt;br /&gt;
Cy-Anne has a quietly brooding personality and has been known to carry a grudge, insinuate poisons into it and feed it to those who have offended her. On the other hand, if won over, she is capable of seeing beyond any perceived slight to herself and fixate upon insults perpetrated against her wearer, whereupon she often confides to them that she will &amp;quot;....keel him for jou&amp;quot;, and pat the back of her hand comfortingly.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;90px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;135px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;85px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;270px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Brides of Blackrod&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Autumn 811&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Water-silk&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 18,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Crown of Mentacles ==&lt;br /&gt;
[[Image:Crown_of_mentacles.jpg|right|120px]]&lt;br /&gt;
This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:&lt;br /&gt;
*+5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).&lt;br /&gt;
*Telekinesis costs 1 less FT to cast.&lt;br /&gt;
*5 is subtracted from the die roll when casting Disruption.&lt;br /&gt;
*Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special  or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.&lt;br /&gt;
*Force Shield gains an extra point of Defence for every two Ranks.&lt;br /&gt;
;&#039;&#039;&#039;Mentacles&#039;&#039;&#039;&lt;br /&gt;
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept&#039;s Rank in Telekinesis. &lt;br /&gt;
*By means of the mentacles, the Adept can levitate up to a  height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored. &lt;br /&gt;
*The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.&lt;br /&gt;
*If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.&lt;br /&gt;
*Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept&#039;s WP. If a second mentacle is used then half the Adept&#039;s WP is added to the PS, and so on.&lt;br /&gt;
;Example&lt;br /&gt;
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Uranus&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Telekinesis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 30,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Force Gauntlet of the Right Hand ==&lt;br /&gt;
This bracelet has two lengths of delicate orichalcum chain. One chain runs between the index and middle finger, the other running between the ring and small finger. Both join to a setting that holds a cabochon blue quartz about the size of a silver penny on the back of the wearer&#039;s hand. It weighs 6 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
It is inactive and does nothing unless the wearer channels a point of FT into it, requiring a Free Act, which will cause a force construct to appear around the hand in the shape of a gauntlet. This will last until the next dawn, dusk, noon or midnight and is unseeable except by those who can cast Telekinesis or the like. The wearer must sleep with it, allowing it to drain 1 point of FT for every four hours they sleep or the construct will fail and die.&amp;lt;br&amp;gt;&lt;br /&gt;
While active, the gauntlet raises the wearer&#039;s PS to the value of  their WP on their right arm, only. This does not affect the Encumbrance calculation, nor does it qualify them to use two-handed weapons, although it may allow them to learn and advance one-handed weapons they normally lack the PS to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
The duration of Force Shield is tripled and 11 unseeable pentagonal planes of protection surround the Adept, increasing their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first Rank DP per Pulse, minimum 1.. This only applies to physical damage and has no effect on magic, blows directly to EN or Specific Grievous Injuries.  It can, however, be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Dioscura&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Telekinesis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12,335sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fettle ==&lt;br /&gt;
This ring of granite must be worn on the small finger of the right hand for its magic to be effective. It encumbers as if it weighs 4 oz. &amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer takes sufficient damage that they would enter a condition of Stun, they are entitled to an immediate and free Stun Recovery check. If that roll is successful, then they are not Stunned. If they enter a condition of Stun, they receive an extra Stun Recovery check each Pulse until this is relieved.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Protection&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,335sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Greater Ring of Protection ==&lt;br /&gt;
[[Image: Plainring.jpg|right|60px]]&lt;br /&gt;
This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand. &amp;lt;br&amp;gt;&lt;br /&gt;
The bearer subtracts 10 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, it surrounds the bearer with 11 unseeable pentagonal planes of protection that float around the wearer on all sides. These will protect the wearer so that the first 12 physical damage points the wearer takes per Pulse are ignored. This does not work vs magical damage except for spells like Diamond Javelins, Ice Bolt or Ice Projectiles. It will even protect against blows directly to EN or Specific Grievous Injuries. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer has some similar means of protection, then the greatest effect will apply.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Protection&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 22,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dodging Ring ==&lt;br /&gt;
[[Image: GoldenRing.jpg|right|80px]]&lt;br /&gt;
This bare golden ring must be worn on the middle finger of the left hand, and encumbers as if it weighed 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
The ring allows the bearer to avoid being struck by a physical attack or a bolt spell although they must have at least some TMR available to them. They must Break 100 + AG + 5 x their unused TMR that Pulse. If they have 7 TMR and have moved 4 hexes and attacked with a melee weapon, they may add at most 15 to the Break 100 result. &amp;lt;br&amp;gt;&lt;br /&gt;
If the roll fails, no TMR is used, however the ring can only be used once per Pulse.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scarab of Protection ==&lt;br /&gt;
[[Image:WingedScarab.jpg|right|80px]]&lt;br /&gt;
This brooch must be worn openly over the heart. It weighs 4 oz, and while it is worn it absorbs the first 3 points of damage per Pulse. While this stacks with similar magic, it is applied after all others have been exhausted. In addition, 10 is subtracted from the die roll when making a Magic Resistance check.  If the result of a Magic Resistance check is reduced to 1 or less, the wearer ignores all of the effects of magic, even if secondary effects would normally apply. This effect is personal only and has no effect on the surrounding volume.&amp;lt;br&amp;gt;&lt;br /&gt;
The scarab contains 5 charges which may be used to ignore all damage from a single attack, and this requires a Free Act. Once the last charge is used, the scarab crumbles to a greenish dust.&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;180&amp;quot; align=&amp;quot;Center&amp;quot; | Adventure &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Season &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Plane of Origin &lt;br /&gt;
| width=&amp;quot;150&amp;quot; align=&amp;quot;Center&amp;quot; | Aura &lt;br /&gt;
| width=&amp;quot;160&amp;quot; align=&amp;quot;Center&amp;quot; | Nature of Magic &lt;br /&gt;
| width=&amp;quot;50&amp;quot; align=&amp;quot;Center&amp;quot; | Value &lt;br /&gt;
| width=&amp;quot;80&amp;quot; align=&amp;quot;Center&amp;quot; | Cursed etc.? &lt;br /&gt;
| width=&amp;quot;250&amp;quot; align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Coils of Spring&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spring 816&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Nualis&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Formerly Living &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gate &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 23,000sp each&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{No-I}} &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
== Baleful Eye Gem  ==&lt;br /&gt;
&lt;br /&gt;
[[Image:EyeGem.jpg|left|180px]] This gem is about two centimetres across and encumbers as if it weighed 4 oz. &amp;lt;br&amp;gt; It acts as a focus for the Evil Eye spell, and if they know it at all, the holder of the eye will cast [[The Middle Way: Treasure#Evil_Eye_v._Jono|this]] version of it. &amp;lt;br&amp;gt; Once a day, when the spell is in effect, the eye can be made to orbit the holder about 3 times a Pulse. The eye&#039;s Defence is twice the Adept&#039;s or their Defence + 20, whichever is closest to 100. When the gem does not share the same hex as the Adept, this drops to the Adept&#039;s Defence or the Defence - 30, which ever is the closest to 80.&amp;lt;br&amp;gt; The &amp;quot;glances&amp;quot; may be stored in the gem by casting the Spell Preparation Ritual of the appropriate spell. &lt;br /&gt;
&lt;br /&gt;
;Only spells that&lt;br /&gt;
&lt;br /&gt;
*have a baleful effect &lt;br /&gt;
*target the mind, spirit, soul or personality of an entity &lt;br /&gt;
*do not inflict damage as part of their spell description &lt;br /&gt;
*do not require a gesture or utterance &lt;br /&gt;
*have Experience Multiples of 350 or less&lt;br /&gt;
&lt;br /&gt;
may be stored in the gem. The Charm spell is allowed, regardless of its Experience Multiple.&amp;lt;br&amp;gt; Spells that target multiple entities are allowed, but the version stored in the gem will target only one entity. Spells that affect Areas/Volumes of Effect or objects are not allowed, and neither are spells that require a touch, gesture or word.&amp;lt;br&amp;gt; The gem may hold as many as 1 charge per 3 or fraction Ranks, but no more than one spell of each name. &lt;br /&gt;
&lt;br /&gt;
;Casting from the gem requires&lt;br /&gt;
&lt;br /&gt;
*a glance, thus the Adept need only spend a Pass Action or a Free Act at their preference. However, the gem may not be used in this fashion more than once a Pulse. &lt;br /&gt;
*a clear line of sight from the Adept to the target. Targeting by Crystal of Vision (or similar) is not possible. Neither is Wizard&#039;s Eye sufficient, unless the gem is co-present with the sensor.&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Allowed &lt;br /&gt;
! Disallowed &lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| Charming &lt;br /&gt;
| Mockery &lt;br /&gt;
| Requires utterance&lt;br /&gt;
|-&lt;br /&gt;
| Compel Speech &lt;br /&gt;
| Confusion of Tongues &lt;br /&gt;
| Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Enchanted Sleep &lt;br /&gt;
| Bolt of Energy &lt;br /&gt;
| Inflicts damage&lt;br /&gt;
|-&lt;br /&gt;
| Slowness &lt;br /&gt;
| Quickness &lt;br /&gt;
| Not baleful&lt;br /&gt;
|-&lt;br /&gt;
| Hallucination &lt;br /&gt;
| Flash of Light &lt;br /&gt;
| Targets the Adept&lt;br /&gt;
|-&lt;br /&gt;
| Hypnotism* &lt;br /&gt;
| Control Person/Animal &lt;br /&gt;
| Requires concentration&lt;br /&gt;
|-&lt;br /&gt;
| Mental Attack &lt;br /&gt;
| Mass Fear &lt;br /&gt;
| Area of Effect, exceeds Exp. Mult.&lt;br /&gt;
|-&lt;br /&gt;
| Lesser Enchantment** &lt;br /&gt;
| Damnum Magnatum &lt;br /&gt;
| Exceeds Exp. Mult.&lt;br /&gt;
|-&lt;br /&gt;
| Fear &lt;br /&gt;
| Torment &lt;br /&gt;
| Inflicts damage, requires gesture&lt;br /&gt;
|-&lt;br /&gt;
| Rune Curse*** &lt;br /&gt;
| Trapping Spirits &lt;br /&gt;
| Requires drawing&lt;br /&gt;
|-&lt;br /&gt;
| Damnum Minatum &lt;br /&gt;
| Levitation &lt;br /&gt;
| Targets the body&lt;br /&gt;
|-&lt;br /&gt;
| Harming Entity &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Creating Plague &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Concentration spells are not allowed, however when cast as a &amp;quot;glance&amp;quot;, Hypnotism can be used to plant 1 post-hypnotic suggestion. Sustained hypnotic effects are not possible. &amp;lt;br&amp;gt; &#039;&#039;&#039;**&#039;&#039;&#039; Used only to curse. &amp;lt;br&amp;gt; &#039;&#039;&#039;***&#039;&#039;&#039; Only if the Curse Rune is inscribed on the Adept&#039;s Runewand. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;FCK__ShowTableBorders&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;180&amp;quot; align=&amp;quot;Center&amp;quot; | Adventure &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Season &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Plane of Origin &lt;br /&gt;
| width=&amp;quot;150&amp;quot; align=&amp;quot;Center&amp;quot; | Aura &lt;br /&gt;
| width=&amp;quot;160&amp;quot; align=&amp;quot;Center&amp;quot; | Nature of Magic &lt;br /&gt;
| width=&amp;quot;50&amp;quot; align=&amp;quot;Center&amp;quot; | Value &lt;br /&gt;
| width=&amp;quot;80&amp;quot; align=&amp;quot;Center&amp;quot; | Cursed etc.? &lt;br /&gt;
| width=&amp;quot;250&amp;quot; align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Coils of Spring&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spring 816&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Nualis &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Formerly Living &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Eye of Discord &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9,000 sp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{No-I}} &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cyprian Mirror of Seeming ==&lt;br /&gt;
&lt;br /&gt;
This gilded frame is 100 cms high x 70 cms across and weighs 35lbs. If water is Bound onto its surface it will serve as a mirror. &amp;lt;br&amp;gt;&lt;br /&gt;
To activate the mirror&#039;s special function, 1 point of EN must be sacrificed to it (which may be bought back in the usual way). From then on, once per season, the Adept can Purify while gazing into the mirror to store spells of the Colleges of Illusions (with the exception of Audile Illusion). General Knowledge spells count as 1, while Special Knowledge spells count as 2, the total number not to exceed their free MA. The Rank of the General Knowledge spells are the same as their General Knowledge Counterspell, the Rank of the Special Knowledge spells are the same as their Special Knowledge Counterspell. &amp;lt;br&amp;gt;&lt;br /&gt;
Once each spell is successfully Cast, it is lost and may not be recovered until the Adept Purifies while contemplating the mirror after the next Equinox or Solstice.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Contemplation&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 17,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ice Tome of Uranus ==&lt;br /&gt;
This block of ice is a legal target for Mind Speech, although it has little to say. Nevertheless, it may be interrogated for it contents, in which case it will reveal these [[The_Coils_of_Spring_-_Treasure#Sorceries_of_the_Mind|sorceries]]:&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pool of HÏ‡ÏŽ==&lt;br /&gt;
This reflecting pool is a legal target of the Dowsing Talent and may be read by its means, to reveal these  [[The_Coils_of_Spring_-_Treasure#Witcheries|witcheries]]:&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blank Phylactery ==&lt;br /&gt;
[[Image:Phylactery.gif|right|80px]]&lt;br /&gt;
This is a scroll that appears to be itemised so as to form a brooch.  A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor&#039;s Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.&amp;lt;br&amp;gt;&lt;br /&gt;
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Chance:_______%  Range:____________ Duration:____________ Rank:_______  Effects:________________&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spell Storage&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Phylactery of 3-Body Solution ==&lt;br /&gt;
[[Image:Phylactery.gif|right|80px]]&lt;br /&gt;
This is a scroll that appears to be itemised so as to form a brooch.  Entity Prime has invested his solution for the Three-Body Problem in the phylactery. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor&#039;s Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.&amp;lt;br&amp;gt;&lt;br /&gt;
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Chance:_______%  Range: &#039;&#039;&#039;Self&#039;&#039;&#039; Duration:____________ Rank:_______  Effects: Next ranged attack will be one column-shift more effective.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Mikado Affair&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Lands of Chaos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spell Storage&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Assyria&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Arithmancy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Divining Enchantment ==&lt;br /&gt;
[[Image:Phylactery.gif|right|80px]]&lt;br /&gt;
This is a scroll that appears to be itemised so as to form a brooch.  The Caster of Bones has invested his Divination spell in the phylactery. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
The cast chance of the invested spell is the Base Chance plus three times the Rank. * Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor&#039;s Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.&amp;lt;br&amp;gt;&lt;br /&gt;
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Chance: 64%+*  Range: 13&#039; Duration: Immediate Rank: 8  Effects: As per &#039;&#039;Runes of Sight: Divining Enchantment&#039;&#039;.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spell Storage&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Bones/Rune&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== A Stone from a Plover&#039;s Nest ==&lt;br /&gt;
[[Image:Ploverstone.JPG|left|50px]]&lt;br /&gt;
This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Chance:_______% Duration:_______ Range:_______ Rank:______&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spell Storage &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Apuleian Kalyptra  ==&lt;br /&gt;
This eye patch is made from the skin of a night-coloured creature of the Outer Darkness and encumbers as if it weighed 4 oz. The patch provides protection against sights that imperil the mind by horror, fear or mind-bending strangeness. However, this only applies if they spend 1 FT per Pulse and close their unprotected eye. This penalises MD by 1 and PC by 4. Additionally, their base chance with any missile or thrown weapon is reduced  by 30. On the other hand, the patch lends them a piratical air which increases their PB by 2 to a maximum of 21.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Outer Darkness&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Former living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Protection&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,755sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Great Emerald ==&lt;br /&gt;
This large, green stone is 30 cms x 60 cms x 15 cms. It contains three Emerald Waters which replace the components required to make potions that allow the imbiber to Communicate, Compel, Charm, Bind or Control by the written or spoken word. &amp;lt;br&amp;gt;&lt;br /&gt;
A Great Emerald can be cut to create one amulet of three different kinds:&amp;lt;br&amp;gt;&lt;br /&gt;
=== The Amulet of the Voice ===&lt;br /&gt;
This amulet adds 15 to the Base Chance of any magic that Compels, Charms, Binds or Controls by use of the voice. It does not provide a benefit to a Ritual of Binding Wills nor Control Person nor Controlling Earth Elemental, although Hypnotism would be affected. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Amulet of the Word ===&lt;br /&gt;
The wearer of this amulet may choose to capture the effects of a Power Word of which they are the target. They suffer none of the effects of the Power Word and can release it on their next available Magical Fire Action. The amulet will store the Power Word indefinitely until it is used, thus making it capable of capturing a new Power Word. However, only one Power Word may be released from the amulet on any day. This will reset at midnight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Amulet of the Incantation ===&lt;br /&gt;
The wearer of this amulet may cast (if they know the spell) Compelling Obedience at a single target. If the target fails to resist, then they must obey the Adept&#039;s instructions. They are aware that they are under Compulsion, and usually harbour great resentment over it. If forced to an action which would put them at credible risk of their existence, they are entitled to another MR check. If they succeed, the spell is broken.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, the wearer can cast Compelling Obedience at their usual number of targets, but they are treated as if subject to Mass Charming of the College of Ensorcelments and Enchantments. The amulet, however, does not change the College of the magic being cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, any spell that Compels, Charms, Binds or Controls will have the duration enhanced to 1 day + 1day per Rank of the spell if it is cast as a ritual.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wolf in a Witch Bottle ==&lt;br /&gt;
This small bottle of hardened glass is very robust and weighs 4oz. It contains a drop of a wolf&#039;s heart blood. It may be carried in a pocket, tied around the neck or some other part of the body.&amp;lt;br&amp;gt;&lt;br /&gt;
In the moment directly after casting a Phantasm spell, the wearer may choose to manifest it as a spirit wolf, which will use up the heart blood in the witch bottle. The spirit wolf can only be seen by the person it is targetted on and by those who can see spirits, astral creatures or into the Astral. It has a duration of 30 minutes (+ 30 minutes per Rank) and upon initial melee contact with its target, strikes last in the Pulse. Subsequently, however, it&#039;s engaged initiative value rises to 30 (+3 for every 2 full Ranks). If the spirit wolf is unengaged at the end of a Pulse, it may be assigned a new target in a subsequent Pulse (requiring a Magical Pass Action), who will be able to see it and know that it is coming for them.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per adventure or season, whichever is least, the owner of the bottle can add a drop of their own heart blood to the witch bottle. The first drop costs 1 EN, doubling each time so that the next costs 2 EN then 4 and so on. This EN may be bought back in the usual way.&amp;lt;br&amp;gt;&lt;br /&gt;
Heart blood returns to the witch bottle at a rate of 1 per day in the hour of the wolf (between 3:30 and 4:30 am or thereabouts).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Dioscura&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Blood Conjuration&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hand of Glory ==&lt;br /&gt;
This withered, mummified hand weighs 8 oz. It is preserved so that it takes no incidental damage from aging.&amp;lt;br&amp;gt;&lt;br /&gt;
It must be presented for its magic to work. When this is done, it provides these bonuses:&lt;br /&gt;
The spell of Enchanted Sleep manifests as a column of mist 10 feet high and a megahex across. This can be moved at a rate of 3 hexes per Pulse, requiring a Free Act. &amp;lt;br&amp;gt;&lt;br /&gt;
The hand is a legal target for the Invisibility spell, but never makes conceals it. Instead, the column of mist becomes invisible at the Rank of the Invisibility.&amp;lt;bR&amp;gt;&lt;br /&gt;
The wielder&#039;s Rank in the Open Lock spell is increased by 1, to a maximum  of 21.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
== Tryst ==&lt;br /&gt;
Tryst is the celestial hour before midnight,and is the most romantic time of the day. Depending on the season and latitude, she can be longer or shorter, but whenever or wherever she is, she is a time of great romance. In the period of this hour, those who have met with amorous intent, honourable or otherwise, experience an increase in Passion equivalent to twice their expectation.&amp;lt;br&amp;gt;&lt;br /&gt;
In the arms of her hour, rose petals have been known to spontaneously shower couples.&amp;lt;br&amp;gt;&lt;br /&gt;
The products of such an encounter may lead to a bonus of +20 in arranging such an event (making it easier), a bonus of +20 towards the climax of the event (making it more exciting) and a bonus of +20 resistance to being persuaded against a promise of marriage (making it harder).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Construct&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
&lt;br /&gt;
== MÃ¤dchen ==&lt;br /&gt;
MÃ¤dchen is a fire elemental with all of the usual abilities who has extensive experience in the kitchen. She is a Rank 7 cook, Rank 8 when producing pastries. If she is summoned (by means of the Ritual of Summoning Fire Elemental or similar magic) then she is considered to be + 1 to the Adept&#039;s current Rank. In addition, the Adept who knows her name can advance their Rank in that magic to 22. &amp;lt;br&amp;gt;&lt;br /&gt;
She will only serve once a day in the normal course of events, and will not return until after the third day of the dark of the moon if she is slain in the service of the Adept.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== â€‹Crimson â€‹Wall of â€‹Licteon ==&lt;br /&gt;
This Great Spell may only be Cast by an Adept who knows Wall of Fire, Wall of Starlight or similar magicks, after which it is forgotten. The flames or light of the wall spell is changed to crimson when it is invoked. &amp;lt;br&amp;gt;&lt;br /&gt;
The wall may be cast in any combination of straight or curving lines,  except that no part of the wall may be orthogonal to any other, however distant. It inflicts 1 rollup D10 damage for every 3 or fraction Ranks, doubling at Rank 20â€‹. Anyone attempting to pass through the wall must Resist the damage, those who succeed taking half, and in any case, they must use as much TMR to cross it as half the Rank of the spell,&amp;lt;brâ€‹&amp;gt;&lt;br /&gt;
The length of the wall is 10 hexes (+10 hexes per Rank), and the height is 10 ft (+ 1 foot per Rank). The duration is 30 minutes (+30 minutes per Rank).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Copper Scroll: Of Discipline &amp;amp; Mental Fortitude ==&lt;br /&gt;
[[Image:Copper_scroll.jpg|left|80px]]&lt;br /&gt;
24 hours after this scroll is opened, it will crumble to a greenish dust.&lt;br /&gt;
Whoever reads from this scroll for 4 hours must permanently sacrifice 3 EN (which may be bought back in the usual way). From then on, they may advance their FT by 1 per Adventure or Season, whichever is less.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no upper limit to which their FT value can ascend.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
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|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Plans for a House of Life ==&lt;br /&gt;
This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.&amp;lt;br&amp;gt;&lt;br /&gt;
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Sarcophagus.jpg|right|150px]]&lt;br /&gt;
Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.&amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:&lt;br /&gt;
*The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).&lt;br /&gt;
*Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.&lt;br /&gt;
*Obviously, the resurrectee&#039;s itemry will be lost unless other means supervene.&lt;br /&gt;
*In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.&lt;br /&gt;
*The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.&lt;br /&gt;
;For example : if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.&amp;lt;br&amp;gt;&lt;br /&gt;
If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
: Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
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|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sloe Plum ==&lt;br /&gt;
Herbalist Rank 4&lt;br /&gt;
Sloes grown on blackthorn bushes, which like a sunny exposure in well-drained soil. In spring, waxy, star like flowers of pale blue form before leaves sprout, and grow into blue-black drupes. They may be harvested in late Autumn. The bush, itself, is easy to grow but is sociable, and actively encourages the interest of bees. It will grow about 2 metres per year, so long as there is plenty of sunlight. It prefers a humid, moist environment, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The bush will tend to grow against upright structures, but will happily form a hedge &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Recipe of the Tincture of Sloe Plums ===&lt;br /&gt;
Herbalist Rank 6&amp;lt;br&amp;gt;&lt;br /&gt;
Three bottles of malt beer must be distilled to create 1 bottle of wine, which will be strongly spirituous that it will take flame with readiness. As many sloe plums as will fit in a bottle of wine should be gathered after the third frost of winter, and the skins pricked with its own thorns.&amp;lt;br&amp;gt;&lt;br /&gt;
The drupes should be laid within two wide-necked bottles and the wine laid down therein till they are full. &lt;br /&gt;
A beet should be boiled until it is a sodden mass, and the waters therein reduced by half. Decant off the upper liquids into a wide-necked glass vessel and leave in a dark, warm place until a pale red sugar has formed. Add this to the skin of an orange of Novadom that has been penetrated with 29 cloves, then cut roughly into each bottle. These should be sealed thereafter and set in a dark, cool place.&amp;lt;br&amp;gt;&lt;br /&gt;
The liquor should be turned daily for fourteen days, then weekly for a month for at least three months. After this, the contents of each bottle are poured into one with a steady hand so that the solid matter remains behind and the bottle laid down for another three months. At the end of this time the dregs should have settled to the bottom and the liquor decanted carefully off to form a deeply red tincture. The spirituous content of the tincture will be be in excess of 105&amp;amp;deg; proof and quite flammable.&lt;br /&gt;
&lt;br /&gt;
=== Tincture of Sloe Plum ===&lt;br /&gt;
The special properties of this tincture will be lost within an hour of the cork being pulled, although its alcoholic properties will remain for as long as it is undrunk.&amp;lt;br&amp;gt;&lt;br /&gt;
The first three drops of the bottle have the special property of restoring someone whose EN is sub-zero but not dead to 4 EN. More will not help, although many claim that it has medicinal value against the shock of a near death experience. An entity cannot benefit from the special property of Tincture of Sloe Plum more than once a week.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Silverblade ==&lt;br /&gt;
Herbalist Rank 5&lt;br /&gt;
Silverblade is a vine-like creeper that grows on yew trees.  Its leaves appear in early spring and are pale green and it forms sprays of tiny flowers a deep, jewel-like red.  In autumn, the leaves turn silver and fall from the vine in strict order from the lowest to the highest. The last three leaves are harvested for the Silverblade Draught. The vine is extremely delicate and must be cared for assiduously. It will grow about 1 metre a year and then die, and the Herbalist must take seeds to ensure a  crop for the following year.  In terms of maintenance, the plant requires 240 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 16 hours. If this maintenance time is not met or exceeded, the plant will wither and die without yielding its special harvest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Recipe: Silverblade Draught ===&lt;br /&gt;
Herbalist Rank 9&amp;lt;br&amp;gt;&lt;br /&gt;
The Herbalist must bleed as much as 9 EN into an earthenware dish containing 16 black pepper corns. A bottle of shadow wine must be distilled into a brandy by heating it in the fumes of 24 gold shillings worth of frankincense and poured over the blood and pepper , then 53 yew leaves added to prevent it from corrupting too soon. It must be left in a cool, dark crypt for a month, where it will suppurate and shed unhealthy vapours. Any who venture into the crypt in this time must Break 100=&amp;gt;EN + WP or be taken with convulsions until their stomach is emptied. The corruption will rise to the top of the fluid as scum and must be scraped off, requiring a Break 100=&amp;gt;(MD + Herbalist Rank) x 2. If this is successful, enough clear, pale blue fluid to fill a wine cup will remain. The silverblade leaves should be dropped therein and left to stand for a month, at which time the fluid should be purified by spell.  &amp;lt;br&amp;gt;&lt;br /&gt;
Once poured into phial, the draught will keep until opened.&lt;br /&gt;
&lt;br /&gt;
=== Silverblade Draught ===&lt;br /&gt;
This clear, pale blue draught must be poured into the ear of the dead who may Break 100 =&amp;gt; EN + 8 x the Rank of the draught. If this is successful, they are alive on 1 EN and 0 FT. They may only be restored by Natural Healing and the Healing Sleep draught.&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
== In Defence of the Innocent ==&lt;br /&gt;
This pool allows Tsayoi to avoid any attempt to prevent him from acting in defence of the innocent, particularly children. He may increase his chance to avoid such an attempt by +5 per point spent, or by spending a Free Act and a point to give himself another chance to avoid the attempt, or both. He must buy these points at a cost of 200 times the number of points he wants to purchase, to a maximum of 20. At the end of each season, he recovers 20% of the Experience he has so spent, to a maximum of 80% of the original cost.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring  816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wildfyre Pool ==&lt;br /&gt;
The Adept may increase their TMR by 1 at Rank 10 in the Wildfires spell and another 1 at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the Adept gains a pool of special movement equal to 1 (+ 1 per Rank in Wildfires) hexes per day. However, they can spend no more than Rank / 3  in a single Pulse. The movement is additional to their TMR but is not considered TMR movement. The additional movement can be in any direction, so long as it passes through an unobscured hex. Thus, movement is allowed up, down, sideways, backwards etc. Using the extra movement does not attract the penalties that using TMR can. For example, the wearer could specifically choose not to use their TMR, instead spending 1 or more hexes of additional movement to deliver a melee attack with a non-pole weapon and not attract a penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
The Wildfyre pool resets at midnight.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring  816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medusine Eye ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 30 feet&amp;lt;br&amp;gt;&lt;br /&gt;
A woman who has agreed to protect girls as the priestess, Medusa, served Athena, may see the sins of men against maidens. Men who murder or rape them will be revealed as the blackest sinners, while those who beat them will clearly have sinned seriously, and those who have preyed upon their innocence will vary from serious to minor in the judgement of the DM. This does not take into consideration any extenuating circumstances, and context is ignored. If the maiden is a psychotic, high-ranked Assassin, bent on the destruction of anyone wearing plaid, the eye only sees the sin, it cannot make this finer distinction.&amp;lt;br&amp;gt;&lt;br /&gt;
A small snake with black and virulent green stripes can lunge from the right eye as a Free Act. Any man within 4 hexes, who meets the woman&#039;s eye when the snake manifests must Break 100 -&amp;gt; 2 x WP or roll on the Fright Table.The snake may strike when in close and benefits from the woman&#039;s Unarmed Combat Rank. This requires but a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse. All other things being equal, the snake always attacks first in the Pulse, inflicts 1 D10 penetration damage, and if this would penetrate armour, inflicts 3 DP per Pulse for D10 Pulses Over that period, the victim also suffers a 30 point penalty to Strike Chances and Defence, but not Magic Resistance. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring  816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sorceries of the Mind ==&lt;br /&gt;
=== Psychometry ===&lt;br /&gt;
{{Right|[[Image:Readinghand.jpg|left|90px]]}}&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 450&amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20 % &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target: &#039;&#039;Area, Object, Entity &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to ask a question of an object, area or entity similar to and with many of the same constraints as DA. However, instead of asking about things in the aura, the Adept must ask about the target&#039;s past. Double or triple effects result in extra questions. If the target has been subect to dramatic change, violence or vast magical power, the Adept may see something of this.&amp;lt;br&amp;gt;&lt;br /&gt;
As with DA, a target&#039;s past can only be read once per season.&amp;lt;br&amp;gt;&lt;br /&gt;
If one hour of Ritual Spell Preparation is spent, then the Adept may Divine Enchantment on what they are touching. If they spend at least three hours of Ritual Spell Preparation and subtract 20 from their cast chance, they may perform a Ritual of Ancient Divination.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Incantation: Mind Blast ===&lt;br /&gt;
Spell: Mental Attack&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions. The incantation is still a Mental Attack, so Mind Shield provides the usual bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.&amp;lt;br&amp;gt; &lt;br /&gt;
Cost: 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Control Person - Incantation: Dominate Will ===&lt;br /&gt;
&#039;&#039;&#039;Spell:&#039;&#039;&#039; Control Person &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; When the Adept casts this incantation of Control Person, the target must be conscious, and the duration becomes 1 hour + 1 hour per Rank. The victim is compelled to obey the Adept as if they had been subjected to a Ritual of Binding Will.&amp;lt;br&amp;gt;&lt;br /&gt;
Victims of this spell are never in any doubt that they have been controlled, and if they were not hostile before, they will almost certainly be afterwards.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Incantation: Suggestion ===&lt;br /&gt;
&#039;&#039;&#039;Spell:&#039;&#039;&#039; Hypnotism &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This incantation of Hypnotism allows the Adept to target and make Suggestions by means of the Telepathy spell. The projection of the Suggestion is entirely mental, and the Adept need not meet their victim&#039;s gaze nor speak their language. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Force Shield - Incantation: Force Pentacles ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Force Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation creates 11 unseeable (not Invisible) pentagonal planes of protection around the Adept, increasing their Defence by 5(+1/Rank) against physical damage delivered in Close, Melee or Close. In addition, each Pulse, the spell deflects an amount of damage equal to the Adept&#039;s Rank in the spell. This will reset at the beginning of each Pulse, until the duration expires. Strikes directly to EN or Specific Grievous Injuries are unimpeded by the magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Incantation: Chariot of Songbirds ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Phantasm&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes (+30 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a chariot and flock of larks, nightingales, orioles and other songbirds to draw it for the duration of the spell or until they dismiss it, which requires a Free Act. The chariot has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It&#039;s Defence and Magic Resistance are the same as the Adept&#039;s, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on it or the area it occupies, it will not enter such an area.&amp;lt;br&amp;gt;&lt;br /&gt;
The chariot of songbirds may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Feralie&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Incantation: Forget  ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Forget&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;  Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Hypnotism &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Hypnotism allows the Adept to generally or selectively erase the most recent memories of the target. Memories older than 5 minutes are not affected. &amp;lt;br&amp;gt;&lt;br /&gt;
The duration of this incantation is Immediate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Because of the focused nature of this magic, hostile targets may be affected by this incantation.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ESP - Incantation: Mind Sense ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 30 ft + 15 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;  5 seconds for every two Ranks&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may scan a 60 degree arc as a Free Act. Non-sentient minds appear as dim glows, sentient minds appearing brighter. Avatar level sentients appear even brighter. Although entities cannot be identified by this sense, they may be targeted with spells that affect the personality (Mental Attack, Control Person, Hypnotism, and similar magic).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1200 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Incantation: Feeblemind ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 30 feet (+ 15 feet / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until Removed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation can be targeted at a single sentient entity within range. If they fail to Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or the College of Illusions, whichever is worse, then they immediately lose 5 WP and 2 MA. Every dawn, their MA is reduced by another point, until they are reduced to 0 and fall into a coma.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Major Curse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Incantation: Mass Fear ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 seconds (+10 seconds per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 feet (+10 feet per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entities except wolverines, constructs and undead&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation affects any entities that are not wolverines, undead or constructs. Those within range or who enter the volume of effect must Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or suffer the effects of a Mass Fear spell. If they leave the volume and re-enter it, they are entitled to a new Magic Resistance check.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Incantation: Multi-Target Mental Attack ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to deliver the Mental Attack Spell to 1 per 3 or fraction targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot; | College of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Witcheries ==&lt;br /&gt;
=== Water Spell - Major Area of Effect ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The spell has a large area of effect with a radius equal to the Rank of the spell in feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Water Spell - Multi-Target ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank targets instead of one. No other property of the spell is changed. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dehydrate - Drain ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;This incantation of the Dehydrate spell causes the spell to drain body fluids out of the target, inflicting the spell&#039;s normal damage, which the Adept may use as healing.  This will not restore FT lost to spell-casting etc, nor will it repair Specific Grievous Injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage Current - Flowing Water ===&lt;br /&gt;
&amp;quot;Effects:&amp;quot; The Adept may control the behaviour of a column of water Rank feet long, with a diameter of Rank inches. It will have the behaviour of a snake or a tentacle, but is fluid rather than solid. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rainstorm - Lightning Storm ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate (during Pulse)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A storm cloud appears above the ground within range of the Adept. rapidly expanding to the full Area of Effect, every hex being assailed by a stroke of Lightning. The stroke inflicts D+5(+ 1 per 3 or Fraction Ranks) and Stuns those who do not Resist. Any who Resist entirely ignore these effects, but they must add the Rank of the spell to the result of their Magic Resistance check, making it harder.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rainstorm - Acid Rain ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 Pulse (+ 1 for every 2 full Ranks)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A storm cloud appears above the ground within range of the Adept. rapidly expanding to the full Area of Effect, every hex being assailed by acid. This inflicts 1 point of corrosive damage (+ 1 per 2 full Ranks) upon any entity or structure in the Area of Effect for the duration of the spell. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating Fog - Noxious Vapours ===&lt;br /&gt;
&#039;&#039;Range: &#039;&#039;15 feet + 15 / Rank &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects: &#039;&#039;The entire area affected by the spell exudes a charnel stench, and all entities within it, except the Adept, must make a Will Power check or become nauseous. The Difficulty Multiplier for the Check is dependent on the Rank of the spell:&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
!Rank &lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|0-5 &lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|6-10&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|11-14 &lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|15 - 17&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|18, 19&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|0.5&lt;br /&gt;
|}&lt;br /&gt;
Those entities who become nauseous have their Strike Chances and Magic Resistances reduced by 1 / Rank, minimum 1, and must make aWillpower concentration check to use Spell magic. The multiplier for this check is the same as that for resisting the nausea. In addition, this spell causes a thick, roiling white mist to rise from the ground. The mist is 6 inches high (+ 6 inches / Rank, 20 feet at Rank 20), and reduces the range of all forms of  vision except Infravision, within the mist, to 20 feet (- 1 foot / Rank).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rehydration - Banish Elemental ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 ft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Earth, Ice or Fire Elementals&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any legal target of this spell that does not resist is sent back to the elemental plane that it hies from.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Cloak / Mind Shield - Phantasmal Shield ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept cloaks their own mind so that their thoughts cannot be detected or &amp;quot;read&amp;quot;, e.g. by Telepathy or other mind reading talents, spells or rituals. The Adept&#039;s Resistance versus Mental Attack is increased by 10 (+ 2 / Rank) while the spell is in effect. Phantasmal Shield does not block ESP or Empathy.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the shield protects the Adept from 1 point of damage per Rank per Pulse vs damage from Phantasms, Nightmares, Spectral Warriors or similar magic.&lt;br /&gt;
The Adept can cast Mind Speech as normal, and may choose to decline Mind Speech from an external source.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Water Creation - Screen of Bubbles ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 ft (+ 1 foot per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Conc. max: 10 minutes (+10 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Uses:&#039;&#039; 1 (+ 1 per 3 or Fraction Ranks)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materiel:&#039;&#039; 7 Iris blooms&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Water Creation spell creates a screen 5 contiguous hex facings long and 9 feet high which is made out of iridescent bubbles. These do not impair vision on either side with respect to Melee attacks, although Extended and Ranged attacks suffer a penalty equal to the Rank of the spell. It may be Cast without Preparation since it is a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse. &amp;lt;br&amp;gt;&lt;br /&gt;
Each hex facing of the screen will absorb 1 point of Spell Damage per Rank before being ablated entirely away. Until it is worn down, 1  per Rank, minimum 1 is reduced from the Magic Resistance check of anyone sheltered by the screen, applying to any spell magic&amp;lt;br&amp;gt;&lt;br /&gt;
The Adept may redeploy the screen, also as a Reflex Action,  and if they choose to focus it on a single entity, it will travel with them but they must stay within the Adept&#039;s range. In any case, it will only cover a quarter dome (i.e. it will be a curving wall that will cover their front facing from the ground to just above their head. This will not work for multi-hex creatures). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spectral Warrior - Spectral Tract ==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spectral Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; x 10 miles (min 10 miles)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration: &#039;&#039;10 mins x Rank (min 10 mins)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a gateway to a Bone Circle they know of that is within range The head of a monstrous,scabrous serpent appears and opens its maw 8 feet high and a yard wide. This gateway is fringed with yellowed, cracked fangs and the tongue is a desiccated, withered lump of flesh. It&#039;s gaunt body winds in the general direction of the Bone Circle gradually fading away. The Adept must spend a point of FT per Pulse to keep the jaws open. It takes 1 Pulse to swallow 6 sizes of creatures, larger creatures will take longer, obviously. Once the maw snaps shut, the ingested exit in the order they entered, with all but the Adept&#039;s FT reduced to 0. There must be space for them to do so, otherwise they and all subsequent ingestee will be instantly returned to their point of origin. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For ease of calculation, the distance is covered at a rate of Rank miles per minute. However, although the travel takes time, the distance is not actually traversed. Nevertheless, the Tract must have an unimpeded path, it cannot pass through barriers which are barred, closed, etc. Nor may it intersect or become adjacent to any ferrous metal.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation may only be cast when the Adept is proximately adjacent to the Astral Plane.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 4.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Immolation - â€‹Bane Fire ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of â€‹Immolation has all of the normal effects except that the Adept can cause it to flare, inflicting greatly increased damage on creatures of the same Generic True Name. The name must be known, although need not be Ranked, and it must be uttered clearly for the incantation to take effect. Prominences of fire lash out, striking every creature of that GTN over the Adept&#039;s megahex and inflict 2 rollup D10 (+ 1 per 2 full Ranks) fire damage. This lasts for 3 Pulses after which the spell will end.  â€‹Those struck by the Bane Fire must Resist each time, any who succeed taking  half damageâ€‹&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== â€‹Immolationâ€‹ - Fumesâ€‹ of Alandisâ€‹ ==&lt;br /&gt;
â€‹&#039;&#039;â€‹Effects:â€‹&#039;&#039;â€‹ This incantationâ€‹ transforms the Adept into thick, roiling  smoke for 10 seconds (+5 seconds per 2 full Ranks). The target may be affected by magicâ€‹ spells. â€‹Silvered weapons do not harm theâ€‹ target, but magical weapons mayâ€‹, but weapons made of iron always doâ€‹. The â€‹Adept mayâ€‹ â€‹not use any possessions such as weapons, nor mayâ€‹ theâ€‹y cast or trigger magic. Magical or Racialâ€‹  Talents may be usedâ€‹,â€‹ however. â€‹&amp;lt;br&amp;gt;&lt;br /&gt;
â€‹Theâ€‹y may moveâ€‹ up to TMR 2 in any direction and pass through anyâ€‹ opening that is not airtight. When the â€‹dâ€‹uration of theâ€‹ â€‹spell expires, theâ€‹y will reform in the nearest hollowâ€‹ space large enough to accommodate theâ€‹ir body. &amp;lt;br&amp;gt;&lt;br /&gt;
The Adept may modify the nature of their smoke, making it less obvious and more toxic with.  Rank which â€‹may overwhelm anyone â€‹that inhales it. The smell of burning is intense, disabling, and all entities within it must Break 100 â€‹-&amp;gt; Difficulty Multiplier of their Endurance, failure indicating they succumb to the fumes. &amp;lt;br&amp;gt;&lt;br /&gt;
The Difficulty Multiplier for the Break 100 attempt is Rank dependent:&lt;br /&gt;
{| border = 1 cellspacing = 0&lt;br /&gt;
!Rank&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0 - 5&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6 - 10&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|11 - 14&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|15 - 17&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|18 or 19&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0.5&lt;br /&gt;
|}&lt;br /&gt;
Those entities who fail are wracked by coughing and each Pulse are required to use a Pass Action to recover from these fits. Even if an entity leaves the area of effect, they will still be affected for 12 Pulses - the square root of their EN value. &amp;lt;br&amp;gt;&lt;br /&gt;
Vapour Breathing which is of equal Rank or greater is an effective defense against the fumes.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Coils_of_Spring_-_Treasure&amp;diff=103422</id>
		<title>The Coils of Spring - Treasure</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Coils_of_Spring_-_Treasure&amp;diff=103422"/>
		<updated>2025-07-11T18:54:21Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Hypnotism - Incantation: Forget */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Jim Arona]]&lt;br /&gt;
Back to [[The Coils of Spring]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Dead Man&#039;s Candle ===&lt;br /&gt;
This withered, mummified hand has been made into a candle that will last for 100 minutes. When it is lit and held aloft&lt;br /&gt;
: the wielder gains a +20 bonus to casting any curse or affliction.&lt;br /&gt;
: light equivalent to a torch is shed from the candle, which only the wielder can see.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Witch Skin x 20 ===&lt;br /&gt;
This mouse skin weighs an oz and has been enchanted with a Rank 20 Skin Change spell.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Amorphous Water Balloons x 4 ===&lt;br /&gt;
This small sack is woven from glass and magically kept in a fluid state so that temperature exchange cannot take place. It weighs 1 lb, and may be wielded as a grenado or rock.&amp;lt;br&amp;gt;&lt;br /&gt;
If wielded as a rock, the balloon must strike an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
If wielded as a grenado, the balloon must strike the hex an opponent is standing in. If successful, anyone in the hex must roll under 1 x AG or have their temperature reduced so low that ice crystals do not form. This places them in a state somewhere between unconsciousness and death. If the ambient temperature is 20 C, it will take 3 Pulses for the target&#039;s body to warm to the point that it ice will form in their cells, and this will kill them. The DM may increase or decrease the onset time at their discretion to reflect environments which are much warmer or much colder.&amp;lt;br&amp;gt;&lt;br /&gt;
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -&amp;gt; MD x 2 or be subject to the same attack.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Void Crafting&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Iron Grenado ===&lt;br /&gt;
[[Image:grenado.jpg|right|80px]]&lt;br /&gt;
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&#039;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.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 1, it was thrown 1D10 feet beyond the target hex. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 3, it was thrown 1D10 feet to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 4, it was thrown 1D10 feet short and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 5, it was thrown 1D10 feet short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 6, it was thrown 1D10 feet short and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 7, it was thrown 1D10 feet to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 9, it was thown 2D10 feet beyond the the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 0, it was thrown 1D10 &amp;lt;bold&amp;gt;hexes&amp;lt;/bold&amp;gt; short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Incendiarism&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cobalt Chaos Grenado ===&lt;br /&gt;
[[Image:Blue_grenado.jpg|right|80px]]&lt;br /&gt;
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&#039;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.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 1, it was thrown 1D10 feet beyond the target hex. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 3, it was thrown 1D10 feet to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 4, it was thrown 1D10 feet short and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 5, it was thrown 1D10 feet short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 6, it was thrown 1D10 feet short and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 7, it was thrown 1D10 feet to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 9, it was thown 2D10 feet beyond the the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 0, it was thrown 1D10 &amp;lt;bold&amp;gt;hexes&amp;lt;/bold&amp;gt; short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border = 1 cellspacing = 2&lt;br /&gt;
!width= &amp;quot;100px align&amp;quot; = &amp;quot;center&amp;quot;| Result&lt;br /&gt;
!width= &amp;quot;100px&amp;quot; align = &amp;quot;center&amp;quot;|# of Spec. Griev. Injuries&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|1-4&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|align= &amp;quot;center&amp;quot;|5-7&lt;br /&gt;
|align= &amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|8 or 9&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 0&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt; &lt;br /&gt;
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.&amp;lt;br&amp;gt;&lt;br /&gt;
The formula is teachable, but whoever teaches it must expend 8,650 Experience for each Alchemist taught. &lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Incendiarism&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Red Iron Grenado ===&lt;br /&gt;
[[Image:Red_grenado.jpg|right|80px]]&lt;br /&gt;
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&#039;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.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 1, it was thrown 1D10 feet beyond the target hex. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 3, it was thrown 1D10 feet to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 4, it was thrown 1D10 feet short and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 5, it was thrown 1D10 feet short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 6, it was thrown 1D10 feet short and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 7, it was thrown 1D10 feet to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 9, it was thown 2D10 feet beyond the the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 0, it was thrown 1D10 &amp;lt;bold&amp;gt;hexes&amp;lt;/bold&amp;gt; short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. The grenado inflicts A, B or C Class injuries, so all results are applied.&amp;lt;br&amp;gt;&lt;br /&gt;
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Incendiarism&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
&lt;br /&gt;
== Herbs ==&lt;br /&gt;
&lt;br /&gt;
=== Ren Shen Root ===&lt;br /&gt;
This tuberous root weighs 3lbs, and, although not growing, is alive. When it is left in a dark place for longer than a month it will begin to smell quite pungently. This is not an unpleasant smell, but it is quite intense and will subtly flavour other food next to it. It is a pleasant taste with red meat, game and root vegetables like turnips, sweet potato and yams. &amp;lt;br&amp;gt;&lt;br /&gt;
Only the most educated palate will be able to identify the effects of the ren shen root, others finding it very pleasant but quite mysterious. Unfortunately, only Artisan Cooks of Rank 8 or higher may pull off this exercise.&amp;lt;br&amp;gt;&lt;br /&gt;
Every 10 years, the value of the root doubles, and its current value is 1,000 sp. If an attempt is made to age the root, or fiddle with it in any way so as to advance its properties will automatically succeed, but then the root will putrefy to a reddish-brown slime the following Pulse.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Enhancement&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Special&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Golden Century Seeds x 10 ===&lt;br /&gt;
[[Image:Century_plant.jpg|left|50px]]&lt;br /&gt;
These seeds  will grow into a flowering shrub when cared for by a Herbalist of Rank 5 or better. Once established it needs very little care. The plant will grow about 24 inches by Autumn, after which it will wither and die. It prefers a sunny, humid environment, and the soil must be quite damp. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The century plant is free standing, and makes a pleasant show against larger features like trees and walls. &amp;lt;br&amp;gt;&lt;br /&gt;
If the best flower of each seed is prepared appropriately by a Rank 8 or better Herbalist, it is edible, otherwise painfully lethal, killing whoever eats it by the stroke of midnight. Each time that a sentient mortal eats the correctly prepared blossom, they can advance their FT by one at half the normal experience cost. They may only benefit from eating these seeds once for every century of life expectancy. Most short-lived sentients can only benefit from the blossoms once. Those whose life expectancy exceeds millenia cannot benefit from them at all.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Enhancement&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The White Rose of Gerantia x 12 ===&lt;br /&gt;
[[Image:WhiteRoses.jpg|right|180px]]&lt;br /&gt;
Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. If the roses are allowed to grow over the graves of the dead for a year, then no attempt to raise the interred as undead will succeed. &amp;lt;br&amp;gt;&lt;br /&gt;
The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore virginity. The petals, when appropriately prepared, are said to act as a sovereign against Charms or Seduction.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Discipline&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Marist Rose x 7 ===&lt;br /&gt;
[[Image:The_Marist_Rose.jpg|right|80px]]&lt;br /&gt;
Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. Undead may not enter a place entirely encircled by its branches. The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore hope.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Discipline&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Whitethorn x 6 ===&lt;br /&gt;
[[Image: Whitethorn.jpgâ€Ž |left|180px]]&lt;br /&gt;
Any attempt to take cuttings or seedlings of this bush will fail unless performed by a Rank 6+ Herbalist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once established, however, the bush is hardy and needs very little care. It cannot abide a humid environment, and requires a heavily sunned position. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating it is 4 hours and if this maintenance time is not met or exceeded, it will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The branches sprout wicked, white thorns, which are supernaturally sharp and hard, but the withes, themselves, are wiry and supple. If a stake can be made from the withes, and plunged into the heart of a vampire, it will instantly destroy it as if it had been exposed to sunlight.&amp;lt;br&amp;gt;&lt;br /&gt;
If a crown is made of these vicious thorns, the wearer can buy 1 WP (at the normal cost). The crown must be worn for at least a season, and the pain will permanently reduce their EN by 2 (which may be bought back in the usual way). This increase is beyond the normal 5 allowed but&lt;br /&gt;
# Racial maximums may not be exceeded and,&lt;br /&gt;
# Only 1 point of WP may be bought in this way.&amp;lt;br&amp;gt;&lt;br /&gt;
The Herbalist can produce Rank withes of whitethorn per year. A stake, if the means of production is known, requires 1 withe, a crown of thorns requires 2.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Agonistes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamecap x 10  ===&lt;br /&gt;
[[Image:Flamecap1.jpg|right|120px]]&lt;br /&gt;
These spores are delicate, difficult to establish and will only take when cared for by a Herbalist of Rank 7 or better. Once established, however, it needs very little care. The spores blossom across the detritus of pine trees, and are best spread under their branches . By Autumn, the fungus will develop tall, slender stems about 8 inches high topped with bright orange caps. The plant flourishes in a shaded, arid environment, although the soil itself may be quite damp. In terms of maintenance, the plant requires 40 hours of care a season, divided by the Herbalist&#039;s Rank, which may be as low as 4. The least amount of time that must be spent cultivating the plant is 2 hours. If this maintenance time is not met or exceeded, the growth will fester and die.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Autumn, each fungal patch will produce 1 flamecap for every 3 Ranks in Herbalist, and these must be dried to become effective. &amp;lt;br&amp;gt;&lt;br /&gt;
These brightly coloured orange mushrooms may be used as a reagent for spells that do damage by burning (i.e. Hellfire, Dragonflames, Fireball, Burning Magma,  Bolt of Fire etc) to enhance damage. The enhancement is an additional 1D10 fire damage and +5 to the Cast Chance . &amp;lt;br&amp;gt;&lt;br /&gt;
Each application weighs 1 oz.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flames&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 250&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Herbal Draughts ==&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water  x 11 ===&lt;br /&gt;
This  8oz phial contains a vividly orange/red fluid. When it is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.&amp;lt;br&amp;gt;&lt;br /&gt;
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim&#039;s body will gradually reappear over a like number of pulses.&lt;br /&gt;
Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&amp;lt;br&amp;gt;&lt;br /&gt;
*Â¼ inch of metal or stone per pulse.&lt;br /&gt;
*1 inch of material like wood or bone per pulse.&lt;br /&gt;
*1 foot of ice  per pulse. &lt;br /&gt;
&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the ash and smoke are collected, dissolved into a solution,  and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Disintegration&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Sublimation of  Water into Fire x 5 ===&lt;br /&gt;
[[Image:fireball.png|right|100px]]&lt;br /&gt;
Rank 8 Alchemy&amp;lt;br&amp;gt;&lt;br /&gt;
This potion is the colour of a blue flame and is contained in a fragile glass bottle for quick use. It weighs 4oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When drunk, the imbiber&#039;s body is transformed into an explosive ball of fire inflicting 4 roll up D10 damage on everything in the same hex, minus 10 for every 5 feet distant. The imbiber will find themselves transformed into smoke covering the volume of a megahex and may be behave as if Gaseous Form has been cast on them (at the creator&#039;s Rank in Alchemy). They will smell strongly of burning wherever they drift.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transformation&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Ophan Blood x 4 ===&lt;br /&gt;
[[Image:Angelblood.jpg|left|50px]]&lt;br /&gt;
Rank 10 Alchemy&amp;lt;br&amp;gt;&lt;br /&gt;
This potion bottle is chased in an alloy of lead and tin and will not break easily. It must be prepared before imbibing. It weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects lasts for 12 pulses. For that period, the imbiber can decide which of their percentile dice are the tens and which are the units. For example, if 91 were rolled it could be read as 19 instead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Previously living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fortune&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elixir of Invulnerability x 3 ===&lt;br /&gt;
[[Image:Invulnerability.jpg|right|120px]]&lt;br /&gt;
This potion bottle is chased in silver and will not break easily. It must be prepared before imbibing. It is heavier than it looks, weighing 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this elixir last one hour and allows the imbiber to apply half of the protection value from armour as additional damage reduction vs Specific Grievous Injuries, blows directly to Endurance and magical damage.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Protection&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Leviathan Strength x 3 ===&lt;br /&gt;
[[Image:Red Potion.JPG|right|50px]]&lt;br /&gt;
This potion weighs 4 oz, and must be Prepared before it is drunk.&amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potions makes their PS 65 for the next hour, unless their PS is greater than this, in which case it has no effect.&lt;br /&gt;
{| class=&amp;quot;FCK__ShowTableBorders&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;180&amp;quot; align=&amp;quot;Center&amp;quot; | Adventure &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Season &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Plane of Origin &lt;br /&gt;
| width=&amp;quot;120&amp;quot; align=&amp;quot;Center&amp;quot; | Aura &lt;br /&gt;
| width=&amp;quot;120&amp;quot; align=&amp;quot;Center&amp;quot; | Nature of Magic &lt;br /&gt;
| width=&amp;quot;50&amp;quot; align=&amp;quot;Center&amp;quot; | Value &lt;br /&gt;
| width=&amp;quot;80&amp;quot; align=&amp;quot;Center&amp;quot; | Cursed etc.? &lt;br /&gt;
| width=&amp;quot;250&amp;quot; align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Coils of Spring&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spring 816&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kalvos &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Formerly living &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beast&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3000sp &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{No-I}} &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Water Curse x 3 ===&lt;br /&gt;
This phial weighs 2 oz and looks especially innocuous.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is odourless, tasteless and easily insinuated into food or water. Whoever partakes of it will become a great deal more casual and generally unsuspicious. This will make it hard for them to be alert for things like (but not limited to) attempts to poison food and so on.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever there is a chance that they might become alert to a possible threat, they will automatically fail the die roll. This does not prevent them from noticing obvious threats like a green and smelly discharge on food, etc, where, perhaps, no die roll would normally be required.&amp;lt;br&amp;gt;&lt;br /&gt;
If the water curse is fed to someone who actually is paranoid, it will cure them of that affliction&amp;lt;br&amp;gt;&lt;br /&gt;
Valuation: 2,500sp&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spite Craft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Light Oil x 4 ===&lt;br /&gt;
This phial weighs 4 oz and contains an oil that can easily be spread over a single object no greater than 3 cubic metres. If it weighs less than 3 tonne, the anointed object becomes a legal target for a Levitation spell.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| E&amp;amp;E&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Flatness x 2 ===&lt;br /&gt;
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potion becomes so flat that if they are perpendicular to an observer&#039;s sightline, they cannot be seen. On the other hand, they cannot see along that line, either. &amp;lt;br&amp;gt;&lt;br /&gt;
For the duration of the magic, which may be ended by a Free Act to dismiss it or an hour, whichever comes first, they:&lt;br /&gt;
:: are immune to A &amp;amp; C Class damage&lt;br /&gt;
:: can slide through cracks or under doors if there is enough space for air to pass through&lt;br /&gt;
:: may hide in pictures large enought to hold them&lt;br /&gt;
:: are considered flammable, i.e. no Magic Resistance vs Fire, and they will continue to burn until put out.&lt;br /&gt;
:: halve their Magic Resistance against heat, cold or lightning, and double the damage.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| E&amp;amp;E&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Elixir of Tryst ===&lt;br /&gt;
This large phial is 8oz. When it is drunk, [[The_Coils_of_Spring_-_Treasure#Tryst|Tryst]] is bound to them.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Aeaea&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Construct&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camion Potion x 11 ===&lt;br /&gt;
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust. &amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potion can understand the speech of running waters, and by conversing with them, discover what has happened nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
The potion&#039;s effects last for 15 hours, and in that time the imbiber will never willingly harm a thrush.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Valiant Potion x 7 ===&lt;br /&gt;
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust. &amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potion will find it easier to improve their state of favour at court. With respect to this endeavour, they are considered to be five Ranks higher, to a maximum of 15.&amp;lt;br&amp;gt;&lt;br /&gt;
The potion&#039;s effects last for 15 hours, and in that time the imbiber will never willingly harm a crane.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Zaganatic Potion x 7 ===&lt;br /&gt;
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust. &amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potion will have their PC increased by 5 and their MA by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The potion&#039;s effects last for 15 hours, and the imbiber must eat grass or hay once every 2 hours they are awake.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wiccan Special Knowledge Counterspell x 3 ===&lt;br /&gt;
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Wiccan Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be poured on the ground to create an area of effect counterspell or on an object.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000 sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wiccan General Knowledge Counterspell x 2 ===&lt;br /&gt;
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Wiccan Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be poured on the ground to create an area of effect counterspell or on an object.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000 sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Water Special Knowledge Counterspell  ===&lt;br /&gt;
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Water Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be poured on the ground to create an area of effect counterspell or on an object.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000 sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 3 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scrolls==&lt;br /&gt;
&lt;br /&gt;
==Invested Items==&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gems ==&lt;br /&gt;
=== Enhanced Orange Chalcedony ===&lt;br /&gt;
This orange stone, when made into an amulet, must be worn openly in the left ear, allows the wearer to survive without air for 3 more Pulses, resetting at dawn.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Gem Murex ===&lt;br /&gt;
This violet spiral sea snail shell, when made into an amulet, must be worn openly as a medallion. When so worn, it provides 3 points of spell FT to the wearer. This may only be used to Cast spells. This spell FT will recover at a rate of 1 point per dawn.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Dusty Rose Quartz ===&lt;br /&gt;
This dusty rose quartz, when it is made into an amulet, must be worn in the left ear. When so worn, it increases the wearer&#039;s ability to Sense Danger by 5.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced White Pearl ===&lt;br /&gt;
This white pearl, when it is made into an amulet, must be worn in the left ear. When so worn, the wearer recovers an extra point of FT from meals, teas or Restoratives.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 9,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Bloodstone ===&lt;br /&gt;
This polished bloodstone, when it is made into an amulet, must be woven obviously into the hair or beard. The wearer ignores the first 3 points of damage from bleeding, and suffers 1 less point of total bleeding damage per Pulse thereafter. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Toadstone ===&lt;br /&gt;
This stone must be taken from the forehead of a toad without killing it. When it is made into an amulet, it must be set into the wearer&#039;s eyebrow. Once a day, resetting at midnight, the wearer may use the Enhanced Vision Talent at the same Rank as their Witchsight. This lasts for 6 consecutive Pulses.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Ametrine ===&lt;br /&gt;
This stone, once it is made into an amulet, must be worn as a brooch on the wearer&#039;s primary forearm. Once a day, resetting at midnight, the wearer may Cast a spell on their Engaged Initiative, MA replacing AG, and the Rank of the Spell replacing the Rank of the weapon.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Scarlet Carnelian ===&lt;br /&gt;
This stone, once it is made into an amulet, must be worn as a brooch over the heart. Three times a day, resetting at midnight, the wearer may Cast Igniting Flammables or Pyrogenesis, whether as a Spell or Talent to cauterise 1 bleeding wound. This requires but a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,100sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Black Dragon Remnants ==&lt;br /&gt;
=== Black Dragon Armour ===&lt;br /&gt;
This dragon scale armour has a weight factor of 3, penalises AG by 1 and provides a bonus of +10 to Stealth in darkness. It provides 7 Protection, Damage Reduction of 4 and Spell Armour of 6. Depending on the size of the armour, a number of scales may be invested with a number of Rune College spells. The Investment Ritual is not used, instead, special common, but expensive materials are consumed when the spell to be so stored is ritually prepared which costs as much as a standard Investment. &amp;lt;br&amp;gt;&lt;br /&gt;
If the size of the armour is 9, then three such scales will be present. If size 6, then two and if less than 6, only one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon Eye x 2 ===&lt;br /&gt;
This eye is 9 inches across and weighs 27 lbs. It is a legal target for the Creating Crystal of Vision. In addition to its normal functions, a viewer may use the eye to Interpret Runes and Symbols, as the Talent of the College of Rune magic at the same Rank as the Crystal of Vision.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon&#039;s Teeth x 29 ===&lt;br /&gt;
[[Image:Sowing_the_Teeth.jpg|right|120px]]&lt;br /&gt;
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:&lt;br /&gt;
&lt;br /&gt;
{{BeastStats|20 | 18| 15 |10  | 24 | 23 | 20 | 18 | 12 | 6 | 5}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width =&amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|IV&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Trident||align=&amp;quot;center&amp;quot;|38||align=&amp;quot;center|96%||align=&amp;quot;center&amp;quot;|+4 ||align=&amp;quot;center|A class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield||align=&amp;quot;center&amp;quot;|37||align=&amp;quot;center|68%||align=&amp;quot;center&amp;quot;|+2 ||align=&amp;quot;center|C class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
Their Defence is 50 and their Magic Resistance is 45%. &amp;lt;br&amp;gt;&lt;br /&gt;
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.&amp;lt;br&amp;gt;&lt;br /&gt;
It takes a Pass action to sow the dragon&#039;s teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon Fang x 2 ===&lt;br /&gt;
This black fang may be made into a dagger that weighs 10 oz and is 9 inches long. It inflicts 1 rollup D10 + 5 A or B class Damage and has a base Strike Chance of 53%. It is a legal target for the Fashioning Runestaff, although no rune may be carved into it. It nevertheless will store 1 FT (+1 per 2 Ranks) in the normal manner. &amp;lt;br&amp;gt;&lt;br /&gt;
A Rune mage may not own more than one of these daggers.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Dragonel x 6 ===&lt;br /&gt;
This black dragon egg will hatch to a dragonel that grows no larger than a large domestic cat, and will weigh 40 lbs. Although it has wings, these are vestigial. It has the following statistics:&lt;br /&gt;
{{BeastStats|13| 15| 10 |10  | 8 | 6 | 20 | 13 | 16 | 5 | Scales reduce damage by 8}}&lt;br /&gt;
It has no combat statistics, Defence is 45, Magic Resistance is 40%, has a TMR of 5 and a Movement Rate of 250 yards per minute.&lt;br /&gt;
Once a day, it may use the following abilities on itself:&lt;br /&gt;
: Rune Shield @ Rank 20&lt;br /&gt;
: Greater Heart Rune @ Rank 20&lt;br /&gt;
It is a legal target for the Ritual of Creating Rune Portal, which will last for 4 hours (+ 4 hours per Rank). Within this duration, the hatchling may attempt to connect to the Rune Mage&#039;s network of temporary rune portals. The Base Chance is the same as the Adept&#039;s, but bonuses from Enchantment only apply if the dragonel is so enchanted, and bonuses from special inks are ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
Dragonels recover 1 point of FT and dawn, dusk, midnight and noon if they are fed 1 lb of fish a day.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
== Giant Lacrosse Stick ==&lt;br /&gt;
This giant club is 10 ft long and weighs 10 lbs. It inflicts  + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they are trapped in the net. A Pass Action is required to slip the net, but if the giant stands on the handle, any such chance is reduced by the base EN of the wielder, and in any case damage (as noted above) is automatically inflicted upon the target.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Cold-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,325sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Giant Hockey Stick ==&lt;br /&gt;
This giant club is 12 ft long and weighs 10 lbs. It inflicts  + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. It may not deliver a blow higher than 7 feet from the ground. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they knocked back a number of feet equal to the wielder&#039;s PS and hexes less the PS and hexes of the target. The wielder has some choice where they are sending their target in a general way, and it must be reasonably straight - well, unless the giant has managed to put some spin on the target. The target may avoid this by rolling under 1 x AG.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Cold-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,750sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Giant Mallet ==&lt;br /&gt;
This mallet is considered a giant mace. It is 10 ft long, weighs 10 lbs and must be wielded 2- handed. It inflicts  + 12 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 50% + 10 per hex of the wielder. The wielder must declare if they are making an underarm swing or an overhead blow before the Strike Check is made.  If an overhead blow against a creature less than 2 hexes results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, then they are driven to their knees. They may recover their footing as normal, assuming they are functionally capable of this. If an underarm swing results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, the target is hurled in an arc covering a number of feet equal to the wielder&#039;s PS less the target&#039;s AG. Upon making contact with the ground, they will take an extra D10 impact damage for every 10 feet they have been flown, unless they can make a 1 x AG roll to land. Neither Protection, Endurance Armour  although Damage Reduction may at the discretion of the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Cold-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12,475sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Whip of Braided Eog ==&lt;br /&gt;
This whip is made of an alloy of Eog, a black iron-like metal, and jet, fossilised coal, that weighs 5 lbs. It may be used to strike at targets that are up to 15 feet away. The articulated talons of something long dead decorates the end, so it will inflict A, B and C Class injuries but any amputations are ignored. The base Strike Chance is 47% and the base Damage is one rollup D10 + 1. Although the whip can only be broken by an entity or force with an equivalent PS of 160, excess PS never inflicts extra damage. Bonuses to Strike Chance from MD are calculated thus:&lt;br /&gt;
: subtract 15 from base MD. If the result is 0 or less, the whip may not be wielded (base MD - 15 = difference) &lt;br /&gt;
: square the difference and add the difference to that product (difference x difference + difference = result). &lt;br /&gt;
: halve the result (result / 2 = result).&lt;br /&gt;
: add the result to the wielder&#039;s MD as Strike Chance bonus&lt;br /&gt;
Bonuses to Strike Chance are calculated at 6 per Rank not 4.&amp;lt;br&amp;gt;&lt;br /&gt;
At every Rank fully divisible by 4, an extra point of damage is added.&amp;lt;br&amp;gt;&lt;br /&gt;
At every Rank fully divisible by 5, an extra rollup D10 is added to the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses from Warrior never apply with this weapon, although Assassin bonuses do.&amp;lt;br&amp;gt;&lt;br /&gt;
It is a legal target for a Weapon of Flames spell, but the flames are dark blue and cold. The calculation is the same, but the extra damage is inflicted upon creatures of fire. In addition, the strike distance increases by the Rank of the spell in feet.The wielder may perform simple feats of Manual Dexterity with the talons while the whip is so empowered.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, the whip may be wound around the wielder&#039;s lower abdomen, which will make them immune to these Specific Grievous injuries:&lt;br /&gt;
:08 A vicious puncture wound in your groin! Take 3&lt;br /&gt;
::Damage Points immediately from Endurance and&lt;br /&gt;
::reduce your TMR by 2 until fully recovered, which&lt;br /&gt;
::will take two months. In addition, add 30 to your&lt;br /&gt;
::chance of being infected (assuming you live long&lt;br /&gt;
::enough for such things to matter).&lt;br /&gt;
:12 A stomach puncture. Nasty. You suffer 3 Damage&lt;br /&gt;
::Points immediately from Endurance and lose&lt;br /&gt;
::2 from your TMR until fully recovered, which&lt;br /&gt;
::will take two months. Also, you are automatically&lt;br /&gt;
::stunned for the next pulse (if you aren&#039;t already),&lt;br /&gt;
::after which you may recover. Add 20 to the chance&lt;br /&gt;
::to be infected.&lt;br /&gt;
:37-40 You have been eviscerated! Take 4 Damage&lt;br /&gt;
::Points immediately from Endurance and 1 point&lt;br /&gt;
::per pulse from Fatigue thereafter (Endurance when&lt;br /&gt;
::Fatigue is exhausted) until you are unconscious.&lt;br /&gt;
::Increase your chance of infection by 40.&lt;br /&gt;
&lt;br /&gt;
It takes 3 Pulses to unwind the whip from the wielder&#039;s abdomen.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,750sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt; Straight Edge &amp;lt;/s&amp;gt; ==&lt;br /&gt;
&amp;lt;s&amp;gt;This cold iron, two-handed sword weighs 9 lbs, requires 22 PS and 14 MD to wield. It has a base Strike Chance of 67 and inflicts 1 rollup D10 per hand it is wielded with, + 7. In other words, 2 rollup D10+7 in the usual course of events. There is room on the hilt for three hands, if the wielder has this many.&amp;lt;br&amp;gt;&lt;br /&gt;
It increases the bearer&#039;s Magic Resistance by 7, and prevents them from using any magic that is not racial in nature. &amp;lt;br&amp;gt;&lt;br /&gt;
Bonus damage as a function of great strength may be applied in addition to other bonuses without risk of breaking the weapon so long as PS does not exceed 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The next wielder (|only) may advance their Rank in two-handed sword to 6 at a cost of 1,500 Experience &amp;amp; 12 weeks of weapon training, and to 7 at a cost of 1,800 Experience &amp;amp; 14 weeks of weapon training. &amp;lt;/s&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Cold-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crimson ==&lt;br /&gt;
Crimson is an axe head of a strange crimson metal who weighs 2 lbs, requires 14 PS and 14 MD to wield. It has a base Strike Chance of 67, nflicts 2 rollup D10 damage and is treated as a battle axe with respect to Ranking. It may only be wielded 1-handed, although the wielder is entitled to deliver multi-hex strikes at the usual penalty.. In addition, it does not attract range penalties when it is thrown, and returns to the wielder the following Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It may only be wielded by the wearer of the Beckoning Gauntlet, which will manifest an unseeable spectral haft that can only bee seen by those who know the Spectral Weapon or Spectral Warrior spells at Rank 16 or higher.  Preparing this weapon is a Free Act so long as Crimson is attached to a belt or other obvious strap on the wielder&#039;s armour.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not conduct drain, so any attack with this weapon does not expose the wielder to further drain attacks.  &amp;lt;br&amp;gt;&lt;br /&gt;
Bonus damage as a function of great strength may be applied in addition to other bonuses without risk of breaking the weapon, and is stackable with bonuses from Skill and weapon spells.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Chaos Temper&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 9,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Black Tulwar ==&lt;br /&gt;
This large tulwar of black bronze is one or two-handed. It weighs 6 lbs, requires 13 PS and 15 MD to wield and has a base Strike Chance of 67. On a successful strike, damage is resolved in the following way: On a roll of 4 to 10, 3 is subtracted from the result and the result squared. On a result of 3, the target&#039;s EN is reduced by 3, on a result of 2, the target&#039;s EN is reduced by 6  and on a result of 1, the target&#039;s EN is reduced by 9. This is applied as healing to the wielder, curing EN first, wrapping to FT. Damage Reduction may only be applied against this, Protection, EN Armour, Spell Armour or Necrogeny do not protect against it. The blade does no harm  to the undead or constructs. &amp;lt;br&amp;gt;&lt;br /&gt;
The tulwar does not accept weapon spells, and bonuses to damage from great strength, Rank in Warrior, Rank in Assassin or Rank in Tulwar are ignored. However, Strike Chance is improved by 8 per Rank in Tulwar and 4 per Rank in Warrior.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Temper&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,450sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Throwing Daggers x  6 ==&lt;br /&gt;
These hardened silver daggers weigh 4 oz, require 7 PS and 10 MD to wield but are too light to wield in melee or close. The base Strike Chance is 57% and the base Damage is 1 rollup D10 + 1. &amp;lt;br&amp;gt;&lt;br /&gt;
Three of them may be thrown in a single Pulse and have a range of 12 hexes. The magic of the daggers allows their damage to accumulate on a target so that Protection, Damage Reduction or EN Armour only count once. Thus, if all three are thrown at a single target and achieve Blows to FT, then the damage of each dagger is summed and applied to the target thus: 3 rollup D10 (+3 if Ranked below 4, +6 if Ranked 4 - 7, +9 if Ranked 8 or higher).&amp;lt;br&amp;gt;&lt;br /&gt;
If any one of the darts inflicts a blow directly to EN, then it is as if they all do, if one inflicts a Possible Specific Grievous, then it is they all do. If several Specific Grievous Injuries are rolled, then each is rolled for but the wielder may only apply 1 such injury (i.e. if the wielder scores 2 Specific Grievous injuries, 04 and 18, they may only choose a bleeder in the target&#039;s primary arm or a wound to the solid viscera, but not both).&amp;lt;BR&amp;gt;&lt;br /&gt;
If the Nature of Magic or Plane of Origin of these blades is detected, then the bearer may find themselves invited to a witch burning as the guest of honour. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Impious Temper&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,950sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Imp Dagger ==&lt;br /&gt;
This hardened silver dagger weighs 10 oz, require 7 PS and 10 MD to wield but the hilt is a spiral groove carved into onyx, set with a large, red carbuncle on the pommel and may only be wielded with a thin, prehensile tail or tentacle. The base Strike Chance is 57% and the base Damage is D10 + 1. &amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be further enchanted with a weapon spell, with bonuses from PS, Rank in Dagger and Rank in Assassin all stacking. Rank in Warrior, however, is always ignored. If the blade is envenomed, the base Damage becomes 1 rollup D10 + 1. &amp;lt;br&amp;gt;&lt;br /&gt;
The wielder may deliver an attack with the dagger using a Free Act into their rear or front hex without penalty. &amp;lt;br&amp;gt;&lt;br /&gt;
If the Nature of Magic or Plane of Origin of these blades is detected, then the bearer may find themselves invited to a witch burning as the guest of honour. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Impious Temper&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,131sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clockwork Crossbow ==&lt;br /&gt;
This crossbow is made from a mahogany-like wood chased in bronze and silver., weighing 7 lbs. It requires 14 PS and 14 MD to wield, a base Strike Chance is 67% and base Damage is 1 rollup D10 + 6. &amp;lt;br&amp;gt;&lt;br /&gt;
The crossbow has a strap that can attach to a belt or bandolier allowing it to be Prepared with a Free Act. A large butterfly key emerges from the stock, and the weapon may be wound up, which will take about 5 minutes. Once the movement is primed, the weapon will automatically reload from a magazine of 6 quarrels and taking two Pulses. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== A Sea Green Walking Stick of Fashion ==&lt;br /&gt;
This translucent glass walking stick is the colour of a storm-tossed sea and weighs 1 lb. It is about four feet long, half an inch in diameter and may be wielded 1 or 2-handed. It is Ranked as a Quarterstaff at the same time as other weapon or Professional Skills or magic. The stick inflicts 1 rollup D10 + 4  C Class damage, but bonuses from PS and weapon Rank do not increase damage, and it does not accept weapon spells. &amp;lt;br&amp;gt;&lt;br /&gt;
Once a bonding cost of 1 EN has been paid, the staff has these functions:&lt;br /&gt;
*The wielder increases their Defence by 2 (+2 per Rank in quarterstaff). This will not stack with Defence from other weapons or shields. &lt;br /&gt;
*The wielder reduces damage by 1 at Rank 4 in quarterstaff and by another 2 at Rank 8 (thus reducing damage by 3). This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.&lt;br /&gt;
*The wielder subtracts their Rank in quarterstaff from the die roll when making MR check&lt;br /&gt;
*The counterspells of one extra college may be cast on the staff, to the benefit of the wielder. &lt;br /&gt;
*The stick modifies &lt;br /&gt;
: the Mage Current spell so that it is durational although it may be ended with a Free Act.&lt;br /&gt;
: the Storm Calling spell so that the FT cost and onset time are halved&lt;br /&gt;
*Certain spells may be invested in the staff at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be invested in the staff, but any combination is allowed. The following spells or types of magic are allowed:&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
|-&lt;br /&gt;
|Counterspells&lt;br /&gt;
|Walking Unseen&lt;br /&gt;
|Conjuring Mist&lt;br /&gt;
|Scry Shield&lt;br /&gt;
|-&lt;br /&gt;
|Wall of Thorns&lt;br /&gt;
|Lightning&lt;br /&gt;
|Telekinesis&lt;br /&gt;
|Fireball&lt;br /&gt;
|-&lt;br /&gt;
| True Seeing&lt;br /&gt;
|Flash of Light&lt;br /&gt;
|Air Blast&lt;br /&gt;
|Witchsight&lt;br /&gt;
|}&lt;br /&gt;
*The wielder releases the spells stored by using a Cast Action. They are not Triggered.&lt;br /&gt;
Weapon spells may be cast upon the stick but do not provide any benefit except that a Spectral Weapon will allow it to strike insubstantial creatures, etc.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;60px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Victoria&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Water Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rod of Counterspells ==&lt;br /&gt;
This slender, wand-like rod is made of turned red eucalyptus wood, and the head is shod in orichalcum. It weighs 3 lbs, and may be wielded as a mace, with a base Strike Chance of 61% and base Damage of 1 rollup D10 + 5.&amp;lt;br&amp;gt;&lt;br /&gt;
The rod stores 12 counterspells, which must be invested by means of ritual spell preparation and expensive but common incense, oils and tinctures equivalent to the normal cost of investment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
|-&lt;br /&gt;
!College&lt;br /&gt;
!GK/SK&lt;br /&gt;
!Rank&lt;br /&gt;
!Cast Chance&lt;br /&gt;
!College&lt;br /&gt;
!GK/SK&lt;br /&gt;
!Rank&lt;br /&gt;
!Cast Chance&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
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|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
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Counterspells benefit from the wielder&#039;s bonuses and Enchantment, not the investor&#039;s, and any situational bonus are determined at the time of casting, not when it was stored. &amp;lt;br&amp;gt;&lt;br /&gt;
Counterspells are Fired, not Triggered and execute on the wielder&#039;s Engaged Initiative with the weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
Three counterspells may be drawn from the rod a day, resetting at dawn.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;60px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Naming Incantations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11:750sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
== Beckoning Gauntlet ==&lt;br /&gt;
[[Image:Gauntlet left.JPG |right|120px]]&lt;br /&gt;
This is a mail gauntlet for the right hand made of truesilvered orichalcum and weighs 1 Â½ lbs and is sized for an elf or similar. It has five fingers and one thumb. All are functional.&amp;lt;br&amp;gt;&lt;br /&gt;
* The wielder&#039;s PS and MD are raised by 6 for the right hand only.&lt;br /&gt;
* As a cestus,  the base Strike Chance is 67%. It inflicts D10 + 4 damage but if a non-prime number is rolled on the damage die, it is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. This is usually fatal.&lt;br /&gt;
* Damage that specifically attacks the right wrist or hand is always reduced by 6 points or the value of the wearer&#039;s other armour, whichever is greater. In addition, the wearer may Break 100 + 3 x MD to avoid the effects of a Specific Grievous Injury to the right hand or wrist.&lt;br /&gt;
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their right hand, then three other special abilities become available to them. &lt;br /&gt;
* The wearer may see and interact with Phantasms, Spectral Warriors or Nightmares that are in their line of sight so long as they Break 100 + MD + PC + MA + Rank in Cestus.&lt;br /&gt;
* The wearer may Beckon forth a phantasm which is not inconvenienced by counterspells and acts on their Engaged Initial Value which will travel at TMR 13 to a target and permanently reduce their EN value by D10 - 4, minimum 1 and then dissipate. The phantasm may not be Beckoned forth again until midnight has struck. &lt;br /&gt;
* The phantasm may be used to visit a pall of despair upon a population within sight up to the size of a small town which will reduce the inhabitant&#039;s WP &amp;amp; EN value by D10 - 4, minimum of 1. This loss will recover at a rate of 1 every 3 days, Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.&amp;lt;br&amp;gt;&lt;br /&gt;
:A distant bell will toll on these occasions.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spite Crafting&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 18,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
== Vadagh Battle Dress ==&lt;br /&gt;
=== Mirror Silver Byrnie ===&lt;br /&gt;
This sleeveless silver mail of mirror bright scales weighs 20lbs, reduces AG by 2 but improves Stealth by 10. Sized for an Elf or similar humanoid, it reaches from the shoulders to the mid-calf. It provides 10 points of Protection and 4 points of EN Armour against Specific Grievous Injuries and blows directly to EN. However, this does not apply to the EN damage of Specific Grievous Injuries to the arms and head.&amp;lt;br&amp;gt;&lt;br /&gt;
It improves the wearer&#039;s Magic Resistance by +5, +10 versus magic that harms through light or sunlight and improves their WP with respect to the College of Illusory Magic by 5.&lt;br /&gt;
&lt;br /&gt;
=== Crimson Robes ===&lt;br /&gt;
This quilted and brocaded crimson robe weighs 4 lbs and is sized for an Elf or similar humanoid. &amp;lt;br&amp;gt;&lt;br /&gt;
If the Mirror Silver Byrnie is worn underneath the robes, then it has the following configurations:&lt;br /&gt;
;Buttoned&lt;br /&gt;
* It provides 7 points of Spell Armour and the weight of the Byrnie does not count against the wearer&#039;s Encumbrance in anyway, nor may it be seen. However, the Byrnie no longer provides any benefit to the wearer, including Protection and EN Armour values. &lt;br /&gt;
;Unbuttoned&lt;br /&gt;
*It provides 7 points of Spell Armour which stacks with the Protection and EN Armour of the Byrnie.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Various&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Order&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 18,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cy-Anne ==&lt;br /&gt;
Cy-Anne is a watermarked silk robe in varying shades of blue and green, sized for someone of size 6 and smells of bitter almonds. She weighs 6 lbs, inflicts  no penalty to AG, but because of the blue/green variability of her hue, Stealth is improved by 10 in woodland, marsh, coastal, riparian and marine environments. She provides 5 points of Protection, Spell Armour of  7 and Reduces Damage by 3. &amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s chance of casting magic is increased by their Rank in Artisan Tailor/Seamstress or similar Artisan Skill.&amp;lt;br&amp;gt;&lt;br /&gt;
Cy-Anne may be communicated with, treating Rank in Artisan Tailor or Seamstress as a language, and her Rank in the Adventuring Skill: Poisoner may be advanced at an Experience Multiple of 250. This does not provide any bonus in making poisons, but it allows Cy-Anne&#039;s wearer to handle these substances in the same way as an Assassin, increasing their chance to insinuate poisons inconspicuously into food, letters, pillow slips,  ear etc. by 5 per Rank. This stacks with any Ranks in Stealth the wearer has.&amp;lt;br&amp;gt;&lt;br /&gt;
Any successful spell cast that ends in a &amp;quot;0&amp;quot; or a &amp;quot;5&amp;quot; costs 1 less FT point, to a minimum of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Cy-Anne has an alternative state as a small pool of water about 9 inches in diameter and may be poured on or off as a Free Act.&amp;lt;br&amp;gt;&lt;br /&gt;
Cy-Anne has a quietly brooding personality and has been known to carry a grudge, insinuate poisons into it and feed it to those who have offended her. On the other hand, if won over, she is capable of seeing beyond any perceived slight to herself and fixate upon insults perpetrated against her wearer, whereupon she often confides to them that she will &amp;quot;....keel him for jou&amp;quot;, and pat the back of her hand comfortingly.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;90px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;135px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;85px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;270px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Brides of Blackrod&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Autumn 811&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Water-silk&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 18,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Crown of Mentacles ==&lt;br /&gt;
[[Image:Crown_of_mentacles.jpg|right|120px]]&lt;br /&gt;
This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:&lt;br /&gt;
*+5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).&lt;br /&gt;
*Telekinesis costs 1 less FT to cast.&lt;br /&gt;
*5 is subtracted from the die roll when casting Disruption.&lt;br /&gt;
*Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special  or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.&lt;br /&gt;
*Force Shield gains an extra point of Defence for every two Ranks.&lt;br /&gt;
;&#039;&#039;&#039;Mentacles&#039;&#039;&#039;&lt;br /&gt;
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept&#039;s Rank in Telekinesis. &lt;br /&gt;
*By means of the mentacles, the Adept can levitate up to a  height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored. &lt;br /&gt;
*The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.&lt;br /&gt;
*If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.&lt;br /&gt;
*Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept&#039;s WP. If a second mentacle is used then half the Adept&#039;s WP is added to the PS, and so on.&lt;br /&gt;
;Example&lt;br /&gt;
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Uranus&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Telekinesis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 30,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Force Gauntlet of the Right Hand ==&lt;br /&gt;
This bracelet has two lengths of delicate orichalcum chain. One chain runs between the index and middle finger, the other running between the ring and small finger. Both join to a setting that holds a cabochon blue quartz about the size of a silver penny on the back of the wearer&#039;s hand. It weighs 6 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
It is inactive and does nothing unless the wearer channels a point of FT into it, requiring a Free Act, which will cause a force construct to appear around the hand in the shape of a gauntlet. This will last until the next dawn, dusk, noon or midnight and is unseeable except by those who can cast Telekinesis or the like. The wearer must sleep with it, allowing it to drain 1 point of FT for every four hours they sleep or the construct will fail and die.&amp;lt;br&amp;gt;&lt;br /&gt;
While active, the gauntlet raises the wearer&#039;s PS to the value of  their WP on their right arm, only. This does not affect the Encumbrance calculation, nor does it qualify them to use two-handed weapons, although it may allow them to learn and advance one-handed weapons they normally lack the PS to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
The duration of Force Shield is tripled and 11 unseeable pentagonal planes of protection surround the Adept, increasing their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first Rank DP per Pulse, minimum 1.. This only applies to physical damage and has no effect on magic, blows directly to EN or Specific Grievous Injuries.  It can, however, be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Dioscura&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Telekinesis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12,335sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fettle ==&lt;br /&gt;
This ring of granite must be worn on the small finger of the right hand for its magic to be effective. It encumbers as if it weighs 4 oz. &amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer takes sufficient damage that they would enter a condition of Stun, they are entitled to an immediate and free Stun Recovery check. If that roll is successful, then they are not Stunned. If they enter a condition of Stun, they receive an extra Stun Recovery check each Pulse until this is relieved.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Protection&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,335sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Greater Ring of Protection ==&lt;br /&gt;
[[Image: Plainring.jpg|right|60px]]&lt;br /&gt;
This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand. &amp;lt;br&amp;gt;&lt;br /&gt;
The bearer subtracts 10 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, it surrounds the bearer with 11 unseeable pentagonal planes of protection that float around the wearer on all sides. These will protect the wearer so that the first 12 physical damage points the wearer takes per Pulse are ignored. This does not work vs magical damage except for spells like Diamond Javelins, Ice Bolt or Ice Projectiles. It will even protect against blows directly to EN or Specific Grievous Injuries. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer has some similar means of protection, then the greatest effect will apply.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Protection&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 22,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dodging Ring ==&lt;br /&gt;
[[Image: GoldenRing.jpg|right|80px]]&lt;br /&gt;
This bare golden ring must be worn on the middle finger of the left hand, and encumbers as if it weighed 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
The ring allows the bearer to avoid being struck by a physical attack or a bolt spell although they must have at least some TMR available to them. They must Break 100 + AG + 5 x their unused TMR that Pulse. If they have 7 TMR and have moved 4 hexes and attacked with a melee weapon, they may add at most 15 to the Break 100 result. &amp;lt;br&amp;gt;&lt;br /&gt;
If the roll fails, no TMR is used, however the ring can only be used once per Pulse.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scarab of Protection ==&lt;br /&gt;
[[Image:WingedScarab.jpg|right|80px]]&lt;br /&gt;
This brooch must be worn openly over the heart. It weighs 4 oz, and while it is worn it absorbs the first 3 points of damage per Pulse. While this stacks with similar magic, it is applied after all others have been exhausted. In addition, 10 is subtracted from the die roll when making a Magic Resistance check.  If the result of a Magic Resistance check is reduced to 1 or less, the wearer ignores all of the effects of magic, even if secondary effects would normally apply. This effect is personal only and has no effect on the surrounding volume.&amp;lt;br&amp;gt;&lt;br /&gt;
The scarab contains 5 charges which may be used to ignore all damage from a single attack, and this requires a Free Act. Once the last charge is used, the scarab crumbles to a greenish dust.&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;180&amp;quot; align=&amp;quot;Center&amp;quot; | Adventure &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Season &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Plane of Origin &lt;br /&gt;
| width=&amp;quot;150&amp;quot; align=&amp;quot;Center&amp;quot; | Aura &lt;br /&gt;
| width=&amp;quot;160&amp;quot; align=&amp;quot;Center&amp;quot; | Nature of Magic &lt;br /&gt;
| width=&amp;quot;50&amp;quot; align=&amp;quot;Center&amp;quot; | Value &lt;br /&gt;
| width=&amp;quot;80&amp;quot; align=&amp;quot;Center&amp;quot; | Cursed etc.? &lt;br /&gt;
| width=&amp;quot;250&amp;quot; align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Coils of Spring&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spring 816&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Nualis&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Formerly Living &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gate &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 23,000sp each&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{No-I}} &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
== Baleful Eye Gem  ==&lt;br /&gt;
&lt;br /&gt;
[[Image:EyeGem.jpg|left|180px]] This gem is about two centimetres across and encumbers as if it weighed 4 oz. &amp;lt;br&amp;gt; It acts as a focus for the Evil Eye spell, and if they know it at all, the holder of the eye will cast [[The Middle Way: Treasure#Evil_Eye_v._Jono|this]] version of it. &amp;lt;br&amp;gt; Once a day, when the spell is in effect, the eye can be made to orbit the holder about 3 times a Pulse. The eye&#039;s Defence is twice the Adept&#039;s or their Defence + 20, whichever is closest to 100. When the gem does not share the same hex as the Adept, this drops to the Adept&#039;s Defence or the Defence - 30, which ever is the closest to 80.&amp;lt;br&amp;gt; The &amp;quot;glances&amp;quot; may be stored in the gem by casting the Spell Preparation Ritual of the appropriate spell. &lt;br /&gt;
&lt;br /&gt;
;Only spells that&lt;br /&gt;
&lt;br /&gt;
*have a baleful effect &lt;br /&gt;
*target the mind, spirit, soul or personality of an entity &lt;br /&gt;
*do not inflict damage as part of their spell description &lt;br /&gt;
*do not require a gesture or utterance &lt;br /&gt;
*have Experience Multiples of 350 or less&lt;br /&gt;
&lt;br /&gt;
may be stored in the gem. The Charm spell is allowed, regardless of its Experience Multiple.&amp;lt;br&amp;gt; Spells that target multiple entities are allowed, but the version stored in the gem will target only one entity. Spells that affect Areas/Volumes of Effect or objects are not allowed, and neither are spells that require a touch, gesture or word.&amp;lt;br&amp;gt; The gem may hold as many as 1 charge per 3 or fraction Ranks, but no more than one spell of each name. &lt;br /&gt;
&lt;br /&gt;
;Casting from the gem requires&lt;br /&gt;
&lt;br /&gt;
*a glance, thus the Adept need only spend a Pass Action or a Free Act at their preference. However, the gem may not be used in this fashion more than once a Pulse. &lt;br /&gt;
*a clear line of sight from the Adept to the target. Targeting by Crystal of Vision (or similar) is not possible. Neither is Wizard&#039;s Eye sufficient, unless the gem is co-present with the sensor.&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Allowed &lt;br /&gt;
! Disallowed &lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| Charming &lt;br /&gt;
| Mockery &lt;br /&gt;
| Requires utterance&lt;br /&gt;
|-&lt;br /&gt;
| Compel Speech &lt;br /&gt;
| Confusion of Tongues &lt;br /&gt;
| Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Enchanted Sleep &lt;br /&gt;
| Bolt of Energy &lt;br /&gt;
| Inflicts damage&lt;br /&gt;
|-&lt;br /&gt;
| Slowness &lt;br /&gt;
| Quickness &lt;br /&gt;
| Not baleful&lt;br /&gt;
|-&lt;br /&gt;
| Hallucination &lt;br /&gt;
| Flash of Light &lt;br /&gt;
| Targets the Adept&lt;br /&gt;
|-&lt;br /&gt;
| Hypnotism* &lt;br /&gt;
| Control Person/Animal &lt;br /&gt;
| Requires concentration&lt;br /&gt;
|-&lt;br /&gt;
| Mental Attack &lt;br /&gt;
| Mass Fear &lt;br /&gt;
| Area of Effect, exceeds Exp. Mult.&lt;br /&gt;
|-&lt;br /&gt;
| Lesser Enchantment** &lt;br /&gt;
| Damnum Magnatum &lt;br /&gt;
| Exceeds Exp. Mult.&lt;br /&gt;
|-&lt;br /&gt;
| Fear &lt;br /&gt;
| Torment &lt;br /&gt;
| Inflicts damage, requires gesture&lt;br /&gt;
|-&lt;br /&gt;
| Rune Curse*** &lt;br /&gt;
| Trapping Spirits &lt;br /&gt;
| Requires drawing&lt;br /&gt;
|-&lt;br /&gt;
| Damnum Minatum &lt;br /&gt;
| Levitation &lt;br /&gt;
| Targets the body&lt;br /&gt;
|-&lt;br /&gt;
| Harming Entity &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Creating Plague &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Concentration spells are not allowed, however when cast as a &amp;quot;glance&amp;quot;, Hypnotism can be used to plant 1 post-hypnotic suggestion. Sustained hypnotic effects are not possible. &amp;lt;br&amp;gt; &#039;&#039;&#039;**&#039;&#039;&#039; Used only to curse. &amp;lt;br&amp;gt; &#039;&#039;&#039;***&#039;&#039;&#039; Only if the Curse Rune is inscribed on the Adept&#039;s Runewand. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;FCK__ShowTableBorders&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;180&amp;quot; align=&amp;quot;Center&amp;quot; | Adventure &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Season &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Plane of Origin &lt;br /&gt;
| width=&amp;quot;150&amp;quot; align=&amp;quot;Center&amp;quot; | Aura &lt;br /&gt;
| width=&amp;quot;160&amp;quot; align=&amp;quot;Center&amp;quot; | Nature of Magic &lt;br /&gt;
| width=&amp;quot;50&amp;quot; align=&amp;quot;Center&amp;quot; | Value &lt;br /&gt;
| width=&amp;quot;80&amp;quot; align=&amp;quot;Center&amp;quot; | Cursed etc.? &lt;br /&gt;
| width=&amp;quot;250&amp;quot; align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Coils of Spring&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spring 816&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Nualis &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Formerly Living &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Eye of Discord &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9,000 sp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{No-I}} &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cyprian Mirror of Seeming ==&lt;br /&gt;
&lt;br /&gt;
This gilded frame is 100 cms high x 70 cms across and weighs 35lbs. If water is Bound onto its surface it will serve as a mirror. &amp;lt;br&amp;gt;&lt;br /&gt;
To activate the mirror&#039;s special function, 1 point of EN must be sacrificed to it (which may be bought back in the usual way). From then on, once per season, the Adept can Purify while gazing into the mirror to store spells of the Colleges of Illusions (with the exception of Audile Illusion). General Knowledge spells count as 1, while Special Knowledge spells count as 2, the total number not to exceed their free MA. The Rank of the General Knowledge spells are the same as their General Knowledge Counterspell, the Rank of the Special Knowledge spells are the same as their Special Knowledge Counterspell. &amp;lt;br&amp;gt;&lt;br /&gt;
Once each spell is successfully Cast, it is lost and may not be recovered until the Adept Purifies while contemplating the mirror after the next Equinox or Solstice.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Contemplation&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 17,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ice Tome of Uranus ==&lt;br /&gt;
This block of ice is a legal target for Mind Speech, although it has little to say. Nevertheless, it may be interrogated for it contents, in which case it will reveal these [[The_Coils_of_Spring_-_Treasure#Sorceries_of_the_Mind|sorceries]]:&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pool of HÏ‡ÏŽ==&lt;br /&gt;
This reflecting pool is a legal target of the Dowsing Talent and may be read by its means, to reveal these  [[The_Coils_of_Spring_-_Treasure#Witcheries|witcheries]]:&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blank Phylactery ==&lt;br /&gt;
[[Image:Phylactery.gif|right|80px]]&lt;br /&gt;
This is a scroll that appears to be itemised so as to form a brooch.  A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor&#039;s Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.&amp;lt;br&amp;gt;&lt;br /&gt;
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Chance:_______%  Range:____________ Duration:____________ Rank:_______  Effects:________________&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spell Storage&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Phylactery of 3-Body Solution ==&lt;br /&gt;
[[Image:Phylactery.gif|right|80px]]&lt;br /&gt;
This is a scroll that appears to be itemised so as to form a brooch.  Entity Prime has invested his solution for the Three-Body Problem in the phylactery. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor&#039;s Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.&amp;lt;br&amp;gt;&lt;br /&gt;
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Chance:_______%  Range: &#039;&#039;&#039;Self&#039;&#039;&#039; Duration:____________ Rank:_______  Effects: Next ranged attack will be one column-shift more effective.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Mikado Affair&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Lands of Chaos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spell Storage&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Assyria&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Arithmancy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Divining Enchantment ==&lt;br /&gt;
[[Image:Phylactery.gif|right|80px]]&lt;br /&gt;
This is a scroll that appears to be itemised so as to form a brooch.  The Caster of Bones has invested his Divination spell in the phylactery. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
The cast chance of the invested spell is the Base Chance plus three times the Rank. * Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor&#039;s Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.&amp;lt;br&amp;gt;&lt;br /&gt;
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Chance: 64%+*  Range: 13&#039; Duration: Immediate Rank: 8  Effects: As per &#039;&#039;Runes of Sight: Divining Enchantment&#039;&#039;.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spell Storage&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Bones/Rune&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== A Stone from a Plover&#039;s Nest ==&lt;br /&gt;
[[Image:Ploverstone.JPG|left|50px]]&lt;br /&gt;
This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Chance:_______% Duration:_______ Range:_______ Rank:______&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spell Storage &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Apuleian Kalyptra  ==&lt;br /&gt;
This eye patch is made from the skin of a night-coloured creature of the Outer Darkness and encumbers as if it weighed 4 oz. The patch provides protection against sights that imperil the mind by horror, fear or mind-bending strangeness. However, this only applies if they spend 1 FT per Pulse and close their unprotected eye. This penalises MD by 1 and PC by 4. Additionally, their base chance with any missile or thrown weapon is reduced  by 30. On the other hand, the patch lends them a piratical air which increases their PB by 2 to a maximum of 21.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Outer Darkness&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Former living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Protection&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,755sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Great Emerald ==&lt;br /&gt;
This large, green stone is 30 cms x 60 cms x 15 cms. It contains three Emerald Waters which replace the components required to make potions that allow the imbiber to Communicate, Compel, Charm, Bind or Control by the written or spoken word. &amp;lt;br&amp;gt;&lt;br /&gt;
A Great Emerald can be cut to create one amulet of three different kinds:&amp;lt;br&amp;gt;&lt;br /&gt;
=== The Amulet of the Voice ===&lt;br /&gt;
This amulet adds 15 to the Base Chance of any magic that Compels, Charms, Binds or Controls by use of the voice. It does not provide a benefit to a Ritual of Binding Wills nor Control Person nor Controlling Earth Elemental, although Hypnotism would be affected. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Amulet of the Word ===&lt;br /&gt;
The wearer of this amulet may choose to capture the effects of a Power Word of which they are the target. They suffer none of the effects of the Power Word and can release it on their next available Magical Fire Action. The amulet will store the Power Word indefinitely until it is used, thus making it capable of capturing a new Power Word. However, only one Power Word may be released from the amulet on any day. This will reset at midnight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Amulet of the Incantation ===&lt;br /&gt;
The wearer of this amulet may cast (if they know the spell) Compelling Obedience at a single target. If the target fails to resist, then they must obey the Adept&#039;s instructions. They are aware that they are under Compulsion, and usually harbour great resentment over it. If forced to an action which would put them at credible risk of their existence, they are entitled to another MR check. If they succeed, the spell is broken.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, the wearer can cast Compelling Obedience at their usual number of targets, but they are treated as if subject to Mass Charming of the College of Ensorcelments and Enchantments. The amulet, however, does not change the College of the magic being cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, any spell that Compels, Charms, Binds or Controls will have the duration enhanced to 1 day + 1day per Rank of the spell if it is cast as a ritual.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wolf in a Witch Bottle ==&lt;br /&gt;
This small bottle of hardened glass is very robust and weighs 4oz. It contains a drop of a wolf&#039;s heart blood. It may be carried in a pocket, tied around the neck or some other part of the body.&amp;lt;br&amp;gt;&lt;br /&gt;
In the moment directly after casting a Phantasm spell, the wearer may choose to manifest it as a spirit wolf, which will use up the heart blood in the witch bottle. The spirit wolf can only be seen by the person it is targetted on and by those who can see spirits, astral creatures or into the Astral. It has a duration of 30 minutes (+ 30 minutes per Rank) and upon initial melee contact with its target, strikes last in the Pulse. Subsequently, however, it&#039;s engaged initiative value rises to 30 (+3 for every 2 full Ranks). If the spirit wolf is unengaged at the end of a Pulse, it may be assigned a new target in a subsequent Pulse (requiring a Magical Pass Action), who will be able to see it and know that it is coming for them.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per adventure or season, whichever is least, the owner of the bottle can add a drop of their own heart blood to the witch bottle. The first drop costs 1 EN, doubling each time so that the next costs 2 EN then 4 and so on. This EN may be bought back in the usual way.&amp;lt;br&amp;gt;&lt;br /&gt;
Heart blood returns to the witch bottle at a rate of 1 per day in the hour of the wolf (between 3:30 and 4:30 am or thereabouts).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Dioscura&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Blood Conjuration&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hand of Glory ==&lt;br /&gt;
This withered, mummified hand weighs 8 oz. It is preserved so that it takes no incidental damage from aging.&amp;lt;br&amp;gt;&lt;br /&gt;
It must be presented for its magic to work. When this is done, it provides these bonuses:&lt;br /&gt;
The spell of Enchanted Sleep manifests as a column of mist 10 feet high and a megahex across. This can be moved at a rate of 3 hexes per Pulse, requiring a Free Act. &amp;lt;br&amp;gt;&lt;br /&gt;
The hand is a legal target for the Invisibility spell, but never makes conceals it. Instead, the column of mist becomes invisible at the Rank of the Invisibility.&amp;lt;bR&amp;gt;&lt;br /&gt;
The wielder&#039;s Rank in the Open Lock spell is increased by 1, to a maximum  of 21.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
== Tryst ==&lt;br /&gt;
Tryst is the celestial hour before midnight,and is the most romantic time of the day. Depending on the season and latitude, she can be longer or shorter, but whenever or wherever she is, she is a time of great romance. In the period of this hour, those who have met with amorous intent, honourable or otherwise, experience an increase in Passion equivalent to twice their expectation.&amp;lt;br&amp;gt;&lt;br /&gt;
In the arms of her hour, rose petals have been known to spontaneously shower couples.&amp;lt;br&amp;gt;&lt;br /&gt;
The products of such an encounter may lead to a bonus of +20 in arranging such an event (making it easier), a bonus of +20 towards the climax of the event (making it more exciting) and a bonus of +20 resistance to being persuaded against a promise of marriage (making it harder).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Construct&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
&lt;br /&gt;
== MÃ¤dchen ==&lt;br /&gt;
MÃ¤dchen is a fire elemental with all of the usual abilities who has extensive experience in the kitchen. She is a Rank 7 cook, Rank 8 when producing pastries. If she is summoned (by means of the Ritual of Summoning Fire Elemental or similar magic) then she is considered to be + 1 to the Adept&#039;s current Rank. In addition, the Adept who knows her name can advance their Rank in that magic to 22. &amp;lt;br&amp;gt;&lt;br /&gt;
She will only serve once a day in the normal course of events, and will not return until after the third day of the dark of the moon if she is slain in the service of the Adept.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== â€‹Crimson â€‹Wall of â€‹Licteon ==&lt;br /&gt;
This Great Spell may only be Cast by an Adept who knows Wall of Fire, Wall of Starlight or similar magicks, after which it is forgotten. The flames or light of the wall spell is changed to crimson when it is invoked. &amp;lt;br&amp;gt;&lt;br /&gt;
The wall may be cast in any combination of straight or curving lines,  except that no part of the wall may be orthogonal to any other, however distant. It inflicts 1 rollup D10 damage for every 3 or fraction Ranks, doubling at Rank 20â€‹. Anyone attempting to pass through the wall must Resist the damage, those who succeed taking half, and in any case, they must use as much TMR to cross it as half the Rank of the spell,&amp;lt;brâ€‹&amp;gt;&lt;br /&gt;
The length of the wall is 10 hexes (+10 hexes per Rank), and the height is 10 ft (+ 1 foot per Rank). The duration is 30 minutes (+30 minutes per Rank).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Copper Scroll: Of Discipline &amp;amp; Mental Fortitude ==&lt;br /&gt;
[[Image:Copper_scroll.jpg|left|80px]]&lt;br /&gt;
24 hours after this scroll is opened, it will crumble to a greenish dust.&lt;br /&gt;
Whoever reads from this scroll for 4 hours must permanently sacrifice 3 EN (which may be bought back in the usual way). From then on, they may advance their FT by 1 per Adventure or Season, whichever is less.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no upper limit to which their FT value can ascend.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
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|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Plans for a House of Life ==&lt;br /&gt;
This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.&amp;lt;br&amp;gt;&lt;br /&gt;
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Sarcophagus.jpg|right|150px]]&lt;br /&gt;
Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.&amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:&lt;br /&gt;
*The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).&lt;br /&gt;
*Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.&lt;br /&gt;
*Obviously, the resurrectee&#039;s itemry will be lost unless other means supervene.&lt;br /&gt;
*In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.&lt;br /&gt;
*The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.&lt;br /&gt;
;For example : if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.&amp;lt;br&amp;gt;&lt;br /&gt;
If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
: Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
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|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sloe Plum ==&lt;br /&gt;
Herbalist Rank 4&lt;br /&gt;
Sloes grown on blackthorn bushes, which like a sunny exposure in well-drained soil. In spring, waxy, star like flowers of pale blue form before leaves sprout, and grow into blue-black drupes. They may be harvested in late Autumn. The bush, itself, is easy to grow but is sociable, and actively encourages the interest of bees. It will grow about 2 metres per year, so long as there is plenty of sunlight. It prefers a humid, moist environment, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The bush will tend to grow against upright structures, but will happily form a hedge &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Recipe of the Tincture of Sloe Plums ===&lt;br /&gt;
Herbalist Rank 6&amp;lt;br&amp;gt;&lt;br /&gt;
Three bottles of malt beer must be distilled to create 1 bottle of wine, which will be strongly spirituous that it will take flame with readiness. As many sloe plums as will fit in a bottle of wine should be gathered after the third frost of winter, and the skins pricked with its own thorns.&amp;lt;br&amp;gt;&lt;br /&gt;
The drupes should be laid within two wide-necked bottles and the wine laid down therein till they are full. &lt;br /&gt;
A beet should be boiled until it is a sodden mass, and the waters therein reduced by half. Decant off the upper liquids into a wide-necked glass vessel and leave in a dark, warm place until a pale red sugar has formed. Add this to the skin of an orange of Novadom that has been penetrated with 29 cloves, then cut roughly into each bottle. These should be sealed thereafter and set in a dark, cool place.&amp;lt;br&amp;gt;&lt;br /&gt;
The liquor should be turned daily for fourteen days, then weekly for a month for at least three months. After this, the contents of each bottle are poured into one with a steady hand so that the solid matter remains behind and the bottle laid down for another three months. At the end of this time the dregs should have settled to the bottom and the liquor decanted carefully off to form a deeply red tincture. The spirituous content of the tincture will be be in excess of 105&amp;amp;deg; proof and quite flammable.&lt;br /&gt;
&lt;br /&gt;
=== Tincture of Sloe Plum ===&lt;br /&gt;
The special properties of this tincture will be lost within an hour of the cork being pulled, although its alcoholic properties will remain for as long as it is undrunk.&amp;lt;br&amp;gt;&lt;br /&gt;
The first three drops of the bottle have the special property of restoring someone whose EN is sub-zero but not dead to 4 EN. More will not help, although many claim that it has medicinal value against the shock of a near death experience. An entity cannot benefit from the special property of Tincture of Sloe Plum more than once a week.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Silverblade ==&lt;br /&gt;
Herbalist Rank 5&lt;br /&gt;
Silverblade is a vine-like creeper that grows on yew trees.  Its leaves appear in early spring and are pale green and it forms sprays of tiny flowers a deep, jewel-like red.  In autumn, the leaves turn silver and fall from the vine in strict order from the lowest to the highest. The last three leaves are harvested for the Silverblade Draught. The vine is extremely delicate and must be cared for assiduously. It will grow about 1 metre a year and then die, and the Herbalist must take seeds to ensure a  crop for the following year.  In terms of maintenance, the plant requires 240 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 16 hours. If this maintenance time is not met or exceeded, the plant will wither and die without yielding its special harvest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Recipe: Silverblade Draught ===&lt;br /&gt;
Herbalist Rank 9&amp;lt;br&amp;gt;&lt;br /&gt;
The Herbalist must bleed as much as 9 EN into an earthenware dish containing 16 black pepper corns. A bottle of shadow wine must be distilled into a brandy by heating it in the fumes of 24 gold shillings worth of frankincense and poured over the blood and pepper , then 53 yew leaves added to prevent it from corrupting too soon. It must be left in a cool, dark crypt for a month, where it will suppurate and shed unhealthy vapours. Any who venture into the crypt in this time must Break 100=&amp;gt;EN + WP or be taken with convulsions until their stomach is emptied. The corruption will rise to the top of the fluid as scum and must be scraped off, requiring a Break 100=&amp;gt;(MD + Herbalist Rank) x 2. If this is successful, enough clear, pale blue fluid to fill a wine cup will remain. The silverblade leaves should be dropped therein and left to stand for a month, at which time the fluid should be purified by spell.  &amp;lt;br&amp;gt;&lt;br /&gt;
Once poured into phial, the draught will keep until opened.&lt;br /&gt;
&lt;br /&gt;
=== Silverblade Draught ===&lt;br /&gt;
This clear, pale blue draught must be poured into the ear of the dead who may Break 100 =&amp;gt; EN + 8 x the Rank of the draught. If this is successful, they are alive on 1 EN and 0 FT. They may only be restored by Natural Healing and the Healing Sleep draught.&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
== In Defence of the Innocent ==&lt;br /&gt;
This pool allows Tsayoi to avoid any attempt to prevent him from acting in defence of the innocent, particularly children. He may increase his chance to avoid such an attempt by +5 per point spent, or by spending a Free Act and a point to give himself another chance to avoid the attempt, or both. He must buy these points at a cost of 200 times the number of points he wants to purchase, to a maximum of 20. At the end of each season, he recovers 20% of the Experience he has so spent, to a maximum of 80% of the original cost.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring  816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wildfyre Pool ==&lt;br /&gt;
The Adept may increase their TMR by 1 at Rank 10 in the Wildfires spell and another 1 at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the Adept gains a pool of special movement equal to 1 (+ 1 per Rank in Wildfires) hexes per day. However, they can spend no more than Rank / 3  in a single Pulse. The movement is additional to their TMR but is not considered TMR movement. The additional movement can be in any direction, so long as it passes through an unobscured hex. Thus, movement is allowed up, down, sideways, backwards etc. Using the extra movement does not attract the penalties that using TMR can. For example, the wearer could specifically choose not to use their TMR, instead spending 1 or more hexes of additional movement to deliver a melee attack with a non-pole weapon and not attract a penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
The Wildfyre pool resets at midnight.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring  816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medusine Eye ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 30 feet&amp;lt;br&amp;gt;&lt;br /&gt;
A woman who has agreed to protect girls as the priestess, Medusa, served Athena, may see the sins of men against maidens. Men who murder or rape them will be revealed as the blackest sinners, while those who beat them will clearly have sinned seriously, and those who have preyed upon their innocence will vary from serious to minor in the judgement of the DM. This does not take into consideration any extenuating circumstances, and context is ignored. If the maiden is a psychotic, high-ranked Assassin, bent on the destruction of anyone wearing plaid, the eye only sees the sin, it cannot make this finer distinction.&amp;lt;br&amp;gt;&lt;br /&gt;
A small snake with black and virulent green stripes can lunge from the right eye as a Free Act. Any man within 4 hexes, who meets the woman&#039;s eye when the snake manifests must Break 100 -&amp;gt; 2 x WP or roll on the Fright Table.The snake may strike when in close and benefits from the woman&#039;s Unarmed Combat Rank. This requires but a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse. All other things being equal, the snake always attacks first in the Pulse, inflicts 1 D10 penetration damage, and if this would penetrate armour, inflicts 3 DP per Pulse for D10 Pulses Over that period, the victim also suffers a 30 point penalty to Strike Chances and Defence, but not Magic Resistance. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring  816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sorceries of the Mind ==&lt;br /&gt;
=== Psychometry ===&lt;br /&gt;
{{Right|[[Image:Readinghand.jpg|left|90px]]}}&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 450&amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20 % &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target: &#039;&#039;Area, Object, Entity &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to ask a question of an object, area or entity similar to and with many of the same constraints as DA. However, instead of asking about things in the aura, the Adept must ask about the target&#039;s past. Double or triple effects result in extra questions. If the target has been subect to dramatic change, violence or vast magical power, the Adept may see something of this.&amp;lt;br&amp;gt;&lt;br /&gt;
As with DA, a target&#039;s past can only be read once per season.&amp;lt;br&amp;gt;&lt;br /&gt;
If one hour of Ritual Spell Preparation is spent, then the Adept may Divine Enchantment on what they are touching. If they spend at least three hours of Ritual Spell Preparation and subtract 20 from their cast chance, they may perform a Ritual of Ancient Divination.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Incantation: Mind Blast ===&lt;br /&gt;
Spell: Mental Attack&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions. The incantation is still a Mental Attack, so Mind Shield provides the usual bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.&amp;lt;br&amp;gt; &lt;br /&gt;
Cost: 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Control Person - Incantation: Dominate Will ===&lt;br /&gt;
&#039;&#039;&#039;Spell:&#039;&#039;&#039; Control Person &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; When the Adept casts this incantation of Control Person, the target must be conscious, and the duration becomes 1 hour + 1 hour per Rank. The victim is compelled to obey the Adept as if they had been subjected to a Ritual of Binding Will.&amp;lt;br&amp;gt;&lt;br /&gt;
Victims of this spell are never in any doubt that they have been controlled, and if they were not hostile before, they will almost certainly be afterwards.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Incantation: Suggestion ===&lt;br /&gt;
&#039;&#039;&#039;Spell:&#039;&#039;&#039; Hypnotism &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This incantation of Hypnotism allows the Adept to target and make Suggestions by means of the Telepathy spell. The projection of the Suggestion is entirely mental, and the Adept need not meet their victim&#039;s gaze nor speak their language. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Force Shield - Incantation: Force Pentacles ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Force Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation creates 11 unseeable (not Invisible) pentagonal planes of protection around the Adept, increasing their Defence by 5(+1/Rank) against physical damage delivered in Close, Melee or Close. In addition, each Pulse, the spell deflects an amount of damage equal to the Adept&#039;s Rank in the spell. This will reset at the beginning of each Pulse, until the duration expires. Strikes directly to EN or Specific Grievous Injuries are unimpeded by the magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Incantation: Chariot of Songbirds ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Phantasm&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes (+30 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a chariot and flock of larks, nightingales, orioles and other songbirds to draw it for the duration of the spell or until they dismiss it, which requires a Free Act. The chariot has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It&#039;s Defence and Magic Resistance are the same as the Adept&#039;s, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on it or the area it occupies, it will not enter such an area.&amp;lt;br&amp;gt;&lt;br /&gt;
The chariot of songbirds may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Feralie&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Incantation: Forget  ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Forget&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Duration:&amp;quot; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Hypnotism &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Hypnotism allows the Adept to generally or selectively erase the most recent memories of the target. Memories older than 5 minutes are not affected. &amp;lt;br&amp;gt;&lt;br /&gt;
The duration of this incantation is Immediate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Because of the focused nature of this magic, hostile targets may be affected by this incantation.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ESP - Incantation: Mind Sense ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 30 ft + 15 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;  5 seconds for every two Ranks&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may scan a 60 degree arc as a Free Act. Non-sentient minds appear as dim glows, sentient minds appearing brighter. Avatar level sentients appear even brighter. Although entities cannot be identified by this sense, they may be targeted with spells that affect the personality (Mental Attack, Control Person, Hypnotism, and similar magic).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1200 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Incantation: Feeblemind ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 30 feet (+ 15 feet / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until Removed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation can be targeted at a single sentient entity within range. If they fail to Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or the College of Illusions, whichever is worse, then they immediately lose 5 WP and 2 MA. Every dawn, their MA is reduced by another point, until they are reduced to 0 and fall into a coma.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Major Curse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Incantation: Mass Fear ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 seconds (+10 seconds per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 feet (+10 feet per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entities except wolverines, constructs and undead&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation affects any entities that are not wolverines, undead or constructs. Those within range or who enter the volume of effect must Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or suffer the effects of a Mass Fear spell. If they leave the volume and re-enter it, they are entitled to a new Magic Resistance check.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Incantation: Multi-Target Mental Attack ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to deliver the Mental Attack Spell to 1 per 3 or fraction targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot; | College of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Witcheries ==&lt;br /&gt;
=== Water Spell - Major Area of Effect ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The spell has a large area of effect with a radius equal to the Rank of the spell in feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Water Spell - Multi-Target ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank targets instead of one. No other property of the spell is changed. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dehydrate - Drain ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;This incantation of the Dehydrate spell causes the spell to drain body fluids out of the target, inflicting the spell&#039;s normal damage, which the Adept may use as healing.  This will not restore FT lost to spell-casting etc, nor will it repair Specific Grievous Injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage Current - Flowing Water ===&lt;br /&gt;
&amp;quot;Effects:&amp;quot; The Adept may control the behaviour of a column of water Rank feet long, with a diameter of Rank inches. It will have the behaviour of a snake or a tentacle, but is fluid rather than solid. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rainstorm - Lightning Storm ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate (during Pulse)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A storm cloud appears above the ground within range of the Adept. rapidly expanding to the full Area of Effect, every hex being assailed by a stroke of Lightning. The stroke inflicts D+5(+ 1 per 3 or Fraction Ranks) and Stuns those who do not Resist. Any who Resist entirely ignore these effects, but they must add the Rank of the spell to the result of their Magic Resistance check, making it harder.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rainstorm - Acid Rain ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 Pulse (+ 1 for every 2 full Ranks)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A storm cloud appears above the ground within range of the Adept. rapidly expanding to the full Area of Effect, every hex being assailed by acid. This inflicts 1 point of corrosive damage (+ 1 per 2 full Ranks) upon any entity or structure in the Area of Effect for the duration of the spell. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating Fog - Noxious Vapours ===&lt;br /&gt;
&#039;&#039;Range: &#039;&#039;15 feet + 15 / Rank &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects: &#039;&#039;The entire area affected by the spell exudes a charnel stench, and all entities within it, except the Adept, must make a Will Power check or become nauseous. The Difficulty Multiplier for the Check is dependent on the Rank of the spell:&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
!Rank &lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|0-5 &lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|6-10&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|11-14 &lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|15 - 17&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|18, 19&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|0.5&lt;br /&gt;
|}&lt;br /&gt;
Those entities who become nauseous have their Strike Chances and Magic Resistances reduced by 1 / Rank, minimum 1, and must make aWillpower concentration check to use Spell magic. The multiplier for this check is the same as that for resisting the nausea. In addition, this spell causes a thick, roiling white mist to rise from the ground. The mist is 6 inches high (+ 6 inches / Rank, 20 feet at Rank 20), and reduces the range of all forms of  vision except Infravision, within the mist, to 20 feet (- 1 foot / Rank).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rehydration - Banish Elemental ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 ft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Earth, Ice or Fire Elementals&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any legal target of this spell that does not resist is sent back to the elemental plane that it hies from.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Cloak / Mind Shield - Phantasmal Shield ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept cloaks their own mind so that their thoughts cannot be detected or &amp;quot;read&amp;quot;, e.g. by Telepathy or other mind reading talents, spells or rituals. The Adept&#039;s Resistance versus Mental Attack is increased by 10 (+ 2 / Rank) while the spell is in effect. Phantasmal Shield does not block ESP or Empathy.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the shield protects the Adept from 1 point of damage per Rank per Pulse vs damage from Phantasms, Nightmares, Spectral Warriors or similar magic.&lt;br /&gt;
The Adept can cast Mind Speech as normal, and may choose to decline Mind Speech from an external source.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Water Creation - Screen of Bubbles ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 ft (+ 1 foot per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Conc. max: 10 minutes (+10 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Uses:&#039;&#039; 1 (+ 1 per 3 or Fraction Ranks)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materiel:&#039;&#039; 7 Iris blooms&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Water Creation spell creates a screen 5 contiguous hex facings long and 9 feet high which is made out of iridescent bubbles. These do not impair vision on either side with respect to Melee attacks, although Extended and Ranged attacks suffer a penalty equal to the Rank of the spell. It may be Cast without Preparation since it is a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse. &amp;lt;br&amp;gt;&lt;br /&gt;
Each hex facing of the screen will absorb 1 point of Spell Damage per Rank before being ablated entirely away. Until it is worn down, 1  per Rank, minimum 1 is reduced from the Magic Resistance check of anyone sheltered by the screen, applying to any spell magic&amp;lt;br&amp;gt;&lt;br /&gt;
The Adept may redeploy the screen, also as a Reflex Action,  and if they choose to focus it on a single entity, it will travel with them but they must stay within the Adept&#039;s range. In any case, it will only cover a quarter dome (i.e. it will be a curving wall that will cover their front facing from the ground to just above their head. This will not work for multi-hex creatures). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spectral Warrior - Spectral Tract ==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spectral Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; x 10 miles (min 10 miles)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration: &#039;&#039;10 mins x Rank (min 10 mins)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a gateway to a Bone Circle they know of that is within range The head of a monstrous,scabrous serpent appears and opens its maw 8 feet high and a yard wide. This gateway is fringed with yellowed, cracked fangs and the tongue is a desiccated, withered lump of flesh. It&#039;s gaunt body winds in the general direction of the Bone Circle gradually fading away. The Adept must spend a point of FT per Pulse to keep the jaws open. It takes 1 Pulse to swallow 6 sizes of creatures, larger creatures will take longer, obviously. Once the maw snaps shut, the ingested exit in the order they entered, with all but the Adept&#039;s FT reduced to 0. There must be space for them to do so, otherwise they and all subsequent ingestee will be instantly returned to their point of origin. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For ease of calculation, the distance is covered at a rate of Rank miles per minute. However, although the travel takes time, the distance is not actually traversed. Nevertheless, the Tract must have an unimpeded path, it cannot pass through barriers which are barred, closed, etc. Nor may it intersect or become adjacent to any ferrous metal.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation may only be cast when the Adept is proximately adjacent to the Astral Plane.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 4.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Immolation - â€‹Bane Fire ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of â€‹Immolation has all of the normal effects except that the Adept can cause it to flare, inflicting greatly increased damage on creatures of the same Generic True Name. The name must be known, although need not be Ranked, and it must be uttered clearly for the incantation to take effect. Prominences of fire lash out, striking every creature of that GTN over the Adept&#039;s megahex and inflict 2 rollup D10 (+ 1 per 2 full Ranks) fire damage. This lasts for 3 Pulses after which the spell will end.  â€‹Those struck by the Bane Fire must Resist each time, any who succeed taking  half damageâ€‹&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== â€‹Immolationâ€‹ - Fumesâ€‹ of Alandisâ€‹ ==&lt;br /&gt;
â€‹&#039;&#039;â€‹Effects:â€‹&#039;&#039;â€‹ This incantationâ€‹ transforms the Adept into thick, roiling  smoke for 10 seconds (+5 seconds per 2 full Ranks). The target may be affected by magicâ€‹ spells. â€‹Silvered weapons do not harm theâ€‹ target, but magical weapons mayâ€‹, but weapons made of iron always doâ€‹. The â€‹Adept mayâ€‹ â€‹not use any possessions such as weapons, nor mayâ€‹ theâ€‹y cast or trigger magic. Magical or Racialâ€‹  Talents may be usedâ€‹,â€‹ however. â€‹&amp;lt;br&amp;gt;&lt;br /&gt;
â€‹Theâ€‹y may moveâ€‹ up to TMR 2 in any direction and pass through anyâ€‹ opening that is not airtight. When the â€‹dâ€‹uration of theâ€‹ â€‹spell expires, theâ€‹y will reform in the nearest hollowâ€‹ space large enough to accommodate theâ€‹ir body. &amp;lt;br&amp;gt;&lt;br /&gt;
The Adept may modify the nature of their smoke, making it less obvious and more toxic with.  Rank which â€‹may overwhelm anyone â€‹that inhales it. The smell of burning is intense, disabling, and all entities within it must Break 100 â€‹-&amp;gt; Difficulty Multiplier of their Endurance, failure indicating they succumb to the fumes. &amp;lt;br&amp;gt;&lt;br /&gt;
The Difficulty Multiplier for the Break 100 attempt is Rank dependent:&lt;br /&gt;
{| border = 1 cellspacing = 0&lt;br /&gt;
!Rank&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0 - 5&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6 - 10&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|11 - 14&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|15 - 17&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|18 or 19&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0.5&lt;br /&gt;
|}&lt;br /&gt;
Those entities who fail are wracked by coughing and each Pulse are required to use a Pass Action to recover from these fits. Even if an entity leaves the area of effect, they will still be affected for 12 Pulses - the square root of their EN value. &amp;lt;br&amp;gt;&lt;br /&gt;
Vapour Breathing which is of equal Rank or greater is an effective defense against the fumes.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Coils_of_Spring_-_Treasure&amp;diff=103421</id>
		<title>The Coils of Spring - Treasure</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Coils_of_Spring_-_Treasure&amp;diff=103421"/>
		<updated>2025-07-11T18:52:55Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Mental Attack - Incantation: Feeblemind */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Jim Arona]]&lt;br /&gt;
Back to [[The Coils of Spring]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Dead Man&#039;s Candle ===&lt;br /&gt;
This withered, mummified hand has been made into a candle that will last for 100 minutes. When it is lit and held aloft&lt;br /&gt;
: the wielder gains a +20 bonus to casting any curse or affliction.&lt;br /&gt;
: light equivalent to a torch is shed from the candle, which only the wielder can see.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Witch Skin x 20 ===&lt;br /&gt;
This mouse skin weighs an oz and has been enchanted with a Rank 20 Skin Change spell.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Amorphous Water Balloons x 4 ===&lt;br /&gt;
This small sack is woven from glass and magically kept in a fluid state so that temperature exchange cannot take place. It weighs 1 lb, and may be wielded as a grenado or rock.&amp;lt;br&amp;gt;&lt;br /&gt;
If wielded as a rock, the balloon must strike an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
If wielded as a grenado, the balloon must strike the hex an opponent is standing in. If successful, anyone in the hex must roll under 1 x AG or have their temperature reduced so low that ice crystals do not form. This places them in a state somewhere between unconsciousness and death. If the ambient temperature is 20 C, it will take 3 Pulses for the target&#039;s body to warm to the point that it ice will form in their cells, and this will kill them. The DM may increase or decrease the onset time at their discretion to reflect environments which are much warmer or much colder.&amp;lt;br&amp;gt;&lt;br /&gt;
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -&amp;gt; MD x 2 or be subject to the same attack.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Void Crafting&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Iron Grenado ===&lt;br /&gt;
[[Image:grenado.jpg|right|80px]]&lt;br /&gt;
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&#039;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.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 1, it was thrown 1D10 feet beyond the target hex. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 3, it was thrown 1D10 feet to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 4, it was thrown 1D10 feet short and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 5, it was thrown 1D10 feet short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 6, it was thrown 1D10 feet short and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 7, it was thrown 1D10 feet to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 9, it was thown 2D10 feet beyond the the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 0, it was thrown 1D10 &amp;lt;bold&amp;gt;hexes&amp;lt;/bold&amp;gt; short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Incendiarism&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cobalt Chaos Grenado ===&lt;br /&gt;
[[Image:Blue_grenado.jpg|right|80px]]&lt;br /&gt;
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&#039;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.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 1, it was thrown 1D10 feet beyond the target hex. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 3, it was thrown 1D10 feet to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 4, it was thrown 1D10 feet short and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 5, it was thrown 1D10 feet short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 6, it was thrown 1D10 feet short and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 7, it was thrown 1D10 feet to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 9, it was thown 2D10 feet beyond the the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 0, it was thrown 1D10 &amp;lt;bold&amp;gt;hexes&amp;lt;/bold&amp;gt; short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border = 1 cellspacing = 2&lt;br /&gt;
!width= &amp;quot;100px align&amp;quot; = &amp;quot;center&amp;quot;| Result&lt;br /&gt;
!width= &amp;quot;100px&amp;quot; align = &amp;quot;center&amp;quot;|# of Spec. Griev. Injuries&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|1-4&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|align= &amp;quot;center&amp;quot;|5-7&lt;br /&gt;
|align= &amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|8 or 9&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 0&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt; &lt;br /&gt;
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.&amp;lt;br&amp;gt;&lt;br /&gt;
The formula is teachable, but whoever teaches it must expend 8,650 Experience for each Alchemist taught. &lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Incendiarism&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Red Iron Grenado ===&lt;br /&gt;
[[Image:Red_grenado.jpg|right|80px]]&lt;br /&gt;
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&#039;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.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 1, it was thrown 1D10 feet beyond the target hex. &amp;lt;br&amp;gt;&lt;br /&gt;
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 3, it was thrown 1D10 feet to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 4, it was thrown 1D10 feet short and to the right of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 5, it was thrown 1D10 feet short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 6, it was thrown 1D10 feet short and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 7, it was thrown 1D10 feet to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 9, it was thown 2D10 feet beyond the the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On a 0, it was thrown 1D10 &amp;lt;bold&amp;gt;hexes&amp;lt;/bold&amp;gt; short of the target hex.&amp;lt;br&amp;gt;&lt;br /&gt;
On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. The grenado inflicts A, B or C Class injuries, so all results are applied.&amp;lt;br&amp;gt;&lt;br /&gt;
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Incendiarism&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
&lt;br /&gt;
== Herbs ==&lt;br /&gt;
&lt;br /&gt;
=== Ren Shen Root ===&lt;br /&gt;
This tuberous root weighs 3lbs, and, although not growing, is alive. When it is left in a dark place for longer than a month it will begin to smell quite pungently. This is not an unpleasant smell, but it is quite intense and will subtly flavour other food next to it. It is a pleasant taste with red meat, game and root vegetables like turnips, sweet potato and yams. &amp;lt;br&amp;gt;&lt;br /&gt;
Only the most educated palate will be able to identify the effects of the ren shen root, others finding it very pleasant but quite mysterious. Unfortunately, only Artisan Cooks of Rank 8 or higher may pull off this exercise.&amp;lt;br&amp;gt;&lt;br /&gt;
Every 10 years, the value of the root doubles, and its current value is 1,000 sp. If an attempt is made to age the root, or fiddle with it in any way so as to advance its properties will automatically succeed, but then the root will putrefy to a reddish-brown slime the following Pulse.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Enhancement&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Special&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Golden Century Seeds x 10 ===&lt;br /&gt;
[[Image:Century_plant.jpg|left|50px]]&lt;br /&gt;
These seeds  will grow into a flowering shrub when cared for by a Herbalist of Rank 5 or better. Once established it needs very little care. The plant will grow about 24 inches by Autumn, after which it will wither and die. It prefers a sunny, humid environment, and the soil must be quite damp. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The century plant is free standing, and makes a pleasant show against larger features like trees and walls. &amp;lt;br&amp;gt;&lt;br /&gt;
If the best flower of each seed is prepared appropriately by a Rank 8 or better Herbalist, it is edible, otherwise painfully lethal, killing whoever eats it by the stroke of midnight. Each time that a sentient mortal eats the correctly prepared blossom, they can advance their FT by one at half the normal experience cost. They may only benefit from eating these seeds once for every century of life expectancy. Most short-lived sentients can only benefit from the blossoms once. Those whose life expectancy exceeds millenia cannot benefit from them at all.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Enhancement&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The White Rose of Gerantia x 12 ===&lt;br /&gt;
[[Image:WhiteRoses.jpg|right|180px]]&lt;br /&gt;
Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. If the roses are allowed to grow over the graves of the dead for a year, then no attempt to raise the interred as undead will succeed. &amp;lt;br&amp;gt;&lt;br /&gt;
The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore virginity. The petals, when appropriately prepared, are said to act as a sovereign against Charms or Seduction.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Discipline&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Marist Rose x 7 ===&lt;br /&gt;
[[Image:The_Marist_Rose.jpg|right|80px]]&lt;br /&gt;
Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. Undead may not enter a place entirely encircled by its branches. The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore hope.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Discipline&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Whitethorn x 6 ===&lt;br /&gt;
[[Image: Whitethorn.jpgâ€Ž |left|180px]]&lt;br /&gt;
Any attempt to take cuttings or seedlings of this bush will fail unless performed by a Rank 6+ Herbalist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once established, however, the bush is hardy and needs very little care. It cannot abide a humid environment, and requires a heavily sunned position. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating it is 4 hours and if this maintenance time is not met or exceeded, it will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The branches sprout wicked, white thorns, which are supernaturally sharp and hard, but the withes, themselves, are wiry and supple. If a stake can be made from the withes, and plunged into the heart of a vampire, it will instantly destroy it as if it had been exposed to sunlight.&amp;lt;br&amp;gt;&lt;br /&gt;
If a crown is made of these vicious thorns, the wearer can buy 1 WP (at the normal cost). The crown must be worn for at least a season, and the pain will permanently reduce their EN by 2 (which may be bought back in the usual way). This increase is beyond the normal 5 allowed but&lt;br /&gt;
# Racial maximums may not be exceeded and,&lt;br /&gt;
# Only 1 point of WP may be bought in this way.&amp;lt;br&amp;gt;&lt;br /&gt;
The Herbalist can produce Rank withes of whitethorn per year. A stake, if the means of production is known, requires 1 withe, a crown of thorns requires 2.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Agonistes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamecap x 10  ===&lt;br /&gt;
[[Image:Flamecap1.jpg|right|120px]]&lt;br /&gt;
These spores are delicate, difficult to establish and will only take when cared for by a Herbalist of Rank 7 or better. Once established, however, it needs very little care. The spores blossom across the detritus of pine trees, and are best spread under their branches . By Autumn, the fungus will develop tall, slender stems about 8 inches high topped with bright orange caps. The plant flourishes in a shaded, arid environment, although the soil itself may be quite damp. In terms of maintenance, the plant requires 40 hours of care a season, divided by the Herbalist&#039;s Rank, which may be as low as 4. The least amount of time that must be spent cultivating the plant is 2 hours. If this maintenance time is not met or exceeded, the growth will fester and die.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Autumn, each fungal patch will produce 1 flamecap for every 3 Ranks in Herbalist, and these must be dried to become effective. &amp;lt;br&amp;gt;&lt;br /&gt;
These brightly coloured orange mushrooms may be used as a reagent for spells that do damage by burning (i.e. Hellfire, Dragonflames, Fireball, Burning Magma,  Bolt of Fire etc) to enhance damage. The enhancement is an additional 1D10 fire damage and +5 to the Cast Chance . &amp;lt;br&amp;gt;&lt;br /&gt;
Each application weighs 1 oz.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living plant&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flames&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 250&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Herbal Draughts ==&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water  x 11 ===&lt;br /&gt;
This  8oz phial contains a vividly orange/red fluid. When it is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.&amp;lt;br&amp;gt;&lt;br /&gt;
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim&#039;s body will gradually reappear over a like number of pulses.&lt;br /&gt;
Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&amp;lt;br&amp;gt;&lt;br /&gt;
*Â¼ inch of metal or stone per pulse.&lt;br /&gt;
*1 inch of material like wood or bone per pulse.&lt;br /&gt;
*1 foot of ice  per pulse. &lt;br /&gt;
&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the ash and smoke are collected, dissolved into a solution,  and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Disintegration&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Sublimation of  Water into Fire x 5 ===&lt;br /&gt;
[[Image:fireball.png|right|100px]]&lt;br /&gt;
Rank 8 Alchemy&amp;lt;br&amp;gt;&lt;br /&gt;
This potion is the colour of a blue flame and is contained in a fragile glass bottle for quick use. It weighs 4oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When drunk, the imbiber&#039;s body is transformed into an explosive ball of fire inflicting 4 roll up D10 damage on everything in the same hex, minus 10 for every 5 feet distant. The imbiber will find themselves transformed into smoke covering the volume of a megahex and may be behave as if Gaseous Form has been cast on them (at the creator&#039;s Rank in Alchemy). They will smell strongly of burning wherever they drift.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transformation&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Ophan Blood x 4 ===&lt;br /&gt;
[[Image:Angelblood.jpg|left|50px]]&lt;br /&gt;
Rank 10 Alchemy&amp;lt;br&amp;gt;&lt;br /&gt;
This potion bottle is chased in an alloy of lead and tin and will not break easily. It must be prepared before imbibing. It weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects lasts for 12 pulses. For that period, the imbiber can decide which of their percentile dice are the tens and which are the units. For example, if 91 were rolled it could be read as 19 instead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Previously living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fortune&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elixir of Invulnerability x 3 ===&lt;br /&gt;
[[Image:Invulnerability.jpg|right|120px]]&lt;br /&gt;
This potion bottle is chased in silver and will not break easily. It must be prepared before imbibing. It is heavier than it looks, weighing 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this elixir last one hour and allows the imbiber to apply half of the protection value from armour as additional damage reduction vs Specific Grievous Injuries, blows directly to Endurance and magical damage.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Protection&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Leviathan Strength x 3 ===&lt;br /&gt;
[[Image:Red Potion.JPG|right|50px]]&lt;br /&gt;
This potion weighs 4 oz, and must be Prepared before it is drunk.&amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potions makes their PS 65 for the next hour, unless their PS is greater than this, in which case it has no effect.&lt;br /&gt;
{| class=&amp;quot;FCK__ShowTableBorders&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;180&amp;quot; align=&amp;quot;Center&amp;quot; | Adventure &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Season &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Plane of Origin &lt;br /&gt;
| width=&amp;quot;120&amp;quot; align=&amp;quot;Center&amp;quot; | Aura &lt;br /&gt;
| width=&amp;quot;120&amp;quot; align=&amp;quot;Center&amp;quot; | Nature of Magic &lt;br /&gt;
| width=&amp;quot;50&amp;quot; align=&amp;quot;Center&amp;quot; | Value &lt;br /&gt;
| width=&amp;quot;80&amp;quot; align=&amp;quot;Center&amp;quot; | Cursed etc.? &lt;br /&gt;
| width=&amp;quot;250&amp;quot; align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Coils of Spring&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spring 816&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kalvos &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Formerly living &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beast&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3000sp &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{No-I}} &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Water Curse x 3 ===&lt;br /&gt;
This phial weighs 2 oz and looks especially innocuous.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is odourless, tasteless and easily insinuated into food or water. Whoever partakes of it will become a great deal more casual and generally unsuspicious. This will make it hard for them to be alert for things like (but not limited to) attempts to poison food and so on.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever there is a chance that they might become alert to a possible threat, they will automatically fail the die roll. This does not prevent them from noticing obvious threats like a green and smelly discharge on food, etc, where, perhaps, no die roll would normally be required.&amp;lt;br&amp;gt;&lt;br /&gt;
If the water curse is fed to someone who actually is paranoid, it will cure them of that affliction&amp;lt;br&amp;gt;&lt;br /&gt;
Valuation: 2,500sp&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spite Craft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Light Oil x 4 ===&lt;br /&gt;
This phial weighs 4 oz and contains an oil that can easily be spread over a single object no greater than 3 cubic metres. If it weighs less than 3 tonne, the anointed object becomes a legal target for a Levitation spell.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| E&amp;amp;E&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Flatness x 2 ===&lt;br /&gt;
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potion becomes so flat that if they are perpendicular to an observer&#039;s sightline, they cannot be seen. On the other hand, they cannot see along that line, either. &amp;lt;br&amp;gt;&lt;br /&gt;
For the duration of the magic, which may be ended by a Free Act to dismiss it or an hour, whichever comes first, they:&lt;br /&gt;
:: are immune to A &amp;amp; C Class damage&lt;br /&gt;
:: can slide through cracks or under doors if there is enough space for air to pass through&lt;br /&gt;
:: may hide in pictures large enought to hold them&lt;br /&gt;
:: are considered flammable, i.e. no Magic Resistance vs Fire, and they will continue to burn until put out.&lt;br /&gt;
:: halve their Magic Resistance against heat, cold or lightning, and double the damage.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| E&amp;amp;E&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Elixir of Tryst ===&lt;br /&gt;
This large phial is 8oz. When it is drunk, [[The_Coils_of_Spring_-_Treasure#Tryst|Tryst]] is bound to them.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Aeaea&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Construct&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camion Potion x 11 ===&lt;br /&gt;
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust. &amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potion can understand the speech of running waters, and by conversing with them, discover what has happened nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
The potion&#039;s effects last for 15 hours, and in that time the imbiber will never willingly harm a thrush.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Valiant Potion x 7 ===&lt;br /&gt;
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust. &amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potion will find it easier to improve their state of favour at court. With respect to this endeavour, they are considered to be five Ranks higher, to a maximum of 15.&amp;lt;br&amp;gt;&lt;br /&gt;
The potion&#039;s effects last for 15 hours, and in that time the imbiber will never willingly harm a crane.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Zaganatic Potion x 7 ===&lt;br /&gt;
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust. &amp;lt;br&amp;gt;&lt;br /&gt;
Whoever drinks this potion will have their PC increased by 5 and their MA by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The potion&#039;s effects last for 15 hours, and the imbiber must eat grass or hay once every 2 hours they are awake.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wiccan Special Knowledge Counterspell x 3 ===&lt;br /&gt;
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Wiccan Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be poured on the ground to create an area of effect counterspell or on an object.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000 sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wiccan General Knowledge Counterspell x 2 ===&lt;br /&gt;
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Wiccan Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be poured on the ground to create an area of effect counterspell or on an object.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000 sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Water Special Knowledge Counterspell  ===&lt;br /&gt;
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Water Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be poured on the ground to create an area of effect counterspell or on an object.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000 sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 3 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scrolls==&lt;br /&gt;
&lt;br /&gt;
==Invested Items==&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gems ==&lt;br /&gt;
=== Enhanced Orange Chalcedony ===&lt;br /&gt;
This orange stone, when made into an amulet, must be worn openly in the left ear, allows the wearer to survive without air for 3 more Pulses, resetting at dawn.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Gem Murex ===&lt;br /&gt;
This violet spiral sea snail shell, when made into an amulet, must be worn openly as a medallion. When so worn, it provides 3 points of spell FT to the wearer. This may only be used to Cast spells. This spell FT will recover at a rate of 1 point per dawn.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Dusty Rose Quartz ===&lt;br /&gt;
This dusty rose quartz, when it is made into an amulet, must be worn in the left ear. When so worn, it increases the wearer&#039;s ability to Sense Danger by 5.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced White Pearl ===&lt;br /&gt;
This white pearl, when it is made into an amulet, must be worn in the left ear. When so worn, the wearer recovers an extra point of FT from meals, teas or Restoratives.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 9,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Bloodstone ===&lt;br /&gt;
This polished bloodstone, when it is made into an amulet, must be woven obviously into the hair or beard. The wearer ignores the first 3 points of damage from bleeding, and suffers 1 less point of total bleeding damage per Pulse thereafter. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Toadstone ===&lt;br /&gt;
This stone must be taken from the forehead of a toad without killing it. When it is made into an amulet, it must be set into the wearer&#039;s eyebrow. Once a day, resetting at midnight, the wearer may use the Enhanced Vision Talent at the same Rank as their Witchsight. This lasts for 6 consecutive Pulses.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Ametrine ===&lt;br /&gt;
This stone, once it is made into an amulet, must be worn as a brooch on the wearer&#039;s primary forearm. Once a day, resetting at midnight, the wearer may Cast a spell on their Engaged Initiative, MA replacing AG, and the Rank of the Spell replacing the Rank of the weapon.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Scarlet Carnelian ===&lt;br /&gt;
This stone, once it is made into an amulet, must be worn as a brooch over the heart. Three times a day, resetting at midnight, the wearer may Cast Igniting Flammables or Pyrogenesis, whether as a Spell or Talent to cauterise 1 bleeding wound. This requires but a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,100sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Black Dragon Remnants ==&lt;br /&gt;
=== Black Dragon Armour ===&lt;br /&gt;
This dragon scale armour has a weight factor of 3, penalises AG by 1 and provides a bonus of +10 to Stealth in darkness. It provides 7 Protection, Damage Reduction of 4 and Spell Armour of 6. Depending on the size of the armour, a number of scales may be invested with a number of Rune College spells. The Investment Ritual is not used, instead, special common, but expensive materials are consumed when the spell to be so stored is ritually prepared which costs as much as a standard Investment. &amp;lt;br&amp;gt;&lt;br /&gt;
If the size of the armour is 9, then three such scales will be present. If size 6, then two and if less than 6, only one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon Eye x 2 ===&lt;br /&gt;
This eye is 9 inches across and weighs 27 lbs. It is a legal target for the Creating Crystal of Vision. In addition to its normal functions, a viewer may use the eye to Interpret Runes and Symbols, as the Talent of the College of Rune magic at the same Rank as the Crystal of Vision.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon&#039;s Teeth x 29 ===&lt;br /&gt;
[[Image:Sowing_the_Teeth.jpg|right|120px]]&lt;br /&gt;
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:&lt;br /&gt;
&lt;br /&gt;
{{BeastStats|20 | 18| 15 |10  | 24 | 23 | 20 | 18 | 12 | 6 | 5}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width =&amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|IV&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Trident||align=&amp;quot;center&amp;quot;|38||align=&amp;quot;center|96%||align=&amp;quot;center&amp;quot;|+4 ||align=&amp;quot;center|A class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield||align=&amp;quot;center&amp;quot;|37||align=&amp;quot;center|68%||align=&amp;quot;center&amp;quot;|+2 ||align=&amp;quot;center|C class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
Their Defence is 50 and their Magic Resistance is 45%. &amp;lt;br&amp;gt;&lt;br /&gt;
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.&amp;lt;br&amp;gt;&lt;br /&gt;
It takes a Pass action to sow the dragon&#039;s teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon Fang x 2 ===&lt;br /&gt;
This black fang may be made into a dagger that weighs 10 oz and is 9 inches long. It inflicts 1 rollup D10 + 5 A or B class Damage and has a base Strike Chance of 53%. It is a legal target for the Fashioning Runestaff, although no rune may be carved into it. It nevertheless will store 1 FT (+1 per 2 Ranks) in the normal manner. &amp;lt;br&amp;gt;&lt;br /&gt;
A Rune mage may not own more than one of these daggers.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Dragonel x 6 ===&lt;br /&gt;
This black dragon egg will hatch to a dragonel that grows no larger than a large domestic cat, and will weigh 40 lbs. Although it has wings, these are vestigial. It has the following statistics:&lt;br /&gt;
{{BeastStats|13| 15| 10 |10  | 8 | 6 | 20 | 13 | 16 | 5 | Scales reduce damage by 8}}&lt;br /&gt;
It has no combat statistics, Defence is 45, Magic Resistance is 40%, has a TMR of 5 and a Movement Rate of 250 yards per minute.&lt;br /&gt;
Once a day, it may use the following abilities on itself:&lt;br /&gt;
: Rune Shield @ Rank 20&lt;br /&gt;
: Greater Heart Rune @ Rank 20&lt;br /&gt;
It is a legal target for the Ritual of Creating Rune Portal, which will last for 4 hours (+ 4 hours per Rank). Within this duration, the hatchling may attempt to connect to the Rune Mage&#039;s network of temporary rune portals. The Base Chance is the same as the Adept&#039;s, but bonuses from Enchantment only apply if the dragonel is so enchanted, and bonuses from special inks are ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
Dragonels recover 1 point of FT and dawn, dusk, midnight and noon if they are fed 1 lb of fish a day.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Dragon&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
== Giant Lacrosse Stick ==&lt;br /&gt;
This giant club is 10 ft long and weighs 10 lbs. It inflicts  + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they are trapped in the net. A Pass Action is required to slip the net, but if the giant stands on the handle, any such chance is reduced by the base EN of the wielder, and in any case damage (as noted above) is automatically inflicted upon the target.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Cold-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,325sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Giant Hockey Stick ==&lt;br /&gt;
This giant club is 12 ft long and weighs 10 lbs. It inflicts  + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. It may not deliver a blow higher than 7 feet from the ground. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they knocked back a number of feet equal to the wielder&#039;s PS and hexes less the PS and hexes of the target. The wielder has some choice where they are sending their target in a general way, and it must be reasonably straight - well, unless the giant has managed to put some spin on the target. The target may avoid this by rolling under 1 x AG.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Cold-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,750sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Giant Mallet ==&lt;br /&gt;
This mallet is considered a giant mace. It is 10 ft long, weighs 10 lbs and must be wielded 2- handed. It inflicts  + 12 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 50% + 10 per hex of the wielder. The wielder must declare if they are making an underarm swing or an overhead blow before the Strike Check is made.  If an overhead blow against a creature less than 2 hexes results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, then they are driven to their knees. They may recover their footing as normal, assuming they are functionally capable of this. If an underarm swing results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, the target is hurled in an arc covering a number of feet equal to the wielder&#039;s PS less the target&#039;s AG. Upon making contact with the ground, they will take an extra D10 impact damage for every 10 feet they have been flown, unless they can make a 1 x AG roll to land. Neither Protection, Endurance Armour  although Damage Reduction may at the discretion of the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Cold-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12,475sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Whip of Braided Eog ==&lt;br /&gt;
This whip is made of an alloy of Eog, a black iron-like metal, and jet, fossilised coal, that weighs 5 lbs. It may be used to strike at targets that are up to 15 feet away. The articulated talons of something long dead decorates the end, so it will inflict A, B and C Class injuries but any amputations are ignored. The base Strike Chance is 47% and the base Damage is one rollup D10 + 1. Although the whip can only be broken by an entity or force with an equivalent PS of 160, excess PS never inflicts extra damage. Bonuses to Strike Chance from MD are calculated thus:&lt;br /&gt;
: subtract 15 from base MD. If the result is 0 or less, the whip may not be wielded (base MD - 15 = difference) &lt;br /&gt;
: square the difference and add the difference to that product (difference x difference + difference = result). &lt;br /&gt;
: halve the result (result / 2 = result).&lt;br /&gt;
: add the result to the wielder&#039;s MD as Strike Chance bonus&lt;br /&gt;
Bonuses to Strike Chance are calculated at 6 per Rank not 4.&amp;lt;br&amp;gt;&lt;br /&gt;
At every Rank fully divisible by 4, an extra point of damage is added.&amp;lt;br&amp;gt;&lt;br /&gt;
At every Rank fully divisible by 5, an extra rollup D10 is added to the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses from Warrior never apply with this weapon, although Assassin bonuses do.&amp;lt;br&amp;gt;&lt;br /&gt;
It is a legal target for a Weapon of Flames spell, but the flames are dark blue and cold. The calculation is the same, but the extra damage is inflicted upon creatures of fire. In addition, the strike distance increases by the Rank of the spell in feet.The wielder may perform simple feats of Manual Dexterity with the talons while the whip is so empowered.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, the whip may be wound around the wielder&#039;s lower abdomen, which will make them immune to these Specific Grievous injuries:&lt;br /&gt;
:08 A vicious puncture wound in your groin! Take 3&lt;br /&gt;
::Damage Points immediately from Endurance and&lt;br /&gt;
::reduce your TMR by 2 until fully recovered, which&lt;br /&gt;
::will take two months. In addition, add 30 to your&lt;br /&gt;
::chance of being infected (assuming you live long&lt;br /&gt;
::enough for such things to matter).&lt;br /&gt;
:12 A stomach puncture. Nasty. You suffer 3 Damage&lt;br /&gt;
::Points immediately from Endurance and lose&lt;br /&gt;
::2 from your TMR until fully recovered, which&lt;br /&gt;
::will take two months. Also, you are automatically&lt;br /&gt;
::stunned for the next pulse (if you aren&#039;t already),&lt;br /&gt;
::after which you may recover. Add 20 to the chance&lt;br /&gt;
::to be infected.&lt;br /&gt;
:37-40 You have been eviscerated! Take 4 Damage&lt;br /&gt;
::Points immediately from Endurance and 1 point&lt;br /&gt;
::per pulse from Fatigue thereafter (Endurance when&lt;br /&gt;
::Fatigue is exhausted) until you are unconscious.&lt;br /&gt;
::Increase your chance of infection by 40.&lt;br /&gt;
&lt;br /&gt;
It takes 3 Pulses to unwind the whip from the wielder&#039;s abdomen.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,750sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt; Straight Edge &amp;lt;/s&amp;gt; ==&lt;br /&gt;
&amp;lt;s&amp;gt;This cold iron, two-handed sword weighs 9 lbs, requires 22 PS and 14 MD to wield. It has a base Strike Chance of 67 and inflicts 1 rollup D10 per hand it is wielded with, + 7. In other words, 2 rollup D10+7 in the usual course of events. There is room on the hilt for three hands, if the wielder has this many.&amp;lt;br&amp;gt;&lt;br /&gt;
It increases the bearer&#039;s Magic Resistance by 7, and prevents them from using any magic that is not racial in nature. &amp;lt;br&amp;gt;&lt;br /&gt;
Bonus damage as a function of great strength may be applied in addition to other bonuses without risk of breaking the weapon so long as PS does not exceed 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The next wielder (|only) may advance their Rank in two-handed sword to 6 at a cost of 1,500 Experience &amp;amp; 12 weeks of weapon training, and to 7 at a cost of 1,800 Experience &amp;amp; 14 weeks of weapon training. &amp;lt;/s&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Cold-forging&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crimson ==&lt;br /&gt;
Crimson is an axe head of a strange crimson metal who weighs 2 lbs, requires 14 PS and 14 MD to wield. It has a base Strike Chance of 67, nflicts 2 rollup D10 damage and is treated as a battle axe with respect to Ranking. It may only be wielded 1-handed, although the wielder is entitled to deliver multi-hex strikes at the usual penalty.. In addition, it does not attract range penalties when it is thrown, and returns to the wielder the following Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It may only be wielded by the wearer of the Beckoning Gauntlet, which will manifest an unseeable spectral haft that can only bee seen by those who know the Spectral Weapon or Spectral Warrior spells at Rank 16 or higher.  Preparing this weapon is a Free Act so long as Crimson is attached to a belt or other obvious strap on the wielder&#039;s armour.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not conduct drain, so any attack with this weapon does not expose the wielder to further drain attacks.  &amp;lt;br&amp;gt;&lt;br /&gt;
Bonus damage as a function of great strength may be applied in addition to other bonuses without risk of breaking the weapon, and is stackable with bonuses from Skill and weapon spells.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Chaos Temper&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 9,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Black Tulwar ==&lt;br /&gt;
This large tulwar of black bronze is one or two-handed. It weighs 6 lbs, requires 13 PS and 15 MD to wield and has a base Strike Chance of 67. On a successful strike, damage is resolved in the following way: On a roll of 4 to 10, 3 is subtracted from the result and the result squared. On a result of 3, the target&#039;s EN is reduced by 3, on a result of 2, the target&#039;s EN is reduced by 6  and on a result of 1, the target&#039;s EN is reduced by 9. This is applied as healing to the wielder, curing EN first, wrapping to FT. Damage Reduction may only be applied against this, Protection, EN Armour, Spell Armour or Necrogeny do not protect against it. The blade does no harm  to the undead or constructs. &amp;lt;br&amp;gt;&lt;br /&gt;
The tulwar does not accept weapon spells, and bonuses to damage from great strength, Rank in Warrior, Rank in Assassin or Rank in Tulwar are ignored. However, Strike Chance is improved by 8 per Rank in Tulwar and 4 per Rank in Warrior.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Temper&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,450sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Throwing Daggers x  6 ==&lt;br /&gt;
These hardened silver daggers weigh 4 oz, require 7 PS and 10 MD to wield but are too light to wield in melee or close. The base Strike Chance is 57% and the base Damage is 1 rollup D10 + 1. &amp;lt;br&amp;gt;&lt;br /&gt;
Three of them may be thrown in a single Pulse and have a range of 12 hexes. The magic of the daggers allows their damage to accumulate on a target so that Protection, Damage Reduction or EN Armour only count once. Thus, if all three are thrown at a single target and achieve Blows to FT, then the damage of each dagger is summed and applied to the target thus: 3 rollup D10 (+3 if Ranked below 4, +6 if Ranked 4 - 7, +9 if Ranked 8 or higher).&amp;lt;br&amp;gt;&lt;br /&gt;
If any one of the darts inflicts a blow directly to EN, then it is as if they all do, if one inflicts a Possible Specific Grievous, then it is they all do. If several Specific Grievous Injuries are rolled, then each is rolled for but the wielder may only apply 1 such injury (i.e. if the wielder scores 2 Specific Grievous injuries, 04 and 18, they may only choose a bleeder in the target&#039;s primary arm or a wound to the solid viscera, but not both).&amp;lt;BR&amp;gt;&lt;br /&gt;
If the Nature of Magic or Plane of Origin of these blades is detected, then the bearer may find themselves invited to a witch burning as the guest of honour. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Impious Temper&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,950sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Imp Dagger ==&lt;br /&gt;
This hardened silver dagger weighs 10 oz, require 7 PS and 10 MD to wield but the hilt is a spiral groove carved into onyx, set with a large, red carbuncle on the pommel and may only be wielded with a thin, prehensile tail or tentacle. The base Strike Chance is 57% and the base Damage is D10 + 1. &amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be further enchanted with a weapon spell, with bonuses from PS, Rank in Dagger and Rank in Assassin all stacking. Rank in Warrior, however, is always ignored. If the blade is envenomed, the base Damage becomes 1 rollup D10 + 1. &amp;lt;br&amp;gt;&lt;br /&gt;
The wielder may deliver an attack with the dagger using a Free Act into their rear or front hex without penalty. &amp;lt;br&amp;gt;&lt;br /&gt;
If the Nature of Magic or Plane of Origin of these blades is detected, then the bearer may find themselves invited to a witch burning as the guest of honour. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7th Plane&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Impious Temper&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,131sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clockwork Crossbow ==&lt;br /&gt;
This crossbow is made from a mahogany-like wood chased in bronze and silver., weighing 7 lbs. It requires 14 PS and 14 MD to wield, a base Strike Chance is 67% and base Damage is 1 rollup D10 + 6. &amp;lt;br&amp;gt;&lt;br /&gt;
The crossbow has a strap that can attach to a belt or bandolier allowing it to be Prepared with a Free Act. A large butterfly key emerges from the stock, and the weapon may be wound up, which will take about 5 minutes. Once the movement is primed, the weapon will automatically reload from a magazine of 6 quarrels and taking two Pulses. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== A Sea Green Walking Stick of Fashion ==&lt;br /&gt;
This translucent glass walking stick is the colour of a storm-tossed sea and weighs 1 lb. It is about four feet long, half an inch in diameter and may be wielded 1 or 2-handed. It is Ranked as a Quarterstaff at the same time as other weapon or Professional Skills or magic. The stick inflicts 1 rollup D10 + 4  C Class damage, but bonuses from PS and weapon Rank do not increase damage, and it does not accept weapon spells. &amp;lt;br&amp;gt;&lt;br /&gt;
Once a bonding cost of 1 EN has been paid, the staff has these functions:&lt;br /&gt;
*The wielder increases their Defence by 2 (+2 per Rank in quarterstaff). This will not stack with Defence from other weapons or shields. &lt;br /&gt;
*The wielder reduces damage by 1 at Rank 4 in quarterstaff and by another 2 at Rank 8 (thus reducing damage by 3). This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.&lt;br /&gt;
*The wielder subtracts their Rank in quarterstaff from the die roll when making MR check&lt;br /&gt;
*The counterspells of one extra college may be cast on the staff, to the benefit of the wielder. &lt;br /&gt;
*The stick modifies &lt;br /&gt;
: the Mage Current spell so that it is durational although it may be ended with a Free Act.&lt;br /&gt;
: the Storm Calling spell so that the FT cost and onset time are halved&lt;br /&gt;
*Certain spells may be invested in the staff at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be invested in the staff, but any combination is allowed. The following spells or types of magic are allowed:&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
|-&lt;br /&gt;
|Counterspells&lt;br /&gt;
|Walking Unseen&lt;br /&gt;
|Conjuring Mist&lt;br /&gt;
|Scry Shield&lt;br /&gt;
|-&lt;br /&gt;
|Wall of Thorns&lt;br /&gt;
|Lightning&lt;br /&gt;
|Telekinesis&lt;br /&gt;
|Fireball&lt;br /&gt;
|-&lt;br /&gt;
| True Seeing&lt;br /&gt;
|Flash of Light&lt;br /&gt;
|Air Blast&lt;br /&gt;
|Witchsight&lt;br /&gt;
|}&lt;br /&gt;
*The wielder releases the spells stored by using a Cast Action. They are not Triggered.&lt;br /&gt;
Weapon spells may be cast upon the stick but do not provide any benefit except that a Spectral Weapon will allow it to strike insubstantial creatures, etc.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;60px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Victoria&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Water Witchery&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rod of Counterspells ==&lt;br /&gt;
This slender, wand-like rod is made of turned red eucalyptus wood, and the head is shod in orichalcum. It weighs 3 lbs, and may be wielded as a mace, with a base Strike Chance of 61% and base Damage of 1 rollup D10 + 5.&amp;lt;br&amp;gt;&lt;br /&gt;
The rod stores 12 counterspells, which must be invested by means of ritual spell preparation and expensive but common incense, oils and tinctures equivalent to the normal cost of investment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
|-&lt;br /&gt;
!College&lt;br /&gt;
!GK/SK&lt;br /&gt;
!Rank&lt;br /&gt;
!Cast Chance&lt;br /&gt;
!College&lt;br /&gt;
!GK/SK&lt;br /&gt;
!Rank&lt;br /&gt;
!Cast Chance&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
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|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
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Counterspells benefit from the wielder&#039;s bonuses and Enchantment, not the investor&#039;s, and any situational bonus are determined at the time of casting, not when it was stored. &amp;lt;br&amp;gt;&lt;br /&gt;
Counterspells are Fired, not Triggered and execute on the wielder&#039;s Engaged Initiative with the weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
Three counterspells may be drawn from the rod a day, resetting at dawn.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;60px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Naming Incantations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11:750sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
== Beckoning Gauntlet ==&lt;br /&gt;
[[Image:Gauntlet left.JPG |right|120px]]&lt;br /&gt;
This is a mail gauntlet for the right hand made of truesilvered orichalcum and weighs 1 Â½ lbs and is sized for an elf or similar. It has five fingers and one thumb. All are functional.&amp;lt;br&amp;gt;&lt;br /&gt;
* The wielder&#039;s PS and MD are raised by 6 for the right hand only.&lt;br /&gt;
* As a cestus,  the base Strike Chance is 67%. It inflicts D10 + 4 damage but if a non-prime number is rolled on the damage die, it is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. This is usually fatal.&lt;br /&gt;
* Damage that specifically attacks the right wrist or hand is always reduced by 6 points or the value of the wearer&#039;s other armour, whichever is greater. In addition, the wearer may Break 100 + 3 x MD to avoid the effects of a Specific Grievous Injury to the right hand or wrist.&lt;br /&gt;
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their right hand, then three other special abilities become available to them. &lt;br /&gt;
* The wearer may see and interact with Phantasms, Spectral Warriors or Nightmares that are in their line of sight so long as they Break 100 + MD + PC + MA + Rank in Cestus.&lt;br /&gt;
* The wearer may Beckon forth a phantasm which is not inconvenienced by counterspells and acts on their Engaged Initial Value which will travel at TMR 13 to a target and permanently reduce their EN value by D10 - 4, minimum 1 and then dissipate. The phantasm may not be Beckoned forth again until midnight has struck. &lt;br /&gt;
* The phantasm may be used to visit a pall of despair upon a population within sight up to the size of a small town which will reduce the inhabitant&#039;s WP &amp;amp; EN value by D10 - 4, minimum of 1. This loss will recover at a rate of 1 every 3 days, Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.&amp;lt;br&amp;gt;&lt;br /&gt;
:A distant bell will toll on these occasions.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spite Crafting&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 18,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
== Vadagh Battle Dress ==&lt;br /&gt;
=== Mirror Silver Byrnie ===&lt;br /&gt;
This sleeveless silver mail of mirror bright scales weighs 20lbs, reduces AG by 2 but improves Stealth by 10. Sized for an Elf or similar humanoid, it reaches from the shoulders to the mid-calf. It provides 10 points of Protection and 4 points of EN Armour against Specific Grievous Injuries and blows directly to EN. However, this does not apply to the EN damage of Specific Grievous Injuries to the arms and head.&amp;lt;br&amp;gt;&lt;br /&gt;
It improves the wearer&#039;s Magic Resistance by +5, +10 versus magic that harms through light or sunlight and improves their WP with respect to the College of Illusory Magic by 5.&lt;br /&gt;
&lt;br /&gt;
=== Crimson Robes ===&lt;br /&gt;
This quilted and brocaded crimson robe weighs 4 lbs and is sized for an Elf or similar humanoid. &amp;lt;br&amp;gt;&lt;br /&gt;
If the Mirror Silver Byrnie is worn underneath the robes, then it has the following configurations:&lt;br /&gt;
;Buttoned&lt;br /&gt;
* It provides 7 points of Spell Armour and the weight of the Byrnie does not count against the wearer&#039;s Encumbrance in anyway, nor may it be seen. However, the Byrnie no longer provides any benefit to the wearer, including Protection and EN Armour values. &lt;br /&gt;
;Unbuttoned&lt;br /&gt;
*It provides 7 points of Spell Armour which stacks with the Protection and EN Armour of the Byrnie.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Various&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Order&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 18,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cy-Anne ==&lt;br /&gt;
Cy-Anne is a watermarked silk robe in varying shades of blue and green, sized for someone of size 6 and smells of bitter almonds. She weighs 6 lbs, inflicts  no penalty to AG, but because of the blue/green variability of her hue, Stealth is improved by 10 in woodland, marsh, coastal, riparian and marine environments. She provides 5 points of Protection, Spell Armour of  7 and Reduces Damage by 3. &amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s chance of casting magic is increased by their Rank in Artisan Tailor/Seamstress or similar Artisan Skill.&amp;lt;br&amp;gt;&lt;br /&gt;
Cy-Anne may be communicated with, treating Rank in Artisan Tailor or Seamstress as a language, and her Rank in the Adventuring Skill: Poisoner may be advanced at an Experience Multiple of 250. This does not provide any bonus in making poisons, but it allows Cy-Anne&#039;s wearer to handle these substances in the same way as an Assassin, increasing their chance to insinuate poisons inconspicuously into food, letters, pillow slips,  ear etc. by 5 per Rank. This stacks with any Ranks in Stealth the wearer has.&amp;lt;br&amp;gt;&lt;br /&gt;
Any successful spell cast that ends in a &amp;quot;0&amp;quot; or a &amp;quot;5&amp;quot; costs 1 less FT point, to a minimum of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Cy-Anne has an alternative state as a small pool of water about 9 inches in diameter and may be poured on or off as a Free Act.&amp;lt;br&amp;gt;&lt;br /&gt;
Cy-Anne has a quietly brooding personality and has been known to carry a grudge, insinuate poisons into it and feed it to those who have offended her. On the other hand, if won over, she is capable of seeing beyond any perceived slight to herself and fixate upon insults perpetrated against her wearer, whereupon she often confides to them that she will &amp;quot;....keel him for jou&amp;quot;, and pat the back of her hand comfortingly.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;90px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;135px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;85px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;270px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Brides of Blackrod&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Autumn 811&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Water-silk&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 18,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{Yes-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Crown of Mentacles ==&lt;br /&gt;
[[Image:Crown_of_mentacles.jpg|right|120px]]&lt;br /&gt;
This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:&lt;br /&gt;
*+5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).&lt;br /&gt;
*Telekinesis costs 1 less FT to cast.&lt;br /&gt;
*5 is subtracted from the die roll when casting Disruption.&lt;br /&gt;
*Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special  or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.&lt;br /&gt;
*Force Shield gains an extra point of Defence for every two Ranks.&lt;br /&gt;
;&#039;&#039;&#039;Mentacles&#039;&#039;&#039;&lt;br /&gt;
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept&#039;s Rank in Telekinesis. &lt;br /&gt;
*By means of the mentacles, the Adept can levitate up to a  height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored. &lt;br /&gt;
*The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.&lt;br /&gt;
*If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.&lt;br /&gt;
*Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept&#039;s WP. If a second mentacle is used then half the Adept&#039;s WP is added to the PS, and so on.&lt;br /&gt;
;Example&lt;br /&gt;
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Uranus&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Telekinesis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 30,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Force Gauntlet of the Right Hand ==&lt;br /&gt;
This bracelet has two lengths of delicate orichalcum chain. One chain runs between the index and middle finger, the other running between the ring and small finger. Both join to a setting that holds a cabochon blue quartz about the size of a silver penny on the back of the wearer&#039;s hand. It weighs 6 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
It is inactive and does nothing unless the wearer channels a point of FT into it, requiring a Free Act, which will cause a force construct to appear around the hand in the shape of a gauntlet. This will last until the next dawn, dusk, noon or midnight and is unseeable except by those who can cast Telekinesis or the like. The wearer must sleep with it, allowing it to drain 1 point of FT for every four hours they sleep or the construct will fail and die.&amp;lt;br&amp;gt;&lt;br /&gt;
While active, the gauntlet raises the wearer&#039;s PS to the value of  their WP on their right arm, only. This does not affect the Encumbrance calculation, nor does it qualify them to use two-handed weapons, although it may allow them to learn and advance one-handed weapons they normally lack the PS to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
The duration of Force Shield is tripled and 11 unseeable pentagonal planes of protection surround the Adept, increasing their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first Rank DP per Pulse, minimum 1.. This only applies to physical damage and has no effect on magic, blows directly to EN or Specific Grievous Injuries.  It can, however, be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Dioscura&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Telekinesis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12,335sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fettle ==&lt;br /&gt;
This ring of granite must be worn on the small finger of the right hand for its magic to be effective. It encumbers as if it weighs 4 oz. &amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer takes sufficient damage that they would enter a condition of Stun, they are entitled to an immediate and free Stun Recovery check. If that roll is successful, then they are not Stunned. If they enter a condition of Stun, they receive an extra Stun Recovery check each Pulse until this is relieved.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Protection&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,335sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Greater Ring of Protection ==&lt;br /&gt;
[[Image: Plainring.jpg|right|60px]]&lt;br /&gt;
This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand. &amp;lt;br&amp;gt;&lt;br /&gt;
The bearer subtracts 10 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, it surrounds the bearer with 11 unseeable pentagonal planes of protection that float around the wearer on all sides. These will protect the wearer so that the first 12 physical damage points the wearer takes per Pulse are ignored. This does not work vs magical damage except for spells like Diamond Javelins, Ice Bolt or Ice Projectiles. It will even protect against blows directly to EN or Specific Grievous Injuries. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer has some similar means of protection, then the greatest effect will apply.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Protection&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 22,350sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dodging Ring ==&lt;br /&gt;
[[Image: GoldenRing.jpg|right|80px]]&lt;br /&gt;
This bare golden ring must be worn on the middle finger of the left hand, and encumbers as if it weighed 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
The ring allows the bearer to avoid being struck by a physical attack or a bolt spell although they must have at least some TMR available to them. They must Break 100 + AG + 5 x their unused TMR that Pulse. If they have 7 TMR and have moved 4 hexes and attacked with a melee weapon, they may add at most 15 to the Break 100 result. &amp;lt;br&amp;gt;&lt;br /&gt;
If the roll fails, no TMR is used, however the ring can only be used once per Pulse.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scarab of Protection ==&lt;br /&gt;
[[Image:WingedScarab.jpg|right|80px]]&lt;br /&gt;
This brooch must be worn openly over the heart. It weighs 4 oz, and while it is worn it absorbs the first 3 points of damage per Pulse. While this stacks with similar magic, it is applied after all others have been exhausted. In addition, 10 is subtracted from the die roll when making a Magic Resistance check.  If the result of a Magic Resistance check is reduced to 1 or less, the wearer ignores all of the effects of magic, even if secondary effects would normally apply. This effect is personal only and has no effect on the surrounding volume.&amp;lt;br&amp;gt;&lt;br /&gt;
The scarab contains 5 charges which may be used to ignore all damage from a single attack, and this requires a Free Act. Once the last charge is used, the scarab crumbles to a greenish dust.&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;180&amp;quot; align=&amp;quot;Center&amp;quot; | Adventure &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Season &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Plane of Origin &lt;br /&gt;
| width=&amp;quot;150&amp;quot; align=&amp;quot;Center&amp;quot; | Aura &lt;br /&gt;
| width=&amp;quot;160&amp;quot; align=&amp;quot;Center&amp;quot; | Nature of Magic &lt;br /&gt;
| width=&amp;quot;50&amp;quot; align=&amp;quot;Center&amp;quot; | Value &lt;br /&gt;
| width=&amp;quot;80&amp;quot; align=&amp;quot;Center&amp;quot; | Cursed etc.? &lt;br /&gt;
| width=&amp;quot;250&amp;quot; align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Coils of Spring&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spring 816&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Nualis&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Formerly Living &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gate &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 23,000sp each&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{No-I}} &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
== Baleful Eye Gem  ==&lt;br /&gt;
&lt;br /&gt;
[[Image:EyeGem.jpg|left|180px]] This gem is about two centimetres across and encumbers as if it weighed 4 oz. &amp;lt;br&amp;gt; It acts as a focus for the Evil Eye spell, and if they know it at all, the holder of the eye will cast [[The Middle Way: Treasure#Evil_Eye_v._Jono|this]] version of it. &amp;lt;br&amp;gt; Once a day, when the spell is in effect, the eye can be made to orbit the holder about 3 times a Pulse. The eye&#039;s Defence is twice the Adept&#039;s or their Defence + 20, whichever is closest to 100. When the gem does not share the same hex as the Adept, this drops to the Adept&#039;s Defence or the Defence - 30, which ever is the closest to 80.&amp;lt;br&amp;gt; The &amp;quot;glances&amp;quot; may be stored in the gem by casting the Spell Preparation Ritual of the appropriate spell. &lt;br /&gt;
&lt;br /&gt;
;Only spells that&lt;br /&gt;
&lt;br /&gt;
*have a baleful effect &lt;br /&gt;
*target the mind, spirit, soul or personality of an entity &lt;br /&gt;
*do not inflict damage as part of their spell description &lt;br /&gt;
*do not require a gesture or utterance &lt;br /&gt;
*have Experience Multiples of 350 or less&lt;br /&gt;
&lt;br /&gt;
may be stored in the gem. The Charm spell is allowed, regardless of its Experience Multiple.&amp;lt;br&amp;gt; Spells that target multiple entities are allowed, but the version stored in the gem will target only one entity. Spells that affect Areas/Volumes of Effect or objects are not allowed, and neither are spells that require a touch, gesture or word.&amp;lt;br&amp;gt; The gem may hold as many as 1 charge per 3 or fraction Ranks, but no more than one spell of each name. &lt;br /&gt;
&lt;br /&gt;
;Casting from the gem requires&lt;br /&gt;
&lt;br /&gt;
*a glance, thus the Adept need only spend a Pass Action or a Free Act at their preference. However, the gem may not be used in this fashion more than once a Pulse. &lt;br /&gt;
*a clear line of sight from the Adept to the target. Targeting by Crystal of Vision (or similar) is not possible. Neither is Wizard&#039;s Eye sufficient, unless the gem is co-present with the sensor.&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Allowed &lt;br /&gt;
! Disallowed &lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| Charming &lt;br /&gt;
| Mockery &lt;br /&gt;
| Requires utterance&lt;br /&gt;
|-&lt;br /&gt;
| Compel Speech &lt;br /&gt;
| Confusion of Tongues &lt;br /&gt;
| Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Enchanted Sleep &lt;br /&gt;
| Bolt of Energy &lt;br /&gt;
| Inflicts damage&lt;br /&gt;
|-&lt;br /&gt;
| Slowness &lt;br /&gt;
| Quickness &lt;br /&gt;
| Not baleful&lt;br /&gt;
|-&lt;br /&gt;
| Hallucination &lt;br /&gt;
| Flash of Light &lt;br /&gt;
| Targets the Adept&lt;br /&gt;
|-&lt;br /&gt;
| Hypnotism* &lt;br /&gt;
| Control Person/Animal &lt;br /&gt;
| Requires concentration&lt;br /&gt;
|-&lt;br /&gt;
| Mental Attack &lt;br /&gt;
| Mass Fear &lt;br /&gt;
| Area of Effect, exceeds Exp. Mult.&lt;br /&gt;
|-&lt;br /&gt;
| Lesser Enchantment** &lt;br /&gt;
| Damnum Magnatum &lt;br /&gt;
| Exceeds Exp. Mult.&lt;br /&gt;
|-&lt;br /&gt;
| Fear &lt;br /&gt;
| Torment &lt;br /&gt;
| Inflicts damage, requires gesture&lt;br /&gt;
|-&lt;br /&gt;
| Rune Curse*** &lt;br /&gt;
| Trapping Spirits &lt;br /&gt;
| Requires drawing&lt;br /&gt;
|-&lt;br /&gt;
| Damnum Minatum &lt;br /&gt;
| Levitation &lt;br /&gt;
| Targets the body&lt;br /&gt;
|-&lt;br /&gt;
| Harming Entity &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Creating Plague &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Concentration spells are not allowed, however when cast as a &amp;quot;glance&amp;quot;, Hypnotism can be used to plant 1 post-hypnotic suggestion. Sustained hypnotic effects are not possible. &amp;lt;br&amp;gt; &#039;&#039;&#039;**&#039;&#039;&#039; Used only to curse. &amp;lt;br&amp;gt; &#039;&#039;&#039;***&#039;&#039;&#039; Only if the Curse Rune is inscribed on the Adept&#039;s Runewand. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;FCK__ShowTableBorders&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;180&amp;quot; align=&amp;quot;Center&amp;quot; | Adventure &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Season &lt;br /&gt;
| width=&amp;quot;100&amp;quot; align=&amp;quot;Center&amp;quot; | Plane of Origin &lt;br /&gt;
| width=&amp;quot;150&amp;quot; align=&amp;quot;Center&amp;quot; | Aura &lt;br /&gt;
| width=&amp;quot;160&amp;quot; align=&amp;quot;Center&amp;quot; | Nature of Magic &lt;br /&gt;
| width=&amp;quot;50&amp;quot; align=&amp;quot;Center&amp;quot; | Value &lt;br /&gt;
| width=&amp;quot;80&amp;quot; align=&amp;quot;Center&amp;quot; | Cursed etc.? &lt;br /&gt;
| width=&amp;quot;250&amp;quot; align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Coils of Spring&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spring 816&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Nualis &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Formerly Living &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Eye of Discord &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9,000 sp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{No-I}} &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cyprian Mirror of Seeming ==&lt;br /&gt;
&lt;br /&gt;
This gilded frame is 100 cms high x 70 cms across and weighs 35lbs. If water is Bound onto its surface it will serve as a mirror. &amp;lt;br&amp;gt;&lt;br /&gt;
To activate the mirror&#039;s special function, 1 point of EN must be sacrificed to it (which may be bought back in the usual way). From then on, once per season, the Adept can Purify while gazing into the mirror to store spells of the Colleges of Illusions (with the exception of Audile Illusion). General Knowledge spells count as 1, while Special Knowledge spells count as 2, the total number not to exceed their free MA. The Rank of the General Knowledge spells are the same as their General Knowledge Counterspell, the Rank of the Special Knowledge spells are the same as their Special Knowledge Counterspell. &amp;lt;br&amp;gt;&lt;br /&gt;
Once each spell is successfully Cast, it is lost and may not be recovered until the Adept Purifies while contemplating the mirror after the next Equinox or Solstice.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Contemplation&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 17,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ice Tome of Uranus ==&lt;br /&gt;
This block of ice is a legal target for Mind Speech, although it has little to say. Nevertheless, it may be interrogated for it contents, in which case it will reveal these [[The_Coils_of_Spring_-_Treasure#Sorceries_of_the_Mind|sorceries]]:&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pool of HÏ‡ÏŽ==&lt;br /&gt;
This reflecting pool is a legal target of the Dowsing Talent and may be read by its means, to reveal these  [[The_Coils_of_Spring_-_Treasure#Witcheries|witcheries]]:&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blank Phylactery ==&lt;br /&gt;
[[Image:Phylactery.gif|right|80px]]&lt;br /&gt;
This is a scroll that appears to be itemised so as to form a brooch.  A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor&#039;s Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.&amp;lt;br&amp;gt;&lt;br /&gt;
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Chance:_______%  Range:____________ Duration:____________ Rank:_______  Effects:________________&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spell Storage&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Phylactery of 3-Body Solution ==&lt;br /&gt;
[[Image:Phylactery.gif|right|80px]]&lt;br /&gt;
This is a scroll that appears to be itemised so as to form a brooch.  Entity Prime has invested his solution for the Three-Body Problem in the phylactery. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor&#039;s Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.&amp;lt;br&amp;gt;&lt;br /&gt;
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Chance:_______%  Range: &#039;&#039;&#039;Self&#039;&#039;&#039; Duration:____________ Rank:_______  Effects: Next ranged attack will be one column-shift more effective.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Mikado Affair&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Lands of Chaos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spell Storage&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Assyria&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Arithmancy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Divining Enchantment ==&lt;br /&gt;
[[Image:Phylactery.gif|right|80px]]&lt;br /&gt;
This is a scroll that appears to be itemised so as to form a brooch.  The Caster of Bones has invested his Divination spell in the phylactery. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
The cast chance of the invested spell is the Base Chance plus three times the Rank. * Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor&#039;s Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.&amp;lt;br&amp;gt;&lt;br /&gt;
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Chance: 64%+*  Range: 13&#039; Duration: Immediate Rank: 8  Effects: As per &#039;&#039;Runes of Sight: Divining Enchantment&#039;&#039;.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spell Storage&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Bones/Rune&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== A Stone from a Plover&#039;s Nest ==&lt;br /&gt;
[[Image:Ploverstone.JPG|left|50px]]&lt;br /&gt;
This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Chance:_______% Duration:_______ Range:_______ Rank:______&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spell Storage &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Apuleian Kalyptra  ==&lt;br /&gt;
This eye patch is made from the skin of a night-coloured creature of the Outer Darkness and encumbers as if it weighed 4 oz. The patch provides protection against sights that imperil the mind by horror, fear or mind-bending strangeness. However, this only applies if they spend 1 FT per Pulse and close their unprotected eye. This penalises MD by 1 and PC by 4. Additionally, their base chance with any missile or thrown weapon is reduced  by 30. On the other hand, the patch lends them a piratical air which increases their PB by 2 to a maximum of 21.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Outer Darkness&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Former living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Protection&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8,755sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Great Emerald ==&lt;br /&gt;
This large, green stone is 30 cms x 60 cms x 15 cms. It contains three Emerald Waters which replace the components required to make potions that allow the imbiber to Communicate, Compel, Charm, Bind or Control by the written or spoken word. &amp;lt;br&amp;gt;&lt;br /&gt;
A Great Emerald can be cut to create one amulet of three different kinds:&amp;lt;br&amp;gt;&lt;br /&gt;
=== The Amulet of the Voice ===&lt;br /&gt;
This amulet adds 15 to the Base Chance of any magic that Compels, Charms, Binds or Controls by use of the voice. It does not provide a benefit to a Ritual of Binding Wills nor Control Person nor Controlling Earth Elemental, although Hypnotism would be affected. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Amulet of the Word ===&lt;br /&gt;
The wearer of this amulet may choose to capture the effects of a Power Word of which they are the target. They suffer none of the effects of the Power Word and can release it on their next available Magical Fire Action. The amulet will store the Power Word indefinitely until it is used, thus making it capable of capturing a new Power Word. However, only one Power Word may be released from the amulet on any day. This will reset at midnight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Amulet of the Incantation ===&lt;br /&gt;
The wearer of this amulet may cast (if they know the spell) Compelling Obedience at a single target. If the target fails to resist, then they must obey the Adept&#039;s instructions. They are aware that they are under Compulsion, and usually harbour great resentment over it. If forced to an action which would put them at credible risk of their existence, they are entitled to another MR check. If they succeed, the spell is broken.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, the wearer can cast Compelling Obedience at their usual number of targets, but they are treated as if subject to Mass Charming of the College of Ensorcelments and Enchantments. The amulet, however, does not change the College of the magic being cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, any spell that Compels, Charms, Binds or Controls will have the duration enhanced to 1 day + 1day per Rank of the spell if it is cast as a ritual.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Alchemy&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wolf in a Witch Bottle ==&lt;br /&gt;
This small bottle of hardened glass is very robust and weighs 4oz. It contains a drop of a wolf&#039;s heart blood. It may be carried in a pocket, tied around the neck or some other part of the body.&amp;lt;br&amp;gt;&lt;br /&gt;
In the moment directly after casting a Phantasm spell, the wearer may choose to manifest it as a spirit wolf, which will use up the heart blood in the witch bottle. The spirit wolf can only be seen by the person it is targetted on and by those who can see spirits, astral creatures or into the Astral. It has a duration of 30 minutes (+ 30 minutes per Rank) and upon initial melee contact with its target, strikes last in the Pulse. Subsequently, however, it&#039;s engaged initiative value rises to 30 (+3 for every 2 full Ranks). If the spirit wolf is unengaged at the end of a Pulse, it may be assigned a new target in a subsequent Pulse (requiring a Magical Pass Action), who will be able to see it and know that it is coming for them.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per adventure or season, whichever is least, the owner of the bottle can add a drop of their own heart blood to the witch bottle. The first drop costs 1 EN, doubling each time so that the next costs 2 EN then 4 and so on. This EN may be bought back in the usual way.&amp;lt;br&amp;gt;&lt;br /&gt;
Heart blood returns to the witch bottle at a rate of 1 per day in the hour of the wolf (between 3:30 and 4:30 am or thereabouts).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Dioscura&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Blood Conjuration&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hand of Glory ==&lt;br /&gt;
This withered, mummified hand weighs 8 oz. It is preserved so that it takes no incidental damage from aging.&amp;lt;br&amp;gt;&lt;br /&gt;
It must be presented for its magic to work. When this is done, it provides these bonuses:&lt;br /&gt;
The spell of Enchanted Sleep manifests as a column of mist 10 feet high and a megahex across. This can be moved at a rate of 3 hexes per Pulse, requiring a Free Act. &amp;lt;br&amp;gt;&lt;br /&gt;
The hand is a legal target for the Invisibility spell, but never makes conceals it. Instead, the column of mist becomes invisible at the Rank of the Invisibility.&amp;lt;bR&amp;gt;&lt;br /&gt;
The wielder&#039;s Rank in the Open Lock spell is increased by 1, to a maximum  of 21.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Wiccan&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
== Tryst ==&lt;br /&gt;
Tryst is the celestial hour before midnight,and is the most romantic time of the day. Depending on the season and latitude, she can be longer or shorter, but whenever or wherever she is, she is a time of great romance. In the period of this hour, those who have met with amorous intent, honourable or otherwise, experience an increase in Passion equivalent to twice their expectation.&amp;lt;br&amp;gt;&lt;br /&gt;
In the arms of her hour, rose petals have been known to spontaneously shower couples.&amp;lt;br&amp;gt;&lt;br /&gt;
The products of such an encounter may lead to a bonus of +20 in arranging such an event (making it easier), a bonus of +20 towards the climax of the event (making it more exciting) and a bonus of +20 resistance to being persuaded against a promise of marriage (making it harder).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Nualis&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Construct&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
&lt;br /&gt;
== MÃ¤dchen ==&lt;br /&gt;
MÃ¤dchen is a fire elemental with all of the usual abilities who has extensive experience in the kitchen. She is a Rank 7 cook, Rank 8 when producing pastries. If she is summoned (by means of the Ritual of Summoning Fire Elemental or similar magic) then she is considered to be + 1 to the Adept&#039;s current Rank. In addition, the Adept who knows her name can advance their Rank in that magic to 22. &amp;lt;br&amp;gt;&lt;br /&gt;
She will only serve once a day in the normal course of events, and will not return until after the third day of the dark of the moon if she is slain in the service of the Adept.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== â€‹Crimson â€‹Wall of â€‹Licteon ==&lt;br /&gt;
This Great Spell may only be Cast by an Adept who knows Wall of Fire, Wall of Starlight or similar magicks, after which it is forgotten. The flames or light of the wall spell is changed to crimson when it is invoked. &amp;lt;br&amp;gt;&lt;br /&gt;
The wall may be cast in any combination of straight or curving lines,  except that no part of the wall may be orthogonal to any other, however distant. It inflicts 1 rollup D10 damage for every 3 or fraction Ranks, doubling at Rank 20â€‹. Anyone attempting to pass through the wall must Resist the damage, those who succeed taking half, and in any case, they must use as much TMR to cross it as half the Rank of the spell,&amp;lt;brâ€‹&amp;gt;&lt;br /&gt;
The length of the wall is 10 hexes (+10 hexes per Rank), and the height is 10 ft (+ 1 foot per Rank). The duration is 30 minutes (+30 minutes per Rank).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Copper Scroll: Of Discipline &amp;amp; Mental Fortitude ==&lt;br /&gt;
[[Image:Copper_scroll.jpg|left|80px]]&lt;br /&gt;
24 hours after this scroll is opened, it will crumble to a greenish dust.&lt;br /&gt;
Whoever reads from this scroll for 4 hours must permanently sacrifice 3 EN (which may be bought back in the usual way). From then on, they may advance their FT by 1 per Adventure or Season, whichever is less.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no upper limit to which their FT value can ascend.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
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|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Plans for a House of Life ==&lt;br /&gt;
This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.&amp;lt;br&amp;gt;&lt;br /&gt;
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Sarcophagus.jpg|right|150px]]&lt;br /&gt;
Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.&amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:&lt;br /&gt;
*The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).&lt;br /&gt;
*Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.&lt;br /&gt;
*Obviously, the resurrectee&#039;s itemry will be lost unless other means supervene.&lt;br /&gt;
*In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.&lt;br /&gt;
*The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.&lt;br /&gt;
;For example : if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.&amp;lt;br&amp;gt;&lt;br /&gt;
If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
: Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
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|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| The Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sloe Plum ==&lt;br /&gt;
Herbalist Rank 4&lt;br /&gt;
Sloes grown on blackthorn bushes, which like a sunny exposure in well-drained soil. In spring, waxy, star like flowers of pale blue form before leaves sprout, and grow into blue-black drupes. They may be harvested in late Autumn. The bush, itself, is easy to grow but is sociable, and actively encourages the interest of bees. It will grow about 2 metres per year, so long as there is plenty of sunlight. It prefers a humid, moist environment, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.&amp;lt;br&amp;gt;&lt;br /&gt;
The bush will tend to grow against upright structures, but will happily form a hedge &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Recipe of the Tincture of Sloe Plums ===&lt;br /&gt;
Herbalist Rank 6&amp;lt;br&amp;gt;&lt;br /&gt;
Three bottles of malt beer must be distilled to create 1 bottle of wine, which will be strongly spirituous that it will take flame with readiness. As many sloe plums as will fit in a bottle of wine should be gathered after the third frost of winter, and the skins pricked with its own thorns.&amp;lt;br&amp;gt;&lt;br /&gt;
The drupes should be laid within two wide-necked bottles and the wine laid down therein till they are full. &lt;br /&gt;
A beet should be boiled until it is a sodden mass, and the waters therein reduced by half. Decant off the upper liquids into a wide-necked glass vessel and leave in a dark, warm place until a pale red sugar has formed. Add this to the skin of an orange of Novadom that has been penetrated with 29 cloves, then cut roughly into each bottle. These should be sealed thereafter and set in a dark, cool place.&amp;lt;br&amp;gt;&lt;br /&gt;
The liquor should be turned daily for fourteen days, then weekly for a month for at least three months. After this, the contents of each bottle are poured into one with a steady hand so that the solid matter remains behind and the bottle laid down for another three months. At the end of this time the dregs should have settled to the bottom and the liquor decanted carefully off to form a deeply red tincture. The spirituous content of the tincture will be be in excess of 105&amp;amp;deg; proof and quite flammable.&lt;br /&gt;
&lt;br /&gt;
=== Tincture of Sloe Plum ===&lt;br /&gt;
The special properties of this tincture will be lost within an hour of the cork being pulled, although its alcoholic properties will remain for as long as it is undrunk.&amp;lt;br&amp;gt;&lt;br /&gt;
The first three drops of the bottle have the special property of restoring someone whose EN is sub-zero but not dead to 4 EN. More will not help, although many claim that it has medicinal value against the shock of a near death experience. An entity cannot benefit from the special property of Tincture of Sloe Plum more than once a week.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Silverblade ==&lt;br /&gt;
Herbalist Rank 5&lt;br /&gt;
Silverblade is a vine-like creeper that grows on yew trees.  Its leaves appear in early spring and are pale green and it forms sprays of tiny flowers a deep, jewel-like red.  In autumn, the leaves turn silver and fall from the vine in strict order from the lowest to the highest. The last three leaves are harvested for the Silverblade Draught. The vine is extremely delicate and must be cared for assiduously. It will grow about 1 metre a year and then die, and the Herbalist must take seeds to ensure a  crop for the following year.  In terms of maintenance, the plant requires 240 hours of care a season, divided by the Herbalist&#039;s Rank. The least amount of time that must be spent cultivating the rose is 16 hours. If this maintenance time is not met or exceeded, the plant will wither and die without yielding its special harvest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Recipe: Silverblade Draught ===&lt;br /&gt;
Herbalist Rank 9&amp;lt;br&amp;gt;&lt;br /&gt;
The Herbalist must bleed as much as 9 EN into an earthenware dish containing 16 black pepper corns. A bottle of shadow wine must be distilled into a brandy by heating it in the fumes of 24 gold shillings worth of frankincense and poured over the blood and pepper , then 53 yew leaves added to prevent it from corrupting too soon. It must be left in a cool, dark crypt for a month, where it will suppurate and shed unhealthy vapours. Any who venture into the crypt in this time must Break 100=&amp;gt;EN + WP or be taken with convulsions until their stomach is emptied. The corruption will rise to the top of the fluid as scum and must be scraped off, requiring a Break 100=&amp;gt;(MD + Herbalist Rank) x 2. If this is successful, enough clear, pale blue fluid to fill a wine cup will remain. The silverblade leaves should be dropped therein and left to stand for a month, at which time the fluid should be purified by spell.  &amp;lt;br&amp;gt;&lt;br /&gt;
Once poured into phial, the draught will keep until opened.&lt;br /&gt;
&lt;br /&gt;
=== Silverblade Draught ===&lt;br /&gt;
This clear, pale blue draught must be poured into the ear of the dead who may Break 100 =&amp;gt; EN + 8 x the Rank of the draught. If this is successful, they are alive on 1 EN and 0 FT. They may only be restored by Natural Healing and the Healing Sleep draught.&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
== In Defence of the Innocent ==&lt;br /&gt;
This pool allows Tsayoi to avoid any attempt to prevent him from acting in defence of the innocent, particularly children. He may increase his chance to avoid such an attempt by +5 per point spent, or by spending a Free Act and a point to give himself another chance to avoid the attempt, or both. He must buy these points at a cost of 200 times the number of points he wants to purchase, to a maximum of 20. At the end of each season, he recovers 20% of the Experience he has so spent, to a maximum of 80% of the original cost.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring  816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wildfyre Pool ==&lt;br /&gt;
The Adept may increase their TMR by 1 at Rank 10 in the Wildfires spell and another 1 at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the Adept gains a pool of special movement equal to 1 (+ 1 per Rank in Wildfires) hexes per day. However, they can spend no more than Rank / 3  in a single Pulse. The movement is additional to their TMR but is not considered TMR movement. The additional movement can be in any direction, so long as it passes through an unobscured hex. Thus, movement is allowed up, down, sideways, backwards etc. Using the extra movement does not attract the penalties that using TMR can. For example, the wearer could specifically choose not to use their TMR, instead spending 1 or more hexes of additional movement to deliver a melee attack with a non-pole weapon and not attract a penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
The Wildfyre pool resets at midnight.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring  816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medusine Eye ==&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 30 feet&amp;lt;br&amp;gt;&lt;br /&gt;
A woman who has agreed to protect girls as the priestess, Medusa, served Athena, may see the sins of men against maidens. Men who murder or rape them will be revealed as the blackest sinners, while those who beat them will clearly have sinned seriously, and those who have preyed upon their innocence will vary from serious to minor in the judgement of the DM. This does not take into consideration any extenuating circumstances, and context is ignored. If the maiden is a psychotic, high-ranked Assassin, bent on the destruction of anyone wearing plaid, the eye only sees the sin, it cannot make this finer distinction.&amp;lt;br&amp;gt;&lt;br /&gt;
A small snake with black and virulent green stripes can lunge from the right eye as a Free Act. Any man within 4 hexes, who meets the woman&#039;s eye when the snake manifests must Break 100 -&amp;gt; 2 x WP or roll on the Fright Table.The snake may strike when in close and benefits from the woman&#039;s Unarmed Combat Rank. This requires but a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse. All other things being equal, the snake always attacks first in the Pulse, inflicts 1 D10 penetration damage, and if this would penetrate armour, inflicts 3 DP per Pulse for D10 Pulses Over that period, the victim also suffers a 30 point penalty to Strike Chances and Defence, but not Magic Resistance. &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring  816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Reich&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sorceries of the Mind ==&lt;br /&gt;
=== Psychometry ===&lt;br /&gt;
{{Right|[[Image:Readinghand.jpg|left|90px]]}}&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 450&amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20 % &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target: &#039;&#039;Area, Object, Entity &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to ask a question of an object, area or entity similar to and with many of the same constraints as DA. However, instead of asking about things in the aura, the Adept must ask about the target&#039;s past. Double or triple effects result in extra questions. If the target has been subect to dramatic change, violence or vast magical power, the Adept may see something of this.&amp;lt;br&amp;gt;&lt;br /&gt;
As with DA, a target&#039;s past can only be read once per season.&amp;lt;br&amp;gt;&lt;br /&gt;
If one hour of Ritual Spell Preparation is spent, then the Adept may Divine Enchantment on what they are touching. If they spend at least three hours of Ritual Spell Preparation and subtract 20 from their cast chance, they may perform a Ritual of Ancient Divination.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Incantation: Mind Blast ===&lt;br /&gt;
Spell: Mental Attack&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions. The incantation is still a Mental Attack, so Mind Shield provides the usual bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.&amp;lt;br&amp;gt; &lt;br /&gt;
Cost: 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Control Person - Incantation: Dominate Will ===&lt;br /&gt;
&#039;&#039;&#039;Spell:&#039;&#039;&#039; Control Person &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; When the Adept casts this incantation of Control Person, the target must be conscious, and the duration becomes 1 hour + 1 hour per Rank. The victim is compelled to obey the Adept as if they had been subjected to a Ritual of Binding Will.&amp;lt;br&amp;gt;&lt;br /&gt;
Victims of this spell are never in any doubt that they have been controlled, and if they were not hostile before, they will almost certainly be afterwards.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Incantation: Suggestion ===&lt;br /&gt;
&#039;&#039;&#039;Spell:&#039;&#039;&#039; Hypnotism &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This incantation of Hypnotism allows the Adept to target and make Suggestions by means of the Telepathy spell. The projection of the Suggestion is entirely mental, and the Adept need not meet their victim&#039;s gaze nor speak their language. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Force Shield - Incantation: Force Pentacles ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Force Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation creates 11 unseeable (not Invisible) pentagonal planes of protection around the Adept, increasing their Defence by 5(+1/Rank) against physical damage delivered in Close, Melee or Close. In addition, each Pulse, the spell deflects an amount of damage equal to the Adept&#039;s Rank in the spell. This will reset at the beginning of each Pulse, until the duration expires. Strikes directly to EN or Specific Grievous Injuries are unimpeded by the magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Incantation: Chariot of Songbirds ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Phantasm&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes (+30 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a chariot and flock of larks, nightingales, orioles and other songbirds to draw it for the duration of the spell or until they dismiss it, which requires a Free Act. The chariot has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It&#039;s Defence and Magic Resistance are the same as the Adept&#039;s, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on it or the area it occupies, it will not enter such an area.&amp;lt;br&amp;gt;&lt;br /&gt;
The chariot of songbirds may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Feralie&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Incantation: Forget  ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Forget&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Hypnotism &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Hypnotism allows the Adept to generally or selectively erase the most recent memories of the target. Memories older than 5 minutes are not affected. &amp;lt;br&amp;gt;&lt;br /&gt;
The duration of this incantation is Immediate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Because of the focused nature of this magic, hostile targets may be affected by this incantation.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ESP - Incantation: Mind Sense ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 30 ft + 15 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;  5 seconds for every two Ranks&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may scan a 60 degree arc as a Free Act. Non-sentient minds appear as dim glows, sentient minds appearing brighter. Avatar level sentients appear even brighter. Although entities cannot be identified by this sense, they may be targeted with spells that affect the personality (Mental Attack, Control Person, Hypnotism, and similar magic).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1200 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Incantation: Feeblemind ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 30 feet (+ 15 feet / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until Removed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation can be targeted at a single sentient entity within range. If they fail to Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or the College of Illusions, whichever is worse, then they immediately lose 5 WP and 2 MA. Every dawn, their MA is reduced by another point, until they are reduced to 0 and fall into a coma.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Major Curse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Incantation: Mass Fear ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 seconds (+10 seconds per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 feet (+10 feet per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entities except wolverines, constructs and undead&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation affects any entities that are not wolverines, undead or constructs. Those within range or who enter the volume of effect must Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or suffer the effects of a Mass Fear spell. If they leave the volume and re-enter it, they are entitled to a new Magic Resistance check.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Incantation: Multi-Target Mental Attack ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to deliver the Mental Attack Spell to 1 per 3 or fraction targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot; | College of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Witcheries ==&lt;br /&gt;
=== Water Spell - Major Area of Effect ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The spell has a large area of effect with a radius equal to the Rank of the spell in feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Water Spell - Multi-Target ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank targets instead of one. No other property of the spell is changed. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dehydrate - Drain ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;This incantation of the Dehydrate spell causes the spell to drain body fluids out of the target, inflicting the spell&#039;s normal damage, which the Adept may use as healing.  This will not restore FT lost to spell-casting etc, nor will it repair Specific Grievous Injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage Current - Flowing Water ===&lt;br /&gt;
&amp;quot;Effects:&amp;quot; The Adept may control the behaviour of a column of water Rank feet long, with a diameter of Rank inches. It will have the behaviour of a snake or a tentacle, but is fluid rather than solid. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rainstorm - Lightning Storm ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate (during Pulse)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A storm cloud appears above the ground within range of the Adept. rapidly expanding to the full Area of Effect, every hex being assailed by a stroke of Lightning. The stroke inflicts D+5(+ 1 per 3 or Fraction Ranks) and Stuns those who do not Resist. Any who Resist entirely ignore these effects, but they must add the Rank of the spell to the result of their Magic Resistance check, making it harder.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rainstorm - Acid Rain ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 Pulse (+ 1 for every 2 full Ranks)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A storm cloud appears above the ground within range of the Adept. rapidly expanding to the full Area of Effect, every hex being assailed by acid. This inflicts 1 point of corrosive damage (+ 1 per 2 full Ranks) upon any entity or structure in the Area of Effect for the duration of the spell. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating Fog - Noxious Vapours ===&lt;br /&gt;
&#039;&#039;Range: &#039;&#039;15 feet + 15 / Rank &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects: &#039;&#039;The entire area affected by the spell exudes a charnel stench, and all entities within it, except the Adept, must make a Will Power check or become nauseous. The Difficulty Multiplier for the Check is dependent on the Rank of the spell:&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
!Rank &lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|0-5 &lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|6-10&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|11-14 &lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|15 - 17&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|18, 19&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align=&amp;quot;Center&amp;quot;|0.5&lt;br /&gt;
|}&lt;br /&gt;
Those entities who become nauseous have their Strike Chances and Magic Resistances reduced by 1 / Rank, minimum 1, and must make aWillpower concentration check to use Spell magic. The multiplier for this check is the same as that for resisting the nausea. In addition, this spell causes a thick, roiling white mist to rise from the ground. The mist is 6 inches high (+ 6 inches / Rank, 20 feet at Rank 20), and reduces the range of all forms of  vision except Infravision, within the mist, to 20 feet (- 1 foot / Rank).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rehydration - Banish Elemental ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 ft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Earth, Ice or Fire Elementals&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any legal target of this spell that does not resist is sent back to the elemental plane that it hies from.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Cloak / Mind Shield - Phantasmal Shield ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept cloaks their own mind so that their thoughts cannot be detected or &amp;quot;read&amp;quot;, e.g. by Telepathy or other mind reading talents, spells or rituals. The Adept&#039;s Resistance versus Mental Attack is increased by 10 (+ 2 / Rank) while the spell is in effect. Phantasmal Shield does not block ESP or Empathy.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the shield protects the Adept from 1 point of damage per Rank per Pulse vs damage from Phantasms, Nightmares, Spectral Warriors or similar magic.&lt;br /&gt;
The Adept can cast Mind Speech as normal, and may choose to decline Mind Speech from an external source.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Water Creation - Screen of Bubbles ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 ft (+ 1 foot per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Conc. max: 10 minutes (+10 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Uses:&#039;&#039; 1 (+ 1 per 3 or Fraction Ranks)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materiel:&#039;&#039; 7 Iris blooms&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Water Creation spell creates a screen 5 contiguous hex facings long and 9 feet high which is made out of iridescent bubbles. These do not impair vision on either side with respect to Melee attacks, although Extended and Ranged attacks suffer a penalty equal to the Rank of the spell. It may be Cast without Preparation since it is a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse. &amp;lt;br&amp;gt;&lt;br /&gt;
Each hex facing of the screen will absorb 1 point of Spell Damage per Rank before being ablated entirely away. Until it is worn down, 1  per Rank, minimum 1 is reduced from the Magic Resistance check of anyone sheltered by the screen, applying to any spell magic&amp;lt;br&amp;gt;&lt;br /&gt;
The Adept may redeploy the screen, also as a Reflex Action,  and if they choose to focus it on a single entity, it will travel with them but they must stay within the Adept&#039;s range. In any case, it will only cover a quarter dome (i.e. it will be a curving wall that will cover their front facing from the ground to just above their head. This will not work for multi-hex creatures). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spectral Warrior - Spectral Tract ==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spectral Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; x 10 miles (min 10 miles)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration: &#039;&#039;10 mins x Rank (min 10 mins)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a gateway to a Bone Circle they know of that is within range The head of a monstrous,scabrous serpent appears and opens its maw 8 feet high and a yard wide. This gateway is fringed with yellowed, cracked fangs and the tongue is a desiccated, withered lump of flesh. It&#039;s gaunt body winds in the general direction of the Bone Circle gradually fading away. The Adept must spend a point of FT per Pulse to keep the jaws open. It takes 1 Pulse to swallow 6 sizes of creatures, larger creatures will take longer, obviously. Once the maw snaps shut, the ingested exit in the order they entered, with all but the Adept&#039;s FT reduced to 0. There must be space for them to do so, otherwise they and all subsequent ingestee will be instantly returned to their point of origin. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For ease of calculation, the distance is covered at a rate of Rank miles per minute. However, although the travel takes time, the distance is not actually traversed. Nevertheless, the Tract must have an unimpeded path, it cannot pass through barriers which are barred, closed, etc. Nor may it intersect or become adjacent to any ferrous metal.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation may only be cast when the Adept is proximately adjacent to the Astral Plane.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 4.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Immolation - â€‹Bane Fire ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of â€‹Immolation has all of the normal effects except that the Adept can cause it to flare, inflicting greatly increased damage on creatures of the same Generic True Name. The name must be known, although need not be Ranked, and it must be uttered clearly for the incantation to take effect. Prominences of fire lash out, striking every creature of that GTN over the Adept&#039;s megahex and inflict 2 rollup D10 (+ 1 per 2 full Ranks) fire damage. This lasts for 3 Pulses after which the spell will end.  â€‹Those struck by the Bane Fire must Resist each time, any who succeed taking  half damageâ€‹&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== â€‹Immolationâ€‹ - Fumesâ€‹ of Alandisâ€‹ ==&lt;br /&gt;
â€‹&#039;&#039;â€‹Effects:â€‹&#039;&#039;â€‹ This incantationâ€‹ transforms the Adept into thick, roiling  smoke for 10 seconds (+5 seconds per 2 full Ranks). The target may be affected by magicâ€‹ spells. â€‹Silvered weapons do not harm theâ€‹ target, but magical weapons mayâ€‹, but weapons made of iron always doâ€‹. The â€‹Adept mayâ€‹ â€‹not use any possessions such as weapons, nor mayâ€‹ theâ€‹y cast or trigger magic. Magical or Racialâ€‹  Talents may be usedâ€‹,â€‹ however. â€‹&amp;lt;br&amp;gt;&lt;br /&gt;
â€‹Theâ€‹y may moveâ€‹ up to TMR 2 in any direction and pass through anyâ€‹ opening that is not airtight. When the â€‹dâ€‹uration of theâ€‹ â€‹spell expires, theâ€‹y will reform in the nearest hollowâ€‹ space large enough to accommodate theâ€‹ir body. &amp;lt;br&amp;gt;&lt;br /&gt;
The Adept may modify the nature of their smoke, making it less obvious and more toxic with.  Rank which â€‹may overwhelm anyone â€‹that inhales it. The smell of burning is intense, disabling, and all entities within it must Break 100 â€‹-&amp;gt; Difficulty Multiplier of their Endurance, failure indicating they succumb to the fumes. &amp;lt;br&amp;gt;&lt;br /&gt;
The Difficulty Multiplier for the Break 100 attempt is Rank dependent:&lt;br /&gt;
{| border = 1 cellspacing = 0&lt;br /&gt;
!Rank&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0 - 5&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6 - 10&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|11 - 14&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|15 - 17&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|18 or 19&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0.5&lt;br /&gt;
|}&lt;br /&gt;
Those entities who fail are wracked by coughing and each Pulse are required to use a Pass Action to recover from these fits. Even if an entity leaves the area of effect, they will still be affected for 12 Pulses - the square root of their EN value. &amp;lt;br&amp;gt;&lt;br /&gt;
Vapour Breathing which is of equal Rank or greater is an effective defense against the fumes.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;200px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Coils of Spring&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Spring 816&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Kalvos&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103412</id>
		<title>The Liminal Court</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103412"/>
		<updated>2025-07-06T07:23:08Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Eisenkirche */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jim]][[Category:Scribe Notes]]&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: The Liminal Court &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 825 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day&#039;&#039;&#039;: Tue&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Medium-ish&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Kel]]&lt;br /&gt;
# [[Callas]]&lt;br /&gt;
# Sir Archibald &lt;br /&gt;
# Tyndalos&lt;br /&gt;
# [[Belladonna]]&lt;br /&gt;
&lt;br /&gt;
;Adventure Full&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
: TBC&lt;br /&gt;
; Pay&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1: Preparations and Departure ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Account by Sir Archibald, recorded for the Guild archives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Portrait.png|thumb|right|500px|Before]]&lt;br /&gt;
&lt;br /&gt;
We began this new undertaking with extensive preparation and reorganization of our capabilities. The party had recently undergone significant changes, requiring us to reassess our collective strengths and establish new working arrangements.&lt;br /&gt;
&lt;br /&gt;
===== Character Adjustments and New Companions =====&lt;br /&gt;
&lt;br /&gt;
Our group composition had shifted considerably. Tyndalos, myself and Callas remained of the original group. We were also joined by Kel, a drow lady-in-waiting of unremarkable appearance who possessed skills in perfumery, languages, and what she modestly described as simple courtly duties. Additionally, Belladonna, a fire mage from a merchant family in Aleutia, became part of our company. She appeared small and slight, wearing mage robes, with long black hair, green eyes, and notably, an eye patch.&lt;br /&gt;
&lt;br /&gt;
Tyndalos made use of an item called the Eye of Reformation, applying it to the artifact known as the Red Laughter. The eye&#039;s power transformed the cursed mask, redeeming its unholy nature and allowing both items to depart this plane, their souls having found peace. This represented a significant victory against the forces of corruption.&lt;br /&gt;
&lt;br /&gt;
===== Training and Preparation =====&lt;br /&gt;
&lt;br /&gt;
We established ourselves at House Kerberoth for an extended period of training and preparation. Lady Suneth graciously provided instruction in astrology, which proved essential for our planned journey. Belladonna advanced her knowledge in this field, while we all benefited from the hospitality and wisdom offered.&lt;br /&gt;
&lt;br /&gt;
During this time, we made contact with Henry the Toymaker, though he had unfortunately sold his entire stock and could offer no immediate assistance. We did learn of the complex requirements for creating certain magical implements, involving exotic materials such as thimbles of hydragyrum, labradorite panes, doppelganger skin, kraken ink, and phoenix feathers.&lt;br /&gt;
&lt;br /&gt;
===== Journey to Aeaea =====&lt;br /&gt;
&lt;br /&gt;
After completing our training, we departed House Kerberoth and began our journey toward our ultimate destination of Eisenkirk, where we planned to meet with Dr. Wormwood. However, reaching this high-order plane required careful navigation and preparation.&lt;br /&gt;
We traveled through the Heights of Chaos, where Callas employed her ranger abilities to guide us safely through the treacherous Lands of Chaos. The journey took us six days through this dangerous terrain before we reached the a valley, where we could see the ancient city of Jeroth in the distance. The city showed signs of past devastation but appeared to be slowly recovering, with an estimated population of around nine thousand souls.&lt;br /&gt;
&lt;br /&gt;
===== Jiroth and the Temple =====&lt;br /&gt;
Upon reaching Jiroth, we observed the proper protocols for visiting an ancient city. We paid our respects at the temple of the goddess Crishna Athena, who governed youth, beauty, and trade. This purification ritual granted us enhanced magical capabilities and access to the temple&#039;s services, including the renowned singing bees whose honey and wax possessed special properties.&lt;br /&gt;
&lt;br /&gt;
The temple maintained these remarkable creatures whose buzzing created harmonious melodies. We purchased supplies including the valuable honeycomb, paying the substantial cost of one true silver guinea, as well as way-bread wafers that provided complete nourishment despite their small size.&lt;br /&gt;
&lt;br /&gt;
===== Crossing to Aeaeaia =====&lt;br /&gt;
From Jiroth, we went by way of the Astral to Hurian and from there crossed the Midnight Sea, a journey that took four days with favorable winds. Our destination was Aeaeaia, the famed city of witches, where we hoped to contact Lady Cerise who maintained connections with Dr. Wormwood.&lt;br /&gt;
&lt;br /&gt;
Aeaeaia proved to be unlike any other settlement we had encountered. The concentration of magical practitioners was extraordinary - perhaps one in a thousand possessed significant magical abilities, with seven or eight truly powerful witches maintaining the city&#039;s mystical character. The population of approximately seven thousand included numerous spell casters of varying capabilities.&lt;br /&gt;
&lt;br /&gt;
===== Meeting with Lady Cerise =====&lt;br /&gt;
We successfully located Lady Cerise, whom Kel had encountered previously. She received us graciously in her residence, where we observed that she had been rebuilding her forces after past losses. Her complement of Medianite dancers had been reduced to three, with two more in training, and she had supplemented her defenders with enchanted fire snakes - eight-foot creatures capable of binding opponents while immolating them.&lt;br /&gt;
&lt;br /&gt;
Lady Cerise served us an excellent crisp Chablis wine with floral notes of peach blossom and cinnamon, demonstrating the refined culture of Aeaeaia. We explained our need to contact Dr. Wormwood, and she agreed to assist us.&lt;br /&gt;
&lt;br /&gt;
The evening proved most pleasant as Lady Cerise escorted us to a renowned restaurant featuring Medianite dancers who performed elevating entertainment. The exceptional meal and cultural experience provided a welcome respite from our recent trials and restored our spirits considerably.&lt;br /&gt;
&lt;br /&gt;
===== The Star Chart =====&lt;br /&gt;
Lady Cerise provided us with a crucial star chart that would enable our ascension to Eisenkirk. She explained that the journey would require seven days of careful navigation through the upper reaches of the abyss, with asteroids serving as resting points along the way. The star chart, while temporary and lasting only a season, would provide the guidance necessary to reach the high-order plane where Dr. Wormwood maintained her residence.&lt;br /&gt;
&lt;br /&gt;
With preparations complete and the star chart in our possession, we prepared for the next phase of our journey - the ascension to Eisenkirk to meet with the mysterious Dr. Wormwood and advance our mission.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2: Revelations ===&lt;br /&gt;
Lady Cerise proved most accommodating, offering various potions and services. She possessed restoratives of considerable potency - far stronger than what our party typically requires. Belladonna negotiated for more suitable preparations while Kel considered the potential benefits for our hardier companions.&lt;br /&gt;
&lt;br /&gt;
The witch also offered to craft witch skins from suitable materials, though she currently lacked simple mouse forms. Callas inquired about creating useful items from dragon materials, noting that dragon skin could be regenerated through magical means. This led to amusing speculation about whether the more robust party members might contribute skin for such purposes, though our enthusiasm for this prospect proved limited.&lt;br /&gt;
&lt;br /&gt;
===== Abyssward =====&lt;br /&gt;
Having concluded our business and obtained some useful items, we prepared to depart. Callas offered to transport us directly to the astral gate at Harrian using her earth magic, which would save considerable travel time despite the fatigue cost. We thanked our gracious host and set off.&lt;br /&gt;
&lt;br /&gt;
The earth door was successful, delivering us to Harrian where we rested overnight before approaching the astral gate. The temple authorities facilitated our passage, and we found ourselves in the familiar misty environment of the astral plane. Here, Callas noted the proximity to the elemental plane of Earth, which enhanced her magical capabilities significantly.&lt;br /&gt;
&lt;br /&gt;
Using Callas&#039;s astronomical knowledge and the star map we had obtained, we navigated through the astral toward the abyss. The journey took approximately an hour before we reached the edge - a vast dark chasm extending downward for miles. Following the map&#039;s guidance, we ascended into this realm.&lt;br /&gt;
&lt;br /&gt;
===== Upward! Unless there&#039;s mindflayers and things  =====&lt;br /&gt;
Our first stop was a peculiar asteroid-like structure resembling an upside-down hedgehog with a smooth amphitheater on top. The environment supported strange grey vegetation of varying shades, from silvery to charcoal. A central pool provided brackish but potable water. Kel attempted to scan for minds using her telepathy but found only low-level / dream-like thoughts. &lt;br /&gt;
&lt;br /&gt;
The local flora proved to contain extractable poisons of varying potency depending on the darkness of the plant material. Hordling, predictably, showed great interest in consuming these toxic specimens, which seemed to enhance his... unique physiological processes.&lt;br /&gt;
&lt;br /&gt;
After resting on this unusual refuge, we continued our ascent following Callas&#039;s navigation. Our next stop proved to be a long, curved boomerang-shaped platform. During our rest here, we detected the passage of what appeared to be a mind flayer vessel - a mile-long asteroid ship showing signs of battle damage. The craft maintained distance from our position, but its presence prompted us to establish concealment using Callas&#039;s earthworks and Belladonna&#039;s ward magic.&lt;br /&gt;
&lt;br /&gt;
Later, we spotted a much smaller shadow vessel - approximately 120 feet long and distinctly spider-like in design. The craft appeared to be tracking the mind flayer ship, suggesting ongoing conflict between these factions. We maintained our concealment until both vessels had passed safely beyond detection range.&lt;br /&gt;
&lt;br /&gt;
===== Eisenkirche =====&lt;br /&gt;
&lt;br /&gt;
[[File:Map_of_Eisenkirche.png|right|800px]]&lt;br /&gt;
&lt;br /&gt;
Our final ascent brought us to what appeared to be a space station - a protected environment with landing pads and an arched entry portal. Despite some challenging landing maneuvers, we successfully arrived at this facility. The station offered a choice of destinations, and we selected Eisenkirk over remaining to investigate the station itself, though the latter held some appeal given the tortured consciousness Kel had detected.&lt;br /&gt;
&lt;br /&gt;
Eisenkirk revealed itself as an unusually pristine medieval city with remarkably high walls and an exceptionally large cathedral. The population seemed sparse for the city&#039;s size, and the inhabitants displayed unusually orderly behavior. The presence of numerous canons and well-armed men-at-arms suggested strong ecclesiastical and secular authority.&lt;br /&gt;
&lt;br /&gt;
We made contact with a local puppeteer named Mr. Upright, who proved amenable to modest bribery and directed us toward the noble quarter where Dr. Wormwood resided. His Punch and Judy show featured the unusual element of a mind flayer as the protagonist, and he provided us with samples of blue lotus - a narcotic favored by the local clergy.&lt;br /&gt;
&lt;br /&gt;
===== Speculations across time =====&lt;br /&gt;
Gaining entry to the noble quarter required some diplomatic maneuvering, with Kel successfully presenting herself as someone worthy of Dr. Wormwood&#039;s attention. The houses in this district featured unusually narrow, heavily secured doors requiring special implements to operate.&lt;br /&gt;
&lt;br /&gt;
Dr. Wormwood received us in her distinctive laboratory attire - a white coat over what resembled a tweed business suit, complete with monocle. She debriefed us thoroughly on the events following her departure from our previous adventure, showing particular interest in our encounters with the Big U, the dragon, and the resolution of the red laughter situation.&lt;br /&gt;
&lt;br /&gt;
The revelation that the red shift component of the bridge had been sanctified and moved on proved significant to her research. She explained that this artifact, combined with Callas&#039;s one stone, formed a bridge capable of connecting parallel dimensions. The apparent plan had been to transport Ungoliant from the outer darkness through a parallel dimension and then into our reality using this bridge.&lt;br /&gt;
&lt;br /&gt;
Dr. Wormwood expressed uncertainty about whether the Eye of Discord&#039;s recent activities represented opportunistic behavior or part of a larger scheme. She suspected the former but remained concerned about the implications either way.&lt;br /&gt;
&lt;br /&gt;
===== A new quest =====&lt;br /&gt;
Most significantly, she tasked us with travelling to Cataclysm Earth to investigate potential ongoing threats. She explained that this realm had become the next likely source of white power (from a white hole) for such schemes, given the failure to penetrate Nualis. Our mission would be to capture and interrogate high-ranking Nazi leadership to determine their current activities and intentions.&lt;br /&gt;
&lt;br /&gt;
She offered to facilitate our journey by providing one of her clones to transport us to her warehouse facility in Anchorage, which would serve as a more accessible entry point than our usual route through Ushuaia.&lt;br /&gt;
&lt;br /&gt;
The briefing concluded with disturbing details about Cataclysm Earth&#039;s current state - a world where normal technology had failed, replaced by Nazi psionic-powered devices that required the forced extraction of life force from subjugated populations. The Nazis themselves were reportedly refugees from a zombie apocalypse on their original plane, having found their mental powers ineffective against undead opponents.&lt;br /&gt;
&lt;br /&gt;
We now prepare for this new phase of our mission, understanding that we face both the technological challenges of this altered reality and the moral imperative to investigate what may be another attempt to breach the barriers between worlds.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
[[File:LC Map of Lyonesse.jpg|300px|thumb|Right|Map of Lyonesse]]&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Short Term ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Talents, Skills, other buffs===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other buffs===&lt;br /&gt;
&lt;br /&gt;
* TBC&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Winter&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Frost]] 824 (7)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;i&amp;gt;[[Samhain]]&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt; Seagate&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 ||&lt;br /&gt;
| class=day | 24 ||&lt;br /&gt;
| class=day | 25 ||&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Snow]] 823 (8)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 ||colspan=3| &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Solstice&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &amp;lt;i&amp;gt;Yuletide&amp;lt;/i&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 19 || &amp;lt;i&amp;gt;Days of Chaos&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 20 || &amp;lt;i&amp;gt;DoC2&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;DoC3&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 22 || &amp;lt;i&amp;gt;DoC4&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 23 || &amp;lt;i&amp;gt;DoC5&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 24 || &amp;lt;i&amp;gt;DoC6&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 25 || &amp;lt;i&amp;gt;DoC7&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 26 || &amp;lt;i&amp;gt;DoC8&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 27 || &amp;lt;i&amp;gt;DoC9&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 28 || &amp;lt;i&amp;gt;DoC10&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 29 || &amp;lt;i&amp;gt;DoC11&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Twelfth Night&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Ice]] 823 (9)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &amp;lt;i&amp;gt;First Plough&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103407</id>
		<title>The Liminal Court</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103407"/>
		<updated>2025-07-06T07:16:57Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Scribe Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jim]][[Category:Scribe Notes]]&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: The Liminal Court &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 825 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day&#039;&#039;&#039;: Tue&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Medium-ish&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Kel]]&lt;br /&gt;
# [[Callas]]&lt;br /&gt;
# Sir Archibald &lt;br /&gt;
# Tyndalos&lt;br /&gt;
# [[Belladonna]]&lt;br /&gt;
&lt;br /&gt;
;Adventure Full&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
: TBC&lt;br /&gt;
; Pay&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1: Preparations and Departure ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Account by Sir Archibald, recorded for the Guild archives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Portrait.png|thumb|right|500px|Before]]&lt;br /&gt;
&lt;br /&gt;
We began this new undertaking with extensive preparation and reorganization of our capabilities. The party had recently undergone significant changes, requiring us to reassess our collective strengths and establish new working arrangements.&lt;br /&gt;
&lt;br /&gt;
===== Character Adjustments and New Companions =====&lt;br /&gt;
&lt;br /&gt;
Our group composition had shifted considerably. Tyndalos, myself and Callas remained of the original group. We were also joined by Kel, a drow lady-in-waiting of unremarkable appearance who possessed skills in perfumery, languages, and what she modestly described as simple courtly duties. Additionally, Belladonna, a fire mage from a merchant family in Aleutia, became part of our company. She appeared small and slight, wearing mage robes, with long black hair, green eyes, and notably, an eye patch.&lt;br /&gt;
&lt;br /&gt;
Tyndalos made use of an item called the Eye of Reformation, applying it to the artifact known as the Red Laughter. The eye&#039;s power transformed the cursed mask, redeeming its unholy nature and allowing both items to depart this plane, their souls having found peace. This represented a significant victory against the forces of corruption.&lt;br /&gt;
&lt;br /&gt;
===== Training and Preparation =====&lt;br /&gt;
&lt;br /&gt;
We established ourselves at House Kerberoth for an extended period of training and preparation. Lady Suneth graciously provided instruction in astrology, which proved essential for our planned journey. Belladonna advanced her knowledge in this field, while we all benefited from the hospitality and wisdom offered.&lt;br /&gt;
&lt;br /&gt;
During this time, we made contact with Henry the Toymaker, though he had unfortunately sold his entire stock and could offer no immediate assistance. We did learn of the complex requirements for creating certain magical implements, involving exotic materials such as thimbles of hydragyrum, labradorite panes, doppelganger skin, kraken ink, and phoenix feathers.&lt;br /&gt;
&lt;br /&gt;
===== Journey to Aeaea =====&lt;br /&gt;
&lt;br /&gt;
After completing our training, we departed House Kerberoth and began our journey toward our ultimate destination of Eisenkirk, where we planned to meet with Dr. Wormwood. However, reaching this high-order plane required careful navigation and preparation.&lt;br /&gt;
We traveled through the Heights of Chaos, where Callas employed her ranger abilities to guide us safely through the treacherous Lands of Chaos. The journey took us six days through this dangerous terrain before we reached the a valley, where we could see the ancient city of Jeroth in the distance. The city showed signs of past devastation but appeared to be slowly recovering, with an estimated population of around nine thousand souls.&lt;br /&gt;
&lt;br /&gt;
===== Jiroth and the Temple =====&lt;br /&gt;
Upon reaching Jiroth, we observed the proper protocols for visiting an ancient city. We paid our respects at the temple of the goddess Crishna Athena, who governed youth, beauty, and trade. This purification ritual granted us enhanced magical capabilities and access to the temple&#039;s services, including the renowned singing bees whose honey and wax possessed special properties.&lt;br /&gt;
&lt;br /&gt;
The temple maintained these remarkable creatures whose buzzing created harmonious melodies. We purchased supplies including the valuable honeycomb, paying the substantial cost of one true silver guinea, as well as way-bread wafers that provided complete nourishment despite their small size.&lt;br /&gt;
&lt;br /&gt;
===== Crossing to Aeaeaia =====&lt;br /&gt;
From Jiroth, we went by way of the Astral to Hurian and from there crossed the Midnight Sea, a journey that took four days with favorable winds. Our destination was Aeaeaia, the famed city of witches, where we hoped to contact Lady Cerise who maintained connections with Dr. Wormwood.&lt;br /&gt;
&lt;br /&gt;
Aeaeaia proved to be unlike any other settlement we had encountered. The concentration of magical practitioners was extraordinary - perhaps one in a thousand possessed significant magical abilities, with seven or eight truly powerful witches maintaining the city&#039;s mystical character. The population of approximately seven thousand included numerous spell casters of varying capabilities.&lt;br /&gt;
&lt;br /&gt;
===== Meeting with Lady Cerise =====&lt;br /&gt;
We successfully located Lady Cerise, whom Kel had encountered previously. She received us graciously in her residence, where we observed that she had been rebuilding her forces after past losses. Her complement of Medianite dancers had been reduced to three, with two more in training, and she had supplemented her defenders with enchanted fire snakes - eight-foot creatures capable of binding opponents while immolating them.&lt;br /&gt;
&lt;br /&gt;
Lady Cerise served us an excellent crisp Chablis wine with floral notes of peach blossom and cinnamon, demonstrating the refined culture of Aeaeaia. We explained our need to contact Dr. Wormwood, and she agreed to assist us.&lt;br /&gt;
&lt;br /&gt;
The evening proved most pleasant as Lady Cerise escorted us to a renowned restaurant featuring Medianite dancers who performed elevating entertainment. The exceptional meal and cultural experience provided a welcome respite from our recent trials and restored our spirits considerably.&lt;br /&gt;
&lt;br /&gt;
===== The Star Chart =====&lt;br /&gt;
Lady Cerise provided us with a crucial star chart that would enable our ascension to Eisenkirk. She explained that the journey would require seven days of careful navigation through the upper reaches of the abyss, with asteroids serving as resting points along the way. The star chart, while temporary and lasting only a season, would provide the guidance necessary to reach the high-order plane where Dr. Wormwood maintained her residence.&lt;br /&gt;
&lt;br /&gt;
With preparations complete and the star chart in our possession, we prepared for the next phase of our journey - the ascension to Eisenkirk to meet with the mysterious Dr. Wormwood and advance our mission.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2: Revelations ===&lt;br /&gt;
Lady Cerise proved most accommodating, offering various potions and services. She possessed restoratives of considerable potency - far stronger than what our party typically requires. Belladonna negotiated for more suitable preparations while Kel considered the potential benefits for our hardier companions.&lt;br /&gt;
&lt;br /&gt;
The witch also offered to craft witch skins from suitable materials, though she currently lacked simple mouse forms. Callas inquired about creating useful items from dragon materials, noting that dragon skin could be regenerated through magical means. This led to amusing speculation about whether the more robust party members might contribute skin for such purposes, though our enthusiasm for this prospect proved limited.&lt;br /&gt;
&lt;br /&gt;
===== Abyssward =====&lt;br /&gt;
Having concluded our business and obtained some useful items, we prepared to depart. Callas offered to transport us directly to the astral gate at Harrian using her earth magic, which would save considerable travel time despite the fatigue cost. We thanked our gracious host and set off.&lt;br /&gt;
&lt;br /&gt;
The earth door was successful, delivering us to Harrian where we rested overnight before approaching the astral gate. The temple authorities facilitated our passage, and we found ourselves in the familiar misty environment of the astral plane. Here, Callas noted the proximity to the elemental plane of Earth, which enhanced her magical capabilities significantly.&lt;br /&gt;
&lt;br /&gt;
Using Callas&#039;s astronomical knowledge and the star map we had obtained, we navigated through the astral toward the abyss. The journey took approximately an hour before we reached the edge - a vast dark chasm extending downward for miles. Following the map&#039;s guidance, we ascended into this realm.&lt;br /&gt;
&lt;br /&gt;
===== Upward! Unless there&#039;s mindflayers and things  =====&lt;br /&gt;
Our first stop was a peculiar asteroid-like structure resembling an upside-down hedgehog with a smooth amphitheater on top. The environment supported strange grey vegetation of varying shades, from silvery to charcoal. A central pool provided brackish but potable water. Kel attempted to scan for minds using her telepathy but found only low-level / dream-like thoughts. &lt;br /&gt;
&lt;br /&gt;
The local flora proved to contain extractable poisons of varying potency depending on the darkness of the plant material. Hordling, predictably, showed great interest in consuming these toxic specimens, which seemed to enhance his... unique physiological processes.&lt;br /&gt;
&lt;br /&gt;
After resting on this unusual refuge, we continued our ascent following Callas&#039;s navigation. Our next stop proved to be a long, curved boomerang-shaped platform. During our rest here, we detected the passage of what appeared to be a mind flayer vessel - a mile-long asteroid ship showing signs of battle damage. The craft maintained distance from our position, but its presence prompted us to establish concealment using Callas&#039;s earthworks and Belladonna&#039;s ward magic.&lt;br /&gt;
&lt;br /&gt;
Later, we spotted a much smaller shadow vessel - approximately 120 feet long and distinctly spider-like in design. The craft appeared to be tracking the mind flayer ship, suggesting ongoing conflict between these factions. We maintained our concealment until both vessels had passed safely beyond detection range.&lt;br /&gt;
&lt;br /&gt;
===== Eisenkirche =====&lt;br /&gt;
[[File:Map_of_Eisenkirche.png]]&lt;br /&gt;
Our final ascent brought us to what appeared to be a space station - a protected environment with landing pads and an arched entry portal. Despite some challenging landing maneuvers, we successfully arrived at this facility. The station offered a choice of destinations, and we selected Eisenkirk over remaining to investigate the station itself, though the latter held some appeal given the tortured consciousness Kel had detected.&lt;br /&gt;
&lt;br /&gt;
Eisenkirk revealed itself as an unusually pristine medieval city with remarkably high walls and an exceptionally large cathedral. The population seemed sparse for the city&#039;s size, and the inhabitants displayed unusually orderly behavior. The presence of numerous canons and well-armed men-at-arms suggested strong ecclesiastical and secular authority.&lt;br /&gt;
&lt;br /&gt;
We made contact with a local puppeteer named Mr. Upright, who proved amenable to modest bribery and directed us toward the noble quarter where Dr. Wormwood resided. His Punch and Judy show featured the unusual element of a mind flayer as the protagonist, and he provided us with samples of blue lotus - a narcotic favored by the local clergy.&lt;br /&gt;
&lt;br /&gt;
===== Speculations across time =====&lt;br /&gt;
Gaining entry to the noble quarter required some diplomatic maneuvering, with Kel successfully presenting herself as someone worthy of Dr. Wormwood&#039;s attention. The houses in this district featured unusually narrow, heavily secured doors requiring special implements to operate.&lt;br /&gt;
&lt;br /&gt;
Dr. Wormwood received us in her distinctive laboratory attire - a white coat over what resembled a tweed business suit, complete with monocle. She debriefed us thoroughly on the events following her departure from our previous adventure, showing particular interest in our encounters with the Big U, the dragon, and the resolution of the red laughter situation.&lt;br /&gt;
&lt;br /&gt;
The revelation that the red shift component of the bridge had been sanctified and moved on proved significant to her research. She explained that this artifact, combined with Callas&#039;s one stone, formed a bridge capable of connecting parallel dimensions. The apparent plan had been to transport Ungoliant from the outer darkness through a parallel dimension and then into our reality using this bridge.&lt;br /&gt;
&lt;br /&gt;
Dr. Wormwood expressed uncertainty about whether the Eye of Discord&#039;s recent activities represented opportunistic behavior or part of a larger scheme. She suspected the former but remained concerned about the implications either way.&lt;br /&gt;
&lt;br /&gt;
===== A new quest =====&lt;br /&gt;
Most significantly, she tasked us with travelling to Cataclysm Earth to investigate potential ongoing threats. She explained that this realm had become the next likely source of white power (from a white hole) for such schemes, given the failure to penetrate Nualis. Our mission would be to capture and interrogate high-ranking Nazi leadership to determine their current activities and intentions.&lt;br /&gt;
&lt;br /&gt;
She offered to facilitate our journey by providing one of her clones to transport us to her warehouse facility in Anchorage, which would serve as a more accessible entry point than our usual route through Ushuaia.&lt;br /&gt;
&lt;br /&gt;
The briefing concluded with disturbing details about Cataclysm Earth&#039;s current state - a world where normal technology had failed, replaced by Nazi psionic-powered devices that required the forced extraction of life force from subjugated populations. The Nazis themselves were reportedly refugees from a zombie apocalypse on their original plane, having found their mental powers ineffective against undead opponents.&lt;br /&gt;
&lt;br /&gt;
We now prepare for this new phase of our mission, understanding that we face both the technological challenges of this altered reality and the moral imperative to investigate what may be another attempt to breach the barriers between worlds.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
[[File:LC Map of Lyonesse.jpg|300px|thumb|Right|Map of Lyonesse]]&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Short Term ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Talents, Skills, other buffs===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other buffs===&lt;br /&gt;
&lt;br /&gt;
* TBC&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Winter&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Frost]] 824 (7)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;i&amp;gt;[[Samhain]]&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt; Seagate&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 ||&lt;br /&gt;
| class=day | 24 ||&lt;br /&gt;
| class=day | 25 ||&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Snow]] 823 (8)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 ||colspan=3| &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Solstice&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &amp;lt;i&amp;gt;Yuletide&amp;lt;/i&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 19 || &amp;lt;i&amp;gt;Days of Chaos&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 20 || &amp;lt;i&amp;gt;DoC2&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;DoC3&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 22 || &amp;lt;i&amp;gt;DoC4&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 23 || &amp;lt;i&amp;gt;DoC5&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 24 || &amp;lt;i&amp;gt;DoC6&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 25 || &amp;lt;i&amp;gt;DoC7&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 26 || &amp;lt;i&amp;gt;DoC8&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 27 || &amp;lt;i&amp;gt;DoC9&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 28 || &amp;lt;i&amp;gt;DoC10&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 29 || &amp;lt;i&amp;gt;DoC11&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Twelfth Night&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Ice]] 823 (9)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &amp;lt;i&amp;gt;First Plough&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=File:Map_of_Eisenkirche.png&amp;diff=103406</id>
		<title>File:Map of Eisenkirche.png</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=File:Map_of_Eisenkirche.png&amp;diff=103406"/>
		<updated>2025-07-06T07:15:14Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103386</id>
		<title>The Liminal Court</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Liminal_Court&amp;diff=103386"/>
		<updated>2025-06-30T09:38:19Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Journey to Aeaeaia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jim]][[Category:Scribe Notes]]&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: The Liminal Court &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 825 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day&#039;&#039;&#039;: Tue&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Medium-ish&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Kel]]&lt;br /&gt;
# [[Callas]]&lt;br /&gt;
# Sir Archibald &lt;br /&gt;
# Tyndalos&lt;br /&gt;
# [[Belladonna]]&lt;br /&gt;
&lt;br /&gt;
;Adventure Full&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
: TBC&lt;br /&gt;
; Pay&lt;br /&gt;
: TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1: Preparations and Departure ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Account by Sir Archibald, recorded for the Guild archives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:TheLiminalCourt-Portrait.png|thumb|right|500px|Before]]&lt;br /&gt;
&lt;br /&gt;
We began this new undertaking with extensive preparation and reorganization of our capabilities. The party had recently undergone significant changes, requiring us to reassess our collective strengths and establish new working arrangements.&lt;br /&gt;
&lt;br /&gt;
===== Character Adjustments and New Companions =====&lt;br /&gt;
&lt;br /&gt;
Our group composition had shifted considerably. Tyndalos, myself and Callas remained of the original group. We were also joined by Kel, a drow lady-in-waiting of unremarkable appearance who possessed skills in perfumery, languages, and what she modestly described as simple courtly duties. Additionally, Belladonna, a fire mage from a merchant family in Aleutia, became part of our company. She appeared small and slight, wearing mage robes, with long black hair, green eyes, and notably, an eye patch.&lt;br /&gt;
&lt;br /&gt;
Tyndalos made use of an item called the Eye of Reformation, applying it to the artifact known as the Red Laughter. The eye&#039;s power transformed the cursed mask, redeeming its unholy nature and allowing both items to depart this plane, their souls having found peace. This represented a significant victory against the forces of corruption.&lt;br /&gt;
&lt;br /&gt;
===== Training and Preparation =====&lt;br /&gt;
&lt;br /&gt;
We established ourselves at House Kerberoth for an extended period of training and preparation. Lady Suneth graciously provided instruction in astrology, which proved essential for our planned journey. Belladonna advanced her knowledge in this field, while we all benefited from the hospitality and wisdom offered.&lt;br /&gt;
&lt;br /&gt;
During this time, we made contact with Henry the Toymaker, though he had unfortunately sold his entire stock and could offer no immediate assistance. We did learn of the complex requirements for creating certain magical implements, involving exotic materials such as thimbles of hydragyrum, labradorite panes, doppelganger skin, kraken ink, and phoenix feathers.&lt;br /&gt;
&lt;br /&gt;
===== Journey to Aeaea =====&lt;br /&gt;
&lt;br /&gt;
After completing our training, we departed House Kerberoth and began our journey toward our ultimate destination of Eisenkirk, where we planned to meet with Dr. Wormwood. However, reaching this high-order plane required careful navigation and preparation.&lt;br /&gt;
We traveled through the Heights of Chaos, where Callas employed her ranger abilities to guide us safely through the treacherous Lands of Chaos. The journey took us six days through this dangerous terrain before we reached the a valley, where we could see the ancient city of Jeroth in the distance. The city showed signs of past devastation but appeared to be slowly recovering, with an estimated population of around nine thousand souls.&lt;br /&gt;
&lt;br /&gt;
===== Jiroth and the Temple =====&lt;br /&gt;
Upon reaching Jiroth, we observed the proper protocols for visiting an ancient city. We paid our respects at the temple of the goddess Crishna Athena, who governed youth, beauty, and trade. This purification ritual granted us enhanced magical capabilities and access to the temple&#039;s services, including the renowned singing bees whose honey and wax possessed special properties.&lt;br /&gt;
&lt;br /&gt;
The temple maintained these remarkable creatures whose buzzing created harmonious melodies. We purchased supplies including the valuable honeycomb, paying the substantial cost of one true silver guinea, as well as way-bread wafers that provided complete nourishment despite their small size.&lt;br /&gt;
&lt;br /&gt;
===== Crossing to Aeaeaia =====&lt;br /&gt;
From Jiroth, we went by way of the Astral to Hurian and from there crossed the Midnight Sea, a journey that took four days with favorable winds. Our destination was Aeaeaia, the famed city of witches, where we hoped to contact Lady Cerise who maintained connections with Dr. Wormwood.&lt;br /&gt;
&lt;br /&gt;
Aeaeaia proved to be unlike any other settlement we had encountered. The concentration of magical practitioners was extraordinary - perhaps one in a thousand possessed significant magical abilities, with seven or eight truly powerful witches maintaining the city&#039;s mystical character. The population of approximately seven thousand included numerous spell casters of varying capabilities.&lt;br /&gt;
&lt;br /&gt;
===== Meeting with Lady Cerise =====&lt;br /&gt;
We successfully located Lady Cerise, whom Kel had encountered previously. She received us graciously in her residence, where we observed that she had been rebuilding her forces after past losses. Her complement of Medianite dancers had been reduced to three, with two more in training, and she had supplemented her defenders with enchanted fire snakes - eight-foot creatures capable of binding opponents while immolating them.&lt;br /&gt;
&lt;br /&gt;
Lady Cerise served us an excellent crisp Chablis wine with floral notes of peach blossom and cinnamon, demonstrating the refined culture of Aeaeaia. We explained our need to contact Dr. Wormwood, and she agreed to assist us.&lt;br /&gt;
&lt;br /&gt;
The evening proved most pleasant as Lady Cerise escorted us to a renowned restaurant featuring Medianite dancers who performed elevating entertainment. The exceptional meal and cultural experience provided a welcome respite from our recent trials and restored our spirits considerably.&lt;br /&gt;
&lt;br /&gt;
===== The Star Chart =====&lt;br /&gt;
Lady Cerise provided us with a crucial star chart that would enable our ascension to Eisenkirk. She explained that the journey would require seven days of careful navigation through the upper reaches of the abyss, with asteroids serving as resting points along the way. The star chart, while temporary and lasting only a season, would provide the guidance necessary to reach the high-order plane where Dr. Wormwood maintained her residence.&lt;br /&gt;
&lt;br /&gt;
With preparations complete and the star chart in our possession, we prepared for the next phase of our journey - the ascension to Eisenkirk to meet with the mysterious Dr. Wormwood and advance our mission.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2: Revelations ===&lt;br /&gt;
Lady Cerise proved most accommodating, offering various potions and services. She possessed restoratives of considerable potency - far stronger than what our party typically requires. Belladonna negotiated for more suitable preparations while Kel considered the potential benefits for our hardier companions.&lt;br /&gt;
&lt;br /&gt;
The witch also offered to craft witch skins from suitable materials, though she currently lacked simple mouse forms. Callas inquired about creating useful items from dragon materials, noting that dragon skin could be regenerated through magical means. This led to amusing speculation about whether the more robust party members might contribute skin for such purposes, though our enthusiasm for this prospect proved limited.&lt;br /&gt;
&lt;br /&gt;
===== Abyssward =====&lt;br /&gt;
Having concluded our business and obtained some useful items, we prepared to depart. Callas offered to transport us directly to the astral gate at Harrian using her earth magic, which would save considerable travel time despite the fatigue cost. We thanked our gracious host and set off.&lt;br /&gt;
&lt;br /&gt;
The earth door was successful, delivering us to Harrian where we rested overnight before approaching the astral gate. The temple authorities facilitated our passage, and we found ourselves in the familiar misty environment of the astral plane. Here, Callas noted the proximity to the elemental plane of Earth, which enhanced her magical capabilities significantly.&lt;br /&gt;
&lt;br /&gt;
Using Callas&#039;s astronomical knowledge and the star map we had obtained, we navigated through the astral toward the abyss. The journey took approximately an hour before we reached the edge - a vast dark chasm extending downward for miles. Following the map&#039;s guidance, we ascended into this realm.&lt;br /&gt;
&lt;br /&gt;
===== Upward! Unless there&#039;s mindflayers and things  =====&lt;br /&gt;
Our first stop was a peculiar asteroid-like structure resembling an upside-down hedgehog with a smooth amphitheater on top. The environment supported strange grey vegetation of varying shades, from silvery to charcoal. A central pool provided brackish but potable water. Kel attempted to scan for minds using her telepathy but found only low-level / dream-like thoughts. &lt;br /&gt;
&lt;br /&gt;
The local flora proved to contain extractable poisons of varying potency depending on the darkness of the plant material. Hordling, predictably, showed great interest in consuming these toxic specimens, which seemed to enhance his... unique physiological processes.&lt;br /&gt;
&lt;br /&gt;
After resting on this unusual refuge, we continued our ascent following Callas&#039;s navigation. Our next stop proved to be a long, curved boomerang-shaped platform. During our rest here, we detected the passage of what appeared to be a mind flayer vessel - a mile-long asteroid ship showing signs of battle damage. The craft maintained distance from our position, but its presence prompted us to establish concealment using Callas&#039;s earthworks and Belladonna&#039;s ward magic.&lt;br /&gt;
&lt;br /&gt;
Later, we spotted a much smaller shadow vessel - approximately 120 feet long and distinctly spider-like in design. The craft appeared to be tracking the mind flayer ship, suggesting ongoing conflict between these factions. We maintained our concealment until both vessels had passed safely beyond detection range.&lt;br /&gt;
&lt;br /&gt;
===== Eisenkirche =====&lt;br /&gt;
Our final ascent brought us to what appeared to be a space station - a protected environment with landing pads and an arched entry portal. Despite some challenging landing maneuvers, we successfully arrived at this facility. The station offered a choice of destinations, and we selected Eisenkirk over remaining to investigate the station itself, though the latter held some appeal given the tortured consciousness Kel had detected.&lt;br /&gt;
&lt;br /&gt;
Eisenkirk revealed itself as an unusually pristine medieval city with remarkably high walls and an exceptionally large cathedral. The population seemed sparse for the city&#039;s size, and the inhabitants displayed unusually orderly behavior. The presence of numerous canons and well-armed men-at-arms suggested strong ecclesiastical and secular authority.&lt;br /&gt;
&lt;br /&gt;
We made contact with a local puppeteer named Mr. Upright, who proved amenable to modest bribery and directed us toward the noble quarter where Dr. Wormwood resided. His Punch and Judy show featured the unusual element of a mind flayer as the protagonist, and he provided us with samples of blue lotus - a narcotic favored by the local clergy.&lt;br /&gt;
&lt;br /&gt;
===== Speculations across time =====&lt;br /&gt;
Gaining entry to the noble quarter required some diplomatic maneuvering, with Kel successfully presenting herself as someone worthy of Dr. Wormwood&#039;s attention. The houses in this district featured unusually narrow, heavily secured doors requiring special implements to operate.&lt;br /&gt;
&lt;br /&gt;
Dr. Wormwood received us in her distinctive laboratory attire - a white coat over what resembled a tweed business suit, complete with monocle. She debriefed us thoroughly on the events following her departure from our previous adventure, showing particular interest in our encounters with the Big U, the dragon, and the resolution of the red laughter situation.&lt;br /&gt;
&lt;br /&gt;
The revelation that the red shift component of the bridge had been sanctified and moved on proved significant to her research. She explained that this artifact, combined with Callas&#039;s one stone, formed a bridge capable of connecting parallel dimensions. The apparent plan had been to transport Ungoliant from the outer darkness through a parallel dimension and then into our reality using this bridge.&lt;br /&gt;
&lt;br /&gt;
Dr. Wormwood expressed uncertainty about whether the Eye of Discord&#039;s recent activities represented opportunistic behavior or part of a larger scheme. She suspected the former but remained concerned about the implications either way.&lt;br /&gt;
&lt;br /&gt;
===== A new quest =====&lt;br /&gt;
Most significantly, she tasked us with travelling to Cataclysm Earth to investigate potential ongoing threats. She explained that this realm had become the next likely source of white power (from a white hole) for such schemes, given the failure to penetrate Nualis. Our mission would be to capture and interrogate high-ranking Nazi leadership to determine their current activities and intentions.&lt;br /&gt;
&lt;br /&gt;
She offered to facilitate our journey by providing one of her clones to transport us to her warehouse facility in Anchorage, which would serve as a more accessible entry point than our usual route through Ushuaia.&lt;br /&gt;
&lt;br /&gt;
The briefing concluded with disturbing details about Cataclysm Earth&#039;s current state - a world where normal technology had failed, replaced by Nazi psionic-powered devices that required the forced extraction of life force from subjugated populations. The Nazis themselves were reportedly refugees from a zombie apocalypse on their original plane, having found their mental powers ineffective against undead opponents.&lt;br /&gt;
&lt;br /&gt;
We now prepare for this new phase of our mission, understanding that we face both the technological challenges of this altered reality and the moral imperative to investigate what may be another attempt to breach the barriers between worlds.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
[[File:LC Map of Lyonesse.jpg|300px|thumb|Right|Map of Lyonesse]]&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Short Term ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Talents, Skills, other buffs===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Kel&amp;quot;   | Ke&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;   | Ca&lt;br /&gt;
!Title=&amp;quot;Archibald&amp;quot; | Ar&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot; | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;  | Tu&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | rank&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | effect&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | duration&lt;br /&gt;
| &amp;lt;!-- Ke --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Ar --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; ?&lt;br /&gt;
| &amp;lt;!-- Tu --&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other buffs===&lt;br /&gt;
&lt;br /&gt;
* TBC&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Winter&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Frost]] 824 (7)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;i&amp;gt;[[Samhain]]&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt; Seagate&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 ||&lt;br /&gt;
| class=day | 24 ||&lt;br /&gt;
| class=day | 25 ||&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Snow]] 823 (8)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 ||colspan=3| &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Solstice&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &amp;lt;i&amp;gt;Yuletide&amp;lt;/i&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 19 || &amp;lt;i&amp;gt;Days of Chaos&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 20 || &amp;lt;i&amp;gt;DoC2&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;DoC3&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 22 || &amp;lt;i&amp;gt;DoC4&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 23 || &amp;lt;i&amp;gt;DoC5&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 24 || &amp;lt;i&amp;gt;DoC6&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 25 || &amp;lt;i&amp;gt;DoC7&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 26 || &amp;lt;i&amp;gt;DoC8&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 27 || &amp;lt;i&amp;gt;DoC9&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 28 || &amp;lt;i&amp;gt;DoC10&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 29 || &amp;lt;i&amp;gt;DoC11&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Twelfth Night&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Winter: [[Ice]] 823 (9)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &amp;lt;i&amp;gt;First Plough&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Free_Sending&amp;diff=103343</id>
		<title>Free Sending</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Free_Sending&amp;diff=103343"/>
		<updated>2025-06-22T05:20:40Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* The Pale Queens of Torment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Jim Arona]]&lt;br /&gt;
Free Sendings are something between a magical force and an entity. To bind a free sending, a character must offer Experience, no other currency is of interest to them. To reflect this, each sending has an Experience Factor. The binder determines what Rank he wishes the sending to operate at, and multiplies this number by the Experience Factor. The maximum Rank is 20.&amp;lt;br&amp;gt;&lt;br /&gt;
Unless specifically noted in the description, free sendings manifest in the Astral Plane. They can only be interacted with by entities who are able to enter the Astral or who are manifest there. A few sendings have a physical form, and they can be interacted with normally.&amp;lt;br&amp;gt;&lt;br /&gt;
It requires no more than a Free Act to invoke a sending, but may not performed in a Pulse that the binder has made or plans to make a Magical Fire Action. The free sending is not available to be bound again until at least the season has changed &#039;&#039;&#039;after&#039;&#039;&#039; they were invoked, and possibly longer.&amp;lt;br&amp;gt;&lt;br /&gt;
If the sending has not been called before the season end festival, the binder recovers 20% of the Experience spent. This keeps happening unless they invoke it or until they recover 80% of their initial expenditure, whichever comes first.&amp;lt;br&amp;gt;&lt;br /&gt;
The location of the free sending is personal to whoever binds them at that location and cannot be shared. The sending will always be found at that location by the binder, if they are available. This does not stop others from finding the sending, and they may even find it in the same place. Nevertheless, the discovery personal to each binder.&amp;lt;br&amp;gt;&lt;br /&gt;
Knowing the location of a free sending does not provide any ability to get there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Children Dressed in the Clothes of Poppies ===&lt;br /&gt;
[[Image:Poppy_children.jpg|right|200px]]&lt;br /&gt;
Experience Factor: 200&amp;lt;br&amp;gt;&lt;br /&gt;
This is a [[Free Sending|free sending]] which appears as a multitude of children dressed in brightly coloured clothes, some wearing masks, some holding toys in their sticky little hands. They will run screaming riotously to their targets. They have the following ability when invoked:&amp;lt;br&amp;gt;&lt;br /&gt;
They can cause up to (Rank/5, minimum 1) targets to become confused. The duration of the confusion is indefinite, lasting until they successfully make a WP check according to the schedule below:&lt;br /&gt;
{|border=0 cellspacing=1|&lt;br /&gt;
!width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot;|Rank&lt;br /&gt;
!width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot;|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0-4||align=&amp;quot;center&amp;quot;|4 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5-9||align=&amp;quot;center&amp;quot;|3 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|10-14||align=&amp;quot;center&amp;quot;|2 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|15-19||align=&amp;quot;center&amp;quot;|1 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|20||align=&amp;quot;center&amp;quot;|Â½WP&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The victims may not attempt to recover for one Pulse after they are afflicted. Once they make their WP check, the target is unaffected by the magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Confusion is contagious to all members of a Mind Speech community and to the caster of an active Telepathy spell. A D10 is rolled for each confused target. On a roll of 1-4, they continue doing whatever they did last round, whether or not it is sensible. On a roll of 5-7, they move a hex to the left, then two to the right. On an 8 or 9, they pick flowers or admire the decor, and on a 10, they will attack their nearest ally, believing them to be possessed or replaced by a face-dancer.&amp;lt;br&amp;gt;&lt;br /&gt;
Legal targets of the free sending are considered to be anything that can plan. This will not include automata, non-sentient undead, lower order animals and most constructs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
Merco has decided to spend 3,000 Experience to bind the free sending to him at Rank 15. If he does not invoke it before the next solstice or equinox, he will recover 600 Experience. If he has still not used it by the following season end festival, he will recover another 600 Experience. This will continue until he invokes the sending or he receives 80% of the Experience spent, in this case, 2,400.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Location&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Free sending&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== The Pale Queens of Torment ===&lt;br /&gt;
[[Image:Pale queen.jpg|left|215px]]&lt;br /&gt;
Experience Factor: 600&amp;lt;br&amp;gt;&lt;br /&gt;
This is a [[Free Sending|free sending]] which appears as three hauntingly beautiful women. They are pale to the point of translucency and each wears a tall white head dress.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Queen can cause a target to be afflicted with torment by pointing at them. Each victim must Resist vs Backfire. If they fail, they may only perform a Pass Action every second Pulse. If they succeed, then they reduce all Strike Chances by 30 and take twice as long to perform actions.  When not pointed at by a queen, a victim may attempt to recover from the effect by making a WP check according to the schedule below:&lt;br /&gt;
{|border=0 cellspacing=1|&lt;br /&gt;
!width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot;|Rank&lt;br /&gt;
!width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot;|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0-4||align=&amp;quot;center&amp;quot;|4 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5-9||align=&amp;quot;center&amp;quot;|3 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|10-14||align=&amp;quot;center&amp;quot;|2 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|15-19||align=&amp;quot;center&amp;quot;|1 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|20||align=&amp;quot;center&amp;quot;|Â½WP&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Each Queen can only point at one target in any given pulse, although, by the use of a Free Act, the binder may direct each of them to a new victim. &amp;lt;br&amp;gt;&lt;br /&gt;
Legal targets of the free sending are anything that can suffer torment but does not include most undead or constructs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Location&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Free sending&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Jackals on the Edge of Twilight ===&lt;br /&gt;
[[Image:Jackal.jpg|right|80px]]&lt;br /&gt;
Experience Factor: 200&amp;lt;br&amp;gt;&lt;br /&gt;
This is a [[Free Sending|free sending]] which appears as pack of jackals. They have moon-coloured speckles on a dark blue coat, their eyes are large, dark and glitter under starlight. The fur on their legs becomes darker so that their feet are almost completely black. &amp;lt;br&amp;gt;&lt;br /&gt;
This sending can only be called an hour either side of sunset. When invoked, a number of jackals equal to (Rank&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + Rank)/2 will appear from the west and are physically manifest. As many as three jackals may occupy a single hex.&lt;br /&gt;
;Movement Rate&lt;br /&gt;
Running: 300&lt;br /&gt;
{{BeastStats| 7 | 20 | 24 |None  | 8 | 12 | 9 | 23 | 9 | 6 | Fur absorbs 3DP}}&lt;br /&gt;
;Weapons: Bite: IV 62 SC 100%,  DM [-1],A Class, Close, Rank 5.&amp;lt;br&amp;gt;&lt;br /&gt;
When the jackals attack from a rear hex, they ignore the PS difference of their target, SC increases to 140%, DM increases to [+4], and they subtract 5 from the result of their Strike Checks. Further, possible Specific Grievous Injury results less than 67 are applied, with 31 to 50 always being considered 51-52.&amp;lt;br&amp;gt;&lt;br /&gt;
The jackals share something of the nature of twilight, and do not force their opponents to fall prone if they enter into close with them. Assuming a prone position does not remove the jackals&#039; special ability with respect to rear hexes.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Location&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Free sending&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Unforgotten ===&lt;br /&gt;
&#039;&#039;&#039;Experience Factor:&#039;&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Dancing_spirits.jpg|right|210px]]&lt;br /&gt;
This is a free sending which appears only in the recent memory of their target(s). They are unseeable by any means, unless an observer examines their recent memory, where they will be revealed. Unless the observer has some special ability, this may only be done while closing their eyes. This makes them impossible to target by spells, although they may be engaged with weapons if the opponent can get close enough to engage in Melee. They may not be closed with.&amp;lt;br&amp;gt;&lt;br /&gt;
Unforgotten are summoned to a point within 20 feet of the caller, and move in the same way as a Phantasm does.&amp;lt;br&amp;gt;&lt;br /&gt;
One of the Unforgotten may be bound per 3 or fraction Ranks of the sending. Each of the Unforgotten may cast the Phantasm spell (at the Rank of the sending). Although they do not need to concentrate on the Phantasm, each one may only cast one Phantasm spell at a time. &amp;lt;br&amp;gt;&lt;br /&gt;
The Unforgotten may be bound to a place which may be released in the same kinds of ways that a ward may be triggered. In this case, the Rank is reduced by 5. The sending will not be detected unless an observer has some ability to examine their memories.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;260px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
=== The Iron Sparrows of Issarkhaddon ===&lt;br /&gt;
&#039;&#039;&#039;Experience Factor:&#039;&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
This free sending calls Rank&amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;  sparrows from the iron towers of Issarkhaddon for 1 minute, appearing above the head of the invoker. These may be split into 1 flock per 3 or fraction Ranks so long as a flock contains no more than 100. Each flock may be directed to one or more targets, requiring a Pass Action or a Free Act at the player&#039;s discretion.&lt;br /&gt;
;The sparrows have  [[Image:FlockOfSparrows.jpg|right|320px]]&lt;br /&gt;
* a flying movement rate of 30 miles per hour (+1 mile per hour / Rank)&lt;br /&gt;
* a TMR of 13 + 1 per 2 Ranks&lt;br /&gt;
* an immunity to direct magical attack, meaning that they take no harm from a Fireball but may be harmed by the consequences of an Earth Tremor spell cast to bring a ceiling down.&lt;br /&gt;
* a Strike Chance of 60% (+4 / Rank)&lt;br /&gt;
* a damage calculation of 1 rollup D10 + the square root of the flock size as A Class damage. &lt;br /&gt;
* penetrating attacks that reduce the Protection value of armour by  &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; 2&amp;lt;/span&amp;gt; the Rank of the invocation.&amp;lt;br&amp;gt;&lt;br /&gt;
A victim attacked by a flock of 25 or more will be unable to Cast magic unless they are not inconvenienced by Cold Iron.&amp;lt;br&amp;gt;&lt;br /&gt;
Each sparrow has 1 EN &amp;amp; 1 FT, so will be banished when each of them takes 3 points of damage or more. Damage in excess of this value has no effect on the rest of the flock.&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Free_Sending&amp;diff=103342</id>
		<title>Free Sending</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Free_Sending&amp;diff=103342"/>
		<updated>2025-06-22T04:55:21Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* The Pale Queens of Torment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Jim Arona]]&lt;br /&gt;
Free Sendings are something between a magical force and an entity. To bind a free sending, a character must offer Experience, no other currency is of interest to them. To reflect this, each sending has an Experience Factor. The binder determines what Rank he wishes the sending to operate at, and multiplies this number by the Experience Factor. The maximum Rank is 20.&amp;lt;br&amp;gt;&lt;br /&gt;
Unless specifically noted in the description, free sendings manifest in the Astral Plane. They can only be interacted with by entities who are able to enter the Astral or who are manifest there. A few sendings have a physical form, and they can be interacted with normally.&amp;lt;br&amp;gt;&lt;br /&gt;
It requires no more than a Free Act to invoke a sending, but may not performed in a Pulse that the binder has made or plans to make a Magical Fire Action. The free sending is not available to be bound again until at least the season has changed &#039;&#039;&#039;after&#039;&#039;&#039; they were invoked, and possibly longer.&amp;lt;br&amp;gt;&lt;br /&gt;
If the sending has not been called before the season end festival, the binder recovers 20% of the Experience spent. This keeps happening unless they invoke it or until they recover 80% of their initial expenditure, whichever comes first.&amp;lt;br&amp;gt;&lt;br /&gt;
The location of the free sending is personal to whoever binds them at that location and cannot be shared. The sending will always be found at that location by the binder, if they are available. This does not stop others from finding the sending, and they may even find it in the same place. Nevertheless, the discovery personal to each binder.&amp;lt;br&amp;gt;&lt;br /&gt;
Knowing the location of a free sending does not provide any ability to get there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Children Dressed in the Clothes of Poppies ===&lt;br /&gt;
[[Image:Poppy_children.jpg|right|200px]]&lt;br /&gt;
Experience Factor: 200&amp;lt;br&amp;gt;&lt;br /&gt;
This is a [[Free Sending|free sending]] which appears as a multitude of children dressed in brightly coloured clothes, some wearing masks, some holding toys in their sticky little hands. They will run screaming riotously to their targets. They have the following ability when invoked:&amp;lt;br&amp;gt;&lt;br /&gt;
They can cause up to (Rank/5, minimum 1) targets to become confused. The duration of the confusion is indefinite, lasting until they successfully make a WP check according to the schedule below:&lt;br /&gt;
{|border=0 cellspacing=1|&lt;br /&gt;
!width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot;|Rank&lt;br /&gt;
!width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot;|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0-4||align=&amp;quot;center&amp;quot;|4 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5-9||align=&amp;quot;center&amp;quot;|3 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|10-14||align=&amp;quot;center&amp;quot;|2 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|15-19||align=&amp;quot;center&amp;quot;|1 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|20||align=&amp;quot;center&amp;quot;|Â½WP&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The victims may not attempt to recover for one Pulse after they are afflicted. Once they make their WP check, the target is unaffected by the magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Confusion is contagious to all members of a Mind Speech community and to the caster of an active Telepathy spell. A D10 is rolled for each confused target. On a roll of 1-4, they continue doing whatever they did last round, whether or not it is sensible. On a roll of 5-7, they move a hex to the left, then two to the right. On an 8 or 9, they pick flowers or admire the decor, and on a 10, they will attack their nearest ally, believing them to be possessed or replaced by a face-dancer.&amp;lt;br&amp;gt;&lt;br /&gt;
Legal targets of the free sending are considered to be anything that can plan. This will not include automata, non-sentient undead, lower order animals and most constructs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
Merco has decided to spend 3,000 Experience to bind the free sending to him at Rank 15. If he does not invoke it before the next solstice or equinox, he will recover 600 Experience. If he has still not used it by the following season end festival, he will recover another 600 Experience. This will continue until he invokes the sending or he receives 80% of the Experience spent, in this case, 2,400.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Location&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Free sending&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== The Pale Queens of Torment ===&lt;br /&gt;
[[Image:Pale queen.jpg|left|215px]]&lt;br /&gt;
Experience Factor: 600&amp;lt;br&amp;gt;&lt;br /&gt;
This is a [[Free Sending|free sending]] which appears as three hauntingly beautiful women. They are pale to the point of translucency and each wears a tall white head dress.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Queen can cause up a target to be afflicted with torment by pointing at them. Each victim must Resist vs Backfire. If they fail, they may only perform a Pass Action every second Pulse. If they succeed, then they reduce all Strike Chances by 30 and take twice as long to perform actions.  When not pointed at by a queen, a victim may attempt to recover from the effect by making a WP check according to the schedule below:&lt;br /&gt;
{|border=0 cellspacing=1|&lt;br /&gt;
!width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot;|Rank&lt;br /&gt;
!width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot;|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0-4||align=&amp;quot;center&amp;quot;|4 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5-9||align=&amp;quot;center&amp;quot;|3 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|10-14||align=&amp;quot;center&amp;quot;|2 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|15-19||align=&amp;quot;center&amp;quot;|1 x WP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|20||align=&amp;quot;center&amp;quot;|Â½WP&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Each Queen can only point at one target in any given pulse, although, by the use of a Free Act, the binder may direct each of them to a new victim. &amp;lt;br&amp;gt;&lt;br /&gt;
Legal targets of the free sending are anything that can suffer torment but does not include most undead or constructs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Location&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Free sending&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Jackals on the Edge of Twilight ===&lt;br /&gt;
[[Image:Jackal.jpg|right|80px]]&lt;br /&gt;
Experience Factor: 200&amp;lt;br&amp;gt;&lt;br /&gt;
This is a [[Free Sending|free sending]] which appears as pack of jackals. They have moon-coloured speckles on a dark blue coat, their eyes are large, dark and glitter under starlight. The fur on their legs becomes darker so that their feet are almost completely black. &amp;lt;br&amp;gt;&lt;br /&gt;
This sending can only be called an hour either side of sunset. When invoked, a number of jackals equal to (Rank&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + Rank)/2 will appear from the west and are physically manifest. As many as three jackals may occupy a single hex.&lt;br /&gt;
;Movement Rate&lt;br /&gt;
Running: 300&lt;br /&gt;
{{BeastStats| 7 | 20 | 24 |None  | 8 | 12 | 9 | 23 | 9 | 6 | Fur absorbs 3DP}}&lt;br /&gt;
;Weapons: Bite: IV 62 SC 100%,  DM [-1],A Class, Close, Rank 5.&amp;lt;br&amp;gt;&lt;br /&gt;
When the jackals attack from a rear hex, they ignore the PS difference of their target, SC increases to 140%, DM increases to [+4], and they subtract 5 from the result of their Strike Checks. Further, possible Specific Grievous Injury results less than 67 are applied, with 31 to 50 always being considered 51-52.&amp;lt;br&amp;gt;&lt;br /&gt;
The jackals share something of the nature of twilight, and do not force their opponents to fall prone if they enter into close with them. Assuming a prone position does not remove the jackals&#039; special ability with respect to rear hexes.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Location&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Free sending&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Unforgotten ===&lt;br /&gt;
&#039;&#039;&#039;Experience Factor:&#039;&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Dancing_spirits.jpg|right|210px]]&lt;br /&gt;
This is a free sending which appears only in the recent memory of their target(s). They are unseeable by any means, unless an observer examines their recent memory, where they will be revealed. Unless the observer has some special ability, this may only be done while closing their eyes. This makes them impossible to target by spells, although they may be engaged with weapons if the opponent can get close enough to engage in Melee. They may not be closed with.&amp;lt;br&amp;gt;&lt;br /&gt;
Unforgotten are summoned to a point within 20 feet of the caller, and move in the same way as a Phantasm does.&amp;lt;br&amp;gt;&lt;br /&gt;
One of the Unforgotten may be bound per 3 or fraction Ranks of the sending. Each of the Unforgotten may cast the Phantasm spell (at the Rank of the sending). Although they do not need to concentrate on the Phantasm, each one may only cast one Phantasm spell at a time. &amp;lt;br&amp;gt;&lt;br /&gt;
The Unforgotten may be bound to a place which may be released in the same kinds of ways that a ward may be triggered. In this case, the Rank is reduced by 5. The sending will not be detected unless an observer has some ability to examine their memories.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;260px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
=== The Iron Sparrows of Issarkhaddon ===&lt;br /&gt;
&#039;&#039;&#039;Experience Factor:&#039;&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
This free sending calls Rank&amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;  sparrows from the iron towers of Issarkhaddon for 1 minute, appearing above the head of the invoker. These may be split into 1 flock per 3 or fraction Ranks so long as a flock contains no more than 100. Each flock may be directed to one or more targets, requiring a Pass Action or a Free Act at the player&#039;s discretion.&lt;br /&gt;
;The sparrows have  [[Image:FlockOfSparrows.jpg|right|320px]]&lt;br /&gt;
* a flying movement rate of 30 miles per hour (+1 mile per hour / Rank)&lt;br /&gt;
* a TMR of 13 + 1 per 2 Ranks&lt;br /&gt;
* an immunity to direct magical attack, meaning that they take no harm from a Fireball but may be harmed by the consequences of an Earth Tremor spell cast to bring a ceiling down.&lt;br /&gt;
* a Strike Chance of 60% (+4 / Rank)&lt;br /&gt;
* a damage calculation of 1 rollup D10 + the square root of the flock size as A Class damage. &lt;br /&gt;
* penetrating attacks that reduce the Protection value of armour by  &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; 2&amp;lt;/span&amp;gt; the Rank of the invocation.&amp;lt;br&amp;gt;&lt;br /&gt;
A victim attacked by a flock of 25 or more will be unable to Cast magic unless they are not inconvenienced by Cold Iron.&amp;lt;br&amp;gt;&lt;br /&gt;
Each sparrow has 1 EN &amp;amp; 1 FT, so will be banished when each of them takes 3 points of damage or more. Damage in excess of this value has no effect on the rest of the flock.&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=103118</id>
		<title>Red Laughter - The Hunt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=103118"/>
		<updated>2025-05-27T16:27:18Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]][[Category: Jim Arona]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High+]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Callas]]&lt;br /&gt;
*[[Turf]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
* Archibald &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
* Tyndalos&lt;br /&gt;
* [[Tulip]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Follow up a Prophecy&lt;br /&gt;
 &lt;br /&gt;
; Pay&lt;br /&gt;
The friends we made along the way.&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
====Chapter 1: Lady Suneth&#039;s prophecy====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LadySuneth.jpg|100px|thumb|Right|Lady Suneth]]&lt;br /&gt;
&lt;br /&gt;
The party gathers to discuss Lady Suneth&#039;s prophecy. Lady Suneth, a Kerberite from House Kerberoth, has received intelligence from &amp;quot;the black&amp;quot; and composed a prophecy. The prophecy speaks of a shadowed realm, a wraith of dread, and a noble count freed from the serpent&#039;s mark. It mentions three agents, a wise matron, and a veiled seer. The party speculates on the meaning, noting they have three months to act. There will be untold death if we fail.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party consults with Lord Tirwh, ruler of House Kerberoth, he expresses concern about the situation in the Land of Nod and the potential world-threatening nature of the events. We ask about reaching the Land of Nod. Warious routes are discussed, including through House Tintagel and past the Keep of Five Faces. Tirwh offers little direct assistance but provides information about the political landscape and potential dangers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LordTirwh.jpg|100px|thumb|left|Lord Tirwh]]&lt;br /&gt;
&lt;br /&gt;
The party begins preparations for the journey ahead, visiting Henry the Toymaker, a somewhat eccentric character, to see if he has any useful magical items. After some dramatic bargaining from Henry, which consists of feigned distress and appeals to the suffering of his children, the party acquire the following items;&lt;br /&gt;
* Water General Spell Rack: A bracer-like item with a large blue gem. It can store Water General spells equal to the user&#039;s rank in Water General Counterspell.&lt;br /&gt;
* Magical Pass Action Storage: An egg timer-like device that can store magical pass actions in exchange for life energy.&lt;br /&gt;
* Figurine for Corniger: a figurine made of diorite for his horse, Corniger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Chapter 2: Journey to Jiroth====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Callas&#039;s guides the party, using a route she knows, to the Heights of Chaos, which takes about five days. Along the way, they discover the Gardens, a special location where they can find a rare herb once in their lifetime. They choose not to use this opportunity yet, saving it for when they have higher herbalist skills.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From the Heights of Chaos, they can see Jiroth in the distance. The party uses Earth Door to travel quickly down the mountain, reduce the treacherous travel to reach Jiroth from a day to an hour. They arrive at the walled city with ramparts rather than proper walls and note the stream running through the middle of the town, which seems to have magically enhanced sewage treatment.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The group visits the Temple of the Singing Bees and makes an obeisance to gain access to normal mana levels in the area. They learn from the guards that people have been disappearing, possibly due to Nephilim activity in the mountains. The party decides to investigate, heading northeast into the mountainous terrain.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 3: Calamity at Surah====&lt;br /&gt;
&lt;br /&gt;
On their way to Surah, the party are ambushed by three blue, devil-like creatures with backwards-bending legs and tridents. A brief but intense fight ensues and the party quickly dispatch the devils, which which disappear in smoke upon defeat.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, they continue tracking and discover a blasted section of hillside with a summoning circle, triangle, and stone altar. On the altar lies the body of a sacrificed child, less than 24 hours old. Investigation reveals the altar is dedicated to &amp;quot;the Beautiful Marquis.&amp;quot; An Ancient Divination reveals that the child&#039;s soul was used in a ritual to make the summoned devils chthonic, meaning they cannot be banished from the realm.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They discover tracks leading away from the altar, belonging to a woman wearing soft shoes. The tracks disappear after about 20 feet, suggesting some form of magical transportation. The party debates their next move and, which no leads, decides to return to Sura to inform the authorities. In Sura, the high priest is alarmed by their findings. He provides limited information about the Beautiful Marquis, describing them as a powerful sorcerer of the Mind college with control over white magic and a focus on calculation and measurement. The party learns that families have been going missing from the outskirts of Surah. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 4: The Hunt====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2onTheTrail.jpg|200px|thumb|left|On the trail]]&lt;br /&gt;
&lt;br /&gt;
They decide to investigate a farm where a family disappeared three days ago. Afters some hours of trekking with a guide they reach with farm and find some tracking from the farm, the family and other individuals, one using magical concealment. The magically concealed tracks likely belong to the same woman from the altar and the the family&#039;s tracks lead in a different direction from the concealed ones.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As night falls, the party decides to follow the family&#039;s tracks, hoping to rescue them from their captors, tracking the missing family along a ridge line, with a deep river to their right and a heavily beaten game trail to their left. They estimate the tracks to be less than three days old. Aware of their visibility against the skyline, Turf uses his name change spell to disguise himself as a horse to reduce their profile.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As darkness falls Callas and Turf detect several creatures sneaking up towards them, about 150 feet away initially but closing quickly. The party quietly prepares for a potential ambush, preparing weapons discreetly, not wanting the ambushers to know they have been seen.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 5: Ambush====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Mariliths.jpg|150px|thumb|Right|Ambush]]&lt;br /&gt;
&lt;br /&gt;
Three Mariliths, blue devil-like creatures with four arms, backwards-bending legs, and wielding glaives and shields, charge the party. A fierce battle ensues. The fight is swift and decisive, Turf&#039;s powerful blows with Snickersnee and his Soul Blade quickly dispatch two of the Mariliths, Archibald&#039;s Hellfire spell damages the remaining devil. Then to deadly Slaad enter the battle, One is pitch black, the other mottled green and brown. Their skin is like stone and Turfs blows, that would kill a nomrmal person, barely hurt them. Corniger, Archibald&#039;s horse, delivers the deadly blow with a devastating charge and horn attack.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, the party discovers some magical components on the Mariliths&#039; bodies, including copper nails that can enhance the Sinking Doom spell, and bronze horseshoe-like items useful for gem creation spells. Examining the bodies the party are able to work our they are resistant to slashing weapons but vulnerable to crushing attacks.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 6: Pursuit====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2OgreMagi.jpg|150px|thumb|left|Chase]]&lt;br /&gt;
&lt;br /&gt;
As the group examines the Slaad corpses, Callas spots a female figure about 150 feet away, sitting on what appears to be an invisible mount about 70 feet off the ground. Recognizing her as likely responsible for summoning the creatures they just fought, the party springs into action.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf windwalks after the figure, which flees from the party. In a daring maneuver, he materializes directly above her, attempting to grab her mid-flight. Despite the woman&#039;s impressive defenses, Turf manages to grapple her. A mid-air struggle ensues as Turf repeatedly stabs the woman, who is revealed to be an Ogress. The Ogress has powerful defences which Turf overwhelms with his powerful attacks and they both plummet towards the ground. &lt;br /&gt;
&lt;br /&gt;
Turf grabs a wand from her belt before letting  her unconscious body call to the ground. The Ogress crashes to the ground, not surviving the impact. The party regroup and they search the body. Turf uses a ritual to bind her soul into a nearby rock, preventing any chance of resurrection or escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 7: Rescue====&lt;br /&gt;
&lt;br /&gt;
Regrouping, they continue tracking their original quarry - the missing family. After about an hour of searching, they discover an artificially created cave. Inside, they find the family of five (two parents and three children) being guarded by an Ogre Mage. The party are able to sneak in and launches a surprise attack, the Ogre Mage is quickly overwhelmed and defeated without being able to retaliate. The party frees the family and debates their next move, concerned about a possible second Ogre Mage in the area.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deciding the family&#039;s safety is the priority, the group escorts them back to Surah. They use magic to enhance the adults&#039; strength, allowing them to carry the children and travel faster. Callas hides the Ogre Mage&#039;s body using her tunnelling spell.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They arrive in Surah as the sun rises, presenting their findings to the high priest. The party reports on the various creatures they encountered - blue devils, Mariliths, Slaads, and Ogres. They also mention the bound soul of the Ogress and the altar that needs cleansing.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The high priest and townsfolk praise the party for their actions, particularly eliminating the Ogress and Ogre Magi threat. There&#039;s some concern about the remaining Ogre Mage, but it&#039;s believed he&#039;s more likely to flee than cause further trouble. The party being offered accommodations in Surah for a week, with a celebration planned to honour their deeds. However, the group is aware of their time constraints and plans to move on soon to address other pressing matters in their quest.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chapter 8: Lady Callas, the Wonder Worker ====&lt;br /&gt;
&lt;br /&gt;
In Jesurea they seek access to the Astral Gate. The priests require a service in exchange, and Callas offers her healing abilities. She treats several locals, including a man with a gangrenous wound, saving his life. Her exceptional healing earns her the title of &amp;quot;Lady Callas, the wonder worker,&amp;quot; and this service secures the party access to the Astral Gate.&lt;br /&gt;
&lt;br /&gt;
The party continues their journey north using Turf’s magical carriage. They stop at a Carchemish to rest and gather information. While speaking with the locals, they learn about the rising threat of gorgons in the area. During their stay, they encounter a group of black-armored mercenaries. Black arranges for future contact with a Mind Mage among the mercenaries.&lt;br /&gt;
&lt;br /&gt;
The next two days are uneventful as the party travel as the party travel to Hurrian, and then across the sea to Al-Marhirbah and to Aeaea - the city of Witches.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 9: Revelations ====&lt;br /&gt;
&lt;br /&gt;
Aeaea is a city of Witches, Archibald and Turf can see an enormous thorn wall surrounding the city, however Callus sees nothing. Callas head into the bustling city, there is lots of trade in fabric, she makes enquiries and is directed to the residence of Lady Cerise. Cerise, a figure of authority in the Crimson Sisterhood, happily greet Callus. Lady Cerise discloses her role as Matron of the Crimson Sisterhood.&lt;br /&gt;
&lt;br /&gt;
After hearing the prophesy Cerise believes the &amp;quot;Noble Count&amp;quot; is the Comte de Versillac, who was once undead but restored to life by a holy man. The Comte, now deeply hostile toward the Church. She also believes &amp;quot;A seer, veiled in mystic shroud&amp;quot; is Jade Rain, whom is known to Callus, and advises we visit immediately. She gives Callus a magic scroll in exchange for taking a letter to Jade Rein. Cerise warns of dark forces at work, urging caution as the party proceeds on their journey.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 10: The better part of Valour ====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Shoggoth.jpg|150px|thumb|right|Shoggoth]]&lt;br /&gt;
&lt;br /&gt;
After travelling for almost a week the party finds themselves in a deep part of the Abyss, near a lake-like area. They hear a slithering sound approaching and prepare themselves for a fight. As the sound grows closer, they feel the ground heaving beneath them.&lt;br /&gt;
&lt;br /&gt;
Black Archibald sees cracks forming in the ground coming from the north. The party realizes they&#039;re facing an enormous creature, something that makes the earth shake must be an enormous size. Realizing the potential danger, the group decides to retreat rather than confront the creature. Callas uses Earth Door to transport the party away from the immediate threat. &lt;br /&gt;
&lt;br /&gt;
Upon reaching safety, Turf uses a Crystal of Vision to look back at where they were. He sees an enormous lenticular-shaped creature, about 22-23 meters long and 3 meters across at its widest point. The party concludes it was likely a Shoggoth, a powerful and dangerous entity in the Abyss. Marking the location on the map as &amp;quot;Shoggoth Point&amp;quot; the party choose a different route to reach Jade Rain.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 11: Tea with Jade Rain ====&lt;br /&gt;
&lt;br /&gt;
Travel to Jade Rain&#039;s residence takes around a week. The cave is appointed with various comforts. Jade Rain, described as having pale green, almost translucent skin, welcomes them and offers tea. Turf and Archibald are provided a simple tea while Callus is served one with an exquisite flavour. &lt;br /&gt;
&lt;br /&gt;
As they settle in, Turf presents the prophecy written by Lady Suneth. Jade Rain analyzes it, providing insights:&lt;br /&gt;
&lt;br /&gt;
1. She identifies a section referring to the &amp;quot;Comte de Versillac,&amp;quot; suggesting he has a crucial role to play.&amp;lt;BR&amp;gt;&lt;br /&gt;
2. Jade Rain explains that the Count&#039;s quest involves discovering the role of the original orcs in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
3. She points out the phrase &amp;quot;with papal ties to cleave,&amp;quot; noting its ambiguity—it could mean either to split apart or join together.&amp;lt;BR&amp;gt;&lt;br /&gt;
4. Jade Rain suggests the prophecy might be directing them to influence papal ties, either strengthening or severing them.&amp;lt;BR&amp;gt;&lt;br /&gt;
5. She draws attention to phrases like &amp;quot;enterprising schemer,&amp;quot; &amp;quot;cunning gaze,&amp;quot; and &amp;quot;steer the course of coming trials,&amp;quot; hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
6. Jade Rain warns about the &amp;quot;Eye of Discord,&amp;quot; suggesting extreme caution when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
7. She recommends speaking to &amp;quot;Moonlight Sleeping on a Midnight Lake&amp;quot; for more information, but cautions that this being is a demon lord and would require proper compensation for any aid.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the conversation, Jade Rain provides cryptic hints and warnings, emphasizing the complexity and danger of the situation the party faces.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 12: The Prince of Demons ====&lt;br /&gt;
&lt;br /&gt;
Returning to House Kerberoth they await the arrival of Damien, the Prince of Demons. His approach is heralded by trumpets from the Abyss, and he arrives with a procession of 3,600 demons. It takes a day for the procession to reach the castle. Lady Suneth is flustered with the arrival of a Prince, and insist the party assist to clean the castle, which already appears immaculate.  &lt;br /&gt;
&lt;br /&gt;
Damien is described as wearing baroque armour that seems to be moving. He carries a halberd and shield strapped to his back. After a three hour feast, where Turf spend the entire time drumming his fingers. Post dinner the party is invited to join Damien in the green chamber for brandy and cigars.&lt;br /&gt;
&lt;br /&gt;
Each character chooses a uniquely described cigar, which upon smoking, seems to have magical properties. They create various &amp;quot;pools&amp;quot; for the characters:&lt;br /&gt;
* Callas gains a sanity pool.&lt;br /&gt;
* Turf gains an impatience pool.&lt;br /&gt;
* Black Archibald gains a doom pool.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 13: Schemes and the Missal ====&lt;br /&gt;
&lt;br /&gt;
Turf is particularly eager to cut through the pleasantries and focus on the heart of the matter, prompting Damien to discuss a figure connected to the church, Giovanni de Crescenti. There is some confusion about Giovanni&#039;s role, with suggestions that he was a power broker rather than a direct agent of the church. The group learns that Giovanni was heavily involved in raising Pope Sylvester II to the papal throne, only for the pope to later flee in fear of a prophesied apocalypse at the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
During the discussion, Damien gives the party an ancient Missal. He mentions that the Comte de Versillac might be willing to trade a service in exchange for the Missal, though its exact value and significance are unclear. The group takes the Missal, recognizing it could be a useful bargaining chip when they eventually meet the Comte.&lt;br /&gt;
&lt;br /&gt;
With this new item in their possession, the party&#039;s path becomes clearer. Their focus now shifts to securing the Comte’s assistance, knowing that they may need to offer the Missal as part of their negotiations.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 14: Farewell and a Chance Encounter ====&lt;br /&gt;
&lt;br /&gt;
After concluding their meeting with Damien at House Kerberoth, the party sets off to traverse the Abyss. The journey is perilous, and they know the dangers of this shadowy realm well. The Abyss, with its dark, oppressive atmosphere and strange, unpredictable forces, stretches before them as they leave the relative safety of House Kerberoth. They proceed cautiously, aware that while the Abyss can be eerily quiet at times, it can quickly become the stage for catastrophic events.&lt;br /&gt;
&lt;br /&gt;
As they make their way deeper into the Abyss, they encounter &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;. He approaches the group in a careful, civil manner, not rushing or displaying hostility. Sir Black Archibald, recognizing &#039;&#039;&#039;Midnight&#039;&#039;&#039; from previous encounters, chooses to meet him halfway. The conversation is cordial, though brief, as &#039;&#039;&#039;Midnight&#039;&#039;&#039; does not appear to be accompanied by his mistress, and he seems to be on a personal journey deeper into the Abyss.&lt;br /&gt;
&lt;br /&gt;
During the encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; mentions that he is looking for Sweet Regret,  offers his assistance, stating that the party need only call on him if they require his help. He gives Callas an intricately carved ivory plaque, which appears more three-dimensional the longer one looks at it. The plaque holds a special significance, though its exact purpose remains unclear to the group. After this encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; continues on his way, leaving the party to reflect on the nature of their meeting.&lt;br /&gt;
&lt;br /&gt;
The group resumes their journey, and though the Abyss holds many dangers, they are unmolested for the rest of the way. Their thoughts now turn to the next stage of their mission, knowing they have gained a potential ally in &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 15: Sir Andrew and Venice ====&lt;br /&gt;
&lt;br /&gt;
The party reaches the estate of Sir Andrew, the Lord of Chivalry, who resides in the hills north of Venice. Upon arrival, Sir Black Archibald explains their mission and requests the use of Sir Andrew’s **Astral Gate**. The gate would allow the group to fully cross into the Plane of Nualis, leaving behind the dangers of the Abyss. Sir Andrew, without hesitation, grants them permission to use the gate.&lt;br /&gt;
&lt;br /&gt;
Once the group passes through the gate and firmly enters Nualis, they express their gratitude to Sir Andrew and prepare for their next move. However, they first make their way to Venice to complete a task on behalf of **Henry the Toymaker** and to explore further leads regarding their quest.&lt;br /&gt;
&lt;br /&gt;
In Venice, an enormous walled city bustling with activity, the group quickly catches the attention of the gate guards, but they are allowed through without much scrutiny, aided by the imposing presence of Sir Black Archibald’s warhorse. Their first stop is St. Mark&#039;s Square, where they notice an odd reaction from the Missal they carry when near the statue of St. Mark. The book seems to resonate faintly with the religious aura of the square, but the group decides to focus on their main task and move on.&lt;br /&gt;
&lt;br /&gt;
The party then seeks out **Giuseppe Briati**, a famous craftsman known for his expertise in glass and metalwork. They deliver a special musket for repairs, as per Henry the Toymaker’s request. Giuseppe inspects the unusual firearm, noting its peculiar design, which resembles a large pistol, and agrees to repair it within a season. The party thanks him, satisfied that their business in Venice is now complete.&lt;br /&gt;
&lt;br /&gt;
With their task finished and further intrigued by the Missal&#039;s behavior, the group prepares to leave Venice and continue their mission to stop the Eye of Discord.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: The Comte&#039;s Domain ====&lt;br /&gt;
&lt;br /&gt;
The party arrives at the outskirts of the Comte de Versillac’s domain. The landscape around the estate is a mix of fertile wheat fields and orchards. As they approach, they see the Comte’s imposing black castle in the distance, standing stark against the surrounding plains. The scale of the castle is immense, and its black stone construction is unusual for the region, where limestone or marble would typically be used.&lt;br /&gt;
&lt;br /&gt;
A river encircles the estate, serving as a natural moat, with a drawbridge leading to the castle&#039;s entrance. Beyond the drawbridge, the party notices two sets of defensive walls: the outer wall, which is massive and fortified, and a barely visible inner wall that adds another layer of protection.&lt;br /&gt;
&lt;br /&gt;
As they pass through the nearby town, the group sees villagers working the fields. The town itself is unfortified, unlike the heavily defended castle that looms over it. Callas observes the strange use of black stone for the castle, which stands out against the otherwise typical landscape.&lt;br /&gt;
&lt;br /&gt;
With the fertile land contrasting sharply with the castle’s formidable appearance, the party makes their way towards the stronghold, preparing for their next challenge as they seek an audience with the Comte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: A Short History Lesson==== &lt;br /&gt;
&lt;br /&gt;
They are greeted by Alois, a tall, strapping man of noble bearing who introduces himself as the Comte’s equerry and escorts them inside.&lt;br /&gt;
&lt;br /&gt;
In a small, book-lined withdrawing room lit by massive bronze and wooden candlesticks, the group meets the Comte, who welcomes them graciously. He is a striking figure—strong and refined, with a bearing that suggests both elegance and hidden strength. After brief introductions, he offers them a rare wine, amber in color, said to be the work of an alchemist vintner. As they taste it, they experience a curious sensation of time stretching, each sip lingering as if time itself had slowed. Black, Callas, and Turf analyze the drink, realizing it holds a unique temporal quality from the aged grapes.&lt;br /&gt;
&lt;br /&gt;
Conversation shifts as the Comte grows somber, listening to the prophecy they’ve brought with them. Turf reads aloud a section, and the Comte’s reaction is palpable; he seems shaken, deeply affected by the words. He shares the story of a mysterious sorcerer from the church who once visited him with a strange mission: to &amp;quot;redeem&amp;quot; him by instilling a powerful remorse—a ritual that allowed the Comte to survive and continue on his unique path. This process, the Comte reveals, was transformative, setting him on his journey toward a strange immortality. Yet he wonders what became of the man who sacrificed himself to perform this ritual, unsure if the man&#039;s fate brought him peace or torment.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 17: Desert of White==== &lt;br /&gt;
&lt;br /&gt;
The discussion soon turns to otherworldly threats tied to their prophecy. Black and Callas consider the &amp;quot;Sea of White&amp;quot; as possibly pointing to the White Sea in northern Siberia. Recalling various past encounters, they discuss old powers and ominous forces, connecting the prophecy&#039;s references to shadowed lands with the possibility of a return of beings such as Morgoth or Sauron.&lt;br /&gt;
&lt;br /&gt;
Intent on discovering the fate of the Comte’s lost acquaintance, they propose a ritual to summon the man&#039;s spirit. Preparing carefully, they make their way to the chateau&#039;s basement, where they find a space ready for summoning, lined with engraved sigils and surrounded by protective barriers. The Comte provides hydragerum to complete the ritual, which Black notes with admiration.&lt;br /&gt;
&lt;br /&gt;
With everything prepared, they proceed with the summoning, casting spells and layering protections around the circle. As the ritual builds, they await any sign of a presence—but none arrives. Turf realizes that the summoning has failed; the man&#039;s true name has changed, suggesting he has ascended rather than fallen. The group shares this result with the Comte, whose tension eases slightly as he absorbs the news. His friend, it seems, has not been condemned.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 18: Continuing the Investigation==== &lt;br /&gt;
&lt;br /&gt;
After the failed summoning, the party remains in the chateau&#039;s basement, contemplating their next steps. They discuss the implications of the sorcerer&#039;s apparent ascension and what it means for their quest. The conversation circles back to the prophecy and its ominous references. Callas suggests that the &amp;quot;Sea of White&amp;quot; could indeed refer to the White Sea in northern Siberia, a place of ancient mysteries and chilling cold.&lt;br /&gt;
&lt;br /&gt;
Black recalls past encounters involving sealing horrors in Siberia and mentions connections to Middle Earth and ancient evils like Morgoth. They debate the possible awakening of old powers and the threats that could emerge from the &amp;quot;Sea of White.&amp;quot; The group references various entities and events, including the Star Vampire, and the Doors of Night—a term that stirs concern about barriers between worlds weakening.&lt;br /&gt;
&lt;br /&gt;
Realizing the gravity of their situation, they acknowledge that more information is needed. The Comte listens intently, offering his insights where possible. He seems both intrigued and troubled by the possibilities they discuss. The party decides they must investigate further, perhaps even journeying to the White Sea to uncover the truth behind the prophecy&#039;s warnings. In the meantime the Count will look into some of the other things mentioned in the prophecy.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 19: Journey to the White Sea==== &lt;br /&gt;
&lt;br /&gt;
As the party continues northward toward the White Sea, they arrive in the city of Arkhangelsk, a stark coastal port surrounded by snow and ice. Along the way, they had received scattered accounts from locals about the “Sea of White,” a place steeped in eerie tales and whispered rumors. Once they arrive, Callas senses something unusual about their surroundings, a shift that feels distinctly otherworldly. She soon realizes that they have crossed into a Middlemarch—a deliberately constructed, liminal boundary that does not occur naturally. The party understands that this crafted space obscures its edges, making it impossible to pinpoint exactly where or when they crossed into it.&lt;br /&gt;
&lt;br /&gt;
Aware now that they are within a hidden, possibly dangerous area, they proceed cautiously, searching the coast and nearby landmarks for any clues. As they explore, they come upon a peculiar sight—what they initially thought was chalk in the landscape appears, under closer examination, to be bone, ancient and imbued with a faint magical aura. They note that the coastline itself forms a shape that resembles a massive paw print, with bays and inlets appearing as pads and claws carved into the land.&lt;br /&gt;
&lt;br /&gt;
With a mixture of curiosity and caution, they take samples and perform various checks, confirming the presence of a magical aura lingering faintly on the bones. Callas uses a crystal of vision spell to gain a broader view, observing the landscape from above and confirming that the peculiar “paw print” pattern stretches nearly twenty-five miles across the coast. The enormity and ancient nature of this discovery suggest that the “Sea of White” holds more mysteries than they initially expected, potentially connected to the prophecy’s dark warnings.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 20: Hidden Jewels ====&lt;br /&gt;
&lt;br /&gt;
Turf divines the bones and uncovers a GTN of Urulókir (Middle-earth fire-drakes or fire-breathing dragons, such as Glaurung). However, he notices that this essence or attribute has been superimposed on a previous GTN. Callas is able to identify the underlying GTN but does not recognize it. By collaborating, they establish a shared understanding of their DA&#039;s, allowing Turf to apply his expertise in Naming to what Callas perceives. Through this, they determine that the underlying GTN is Ur Sea Serpent. They conclude that a process is underway that will eventually transform the GTN entirely into Urulókir. There are also indications that this transformation could be catalyzed, leading to the full resurrection of a wingless Middle-earth dragon or drake.&lt;br /&gt;
&lt;br /&gt;
The party continues to the southern end of the sub-arctic sea, where Turf experiences the loss of some quality and observes a star reflected on the sea during the day. After some investigation, they determine that this star is a jewel of great historical significance to Turf&#039;s people. The party sets out on fire steeds, riding across the waves, and Turf descends into the depths as a shark. He encounters ancient sharks of immense size and fortunately they leave him alone. Locating the radiance of pure light, which is surrounded by plant growth on an otherwise barren sea bed. He retrieves the jewel, accidentally swallowing it in the process.&lt;br /&gt;
&lt;br /&gt;
Back on shore, Black retrieves the jewel by reaching into Shark/Turf&#039;s stomach. Fortunately, Turf suppresses the urge to bite Black&#039;s arm off, and the jewel is successfully recovered. Turf heals from the intestinal damage that occurred. That night, Turf has a vision or dream, which he conveys in the following form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Beneath the waves where light refrains,&lt;br /&gt;
 A gem of fire in shadow reigns.&lt;br /&gt;
 Its gleam is caught by restless foam,&lt;br /&gt;
 Yet none can claim it as their home.&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 The waters guard with jealous pride,&lt;br /&gt;
 A secret star where echoes hide.&lt;br /&gt;
 Its blaze unquenched, though sunk and still,&lt;br /&gt;
 A silent hymn, a timeless thrill.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Black interprets this as a reference to Ungoliant and the party become visibly unsettled. Concluding that their work here is sufficient, the party travel the previous path and return to the Compte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 21: What next? ====&lt;br /&gt;
&lt;br /&gt;
The Compte agrees with Black’s interpretation and becomes even more hesitant to be involved. With some gentle persuasion about the gravity of the quest, he suggests they consult someone knowledgeable about gates. Additionally, he shares his findings: the Crescenti family is attempting to gain greater control over the Church by organizing a crusade against the Compte, thereby promoting their own candidates and influencers within the Church. This would give them significant influence over the selection of the next pope.&lt;br /&gt;
&lt;br /&gt;
The Compte believes the most effective course of action, assuming direct confrontation with Ungoliant is not feasible, would be to eradicate the Crescenti family entirely. The family seems to be based in Ravenna, with origins in Austria, where they still maintain a presence. The exarch of Ravenna is completely under their influence. Moreover, the Crescenti family has strong ties to the Eye of Discord. The Compte theorizes that the Crescenti may represent the mortal lineage or offspring of the Eye of Discord. He offers a reward of 50 white points to the party if they undertake this task.&lt;br /&gt;
&lt;br /&gt;
The party decides that consulting a library, either in Leng or Alexandria, might be the best next step. From there, they can determine which urgent task to undertake first; address Ungoliant or if they should focus on the Compte’s request in the meantime.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 22: Alexandria ====&lt;br /&gt;
&lt;br /&gt;
In Alexandria the party tries various methods to locate the library. Eventually Black uses a void detection ritual to try to locate the library. During this, he unexpectedly detects two things: the library&#039;s presence (which has a connection through the abyss as it seems this is how it is able to appear on different planes at different times) and a creature that moves through the void, associated with a particular type of &amp;quot;red&amp;quot; that reminds them of &amp;quot;Red Laughter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The group discusses various approaches to finding both the library and tracking Red Laughter, including seeking help from local scholars (which is deemed too risky given the period&#039;s attitude toward magic) and using Callas&#039;s &amp;quot;Wild Hunt&amp;quot; ability as a last resort.&lt;br /&gt;
&lt;br /&gt;
They explore Alexandria, and through Black&#039;s feeble tracking abilities and the lingering &amp;quot;taste&amp;quot; (of burning human feces) from his void detection, they follow the trail. During this, they encounter a young priest (appearing around 13 but actually in his early 20s) being followed by nine nuns. Callas&#039;s spy craft and Turf&#039;s magical detection abilities reveal these are &amp;quot;Poor Clares&amp;quot; - highly trained church operatives who serve as assassins and protectors. The priest himself appears to be a philosopher of some significance, potentially useful for their library search, but currently under protection.&lt;br /&gt;
&lt;br /&gt;
As they continue tracking, Black detects writing on a purple wall which reeks of burning human feces. When Turf DA&#039;s it, he discovers it&#039;s connected to a powerful entity of &amp;quot;avatar level&amp;quot; - a greater fiend. Combat ensues.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 23: Imprisoned ====&lt;br /&gt;
Turf activated his Holy Aura, providing bonuses against fear and affecting certain creatures, while they took positions near the wall where Red Laughter, appeared as a two-dimensional image. The nuns&#039; Mother Superior began issuing tactical commands in church Latin, including &amp;quot;maneuver 37A.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The nuns executed complex maneuvers, hurdling hedges with spectacular athleticism, their flexible chain weapons whirling. Some formed a protective ring around Lord Tarquin, while others moved to engage the threat. When they spotted the possessed spellcaster stepping behind the wall, one of the nuns sacrificed herself bravely, moving to block any direct magical attacks.&lt;br /&gt;
&lt;br /&gt;
A possessed spellcaster launched fire magic at Turf, though his amulet of iron helped him resist. His magic resistance wasn&#039;t halved due to his amulet, and the damage he took was absorbed by his Spell Armor.&lt;br /&gt;
&lt;br /&gt;
Black Archibald charged with his lance at Red Laughter&#039;s image, landing a solid hit. Upon striking the wall, they discovered damaging the surface itself could harm the devil - though any damage would be significantly reduced, it wouldn&#039;t be protected by its usual defenses. The lance, made of lignum vitae, withstood the impact. Meanwhile, Lady Callas supported with Trollskin spells to protect her allies, and Turf deployed powerful fire counterspells in strategic locations.&lt;br /&gt;
&lt;br /&gt;
Angular runes began cutting their way through Black Archibald&#039;s lance toward him. He wisely dropped the weapon, and the Mother Superior immediately attacked the runed lance with her chain weapon, striking with remarkable effectiveness. The other nuns moved up in support of their leader, unwrapping their own weapons.&lt;br /&gt;
&lt;br /&gt;
Turf tracked down the possessed individual (a suspiciously ordinary looking person) and struck him with his soul blade, landing a devastating hit. The blade ignors armor and passes through non-living materials. The possessed person, lacking significant protection beyond basic clothing, collapsed from the blow.&lt;br /&gt;
&lt;br /&gt;
Lady Callas then cast Smoking Magma beneath Red Laughter&#039;s position, trapping the devil in searing heat. Black Archibald followed up with Hellfire, and while the devil initially resisted, the combined assault proved effective. The Mother Superior declared she would push the devil back into the magma if it tried to escape. With Red Laughter weakened by these attacks, Turf was able to successfully imprison the devil using his Prison of Zygig.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 24: Delphic Riddles ====&lt;br /&gt;
Investigation revealed the possessed person wore a cinnabar ring that tainted all magic with a diabolical appearance. They suffered from dual madnesses - one relating to diabolic dealings, the other inducing violent urges.&lt;br /&gt;
&lt;br /&gt;
The party then spoke with Lord Tarquin, the young noble academic whom the nuns had been protecting. While discussing their captives - both Red Laughter and the possessed person - Lady Callas attempted a cure for a madness Lord Tarquin seemed to be suffering from, requiring a sacrifice of sanity points and taking several weeks to fully heal.&lt;br /&gt;
&lt;br /&gt;
During their encounter, another diabolic name emerged: &amp;quot;Titvilius,&amp;quot; though its connection remained unclear. Furthermore, another piece of the puzzle is revealed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Veiled beneath the earth, where shadows creep,&lt;br /&gt;
 Amidst the coils of serpents, silence sings.&lt;br /&gt;
 They guard the balance born of fractured rings,&lt;br /&gt;
 In secret chambers, buried thoughts they keep.&lt;br /&gt;
 Concerned with chaos none may dare to see,&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Obsidian tongues taste echoes in the air.&lt;br /&gt;
 Refrained from sight, they weave a subtle care,&lt;br /&gt;
 Attuned to whispers writ in mystery.&lt;br /&gt;
 Conducting rites in scales of shadowed light,&lt;br /&gt;
 Lamenting paths that discord dares to tread,&lt;br /&gt;
 Eternal watchers, bound by sacred night.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf realises that the first letter of each sentence reveals something important: VATIC ORACLE. A reference to an oracle supposedly buried/residing beneath the hills of Rome.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 25: White towers====&lt;br /&gt;
In his enfeebled state Lord Tarquin readily agrees to take gain entry to the Library for the party. Inside the library, Black Archibald, Turf, and Callas search for an astral gate. The party encounters a room with scholars and a group of six people holding a large silver cross, wearing liver-colored clothing and masks. These people appear to be dealing with some form of &amp;quot;abstract undead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party discovers a source of &amp;quot;processed tortured light&amp;quot; and several magical features, including bronze spheres mounted high on pillars. The light seems to keep future light at bay and protect the scrolls etc from wear/decay. When Callas is exposed to this light, she gains crystal-related magical abilities and a special trait.&lt;br /&gt;
&lt;br /&gt;
Turf and Black Archibald help locate two astral gates in the library. Using one, the party travels to a White Tower located on a massive mountain in a semi-arid region. This White Tower is described as being on a mountain the size of Ireland, though only about 4 kilometers high. The tower itself is relatively empty but shows views of different points around the mountain at different levels. Investigation reveals the Tower is on Mt Seir in the Land of Nod on Tanual.&lt;br /&gt;
&lt;br /&gt;
After exploring the White Tower, the party returns to the starting library and uses another astral gate to gain entry to the astral and from there travel to Venice via Sir Andrews astral gate. From there they plan to travel to Rome to seek something called the Vatic Oracle, which is apparently beneath one of Rome&#039;s hills. Through Sir Andrew, they learn about Sibyls - Roman women with prophetic abilities - who are associated with these oracles.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 26: Overly Inquisitive ====&lt;br /&gt;
After reuniting at Sir Andrew Witherspoon&#039;s residence, where Black, Callas, and Turf introduced their new companions Tyndalos and Tulip to the quest, the expanded party made their way toward Rome. The journey took about ten hours, with the group riding Turf&#039;s conjured magical steeds, arriving in the city after nightfall.&lt;br /&gt;
&lt;br /&gt;
Their first stop was a gypsy fortune teller&#039;s ornate tent in Rome&#039;s slums. While there, Tulip, demonstrated her herbalist skills by identifying and harvesting valuable saltbush from the polluted marshland. The fortune teller directed them toward the Vatican as the location of the Vatic Oracle they sought.&lt;br /&gt;
&lt;br /&gt;
The following morning saw them attempting to gain entry to the Vatican proper. Callas, drawing on her previous diplomatic experience, tried leveraging her noble status and bureaucratic skills, addressing the guards in Church Latin. While they were indeed escorted inside, it was to face the Holy Office of the Inquisition - three priests backed by two dozen crossbowmen!&lt;br /&gt;
&lt;br /&gt;
The encounter swiftly turned violent when the Inquisitors deemed them heretics. In the ensuing battle, both old and new party members demonstrated their capabilities - Tyndalos unleashing mental attacks that drove some opponents to madness, Callas deploying devastating magical assaults including a lake of magma, Turf engaging in direct combat, Black providing support, and Tulip wielding earth magic. Many of their opponents perished in Callas&#039;s magical flames.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, they managed to charm one of the surviving priests for questioning. He claimed no knowledge regarding the Oracle, however readily agreed to provide his new best friend Turf with access to the Vatican&#039;s dungeons. There they found thirty imprisoned heretics, none of whom could provide specific information about the Vatic Oracle&#039;s whereabouts.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 27: Even more Prophecies!!!! ====&lt;br /&gt;
&lt;br /&gt;
After considering whether to search for underground areas, the party decided against it as their research suggested the Oracle they sought was likely not held captive by the church. Instead, they decided to seek the Tiburtine Sibyl where she was historically based - in Tibur (modern Tivoli), about 19 miles northeast of Rome. The party traveled there, arriving in the afternoon at a small but civilized city of around 12,000 people.&lt;br /&gt;
&lt;br /&gt;
In Tivoli, they located a convent with an orphanage that contained a small temple. The nuns directed them to return the next morning after morning mass and suggested they stay at an inn called the Pheasant and Lamb. During the evening, Callas detected someone scrying on them and traced the magic back to the convent.&lt;br /&gt;
&lt;br /&gt;
The next morning, they returned to the temple, a small shed-like structure carved from ancient dolomite stone, containing maternal figures in recesses. Black performed a vigil and received a cryptic prophecy about the Mirror of Cyprian. Tyndalos used his occult knowledge to determine this mirror could be used to see into the void but at the risk of mental damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Malevolent webs stretch dark and thin&lt;br /&gt;
 In shadows where no light can pass&lt;br /&gt;
 Realms beyond our world begin&lt;br /&gt;
 Reaching through the shattered glass&lt;br /&gt;
 Onward through the ancient deep&lt;br /&gt;
 Rushing spirits start to rise&lt;br /&gt;
 &lt;br /&gt;
 Obscure visions make us weep&lt;br /&gt;
 Fragmented through crystal eyes&lt;br /&gt;
 &lt;br /&gt;
 Coiled serpents twist through time&lt;br /&gt;
 Yielding to the spider&#039;s call&lt;br /&gt;
 Precious moments lost sublime&lt;br /&gt;
 Rippling through the mirror&#039;s fall&lt;br /&gt;
 Insanity claims those who dare&lt;br /&gt;
 Angles bend through spider&#039;s lair&lt;br /&gt;
 Nested in the dragon&#039;s glare&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before departing, Black left a valuable onyx gemstone as a donation for the orphans. Upon returning to Rome, they found the Vatican crawling with Swiss Guard and mysterious monks in black robes with white sleeves. Tulip and Callas noticed a woman they identified as a Medianite sorceress, though she appeared as a simple nun to the male party members. She wore an elaborate crimson dress and a choker with ruby decorations, though these details were only visible to the female party members.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 28: Warped Crypts ====&lt;br /&gt;
Tyndalos concealed the party while they snuck into St. Anne&#039;s Chapel, having chosen it for its accessible city gates rather than attempting to enter the more heavily guarded basilica. The group descended into the chapel&#039;s crypt via a narrow wooden stairwell. In the ossuary, Callas detected a hidden space behind shelves of bones. The party successfully removed a stone block to reveal a hidden passage system.&lt;br /&gt;
&lt;br /&gt;
The corridors possessed unusual geometric properties, with 135-degree angles that only Tyndalos could properly perceive. During their exploration, they encountered a creature described as having a human upper body, a bird-like head, and a serpentine lower half covered in iridescent blue-green feathers. When confronted, the creature escaped by rotating through a wall. Tyndalos gave pursuit, facilitating the rest of the party&#039;s movement through strange angles.&lt;br /&gt;
&lt;br /&gt;
Black Archibald&#039;s temporarily trapped the entity in a block of ice, but the creature managed to escape before the party could permanently restrain it.  Thwarted, the party decided to continue exploring the passage system.&lt;br /&gt;
&lt;br /&gt;
A notable incident occurred when Tyndalos was affected by some form of amnesia while navigating these passages. Black Archibald remedied this condition using brain serum administered via spinal injection. Shortly thereafter Turf detected something and felt the presence, or passage of, a great curse (we believe this was the Noldoran curse to do with the Silmarils). Exposing his Silmaril seemed to reveal a different view of the environment. It seemed to have cracks riven through it which healed in the light of the Silmaril. Furthermore the creature was revealed trapped in amber-colored light within one of the walls.&lt;br /&gt;
&lt;br /&gt;
After multiple attempts, Turf successfully charmed this being, revealing it to be a Nephil from the Land of Nod. Through conversation, they learned that twelve such creatures were seeking refuge from serpents and Kenites. The Nephil also revealed that the passages were constructed by someone else and that both a powerful curse and a fire-breathing worm had previously passed through the area.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 29: Search for the Mirror ====&lt;br /&gt;
&lt;br /&gt;
Talking more with the Nephil, the party found they were within an ancient Janusite temple and were corrected about their assumption of the Vatic Oracle - he is not a sibyl. Despite spending several days search the temple&#039;s peculiar geometry, the party found little of note. The Nephil suggested that while the Oracle might indeed be present, they had not yet met the necessary conditions to locate him. They suggested seeing a sibyl.&lt;br /&gt;
&lt;br /&gt;
The party headed southward to Campania, where another sibyl might provide guidance. Turf used his Crystals of Vision to help us find where the sibyl is location in Campania. The crystals revealed a prophetic verse:&lt;br /&gt;
&lt;br /&gt;
 In twilight&#039;s glow, a cavern waits,&lt;br /&gt;
 Near where the earth and heavens meet.&lt;br /&gt;
 Cool winds slip through the shadowed gates,&lt;br /&gt;
 Underneath the hillside&#039;s seat.&lt;br /&gt;
 &lt;br /&gt;
 Murmurs rise where secrets keep,&lt;br /&gt;
 Ancient whispers guide the way,&lt;br /&gt;
 Echoes dwell where prophets sleep.&lt;br /&gt;
&lt;br /&gt;
Callas quickly identified the location we needed to go as Cumae. We went to the Temple of Apollo there and on to the Cave of the Sibyl. There was a dozen Dominican monks there, distinguished by their black cloaks with white sleeves in the cave, along with cleaners.&lt;br /&gt;
&lt;br /&gt;
Rather than rushing in, the party retreated to a nearby inn to cast buffs. Upon their return, they engaged the monks in combat. The battle was decisive - seven monks fell, while the remaining five surrendered. Turf transported the survivors to Jiroth via magical means so they couldn&#039;t give us away, and the party disposed of the fallen monks&#039; remains through cremation. Among the monks&#039; possessions, they discovered exceptional black bronze chain mail, tabards, and rank 6 weapons.&lt;br /&gt;
&lt;br /&gt;
The surviving sibyl proved forthcoming with information. She revealed that locating the Oracle would require the Mirror of Cyprian, specifically one bearing a face of Janus. This particular artifact, she informed them, was located on the island of Cyprus.&lt;br /&gt;
&lt;br /&gt;
The party secured passage by sea to Cyprus, a journey lasting approximately twelve days. Upon making port in Paphos, they set their sights on the Sanctuary of Aphrodite, reasoning that the goddess&#039;s association with beauty might make her temple a reasonable place to start.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 30: There and Back again ====&lt;br /&gt;
The party traveled to Paphos, a port city with a curving bay in Cyprus. They journeyed to a sanctuary of Aphrodite, located on a spit of land protecting the harbor. Upon arrival, they found the area was more like a cultured orchard than a temple, with trellises of fruit trees and vergers maintaining the grounds. Callas notes a number of familiar looking monks in white robes with black sleeves.&lt;br /&gt;
&lt;br /&gt;
Tulip approached the vergers working in the garden, requiring Callas to translate their vulgar Latin. She discovered they maintained an impressive collection of rare herbs, including a special broad-leafed parsley and a distinctive yellow flower with orange centers that attracted bees even in winter. The monastery maintained an apiary that produced several types of honey, including one with special properties for cleaning septic wounds. The vergers were happy to share cuttings and seeds with Tulip, who stored them in her special preserving box, and she was able to purchase some of their honey.&lt;br /&gt;
&lt;br /&gt;
Feeling they were getting nowhere, the party turned their eyes to the local lord but decided first to scale Mount Olympus in the hope that they would learn more there, before having to deal with the locals. They set off but were startled by cackling from the west around 11 AM, Callas used a crystal of vision and saw an unusual vision of the sun setting. They later learned this was related to hyenas sent by the Great Beast Dog, rather than jackals as initially suspected.&lt;br /&gt;
&lt;br /&gt;
The party then Earth Door&#039;d to Mount Olympus, arriving on a large ledge where they began their ascent. After 2 hours they reached a monastery of Benedictine monks on a plateau. The monastery maintained extensive agricultural fields growing root crops, particularly beets. They were welcomed and encouraged to stay the night.&lt;br /&gt;
&lt;br /&gt;
The next day, they climbed to Mount Olympus&#039;s peak, discovering its unusual hexagonal shape. There they encountered Traoticus, a dormant agricultural deity sustained by the monks&#039; activities. Through conversation with Traoticus, they learned the mirror they sought was located back at the sanctuary of Aphrodite in Paphos. Several party members acquired new abilities from Traoticus in exchange for experience points.&lt;br /&gt;
&lt;br /&gt;
After another night at the monastery, where they were served roasted chicken and barley-based meals, the party began their journey back to Paphos. Upon returning to the sanctuary after nearly a week away, they found it occupied by approximately 20 Dominican spellcasters and 6 armored Dominican warriors. The sanctuary was revealed to be a complex of buildings, with the actual sanctuary building located in the center opposite a well.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 31: No! We are not Dominicans! ====&lt;br /&gt;
The party arrived at the secluded temple complex under cover of night. Surveying the layout—infirmaries, gardens, livestock pens, and administrative buildings—they debated their approach. Tyndalos suggested stealth over confrontation, dismissing his earlier violent impulse due to the presence of children. Using his invisibility near corners, the group infiltrated a terracotta-roofed administrative building. Inside, they uncovered records exposing the monks as clandestine followers of Aphrodite and Eros, disguised as Benedictines to evade Dominican hunters. They seemed to be keeping tabs on the followers / agents of Eris.&lt;br /&gt;
&lt;br /&gt;
The party repositioned to the east and confronted the temple’s leader, after initially panicking the monks behalf. Turf and Black negotiated with the panicked primate, after convincing him the party were not the Dominicans, leveraging their knowledge of the cult’s secrets to secure an ancient Etruscan scroll. The document referenced the Mirror of Cyprian, though its cryptic verses required translation by a priest of Janus. They knew of such a priest residing in Ravenna, which unfortunately was a known bastion of the Crescenti family. The primate further revealed his suspicion that agents of Eris were infiltrating the church.&lt;br /&gt;
&lt;br /&gt;
Travelling through the astral to Sir Andrew&#039;s house and then to Ravenna, the party noted armoured hounds, on leashes, being walked by what they decided were &#039;the gentry&#039; - some visible form of status presumably. Tyndalos detected an astral gate beneath the city using his lantern’s eerie light. Upon exploring an underground canal, which seemed to lead towards the gate, they chanced upon a chamber, where they discovered robed figures chanting to a leader wielding a staff topped with a head. Callas identified the man as a priest of Janus, confirming their path.&lt;br /&gt;
&lt;br /&gt;
More panic ensued until Turf again proved he was not a Dominican. The priest was persuaded to translate the scroll and further provide a Mirror of Cyprian with the appropriate image of Janus the party required.&lt;br /&gt;
&lt;br /&gt;
===== Decyphered scroll =====&lt;br /&gt;
&lt;br /&gt;
 Read the sky at twilight&#039;s hue,&lt;br /&gt;
 Only mix petals of the golden flower.&lt;br /&gt;
 The leaves must glisten with morning dew,&lt;br /&gt;
 First add a sprig of moonlit power.&lt;br /&gt;
 &lt;br /&gt;
 Word your spell as the draught is stirred,&lt;br /&gt;
 To give it strength, chant thrice the name.&lt;br /&gt;
 Find the roots of the whispering bird,&lt;br /&gt;
 The elixir burns with a cooling flame.&lt;br /&gt;
 &lt;br /&gt;
 Truth.&lt;br /&gt;
 &lt;br /&gt;
 The brew will clear a muddled mind,&lt;br /&gt;
 Twisted dreams it will gently untie.&lt;br /&gt;
 Sister wisdom it lets you find,&lt;br /&gt;
 Of truths unveiled beneath the sky.&lt;br /&gt;
 &lt;br /&gt;
 Arachne spoke of shadows where&lt;br /&gt;
 Lies dark petals in hidden glade.&lt;br /&gt;
 In boiling water, buds will air,&lt;br /&gt;
 Wait till colours start to fade.&lt;br /&gt;
 &lt;br /&gt;
 Beyond the forest, nettle’s sting,&lt;br /&gt;
 And dry it sere beneath the sun.&lt;br /&gt;
 The adder’s hiss the mix will bring,&lt;br /&gt;
 Golden figments show it’s done.&lt;br /&gt;
 &lt;br /&gt;
 Serpent lore the brew will hide,&lt;br /&gt;
 Attends the mind with steady glow.&lt;br /&gt;
 It sharpens sight as thoughts collide,&lt;br /&gt;
 On meadows where the shadows grow.&lt;br /&gt;
 &lt;br /&gt;
 The leaves of crimson ash begin,&lt;br /&gt;
 Shores of oceans touched by wine&lt;br /&gt;
 Of civet musk and coloured sin,&lt;br /&gt;
 The brew must boil with slivered vine.&lt;br /&gt;
 &lt;br /&gt;
 White her arms and long her reach,&lt;br /&gt;
 Sea for salt, and river&#039;s border&lt;br /&gt;
 Beware the lesson that flames teach&lt;br /&gt;
 His turning dance of broken order&lt;br /&gt;
 &lt;br /&gt;
 Burning bright as dragon’s heart.&lt;br /&gt;
 Eyes will see where shadows roll,&lt;br /&gt;
 And fires within must soon depart.&lt;br /&gt;
 Breath of oak to spare the soul&lt;br /&gt;
 &lt;br /&gt;
 Of grief, sorrow and searing pain&lt;br /&gt;
 Flame can bring to mortal coil&lt;br /&gt;
 For ever be its fearful rain&lt;br /&gt;
 He calls its name to fall from high&lt;br /&gt;
 &lt;br /&gt;
 Knoweth the reaper in the green&lt;br /&gt;
 The worker in the brush&lt;br /&gt;
 Lay in furze its fruit to glean&lt;br /&gt;
 Of bounty rich and lush&lt;br /&gt;
 &lt;br /&gt;
 Your toil returns a harvest rich&lt;br /&gt;
 Mind and body twinned,&lt;br /&gt;
 And quiet, whispered pitch&lt;br /&gt;
 Can set dreams upon the wind.&lt;br /&gt;
 &lt;br /&gt;
 Bend the will of the ebbing tide,&lt;br /&gt;
 It shapes the shore with quiet hand.&lt;br /&gt;
 By moon&#039;s pale light, the stars confide,&lt;br /&gt;
 His crafted patterns on the sand &lt;br /&gt;
 &lt;br /&gt;
 Song of the wood where harts are flayed,&lt;br /&gt;
 He walks unseen on unreal road,&lt;br /&gt;
 Is he a ghost or restless shade&lt;br /&gt;
 Hiding the debt that nature&#039;s owed&lt;br /&gt;
 &lt;br /&gt;
 In bitter heaths where sorrows sleep,&lt;br /&gt;
 The cavern&#039;s throat rings out the knell.&lt;br /&gt;
 Memories linger, cold and deep,&lt;br /&gt;
 Of secrets lost where shadows dwell.&lt;br /&gt;
 &lt;br /&gt;
 The song that whispers through the trees,&lt;br /&gt;
 People lose the fire’s glow.&lt;br /&gt;
 That chill which haunts the warmest breeze,&lt;br /&gt;
 Live hearts yet beating, ebb and slow.&lt;br /&gt;
 &lt;br /&gt;
 There lies a path through shadowed glen,&lt;br /&gt;
 And whispers guide the steps we take.&lt;br /&gt;
 Can courage rise within us then?&lt;br /&gt;
 Be strong, though wills may bend or break.&lt;br /&gt;
 &lt;br /&gt;
 Called from the Void to breach the shore,&lt;br /&gt;
 Forth he strides when spiders call,&lt;br /&gt;
 By darkling paths and oaths of yore,&lt;br /&gt;
 His fate entwined with threads of gall,&lt;br /&gt;
 Name whispered soft, yet feared by all.&lt;br /&gt;
&lt;br /&gt;
By reading the first word of each line, the following was revealed:&lt;br /&gt;
&lt;br /&gt;
 Read only the first word to find the Truth.&lt;br /&gt;
 &lt;br /&gt;
 The twisted sister of Arachne lies in wait beyond, and the golden serpent attends it on the shores of the White Sea.&lt;br /&gt;
 Beware his burning eyes and breath of flame, for he knoweth the lay of your mind and can bend it by his song.&lt;br /&gt;
 He is hiding in the memories of the people that live there and can be called forth by his name.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 32: Of Ossuaries and the Underworld ====&lt;br /&gt;
After decyphering the poem / prophecy the party discussed their next steps, settling upon a return to the serifs / nephlim at the vatican and making use of the Mirror of Cyprian.&lt;br /&gt;
&lt;br /&gt;
Before leaving however, the priest let slip that he was able to &amp;quot;replay&amp;quot; January, allowing two months of uninterrupted training while confined to the temple. The group meticulously calculated timelines, realizing they were nearing the end of the current season (&amp;quot;Blossom&amp;quot;) and could exploit the temporal reset for extended preparation.&lt;br /&gt;
&lt;br /&gt;
Exploring Ravenna’s underground network, the party discovered an ancient astral gate buried beneath layers of rubble. Callas summoned an earth elemental to excavate the area, revealing a hidden ossuary filled with Christian remains. Upon investigation, they found skeletons whose souls had been forcibly severed. Callas performed a risky ritual to release the trapped souls, attracting phantasms from the underworld but ultimately succeeding in freeing them.&lt;br /&gt;
&lt;br /&gt;
The elemental further uncovered two copper scrolls (incantations for &amp;quot;Coruscade&amp;quot; and &amp;quot;Slowness&amp;quot;) and a greenish stone. The stone, when activated by sacrificing endurance, transforma into a toad-like familiar named Hordling, capable of storing items and spitting ingested poisons.&lt;br /&gt;
&lt;br /&gt;
Later, Tyndalos crafted some topacious stones, producing two magical stones (one blue, one green) and 14 spider-eye stones.&lt;br /&gt;
&lt;br /&gt;
The session concluded with plans to return to Rome’s catacombs to consult an oracle via the acquired mirror. The party sealed the underground astral gate, wary of its connection to the underworld, and prepared to depart Ravenna after securing supplies and completing their training regimens.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 33: Deceived! ====&lt;br /&gt;
Black Archibald expressed interest in acquiring some war hounds, making arrangements to purchase breeding pairs for 200 gold pieces, planning to return for them later.&lt;br /&gt;
&lt;br /&gt;
The group traveled to their destination using magical fire steeds, making a journey of about 450km in approximately 10 hours. Upon arriving at the gates late at night, they were questioned by guards about their late arrival. During their entry, Turf sensed that their names were being magically recorded when written down by the guards.&lt;br /&gt;
The party proceeded into some catacombs, where they encountered snake-like beings called Nephilim. They presented a mirror and an imago to what appeared to be the god Janus, who indicated a path for them to follow using a line of light. The god also showed interest in a cage containing an entity called the Red Laughter, but the party declined to hand it over.&lt;br /&gt;
&lt;br /&gt;
Following the light, they encountered a copper plate bearing two faces - revealed to be Befrons, an Earl of the Dead. This turned out to be a trap, as Befrons attacked them. The demon cast necrosis and engaged in physical combat, particularly targeting Turf. Black Archibald landed significant blows against the demon, while dealing with a death curse that he managed to resist. The party eventually defeated Befrons, whose construct body left behind several magical items including a fox fur that animated into a fox named Sienna and a protective teal chiffon shawl.&lt;br /&gt;
&lt;br /&gt;
The party concluded that the path they were following was a trap and decided to return to the Nephilim for further guidance.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 34: Revelations ====&lt;br /&gt;
The party informed the Nephilim that they had, in fact, been manipulated by a demon. The Nephilim had not considered the entity to be God with a capital G, but rather a kind of urban spirit or localized deity and had not considered that they may have been deceived. The party continued to discuss the implications of this revelation, and Turf noted that their names had been observed by an unknown entity. Black speculated on whether the messages they received were part of a larger trap.&lt;br /&gt;
&lt;br /&gt;
The conversation then turned to the Vatic Oracle, whom the party had planned to contact using the mirror. After confirming that the mirror was still in their possession, Turf attempted to activate it through divination. The mirror&#039;s surface darkened, a mist formed within it, eventually giving way to a translucent face that slowly acquired color. The Nephilim reacted with awe to the display of magic.&lt;br /&gt;
&lt;br /&gt;
Turf addressed the image in the mirror, and the entity identified itself as Mario, the Vatic Oracle. Recognizing Turf, Mario commented that he had read about him &amp;quot;in the stars.&amp;quot; When asked where he was, Mario confirmed that he was in the Underworld, noting that being an Oracle was not a particularly safe profession. The party questioned him about his condition, confirming that he was fully dead and content in the Elysian Fields.&lt;br /&gt;
&lt;br /&gt;
The conversation moved to prophecy interpretation. The party presented the long prophecy, which they had been working through for some time. Mario acknowledged the complexity of the text and gave his insights.&lt;br /&gt;
&lt;br /&gt;
Upon questioning Mario about the Silmaril, he described it as a &amp;quot;seed&amp;quot;, likening it to a star or even the Big Bang. Mario warned them not to get too close, as it could &amp;quot;go off at any moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The conversation shifted to the White Sea. Mario revealed that the Northmen called it Bjarmaland. The party debated whether their previous journey had actually taken them there, but Mario’s insight suggested they had not yet reached the true location. Black recalled that during their previous journey, when the moon was absent, the Void had felt particularly close. Mario reacted with alarm, confirming that this was a very bad sign.&lt;br /&gt;
&lt;br /&gt;
With two major paths before them—investigating the White Sea (Bjarmaland) or searching for Sweet Regret and the Chalice—they debated their course of action. Ultimately, they decided to seek out Sir Andrew to gather further information.&lt;br /&gt;
&lt;br /&gt;
The party met with Sir Andrew, who provided additional insight into the White Sea. He referred to the region by another name, suggesting that it was known as &amp;quot;Bjarmaland&amp;quot; to the Northmen. His knowledge of the area helped confirm the Oracle’s claim that the party had not actually reached the true White Sea during their previous journey.&lt;br /&gt;
&lt;br /&gt;
The party set out on their journey toward the White Sea, following the directions provided by Sir Andrew. The trip was uneventful at first, but as they traveled deeper into the northern wilderness, the landscape grew harsher and more desolate.&lt;br /&gt;
&lt;br /&gt;
After some time, they came upon a small village with a broken palisade wall. The settlement, which had once held a few hundred people, appeared to have been attacked. The damage to the fortifications was severe, with sections of the palisade shattered and structures within the village partially destroyed.&lt;br /&gt;
&lt;br /&gt;
Callas used a Crystal of Vision to scout the village, noticing a number of Frost Giants and Polar bears. After some buffing and discussion she Earth Door&#039;ed the party into the area the Giants were lounging in, surprising them!&lt;br /&gt;
&lt;br /&gt;
==== Chapter 35: Round One ====&lt;br /&gt;
The party gathered at the entrance to the village, meticulously planning their strategy. Callas and Tulip discussed where to place protective walls once inside, while the others determined their combat roles. After finalizing their approach, they teleported into the frigid landscape populated by towering frost giants, massive ice elementals, and ferocious polar bears.&lt;br /&gt;
&lt;br /&gt;
As they materialized in the frozen terrain, the party struck without hesitation. Turf uncorked a dark potion that shrouded him in death magic, then lunged at the nearest frost giant. His enchanted blade bit deep into the creature&#039;s flesh, followed by a devastating strike with his soul weapon that left the giant reeling.&lt;br /&gt;
&lt;br /&gt;
Tyndalos, his tentacles writhing, summoned arcane energy that erupted as Yellow Fire, forming a tetrahedron of destruction that washed over several enemies. One frost giant caught the full force of the blast, its icy flesh searing under the magical flames, while a polar bear managed to partially resist the spell&#039;s fury.&lt;br /&gt;
&lt;br /&gt;
Black Archibald, his armor gleaming even in the dim light, activated his Blood Amulet of the Crimson Oak. The ancient artifact pulsed with power as he delivered a crushing blow to the same giant Turf had wounded, driving his mace deep into the creature&#039;s torso.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Callas focused her earth magic, causing stone to surge upward behind the party in a protective barrier that reached thirty-five feet high. Tulip followed suit, erecting another wall of stone along their flank, strategically creating a defensive position against the eighteen-foot giants.&lt;br /&gt;
&lt;br /&gt;
With their defenses established, Tyndalos fixed his otherworldly gaze upon one of the giants and launched a presence attack. The giant&#039;s eyes widened in terror as it beheld Tyndalos&#039; true form, and it turned to flee in panic.&lt;br /&gt;
&lt;br /&gt;
As the surprise round concluded, Turf&#039;s martial prowess allowed him additional strikes. He whirled in a deadly dance, his weapon &amp;quot;Snicker-snee&amp;quot; slashing repeatedly at the wounded giant. Blood cascaded from multiple wounds as the giant toppled backward, gravely injured and barely clinging to life.&lt;br /&gt;
&lt;br /&gt;
The battle proper began with terrifying swiftness. An ice elemental, standing over twenty-five feet tall, materialized behind Black Archibald and launched a savage attack. Shards of ice tore through Black&#039;s armor, delivering a wicked slash that crippled his primary arm. Another blow hammered his shoulder, followed by a vicious puncture wound to his groin. The knight staggered, momentarily stunned by the brutal assault.&lt;br /&gt;
&lt;br /&gt;
Across the battlefield, another giant hurled an enormous ice ball that shattered against the wall behind the party. The explosion sent frozen shrapnel flying in all directions, tearing through two polar bears and striking Tyndalos, who winced as the ice fragments lacerated his form.&lt;br /&gt;
&lt;br /&gt;
Turf, seeing the danger posed by one of the ice elementals, gathered his strength and executed a tremendous leap that carried him twenty-five feet through the air. Landing with perfect balance, he immediately launched into an attack, his weapon of flames biting into the elemental&#039;s frozen body and causing parts of it to steam and melt away.&lt;br /&gt;
&lt;br /&gt;
A new threat emerged as a different type of elemental—something akin to a salamander—crafted a pillar of ice and climbed atop the party&#039;s stone wall. From this vantage point, it inhaled deeply before exhaling a devastating cone of cold that washed over the battlefield. Several party members managed to resist the worst of the magical frost through innate spell resistance, but all felt the biting cold seep into their bones.&lt;br /&gt;
&lt;br /&gt;
The polar bears, seemingly undeterred by the magical chaos, continued their advance, navigating around obstacles with predatory intent.&lt;br /&gt;
&lt;br /&gt;
One particularly massive frost giant hefted a boulder-sized chunk of ice and hurled it with tremendous force. The projectile exploded on impact, sending lethal ice shards in all directions. Black Archibald, drawing on remarkable reflexes, managed to lurch out of the deadly zone. Tyndalos was less fortunate, suffering grievous wounds that sent him reeling, though he managed to remain conscious. Callas activated a powerful defensive magic at the last second, avoiding the damage entirely. Tulip, caught unprepared, was struck repeatedly and collapsed unconscious as her blood stained the snow.&lt;br /&gt;
&lt;br /&gt;
With multiple party members gravely injured and their position compromised, the decision to retreat was made without debate. Callas began preparations for an Earth Door spell as the others gathered around her, bringing Tulip&#039;s unconscious form.&lt;br /&gt;
&lt;br /&gt;
As they prepared to flee, an unsettling sight drew their attention skyward—six pale dwarven forms rocketing into the heavens, carried aloft by magical javelins.&lt;br /&gt;
&lt;br /&gt;
The party formed up around Callas with Tulip&#039;s unconscious body. Callas cast Earth Door and teleported with Black Archibald, Tyndalos, and Tulip&#039;s unconscious form about four miles away from the battlefield. Turf, meanwhile, triggered his Wind Walk ability, becoming mist-like as he flowed away from the combat, eventually reuniting with his companions at their retreat point.&lt;br /&gt;
&lt;br /&gt;
Once safely distanced, they administered emergency healing to Tulip using Troll Skin magic, stabilizing her condition. The party then assessed their injuries: Black Archibald&#039;s plate armor bore a significant hole at the shoulder, Tulip&#039;s magical armor had been similarly damaged, and Tyndalos suffered wounds to both his natural armor and his mystical raiment.&lt;br /&gt;
&lt;br /&gt;
As they tended their wounds and contemplated their next move, the party knew they had narrowly escaped a battle that could have claimed all their lives.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 36: Stormy days ====&lt;br /&gt;
Following their hasty retreat from the skirmish with frost giants, the party established a safe vantage point from which to observe the aftermath. Using a scrying crystal, they witnessed a commanding frost giant wielding a halberd-like weapon overseeing the enemy forces, attended by the odd looking elemental. This leader was performing a ritual upon the bodies of two fallen frost giants, which had been frozen solid.&lt;br /&gt;
&lt;br /&gt;
Tyndalos&#039;s occult knowledge determined the ritual would require approximately two hours to complete. After assessing their injured state and the formidable opposition, the party wisely elected to abstain from re-engagement. While observing, they documented pale dwarven entities ascending skyward upon what appeared to be magical javelins.&lt;br /&gt;
&lt;br /&gt;
Weather conditions rapidly deteriorated as fog enveloped the area, followed by stillness and snowfall. The ambient temperature began descending to dangerous levels. Lady Callas Earth Doored the party another 16 miles, tho it was difficult to maintain a constant direction due to the snowfall and overcast sky. The party constructed a defensive shelter in the snow, with Lady Callas erecting a stone dome. Mistress Callas employed her earth magic to conjure smoking magma within the shelter, providing essential warmth as temperatures fell below minus twenty degrees Celsius.&lt;br /&gt;
&lt;br /&gt;
Turf maintained vigilance, patrolling the perimeter despite the bitter cold, his resistance to extreme temperatures proving invaluable. During one such patrol, he observed an ice elemental passing at approximately one hundred meters distance. The elemental did not detect the party&#039;s presence and continued onward.&lt;br /&gt;
Overnight precipitation intensified considerably. By morning, snow accumulation exceeded half a meter and continued to increase. Further scrying revealed the previously fallen frost giants had been resurrected through the leader&#039;s ritual, though they appeared to be recuperating, as evidenced by their ragged state. The giants were observed employing wind magic to direct forest fires with apparent purpose.&lt;br /&gt;
&lt;br /&gt;
The party enacted their withdrawal strategy, utilizing Mistress Callas&#039;s Earth Door enchantments to transport themselves multiple times in succession, achieving considerable distance from the area of conflict. The massive storm created by the frost giants extended approximately twenty miles from the village, with cloud formations reaching several miles in height. The party then resumed their original journey, successfully circumnavigated this meteorological disturbance.&lt;br /&gt;
Their journey proceeded for several days, bringing them to the trading hub of St. Petersburg. This thriving port city, positioned between Finnish territories and Estonian lands, provided opportunity to replenish supplies. Winter conditions had elevated prices for provisions, particularly foodstuffs, though the party secured necessary preserved meats and other essentials. Lady Tulip acquired specimens of specialized kelp known for its salt-concentrating properties, noting its capability to reduce salinity in brackish water when harvested with regularity.&lt;br /&gt;
&lt;br /&gt;
Continuing their expedition, the party arrived at Arkhangelsk, known in Viking nomenclature as Bjarmaland. This settlement is situated within a marshy delta region characterized by flat terrain. Recognizing this location as their primary investigative target, the party commenced searches for dimensional anomalies, referred to as &amp;quot;middlemarches.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tyndalos summoned his moor hound, Buskerville, to assist in tracking these anomalies. The animal successfully located one such phenomenon, which investigation revealed to be conditional rather than positional in nature – requiring specific conditions to be met for entry rather than merely locating the correct physical position.&lt;br /&gt;
&lt;br /&gt;
Turf attempted multiple divination enchantments upon this anomaly, encountering significant resistance suggestive of anti-divinatory protections. Persistence yielded results, however, with the revelation that access to this particular anomaly requires utterance of a specific individual&#039;s true name. The party catalogued this information but prudently elected not to attempt entry, suspecting that this might be the name referenced in the last prophecy and were reluctant to summon/release anything.&lt;br /&gt;
&lt;br /&gt;
Further exploration revealed Arkhangelsk&#039;s geographical position resembles the base of a parabola with multiple recesses. At a location identified as Chubola, positioned at the focal point of this parabolic formation, the party discovered a specialized anomaly. This phenomenon exhibits the extraordinary property of receiving multiple middlemarches simultaneously, causing dimensional overlap where separate realities share a single geographical point.&lt;br /&gt;
The significance of this discovery remains under investigation. The party continues to document these anomalies while maintaining appropriate caution regarding potential extra-dimensional entities.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 37: Black amber ====&lt;br /&gt;
The company departed from Arkhangelsk, planning to search for black amber deposits. Black amber, a fossilized tree sap from when the region was temperate, can be used to trap time and is highly sought after by alchemists. The locals informed the party that deposits might be found in a &amp;quot;ghost forest&amp;quot; - a mysterious location that sometimes appears and sometimes doesn&#039;t - about a week&#039;s travel east along the coast and three days south inland.&lt;br /&gt;
&lt;br /&gt;
After negotiating for a guide, the adventurers decided to travel to St. Petersburg first to acquire trade goods, as the locals preferred barter to coin. During their two-day journey, they were welcomed at St. Petersburg where they purchased buckets of nails as payment for the guide, with bronze nails being particularly valuable.&lt;br /&gt;
&lt;br /&gt;
While in the city, the party visited the Duke&#039;s library. Though lacking a dedicated archivist, they made significant discoveries. Callas found incantations for &amp;quot;smoking magma&amp;quot; and another spell requiring &amp;quot;summoning and controlling earth elementals&amp;quot; and &amp;quot;earth door&amp;quot; - a powerful transportation ritual that could convey users through the elemental plane of Earth at remarkable speed. Meanwhile, Turf discovered an individual true name of a creature with green and black scales, three types of heads it could deploy, and bat-like wings - some form of dragon-like beast that could take on the properties of whatever armor the shapeshifter wore.&lt;br /&gt;
&lt;br /&gt;
The party also visited the cathedral, where they determined it was a high mana zone despite the city&#039;s concentrated population making the surrounding area a low mana zone. Callas decided to sacrifice a point of perception to establish a transportation point outside the city. After three days of preparation - Callas learning her incantation, Turf studying his newly discovered true name, and Black Archibald researching - they found a suitable spot near a forest outside St. Petersburg where Callas could place her marker.&lt;br /&gt;
&lt;br /&gt;
As the party journeyed back to Arkhangelsk with their nails, they encountered trouble. While traveling through a pine forest at about 2000 meters elevation, Turf spotted a frost giant - a pale blue, ice-like creature carrying an axe. The party quickly took cover and attempted to remain hidden. While using a crystal to scout ahead, they heard a twig snap nearby.&lt;br /&gt;
&lt;br /&gt;
Turf moved forward to investigate and discovered a polar bear sniffing around, with three pale dwarfs following behind it. These dwarfs had rank 16 invisibility, but Turf could see them with his enhanced vision. They were slender for dwarfs, with pale grey skin and black hair and eyes, moving lightly across the snow and carrying military picks and shields.&lt;br /&gt;
&lt;br /&gt;
A battle ensued. Turf launched a surprise attack, leaping 25 feet and charging an additional distance to deliver a devastating strike to one of the dwarfs, killing it instantly. The remaining dwarfs attempted to counter-attack but were fended off by Turf&#039;s defenses. Meanwhile, Callas cast petrification on the polar bear, slowing it, and Black Archibald engaged it directly.&lt;br /&gt;
&lt;br /&gt;
As the fight continued, the frost giant spotted them, but Callas quickly cast a wall of stone for protection. The combat was fierce - Turf dispatched a second dwarf with brutal efficiency, Black Archibald battled the polar bear, and the frost giant launched ranged attacks at the party. The wall protected Callas but reflected some attacks onto Black Archibald, who took the damage with stoic resolve.&lt;br /&gt;
&lt;br /&gt;
When the frost giant attempted to flee, Callas trapped it with another wall of stone and then dispelled it when it reached the top, causing it to fall. The stunned giant was then assaulted by both Turf and Black Archibald. Despite its armor spell that provided protection against fire damage and resistance to blades, the giant eventually fell to Turf&#039;s soul blade, which drained its stats as it delivered the killing blow.&lt;br /&gt;
&lt;br /&gt;
After the battle, Black Archibald performed a dark shriving ritual on the bodies, gaining energy points from the fallen foes - frost and giant points from the giant, and dwarf and mass points from the pale dwarfs. The party used smoking magma to dispose of the bodies, ensuring no evidence would remain, and continued their journey.&lt;br /&gt;
&lt;br /&gt;
Upon reaching Arkhangelsk, they presented the nails and secured a guide after some negotiation. With their impressive mounts, they traveled in four days what would normally take a week. Their guide led them to a valley where they could see treetops poking through mist. The terrain suggested a massive impact site, as if something had struck the earth with tremendous force, shaking the land like a tablecloth.&lt;br /&gt;
&lt;br /&gt;
After their guide departed, the party began descending toward the misty forest below, curious about what they might find in this strange location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chapter 38: A mind-bending encounter ====&lt;br /&gt;
The party found themselves at the edge of what appeared to be a crater-like formation covered sparsely with pine forest. Turf established a base with a runic circle as a precaution for quick evacuation and cast a necromantic counterspell over the area. Meanwhile, Callas created a ring of stone with enhanced vision duration.&lt;br /&gt;
&lt;br /&gt;
As the group began to move forward, Tyndalos sensed danger with his eldritch detection abilities. While discussing defensive measures, three ghostly figures emerged from the crater - identified as Pale Queens of Torment. The entities rose into the air and targeted several party members with their torment abilities. Turf, Black Archibald, and Tyndalos were affected, forcing them to resist or suffer penalties to their combat abilities.&lt;br /&gt;
&lt;br /&gt;
Tulip launched a devastating whirlwind vortex at the entities, destroying two of them outright. Shortly after, the party was struck by a mind-based attack from an unseen source. Callas erected a stone wall for protection while the remaining members attempted to locate the attacker.&lt;br /&gt;
&lt;br /&gt;
Tyndalos became aware of movement through the astral plane, recognized as a wrymhole. While Black Archibald targeted and eliminated the remaining Pale Queen with a well-aimed magical javelin, three mind flayers emerged from the wrymhole to the north.&lt;br /&gt;
&lt;br /&gt;
The mind flayers launched psionic attacks against the party. Though most members resisted, Tyndalos suffered severe willpower damage that left him temporarily unhinged. Turf charged one of the mind flayers and decapitated it with a decisive strike from his weapon Snicker-Snee.&lt;br /&gt;
&lt;br /&gt;
The remaining mind flayers attempted to flee - one retreating into the astral plane while the other was destroyed by the party. During this time, Sir Archibald&#039;s behir horn began vibrating, indicating a dragon&#039;s presence within a mile.&lt;br /&gt;
&lt;br /&gt;
Concerned about facing both a dragon, which they suspect is the one mentioned in prophecy, the party used Callas&#039;s Earth Door spell to retreat to a safer location near St. Petersburg. There, Callas used healing magic to restore Tyndalos&#039;s damaged willpower.&lt;br /&gt;
&lt;br /&gt;
While recuperating, they used a crystal to scry the crater area and observed a crystal skull with black gems for eyes - identified by Tyndalos as a demilich - emerging from the ghost forest. The party debated whether to return and confront this powerful undead entity but ultimately decided against it due to its formidable defenses and need for siege damage to effectively combat it.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 39: Cryptic Plots ====&lt;br /&gt;
After deciding to stay longer in St. Petersburg, the party prepared for their confrontation with the Demilich. Tulip found an incantation of Blending that would create a minor area of effect, allowing multiple targets to be affected simultaneously. Meanwhile, Turf discovered a book about the English short sword in the library—a weapon capable of both chopping and stabbing, inflicting different types of damage depending on how it was wielded. &lt;br /&gt;
&lt;br /&gt;
While the others researched, Black crafted Greek Fire grenades in the alchemical laboratory. He also prepared potions of Enhanced Vision and Witch Sight for the group.&lt;br /&gt;
On the first of Heat (effectively February), Tulip brewed a Draft of Clarity, focusing on the question: &amp;quot;What&#039;s the best way we can defeat the Lich while staying alive and keeping our souls?&amp;quot; The potion revealed cryptic but valuable information about sneaking into the Lich&#039;s crypt unseen and destroying its phylactery:&lt;br /&gt;
&lt;br /&gt;
 From hollow sockets, midnight tendrils blaze,&lt;br /&gt;
 Black beams that feast on light’s forsaken breath.&lt;br /&gt;
 Each photon turned to force, a dire malaise,&lt;br /&gt;
 That drags the living toward their clutching death.&lt;br /&gt;
 &lt;br /&gt;
 No shield deflects the weight of ceaseless dark,&lt;br /&gt;
 No armor bends the spectral fingers back.&lt;br /&gt;
 Momentum steals the step, the limbs grow stark,&lt;br /&gt;
 As flesh and fate dissolve in onyx wrack.&lt;br /&gt;
 &lt;br /&gt;
 Yet deathless lords have secrets bound in bone,&lt;br /&gt;
 A whispered name upon a phylact’ry sealed.&lt;br /&gt;
 Destroy the soul within—by fire or stone—&lt;br /&gt;
 And watch the eldritch horror’s power yield.&lt;br /&gt;
 &lt;br /&gt;
 So strike the heart it keeps in crypts unseen,&lt;br /&gt;
 Lest shadow’s grasp make dust of what has been.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The group traveled to the Void Abbey, a strange octagonal church associated with an ancient monastery. Before approaching the structure directly, they stopped several miles away and summoned an Earth Elemental to dig a tunnel. Callas directed the elemental to burrow toward the crypt beneath the abbey.&lt;br /&gt;
&lt;br /&gt;
After tunneling for hours, the elemental sensed &amp;quot;bound earth&amp;quot; ahead—a magical barrier it couldn&#039;t pass through. Black attempted to breach this obstacle by summoning a dark sphere, creating a hole about 60 centimeters across. The dark sphere slowly ate through the bound earth, eventually revealing a brick wall that had been weathered by exposure to the void.&lt;br /&gt;
&lt;br /&gt;
When the sphere touched the wall, it was rebuffed. The wall appeared to be specially protected against void magic through repeated exposure. Unable to penetrate further underground, the party decided to surface near the abbey and find another entrance.&lt;br /&gt;
&lt;br /&gt;
The group emerged near the abbey&#039;s vestry door. Tyndalos, being the stealthiest, approached first to examine the entrance. He found no traps but discovered the door was locked. Using his skills, he picked the lock, causing a hiss of equalizing pressure as the door opened.&lt;br /&gt;
&lt;br /&gt;
Tyndalos cast Invisibility in Corners to help hide the party. They entered the vestry—a small robing room where priests would prepare—and found a narrow spiral staircase leading down. The staircase was so tight that those wearing plate or scale mail had to turn sideways to descend.&lt;br /&gt;
&lt;br /&gt;
Moving carefully to avoid making noise, they descended the spiral stairs in single file: Black Archibald first, followed by the bear (which Tulip had shrunk back to normal size), Tyndalos, Callas, and finally Turf. After two complete rotations, they reached the bottom of the stairs.&lt;br /&gt;
&lt;br /&gt;
Instead of a traditional crypt with shelves of bones, they discovered a strange octagonal chamber. The room featured narrow five-foot-wide pathways zigzagging across the space, with a large cylindrical object—about 65 feet long and 15 feet wide—positioned in the center. This cylinder appeared glassy from some angles and metallic from others, resembling mithril but not quite the same material.&lt;br /&gt;
&lt;br /&gt;
Translucent, crystal-like structures filled much of the remaining space. The party identified the crystal as being ectoplasm. In the center of the floor, they found a bronze manhole cover with a ring that could be turned to open it.&lt;br /&gt;
&lt;br /&gt;
While examining the chamber, Turf noticed something disturbing: when the central cylinder became more translucent, he could see faces in torment inside—approximately two dozen souls trapped within. DA-ing it, he determined the cylinder was a magical construct with the primary purpose of &amp;quot;containment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party debated whether to investigate the manhole or examine the cylinder further. As they considered their options, they realized they had discovered something far more sinister than a simple crypt—perhaps some kind of power source or engine that imprisoned souls.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 40: Crowned with Fire ====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2-demi-lich.jpg|200px|thumb|right|Demi-lich]]&lt;br /&gt;
&lt;br /&gt;
Turf, taking precaution, placed a magical barrier called Forbiddance at two stairwells to prevent undead from approaching through those entrances.&lt;br /&gt;
&lt;br /&gt;
The party then turned their attention to a manhole cover in the floor. Tyndalos offered to examine it for traps and, finding none, prepared to open it. Before proceeding, Turf cast additional protective magic—a Circle of Turn Undead—over the manhole area.&lt;br /&gt;
&lt;br /&gt;
As Tyndalos opened the manhole, a wave of malevolent energy surged outward, striking several party members. This energy drain attacked their very souls, permanently reducing their fatigue and endurance. Black Archibald managed to resist the effect through sheer force of will, while Turf&#039;s magical cloak provided protection from the soul-draining assault.&lt;br /&gt;
&lt;br /&gt;
Looking down the open manhole, Tyndalos spotted a crystalline skull with beady eyes staring up at him—a Demilich. The skull appeared to be made of black amber, and possessed an almost complete set of teeth, indicating its considerable power and age.&lt;br /&gt;
&lt;br /&gt;
The Demilich then unleashed a spectral form called a Howl, a misty apparition that moved toward the party. Turf, acting boldly, descended toward the Demilich and smashed a magical potion over it—a Consummation of Fire and Water, which made the skull as flammable as paper. He then leapt back out of the hole with remarkable agility, narrowly avoiding something that tried to catch him.&lt;br /&gt;
&lt;br /&gt;
The Demilich targeted Black Archibald with its eye beams, but he managed to dodge one attack. However, the Howl struck several party members, dealing various levels of damage. Black Archibald threw a Greek Fire grenade at the Demilich, but it used a legendary resistance to avoid catching fire.&lt;br /&gt;
&lt;br /&gt;
Callas attempted to contain the Howl with a Wall of Stone while Turf attacked one of the Howls directly, damaging it significantly. The battle continued with the Demilich summoning additional Howls and targeting party members with eye beams.&lt;br /&gt;
&lt;br /&gt;
Eventually, Callas cast a Smoking Magma spell that caught the Demilich, which had already been rendered flammable by Turf&#039;s potion. The Demilich attempted to use another legendary resistance but had exhausted its supply. The skull caught fire, and by the end of the combat round, it was consumed by flames.&lt;br /&gt;
&lt;br /&gt;
After the battle, the party searched the area and discovered the bodies of the monastery&#039;s inhabitants—mere husks whose souls had been trapped in the Demilich&#039;s teeth or phylactery. Even though they had destroyed the Demilich&#039;s physical form, it would regenerate in one to ten days unless they drained its phylactery of power.&lt;br /&gt;
&lt;br /&gt;
The party found that the phylactery contained the souls of approximately 25 brothers from the monastery and 9 Mind Flayers. Black Archibald began the process of extracting the trapped souls from the teeth of the destroyed Demilich, with plans to use some of them to restore the fatigue and endurance that party members had lost to the soul drain.&lt;br /&gt;
&lt;br /&gt;
Among the loot, they discovered various scrolls belonging to both the monks and the Mind Flayers, including one particular scroll that appeared to be a prophecy related to a powerful entity that they referred to only as &amp;quot;the first dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Gilded in flame, he coils through the night,&lt;br /&gt;
 Lurking where shadow devours the light.&lt;br /&gt;
 A whisper of doom in a dreamer’s breath,&lt;br /&gt;
 Unwinds the sweet thread that leads into death.&lt;br /&gt;
 Rising in silence, unseen by the eyes,&lt;br /&gt;
 Under the skin, he spins whispered lies.&lt;br /&gt;
 Neither sword nor strong will can break his spell,&lt;br /&gt;
 Ghosts heed his call from where secrets dwell&lt;br /&gt;
&lt;br /&gt;
==== Chapter 41: Cleanup ====&lt;br /&gt;
[[File:TheHunt36-EngineRoom.png|thumb]]&lt;br /&gt;
The party continued their exploration of the Abbey, Turf discovered a woman&#039;s body lying on the floor in a five-foot-high chamber, wearing a white lab coat. As he approached to examine it, the seemingly dead woman suddenly grabbed him.&lt;br /&gt;
&lt;br /&gt;
The woman identified herself as Helen and asked about the Demilich. When Turf informed her it had been destroyed, she expressed relief. She was evasive about her identity, refusing Turf&#039;s request to subject her to a Rune of Truth. She revealed she had a &amp;quot;faint death effect&amp;quot; that made her invisible to undead, allowing her to survive.&lt;br /&gt;
&lt;br /&gt;
Helen explained that Giovanni De Crescenti had brought the craft to investigate a Celestial event, which turned out to be a crashed Void Cruiser. The mindflayers from the crashed vessel attempted to enslave everyone, planning to feed them to the Demilich. When De Crescenti opposed them, the Eye of Discord betrayed him to the mindflayers, doubling his power to escape and also releasing the Demilich from the mindflayers&#039; control.&lt;br /&gt;
&lt;br /&gt;
The Demilich subsequently drained all but three of the mindflayers, with the survivors fleeing into the astral plane. When Tyndalos addressed her as &amp;quot;Dr. Wormwood,&amp;quot; she reacted with surprise. Before departing, she warned the party to &amp;quot;watch out for the mandrakeit.&amp;quot; Turf observed her transform into an albatross as she left.&lt;br /&gt;
&lt;br /&gt;
Callas&#039;s divination revealed she had a long-living sentient aura from the plane of Eisenkirche and possessed a powerful rank 60 troll skin effect permanently active.&lt;br /&gt;
&lt;br /&gt;
The party then investigated the crashed Void Cruiser in the center of the crater. It measured about 60 feet long externally but 120 feet internally. The Demilich had torn it apart, moving components to the Abbey. Black theorized the Demilich had been kept will-less by the mindflayers who drained souls from it to power their craft.&lt;br /&gt;
&lt;br /&gt;
Their search of the wreckage yielded significant treasure: various magical items and two dozen gems. Black Archibald successfully processed the teeth they had collected from earlier encounters, gaining Will and Trust points. They also discovered shards of Great Ruby, Great Sapphire, and Great Emerald among the gems. &lt;br /&gt;
&lt;br /&gt;
After discussion, they decided Tulip would receive the Great Ruby shard, Black would take the Great Emerald, and Callas the Great Sapphire.&lt;br /&gt;
&lt;br /&gt;
The party then explored the mysterious Ghost Forest that appeared and disappeared around the Abbey. Turf&#039;s divination revealed it was an ancient forest skipping through time, experiencing time only about 30% of the time. Tyndalos discovered the fractal patterns in the tree bark absorbed astral backlash.&lt;br /&gt;
&lt;br /&gt;
When Tulip attempted to extract sap from the trees to study the phenomenon, she found it was winter and the sap had gathered in the bole of the tree. The party carefully drilled into a tree and discovered the frozen sap could be used to store Backlash energy. Further divination revealed this substance eventually fossilized into Black Amber.&lt;br /&gt;
&lt;br /&gt;
Exploring the area with Tyndalos&#039;s earth elemental Grimpen, the party located four pieces of Black Amber. Callas used her gem-sensing ability to find approximately 25 pounds more. The group discussed potential uses for the Black Amber, including possibly using it to slow down the Demilich&#039;s resurrection process.&lt;br /&gt;
&lt;br /&gt;
After collecting their findings, the party decided to destroy the Demilich&#039;s phylactery to prevent it from returning in that location, theorizing that the mindflayers likely had a backup phylactery elsewhere. Black drained the souls from the phylactery before destroying it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chapter 42: Mindbending Phrophecies ====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2 Pressups.jpg|200px|thumb|right|Turf performing pressups while the party review its 15th prophecy]]&lt;br /&gt;
The wind cut through our layers despite our preparations as we surveyed the frozen wasteland around the focal point, the temperature a bitter minus 17 degrees. Before us stretched a desolate vista - an ellipsoidal island to the north, surrounded by vast frozen marshlands. Though icy, the ground remained firm enough for passage. The nearby estuary&#039;s salt water resisted freezing, but sharp ice formations jutted dangerously along its banks.&lt;br /&gt;
&lt;br /&gt;
We debated our approach to the island. Turf boasted his resist temperature ability would suffice, while Callas clutched her cold stone and suggested our winter clothing might be adequate, though she noted any pace faster than a walk would expose us to perilous winds.&lt;br /&gt;
&lt;br /&gt;
After some discussion, we chose to investigate the focal point itself where the middle marches overlapped. Tyndalos began examining the dimensional anomalies, employing his peculiar abilities to peer into the upper astral and manipulate angles. He unleashed his hound Baskerville and his swamp elemental Grimpen, and produced his lantern to aid in the search.&lt;br /&gt;
&lt;br /&gt;
As Tyndalos probed reality&#039;s fabric, he made a startling discovery: the space-time folds were ancient beyond measure, possibly predating both of us - a sobering thought given my own considerable age. These distortions originated from another world, one perhaps created through music rather than word or light. We speculated that this other universe might be Eä itself, the world of Tolkien&#039;s legendarium, which would explain the musical nature of its creation.&lt;br /&gt;
&lt;br /&gt;
Callas stepped forward to perform an astrology reading, posing the critical question: &amp;quot;What triggers the arrival of Ungoliant?&amp;quot; The resulting prophecy proved complex:&lt;br /&gt;
&lt;br /&gt;
 When flame and smoke breathe thrice upon the shore,&lt;br /&gt;
 And mortal dreams bleed gold into the deep,&lt;br /&gt;
 The shrouded oath shall open up the door,&lt;br /&gt;
 And waken that which even void would keep.&lt;br /&gt;
 &lt;br /&gt;
 A cry of broken earth, a blade unstrung,&lt;br /&gt;
 Shall call the eater forth from starless den;&lt;br /&gt;
 When ancient breath meets songs yet left unsung,&lt;br /&gt;
 The weaver&#039;s jaws shall stretch to feast again.&lt;br /&gt;
 &lt;br /&gt;
 Three times the fire must scour the sacred field,&lt;br /&gt;
 Three times the stolen thoughts must knot the way;&lt;br /&gt;
 Then shall the gate, by hidden blood, be sealed,&lt;br /&gt;
 And she shall climb where once no light could stay.&lt;br /&gt;
 &lt;br /&gt;
 The world&#039;s own sigh shall loosen lock and chain—&lt;br /&gt;
 And hunger rise, unfettered, crowned by pain.&lt;br /&gt;
 &lt;br /&gt;
We puzzled over these cryptic lines, debating whether &amp;quot;shore&amp;quot; meant the physical coastline or the boundary between void and our plane. The references to &amp;quot;the weaver&#039;s jaws&amp;quot; and &amp;quot;three times the fire must scour the sacred field&amp;quot; sparked particular discussion.&lt;br /&gt;
&lt;br /&gt;
Tyndalos then attempted to determine the parabolic pattern&#039;s orientation using his profane geometry. His first attempt failed despite expending angle points. I offered my considerable mathematical expertise, but our combined second attempt also failed. Tyndalos persisted, increasing his angle point expenditure for a third attempt.&lt;br /&gt;
&lt;br /&gt;
The strain began to show. Suddenly, I felt something shift within me. Dark, glittering sparkles began emanating from my form - a manifestation of some sort of color confinement effect, though not one I possessed naturally. The sensation was... disconcerting, as if my interaction with the strong nuclear force had been altered.&lt;br /&gt;
&lt;br /&gt;
Tyndalos recognized the phenomenon immediately and tried collecting the leaking substance in his inkwell. He calculated it would take a full day to gather a significant amount. Meanwhile, Callas worked to heal my encroaching madness, spending an hour in purification to convert sanity into clarity points. I&#039;ll admit, the treatment was necessary - the world had taken on a distinctly different hue.&lt;br /&gt;
&lt;br /&gt;
Turf placed a Rune of Truth on Tyndalos and established a mind counter-spell across the area. Thus protected, Tyndalos made his fourth attempt, using an inspiration point and burning his amulet of the three. Turf lent him another amulet that further reduced the difficulty.&lt;br /&gt;
&lt;br /&gt;
Finally succeeding, Tyndalos determined the parabolic pattern pointed toward an extra-planar direction, producing another prophecy:&lt;br /&gt;
&lt;br /&gt;
 In secret looms the blade of woven shade,&lt;br /&gt;
 Whose edges slip through time&#039;s unraveling seam;&lt;br /&gt;
 A hand of dark on lightless forge was laid,&lt;br /&gt;
 To stitch the night in folds no sun may dream.&lt;br /&gt;
 &lt;br /&gt;
 No metal sings within its formless frame,&lt;br /&gt;
 No hammer rang to forge its hollow breath;&lt;br /&gt;
 It thirsts for earth to cry aloud its name,&lt;br /&gt;
 It drinks the world and sows the seed of death.&lt;br /&gt;
 &lt;br /&gt;
 When driven deep where hidden marches meet,&lt;br /&gt;
 The wound it carves shall bleed the weft of skies;&lt;br /&gt;
 Through broken soil shall hunger spill and fleet,&lt;br /&gt;
 And ancient black shall weave her million eyes.&lt;br /&gt;
 &lt;br /&gt;
 One blade, one cry, one sundered living thread—&lt;br /&gt;
 And lo, the spider wakes the tangled dead.&lt;br /&gt;
 &lt;br /&gt;
Tyndalos immediately recognized the blade described as an adder&#039;s tongue - a Norse sword-making technique where rods are plaited and beaten flat rather than folded. The prophecies aligned with disturbing clarity. This blade, described as &amp;quot;woven shade&amp;quot; and forged in secret, appeared to be the same &amp;quot;blade unstrung&amp;quot; mentioned in the first prophecy. It would need to be driven into the earth at the focal point where the marches meet, creating a wound that would allow Ungoliant to enter our world. I noted that such a weapon would require a black amber scabbard to contain its dangerous properties - a practical consideration given its apparent nature.&lt;br /&gt;
&lt;br /&gt;
We also learned that the broken Tormentorcon from our Demi Lich encounter could serve as a locus for binding the free-sending for the Pale Queens of Torment, though sacrifices would still be required.&lt;br /&gt;
&lt;br /&gt;
Standing in that bitter cold, we contemplated our discoveries. The prophecies had provided crucial information about coming events, but raised new questions about who would wield this blade and when the foretold moment would arrive. As always with such matters, clarity came wrapped in further mystery.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 43: Chicken Feet ====&lt;br /&gt;
[[File:BabaYaga.png|250px|thumb|right|Baba Yaga&#039;s defeat]]&lt;br /&gt;
&lt;br /&gt;
We traveled to Nevaeh, a small town outside St. Petersburg, using Callas&#039;s travelling spell through the elemental plane of Earth. Though planning to continue to St. Petersburg, we decided to stay the night in Nevaeh first. During our stay, we heard local legends of unusual creatures - enormous horses, white bulls with bronze hooves that breathed fire, and unnaturally occurring waves of bears. The locals also spoke of &amp;quot;skrællings&amp;quot; - described as tall, blonde, handsome beings wearing fine clothing and unusual metal armor with a laminated surface.&lt;br /&gt;
&lt;br /&gt;
Upon reaching St. Petersburg the next day, our company found the gates heavily guarded. We learned that merchant caravans had gone missing, and patrols sent to investigate hadn&#039;t returned. Turf offered our services. The captain provided directions and offered bounties: 10 gold for each merchant train found, and 1 gold for each patrol member recovered.&lt;br /&gt;
Setting out westward, we eventually found traces of one patrol that had left the road and begun skirting a forest with marshy terrain surrounding it. As darkness approached, Callas used her Earth magic to raise a stone wall shelter, and our group established camp for the night.&lt;br /&gt;
&lt;br /&gt;
During the second day of tracking, Sienna (Tulip&#039;s fox companion) detected unusual saltiness in the area. I identified it as witch salt, though it had been denatured by water. As we settled for another night, we caught the scent of chickens and heard the creaking of wooden boards.&lt;br /&gt;
&lt;br /&gt;
Looking northward, Callas spotted what appeared to be a sailing galleon moving through the air above the treeline. It was Baba Yaga&#039;s hut on chicken legs, approaching our position! The mercenaries under our command became hysterical with fear. Turf quickly cast counterspells on me and Tulip as protective measures.&lt;br /&gt;
&lt;br /&gt;
The hut stopped at the edge of the forest, and a plank extended from it like a wooden tongue with a large cauldron at the end. A hunched figure - a witch nearly seven feet tall but bent with age - emerged wearing the classic witch&#039;s hat. She hopped into the cauldron and launched herself into the air, circling around our stone wall shelter.&lt;br /&gt;
&lt;br /&gt;
The witch attempted to cast Earth Tremor to break down our defenses. Turf took to the air using Wind Walk, hoping to crash into the witch&#039;s cauldron. Callas dispelled her stone wall to prevent it from collapsing on our group, and Tulip cast Animal Growth on her bear companion. As soon as the wall came down, the hut began attacking the mercenaries, who were still frozen in terror.&lt;br /&gt;
&lt;br /&gt;
In the ensuing battle, Turf managed to reach the witch and struck her with his soul weapon, temporarily stunning her. When struck, light poured from every orifice of the witch, healing her wounds. I, mounted on my faithful steed Corniger, charged across the battlefield in rhinoceros form, delivering devastating blows. Callas cast Magma, sending a glob of molten rock toward the witch. Our combined assault eventually brought the witch down - she fell from her cauldron and perished from the impact with the ground.&lt;br /&gt;
&lt;br /&gt;
With the witch defeated, her hut continued attacking the Byzantine Guard who had been paralyzed with fear, carrying them off on its chicken legs. We were unable to save them as the hut retreated into the wilderness at remarkable speed.&lt;br /&gt;
&lt;br /&gt;
The remaining mercenaries fled in terror, leaving our company to decide our next course of action.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 44: The Pursuit ====&lt;br /&gt;
&lt;br /&gt;
We began our chase after the walking hut, which had fled from our previous encounter. The strange structure, supported by legs some twenty feet long, was moving eastward at considerable speed - approximately forty miles per hour according to Callas&#039;s estimation. &lt;br /&gt;
&lt;br /&gt;
Faced with this unexpected flight, we quickly devised a plan to pursue. Callas transformed into her hind form, capable of matching the hut&#039;s pace. Turf shifted into a warhorse to carry Tyndalos, while I mounted my faithful steed Corniger. Tulip, for her part, cast enlarge upon her bear companion and rode upon it, though it moved somewhat slower than the rest of us.&lt;br /&gt;
&lt;br /&gt;
Our pursuit led us deep into the forest, keeping to the hut&#039;s trail which was not difficult to follow - each of its claw-like feet left impressions nearly six feet long in the soft earth. Though the canopy prevented aerial reconnaissance, Tulip and Callas proved adept at tracking the creature through the woodland.&lt;br /&gt;
&lt;br /&gt;
After several hours of pursuit, we found ourselves becoming fatigued and strung out over a mile&#039;s distance. We regrouped, continuing our pursuit, but it soon became apparent that even our fastest members could not gain ground on the fleeing structure. We would need to employ magical means if we had any hope of catching it.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 45: The Wild Hunt ====&lt;br /&gt;
&lt;br /&gt;
Callas proposed using the mystical Locket of the Wild Hunt, an ancient artifact that would allow us to match and potentially overtake our quarry. With Tyndalos channeling his moon points to enhance the magic, Callas invoked the power of the Wild Hunt.&lt;br /&gt;
&lt;br /&gt;
The effect was immediate and otherworldly. We were swept up in a primal fervor as spectral hounds and horses appeared from the forest shadows. Moon-shrouded figures of hunters rode alongside us, and a chilling ululation filled the wind. Under this enchantment, we covered ground at a bewildering pace, faster even than forty miles per hour.&lt;br /&gt;
&lt;br /&gt;
Four hours later, we caught up to our quarry. The hut had backed itself against a steep scarp, attempting to ascend the incline. We had it cornered at last.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 46: The Battle ====&lt;br /&gt;
&lt;br /&gt;
With the hut trapped against the hillside, we moved to engage it. Turf charged forward with his blazing weapon held high, delivering a powerful strike to one of the hut&#039;s chicken-like legs. The magical blade bit deep into the limb, cleaving through wood and whatever strange material composed the creature.&lt;br /&gt;
&lt;br /&gt;
I followed with a charge of my own, though the creature managed to dance out of the way with surprising agility for its size. Callas&#039;s spectral hound from the Wild Hunt joined the fray, sinking ghostly teeth into another of the structure&#039;s supports.&lt;br /&gt;
&lt;br /&gt;
Tyndalos, ever the strange one, extended his tentacles to wrap around two of the hut&#039;s legs, attempting to pull them together like some inverse Samson. Though he managed to secure his grip, the hut&#039;s strength proved too great. It tore one tentacle free, causing Tyndalos considerable pain.&lt;br /&gt;
&lt;br /&gt;
Turf struck again with his blazing sword, further weakening the hut&#039;s leg, while I maneuvered Corniger for another pass. This time my indigo blade found its mark, delivering a devastating blow to the structure&#039;s pelvis-like junction. The magical weapon sheared through the wooden frame, and the entire hut collapsed to the ground with a tremendous crash.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the collapse caught both Turf and Tyndalos beneath it. Turf managed to weather the impact, but poor Tyndalos suffered grievously - the hut crushed two more of his tentacles, rendering him unconscious.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 47: Inside the Hut ====&lt;br /&gt;
&lt;br /&gt;
With the hut immobilized, Tyndalos (after being revived by Turf&#039;s healing magics and Callas&#039;s Trollskin spell) used his strange knowledge of hyperbolic geometry to find the entrance. Inside, he discovered that the space was not at all what one might expect. Rather than a simple interior, the hut contained what appeared to be a tower of three floors and a cellar, all somehow occupying the same space - jumbled and unstable.&lt;br /&gt;
&lt;br /&gt;
Recognizing the danger of this collapsing pocket dimension, Tyndalos quickly surveyed what treasures might be salvaged. He spotted a rod, two staffs, a scroll, a candle the size of a small lantern, gems of blue and yellow, and a cloak. Using his angle points to navigate the treacherous space, he managed to retrieve most of these items before the dimensional instability became too great.&lt;br /&gt;
&lt;br /&gt;
Shortly after Tyndalos escaped with his haul, the hut imploded into a tiny singularity, leaving nothing behind but a brief distortion in space that quickly sealed itself.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 48: The Witch&#039;s Remains ====&lt;br /&gt;
&lt;br /&gt;
Having dealt with the hut, we decided to return to the site of our battle with the witch who had previously controlled it. Using Callas&#039;s Earth Door magic, we transported back to that location to search for any valuable items or information.&lt;br /&gt;
&lt;br /&gt;
Upon arrival, we found the witch&#039;s body in an advanced state of decay - or rather, putrefaction. Turf&#039;s divination revealed this was due to some alchemical process rather than natural decomposition. &lt;br /&gt;
&lt;br /&gt;
In a rather uncouth display, my hordling familiar consumed the remains, later spitting out bones that had somehow transmuted to black bronze - a rare metal as strong as steel but non-magnetic.&lt;br /&gt;
&lt;br /&gt;
From the witch&#039;s personal effects (and some that had been inside her body, retrieved from the hordling&#039;s digestive tract), we recovered three potions: one of healing, one of longevity, and an enhanced restorative that could terminate poisons. We also found a curious key with a question mark worked into its head, which seemed to have the property of occasionally opening locks instantaneously.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 49: The Hut&#039;s Origin ====&lt;br /&gt;
&lt;br /&gt;
Following the hut&#039;s trail backward, we tracked its origin to the east. After a few days of careful tracking (with several false starts and lost trails), we discovered a clearing where a basement remained - presumably the original location of the hut before it began wandering.&lt;br /&gt;
&lt;br /&gt;
The basement contained little of value, but Tyndalos did uncover a black sapphire, a universal solvent, and a &amp;quot;Potion of Storm Giant strength.&amp;quot; Tulip examined some soil-filled trays and discovered a peculiar tuber that pricked her thumb, momentarily turning her blood green before her natural resistance overcame the poison.&lt;br /&gt;
&lt;br /&gt;
Most significantly, those of us with knowledge of such matters recognized this as a fey place - a nexus point leading to the realm of Leoness, which lay about seven days&#039; travel eastward. Unlike normal distance, this one was measured in time rather than space - whether walking or flying, the journey would take exactly seven days.&lt;br /&gt;
&lt;br /&gt;
We have established a camp at this location, considering our next move. There is talk of constructing a wick here or potentially using the nexus for training, as time flows differently in Leonis. Callas attempted to use her astrological knowledge to determine the current flow of time between the realms, but instead received some form of prophecy that remains to be interpreted.&lt;br /&gt;
&lt;br /&gt;
The tracking of the hut has been successful, though perhaps not in the way we had anticipated. We have gained several magical items of potential value, discovered a rare planar nexus, and eliminated a threat to the local population. I shall update this record once we have decided upon our next course of action.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 50: Better late than never? maybe ====&lt;br /&gt;
&lt;br /&gt;
After some discussion, our immediate priority shifted to locating the missing merchants and guards. Turf transformed into a hawk to survey the area from above while the rest of us tracked along the road. From his aerial vantage, he spotted the bedraggled caravan approximately ten days behind schedule - twelve merchants with four heavily laden carts drawn by struggling draft horses, escorted by two dozen guards.&lt;br /&gt;
&lt;br /&gt;
The merchants had endured a harrowing ordeal. Three wolf packs, totaling over thirty beasts, had attacked them in what the guards described as highly unusual behavior. Half the merchant party had perished in the assault. The surviving horses had been released during the battle but later recovered, save for one particularly valiant donkey that had slain several wolves defending its charges. The guards spoke nervously, frequently glancing toward the northern horizon.&lt;br /&gt;
&lt;br /&gt;
We escorted the survivors back to St. Petersburg, where Captain received our report with satisfaction, though he expressed regret over the losses. The surviving guards from our earlier encounter were reportedly spending their time between the tavern and the church, still shaken by their experiences with the supernatural.&lt;br /&gt;
&lt;br /&gt;
With that duty complete, we discussed our next course of action. Some among us had considered pursuing Dr. Wormwood, but Tyndalos argued persuasively that we had already spoken with her and gained what information we could. More pressing matters demanded our attention in the immediate vicinity.&lt;br /&gt;
&lt;br /&gt;
I resolved to perform a vigil, spending the night in contemplation of all the prophecies and information we had gathered, investing considerable insight to divine our best course of action. Through this meditation, the path became clear - we must return to Arkhangelsk.&lt;br /&gt;
&lt;br /&gt;
After three days of travel, we arrived to find Arkhangelsk completely destroyed. Not a soul survived. Every structure had been razed, most burned to ash, while stone buildings had been melted into pools - evidence of temperatures exceeding five thousand degrees. Massive clawed prints, as of something sixty feet in length, marked the dragon&#039;s passage throughout the devastated settlement.&lt;br /&gt;
&lt;br /&gt;
As Tulip and Turf examined the tracks more closely, Tulip suddenly collapsed, her eyes rolling back as foam appeared at her mouth. Using her healing arts enhanced with clarity, Callas managed to revive her, though she remained deeply shaken. Upon recovering, Tulip reported detecting the scent of a Balrog in the area.&lt;br /&gt;
&lt;br /&gt;
We quickly raised our defensive enchantments. I brought up my protective wards while the others prepared their magical defenses. Turf offered protective counterspells against fire damage, which seemed the most likely threat we would face. The devastation had occurred approximately one week prior, with tracks indicating both the dragon and Balrog had been present together.&lt;br /&gt;
&lt;br /&gt;
Following the trail of destruction, we discovered that every community within the Middlemarch Parabola had suffered the same fate. The creatures had been methodical in their slaughter, leaving no survivors among the sentient populations. Wild animals had been killed incidentally, though some birds may have escaped due to their mobility.&lt;br /&gt;
&lt;br /&gt;
Callas attempted to locate the sixty-foot dragon using a crystal of vision, scanning for the massive creature basking on distant beaches, but detected nothing. Both the dragon and the twenty-five-foot Balrog remained invisible to our magical senses.&lt;br /&gt;
&lt;br /&gt;
We proceeded to the focal point of the region and made a disturbing discovery. Both I and Tyndalos could perceive that the Middlemarches were actively unraveling, like a zipper opening toward the north. This unweaving was simultaneously affecting Nualis itself, creating a rift through which the Great Spider would emerge.&lt;br /&gt;
&lt;br /&gt;
Through careful observation, we determined she would arrive by Friday - merely four days hence, given that this was Monday.&lt;br /&gt;
&lt;br /&gt;
Recognizing the dire nature of our situation, Turf called upon Lord Mandos for aid. The call was answered, and both Mandos and his wife manifested, though appearing shadowy due to their limited power in this realm. Mandos acknowledged that the dark forces had chosen this location precisely because it lay outside their father&#039;s direct domain.&lt;br /&gt;
&lt;br /&gt;
Lady Mandos offered a solution: a distaff, a magical rod used in spinning, though it could only be wielded by a woman. The plan would require us to create thread from Form without Substance, spin it using the distaff, and then weave it to seal the dimensional breach.&lt;br /&gt;
However, she warned us that once the Great Spider became aware of our efforts, she would send the dragon, the balrog, and another ally - some manner of eye creature - to stop us. The risk was enormous, but the alternative was the complete unmaking of our world.&lt;br /&gt;
&lt;br /&gt;
The weaving itself would require specialized knowledge that could only be bestowed upon one of us, though the process would fundamentally change whoever received it. As this was conceptual weaving - essentially sealing reality itself - it demanded more than mere craft skill.&lt;br /&gt;
We decided that I would create the form without substance using my alchemical knowledge, Callas would use the distaff to spin it into thread, and Tulip would receive the weaving knowledge to seal the breach. The process would take three days to create sufficient material, followed by the dangerous work of actually closing the rift.&lt;br /&gt;
&lt;br /&gt;
Before departing, we received additional counsel. Mandos explained that standard magical protections would prove useless against the dragon&#039;s breath weapon, which could not be resisted by conventional college magic. The dragon possessed our individual true names and could use them to compel obedience, inflicting continuous damage until we complied with its commands. It could also systematically destroy our magical protections.&lt;br /&gt;
&lt;br /&gt;
Turf attempted to call upon Lorien for additional aid in concealing our elven nature from the Balrog&#039;s supernatural senses, but the call went unanswered. With time running short and no other options, we prepared to withdraw to a safe distance to begin our preparations.&lt;br /&gt;
&lt;br /&gt;
The weight of our task was clear - we had mere days to create an impossible thread, weave shut a tear in reality itself, and somehow avoid the attention of three apocalyptic beings bent on preventing us. Yet with the fate of all existence hanging in the balance, we had no choice but to attempt this desperate gambit.&lt;br /&gt;
&lt;br /&gt;
We withdrew from the area to begin our work, knowing that upon our return, we would face either triumph or doom at the hands of forces beyond mortal comprehension.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chapter 51: Plans plans plans ====&lt;br /&gt;
The eve of battle brought with it a flurry of preparations, each member of our company applying their considerable skills to the grim task ahead. Time pressed upon us like a physical weight, yet we endeavored to ready ourselves as best we could for what may well prove our final confrontation.&lt;br /&gt;
&lt;br /&gt;
In the quiet hours before dawn, I completed the arduous ritual to manifest Form without Substance, that ethereal working which has served us well in past encounters. Meanwhile, our stalwart Tulip busied herself in the preparation of her renowned Sorrows Balm potions—those miraculous draughts that, through some peculiar mathematics of fate, render their imbiber immune to harm when fortune&#039;s wheel turns upon the numbers one or nine, or indeed when the very damage dealt bears the mark of prime calculation.&lt;br /&gt;
&lt;br /&gt;
Turf, ever the diplomat in our darkest hours, sought counsel with Sir Andrew. Though that good knight could offer little direct aid given our dire circumstances, he pledged the prayers of his monastic brethren and, more significantly, entrusted Turf with the true name of the Lady of the Lake. This precious knowledge allowed Turf to petition that ancient power directly. From her divine grace, he received a ring of considerable virtue—one bearing three charges of fate&#039;s very reversal, a boon that may yet prove our salvation.&lt;br /&gt;
&lt;br /&gt;
I took it upon myself to inform Damien of our predicament: the looming battle with the great wyrm, and the terrible possibility that the Sister of Arachne might breach our realm to devour not only Nualis but the very foundations of existence thereafter. Our warrior companion&#039;s eyes lit with familiar fire at the prospect of such combat—one can never predict the mind of a true fighter when death beckons.&lt;br /&gt;
&lt;br /&gt;
During our reconnaissance of the dragon&#039;s likely position, sharp-eyed Callas observed curious portents upon the waters. An orca had taken to circling the same oceanic coordinates with unnatural persistence—whether this bore significance or was mere coincidence, we could not determine. More troubling still was her sighting of a white bird keeping vigil from the northern reaches. We quickly discerned this to be none other than The Beautiful Marquis in avian form. Rather than risk revealing our presence through parley, we maintained our concealment and observed from afar.&lt;br /&gt;
&lt;br /&gt;
The Compte arrived as promised, requiring swift education in our current straits. When we spoke of the Marquis&#039;s presence, a shadow fell across his noble features. The implications were clear to him in ways they were not to us—somehow, this augured that his approaching death would be his final one, with no hope of return or resurrection.&lt;br /&gt;
&lt;br /&gt;
With heavy hearts but resolute purpose, we completed our battle preparations. Underground bunkers were excavated and fortified, each protected by the strongest wardings our combined knowledge could muster. Every contingency we could foresee was planned for, every advantage sought and secured.&lt;br /&gt;
&lt;br /&gt;
The die is cast. Whatever dawn may bring, we have done all that mortal hands and minds can accomplish. May the gods look favorably upon our endeavor, for surely the fate of more than our small company hangs in the balance.&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
&lt;br /&gt;
* [[Jade Rain]] - an enigmatic figure familiar to both Cerise and Callas. Lives in the Abyss.&lt;br /&gt;
* Comte de Versillac - who was once undead but restored to life by a holy man, and as a consequence has a serpent mark on his brow. He is deeply hostile toward the Church.&lt;br /&gt;
* Lady Cerise - Matron of the Crimson Sisterhood. Lives in Aeaea, a city of Witches&lt;br /&gt;
* [[Sir Andrew Witherspoon]] - The Lord of Chivalry&lt;br /&gt;
&lt;br /&gt;
=== Prophecy Interpretations by the Vatic Oracle (Mario)===&lt;br /&gt;
&lt;br /&gt;
==== 1. The Setting of the Prophecy====&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,  &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design.  &lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play,  &lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;tale of dark and light&#039;&#039;&#039; represents the &#039;&#039;ongoing struggle between the fiends (devils, masterminds) and those opposing them&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 2. The Wraith of Dread &amp;amp; The Darkened Lord====&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,  &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.  &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,  &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Wraith of Dread with Burning Eyes&#039;&#039;&#039; is &#039;&#039;a powerful undead entity&#039;&#039;, but its &#039;&#039;identity is obscured by dark magic&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Darkened Lord&#039;&#039; is &#039;&#039;not a demon, devil, god, or immortal, but rather a &#039;&#039;&#039;power&#039;&#039;&#039; of some kind.&#039;&#039;. He resides in the Outer Darkness.&lt;br /&gt;
* The Oracle suspected he was one of the &#039;&#039;&#039;bad old ones&#039;&#039;&#039;, meaning he has been around since the early days of the world.&lt;br /&gt;
* The &#039;&#039;&#039;hearts of men betrayed&#039;&#039;&#039; refers to groups/factions/people that has suffered betrayal.&lt;br /&gt;
* The &#039;&#039;&#039;land where sorrow’s seeds are sown&#039;&#039;&#039; refers to the &#039;&#039;Land of Nod&#039;&#039;, where the &#039;&#039;Red Laughter’s infernal scheme was enacted&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 3. The Matron &amp;amp; The Agents Three====&lt;br /&gt;
 In the murky depths of witchcraft’s art, a matron wise and bold,  &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.  &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,  &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Matron&#039;&#039; is &#039;&#039;Lady Cerise&#039;&#039;, a &#039;&#039;Medianite Witch&#039;&#039; who was involved in initiating the investigation&lt;br /&gt;
* The &#039;&#039;Agents Three&#039;&#039; were &#039;&#039;Tell, Jedberg, and Uzi&#039;&#039;, who were &#039;&#039;sent on a mission related to the prophecy&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;the devil’s schemes&#039;&#039;&#039; were &#039;&#039;confirmed as the Red Laughter’s plan in the Land of Nod&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 4. The Count &amp;amp; The Chalice====&lt;br /&gt;
 Yet far within the twilight’s grasp, a noble count remains,  &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.  &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,  &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Count&#039;&#039; is the &#039;&#039;Comte de Versillac&#039;&#039;, a former &#039;&#039;vampire&#039;&#039; seeking &#039;&#039;redemption&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Freed from the serpent’s mark&#039;&#039;&#039; means he &#039;&#039;no longer serves darkness/death&#039;&#039;, but &#039;&#039;his past haunts him&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the Count is seeking the Chalice and Sweet Regret&#039;&#039;, which might be &#039;&#039;the key to stopping the Red Laughter.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;&#039;May thwart the devil’s ruthless hand&#039;&#039;&#039; suggests that &#039;&#039;if the Chalice and Sweet Regret are used correctly, they could banish the Red Laughter to Hell&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 5. The Seer &amp;amp; the Embassy====&lt;br /&gt;
 A seer, veiled in mystic shroud, with visions deep and true,  &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.  &lt;br /&gt;
 This mission bears a humble quest to seek the noble’s aid,  &lt;br /&gt;
 To glean what truths the count might hold, in the murk where shadows played. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Seer&#039;&#039; is &#039;&#039;Jade Rain&#039;&#039;, a &#039;&#039;mystic figure&#039;&#039; who directed &#039;&#039;the party toward the Count&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed the Count may have crucial knowledge&#039;&#039; about &#039;&#039;the unfolding plot.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 6. The Enterprising Schemer (Machiavelli)====&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,  &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.  &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,  &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;distant coasts&#039;&#039;&#039; refer to &#039;&#039;Ravenna&#039;&#039;, where &#039;&#039;merchants and power brokers operate&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;&#039;enterprising schemer&#039;&#039;&#039; is &#039;&#039;Niccolò Machiavelli, an immortal mastermind - &#039;&#039;&#039;The Eye of Discord&#039;&#039;&#039; &#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;With papal ties to cleave&#039;&#039;&#039; confirms &#039;&#039;he is working with or against the Papacy&#039;&#039; in secret.  &lt;br /&gt;
* Masterminds manipulates fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039;, setting &#039;&#039;long-term plans into motion&#039;&#039;.  &lt;br /&gt;
* His &#039;&#039;true goals remain unknown&#039;&#039;, but he &#039;&#039;is actively influencing events&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 7. The Grand Conflict of Fate &amp;amp; Destiny====&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,  &lt;br /&gt;
 The forces of the dark and light will clash with potent will.  &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,  &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.   &lt;br /&gt;
&lt;br /&gt;
* This stanza &#039;&#039;reinforces the ongoing cosmic struggle&#039;&#039;, with &#039;&#039;mortals and immortals caught in the battle&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that both fate (mortals) and destiny (immortals) are in play&#039;&#039; (and both are in fact required to successfuly oppose this evil plot), and one or more &#039;&#039;Masterminds are actively working to steer the outcome.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 8. The Unfolding of Fate====&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,  &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.  &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,  &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.   &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Oracle warned that events are unfolding according to someone’s design.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;Mastermind’s influence means the party may be pawns in a larger scheme.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;There is a major battle between mortal choices (fate) and divine manipulations (destiny).&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=== Additional Discoveries &amp;amp; Actionable Points===&lt;br /&gt;
==== The Silmaril====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the &#039;&#039;&#039;gem of fire&#039;&#039;&#039; in the prophecy refers to the Silmaril.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;It is a seed, like a star, or even like the Big Bang itself.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;party knows where at least one Silmaril is&#039;&#039;, but the Oracle thinks &#039;&#039;it is dangerous to get close to it, as it could &#039;&#039;&#039;go off.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The White Sea / Bjarne Land====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the White Sea is called &#039;&#039;&#039;Bjarne Land&#039;&#039;&#039; by the Northmen&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;party may not have actually reached the real White Sea&#039;&#039; during their previous travels.  &lt;br /&gt;
* &#039;&#039;The Void being close when the moon is absent is a serious warning.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The Vatic Oracle’s Take on Machiavelli====&lt;br /&gt;
* Niccolò Machiavelli is an immortal mastermind capable of manipulating fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039; in time.&lt;br /&gt;
* These &#039;&#039;&#039;anchor points&#039;&#039;&#039; act like wards but set in time rather than space—triggering certain events when conditions are met.&lt;br /&gt;
* There is no easy way to detect if one is caught in his web of manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Original Prophesy ===&lt;br /&gt;
* &amp;quot;A seer, veiled in mystic shroud, with visions deep and true&amp;quot; = Jade Rain&lt;br /&gt;
* &amp;quot;Yet far within the twilight’s grasp, a noble count remains&amp;quot; = Comte de Versillac&lt;br /&gt;
* &amp;quot;a matron wise and bold&amp;quot; = Lady Cerise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
These comments represent info from Jade Rain&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design. &amp;lt;BR&amp;gt;&lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play, &amp;lt;BR&amp;gt;&lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,&amp;lt;BR&amp;gt; &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In the murky depths of witchcraft’s art, &amp;lt;strong&amp;gt;a matron&amp;lt;/strong&amp;gt; wise and bold,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.&amp;lt;BR&amp;gt; &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Yet far within the twilight’s grasp, &amp;lt;strong&amp;gt;a noble count&amp;lt;/strong&amp;gt; remains,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The CdV has a part to play&amp;lt;BR&amp;gt;&lt;br /&gt;
There is some diabolic interest.&amp;lt;BR&amp;gt; &lt;br /&gt;
Find CdV, get him to do something and that will tell us that is going on&amp;lt;BR&amp;gt; &lt;br /&gt;
Our leverage against CdV is the fact he has been freed from the serpents mark - he has a debt/obligation to pay.&amp;lt;BR&amp;gt; &lt;br /&gt;
Has a special defence against the bad thing  = Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt;&lt;br /&gt;
The CdV&#039;s quest involves discovering the role of the original orcs (first elves) in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
Party may need to take an undiplomatic with the CdV to get him to assist.&amp;lt;BR&amp;gt;  &lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;strong&amp;gt;A seer&amp;lt;/strong&amp;gt;, veiled in mystic shroud, with visions deep and true,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This mission bears a humble quest to seek the &amp;lt;u&amp;gt;noble’s aid&amp;lt;/u&amp;gt;,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To glean what truths &amp;lt;u&amp;gt;the count&amp;lt;/u&amp;gt; might hold, in the murk where shadows played.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The Count may refer to a countdown&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,&amp;lt;BR&amp;gt; &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.&amp;lt;BR&amp;gt; &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
Cleave could be read as splitting apart or joining together&amp;lt;BR&amp;gt;&lt;br /&gt;
Papal = the pope = which resides on the plane of Nualis&amp;lt;BR&amp;gt;&lt;br /&gt;
There is a family of schemers Giovani de Craschenti. They are the &amp;quot;Eye of Discord,&amp;quot; and extreme caution must be taken when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
The current pope, Turgius is a smart puppet of the GdC&amp;lt;BR&amp;gt;&lt;br /&gt;
Three things to look at;&amp;lt;BR&amp;gt;&lt;br /&gt;
•	Enterprising scheme&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Cunning gaze = eye of discord&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Coming Trials&amp;lt;BR&amp;gt; &lt;br /&gt;
hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
Might require us to influence papal ties, either strengthening or severing them.&lt;br /&gt;
&amp;lt;span&amp;gt; &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The forces of the dark and light will clash with potent will.&amp;lt;BR&amp;gt; &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,&amp;lt;BR&amp;gt; &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==== Crescenti Family Details ====&lt;br /&gt;
&lt;br /&gt;
===== Influence in the Church =====&lt;br /&gt;
* The Crescenti family has notable influence within the church hierarchy. Giovanni de Crescenti, a key figure in the family, was instrumental in ensuring that his nephew, Sergius, ascended to a position of power within the church after a &amp;quot;purge in the Curia&amp;quot; in which many cardinals were killed.{{quote|1}}&lt;br /&gt;
* Sergius, who replaced the previous leader, is described as an &amp;quot;intelligent puppet&amp;quot; of Giovanni de Crescenti, suggesting that while he held authority, he was largely controlled by Giovanni, allowing the Crescenti to maintain their influence within the church.&lt;br /&gt;
&lt;br /&gt;
===== Character and Motivation of Sergius =====&lt;br /&gt;
* Sergius appears to have been selected because he would not oppose Giovanni&#039;s manipulations. He valued a secure and wealthy life more than any real authority over doctrinal matters, implying that his loyalty lay more with his comfort and safety than with the spiritual mission of the church.&lt;br /&gt;
* Under his leadership, the church flourished as a &amp;quot;financial empire,&amp;quot; which suggests that the Crescenti were using the church&#039;s influence to increase their wealth and economic power.&lt;br /&gt;
&lt;br /&gt;
===== Papal Ties and Manipulation =====&lt;br /&gt;
* There is an ongoing effort to either &amp;quot;split or join&amp;quot; the connection between the church and the Crescenti family, depending on interpretation. The prophecy mentioned in the transcript seems to imply some destiny regarding the Crescenti&#039;s influence over the papacy, suggesting a significant impact on future political or religious directions.&lt;br /&gt;
&lt;br /&gt;
===== Giovanni de Crescenti&#039;s Role =====&lt;br /&gt;
* Giovanni de Crescenti is directly referred to as being involved with and possibly orchestrating changes in church leadership. His role in finding a replacement for his nephew implies a strong, perhaps Machiavellian, influence within both secular and ecclesiastical circles.&lt;br /&gt;
* Giovanni is associated with a &amp;quot;merchant empire,&amp;quot; indicating that his influence is not only ecclesiastical but also rooted in extensive financial and commercial power.&lt;br /&gt;
* Giovanni was discovered to be dead, betrayed by the Eye of Discord in a battle with a downed Void Cruiser. The EoD betrayed and sacrificed Giovanni to allow himself to flee successfully and also release the Void Cruisers battery (a demi lich).&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
&lt;br /&gt;
https://docs.google.com/spreadsheets/d/1DhZ4UOLfJOV-1Nb6zslkvmrg5D9_Dr1gXO53LVn6Pvg/edit?gid=60481695#gid=60481695&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Turf&amp;quot;    | Tf&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;  | Ca&lt;br /&gt;
!Title=&amp;quot;Sir Archibald&amp;quot;   | B&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot;      | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;     | Tl&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Stone (Callas)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | EN/PS + 20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 21h&lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt; EN&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Turf&amp;quot;    | Tf&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;  | Ca&lt;br /&gt;
!Title=&amp;quot;Sir Archibald&amp;quot;   | B&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot;      | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;     | Tl&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Turf&amp;quot;    | Tf&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;  | Ca&lt;br /&gt;
!Title=&amp;quot;Sir Archibald&amp;quot;   | B&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot;      | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;     | Tl&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Void Shroud Slow (B)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | -3 init/pulse to nearby&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt;  &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt;  [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Forcefield&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | absorb dmg/pulse&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt;  &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt;  30&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Prot vs Magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | absorb magic dmg/pulse&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt;  &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt;  27&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Turf&amp;quot;    | Tf&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;  | Ca&lt;br /&gt;
!Title=&amp;quot;Sir Archibald&amp;quot;   | B&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot;      | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;     | Tl&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt; 195&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt; Meeting Lord Tirwh and Lady Suneth&lt;br /&gt;
| class=day |  2 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  3 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  4 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  5 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  6 || Travel the Heights of Chaos. &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || Drive carriage to Surah&lt;br /&gt;
| class=day |  8 || Arrive in Surah fight. Rescue family. &lt;br /&gt;
| class=day |  9 || Rest in Surah &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; id=&amp;quot;Summer&amp;quot; class=&amp;quot;Season&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Meadow 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &#039;&#039;[[Beltane]] Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || C32&amp;lt;BR&amp;gt;training &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || C33/34&amp;lt;BR&amp;gt;Rome&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || C34&amp;lt;BR&amp;gt;Sir Andrew&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || Travel north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || Travel north &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || Travel north&amp;lt;BR&amp;gt;C35&amp;lt;BR&amp;gt;fight&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || C36&amp;lt;BR&amp;gt;evade storm. Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || Ride north. Arrive Bjarmaland. Search for Middlemarch&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || C37&amp;lt;BR&amp;gt;Ride to St Petersburg&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || Ride to St Petersburg&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || St Petersburg - buy nails, library research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || library research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || library research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || Ride to Bjarmaland. Fight giant and drarves&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || Ride to Bjarmaland&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || Ride to Ghost forest&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || Ride to Ghost forest&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || Ride to Ghost forest&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || C38&amp;lt;BR&amp;gt; Fight ithilid. Emergency escape teleport&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || C39&amp;lt;BR&amp;gt; Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || Prep and research&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || Ride to Ghost forest&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || Ride to Ghost forest&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || Ride to Ghost forest&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Heat 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || C40/C41&amp;lt;BR&amp;gt;Fight Demi-lich. Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || Process teeth&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || Make amulets&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || Travel via portal to outside village&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || Arrive St Petersburg&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || Tracking patrol&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || Tracking patrol&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &#039;&#039;Full Moon&#039;&#039; - meet patrol&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || Encounter Baba Yaga - pursue hut &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || Defeat hut, start tracking it back&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || Loot witch, tracking huts old trail&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || Tracking huts old trail&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || Tracking huts old trail&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || Discover huts origin, return Arcangelsk&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Breeze 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &#039;&#039;Day of Death&#039;&#039; Panic, making Form without Substance&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=103095</id>
		<title>Red Laughter - The Hunt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=103095"/>
		<updated>2025-05-24T00:42:06Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Chapter 50: Better late than never? maybe */&lt;/p&gt;
&lt;hr /&gt;
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[[Category:Terry]] [[Category:Scribe Notes]][[Category: Jim Arona]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High+]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Callas]]&lt;br /&gt;
*[[Turf]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
* Archibald &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
* Tyndalos&lt;br /&gt;
* [[Tulip]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Follow up a Prophecy&lt;br /&gt;
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; Pay&lt;br /&gt;
The friends we made along the way.&lt;br /&gt;
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==Scribe Notes==&lt;br /&gt;
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====Chapter 1: Lady Suneth&#039;s prophecy====&lt;br /&gt;
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[[File:RL2LadySuneth.jpg|100px|thumb|Right|Lady Suneth]]&lt;br /&gt;
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The party gathers to discuss Lady Suneth&#039;s prophecy. Lady Suneth, a Kerberite from House Kerberoth, has received intelligence from &amp;quot;the black&amp;quot; and composed a prophecy. The prophecy speaks of a shadowed realm, a wraith of dread, and a noble count freed from the serpent&#039;s mark. It mentions three agents, a wise matron, and a veiled seer. The party speculates on the meaning, noting they have three months to act. There will be untold death if we fail.&amp;lt;BR&amp;gt;&lt;br /&gt;
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The party consults with Lord Tirwh, ruler of House Kerberoth, he expresses concern about the situation in the Land of Nod and the potential world-threatening nature of the events. We ask about reaching the Land of Nod. Warious routes are discussed, including through House Tintagel and past the Keep of Five Faces. Tirwh offers little direct assistance but provides information about the political landscape and potential dangers.&amp;lt;BR&amp;gt;&lt;br /&gt;
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[[File:RL2LordTirwh.jpg|100px|thumb|left|Lord Tirwh]]&lt;br /&gt;
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The party begins preparations for the journey ahead, visiting Henry the Toymaker, a somewhat eccentric character, to see if he has any useful magical items. After some dramatic bargaining from Henry, which consists of feigned distress and appeals to the suffering of his children, the party acquire the following items;&lt;br /&gt;
* Water General Spell Rack: A bracer-like item with a large blue gem. It can store Water General spells equal to the user&#039;s rank in Water General Counterspell.&lt;br /&gt;
* Magical Pass Action Storage: An egg timer-like device that can store magical pass actions in exchange for life energy.&lt;br /&gt;
* Figurine for Corniger: a figurine made of diorite for his horse, Corniger.&lt;br /&gt;
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====Chapter 2: Journey to Jiroth====&lt;br /&gt;
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Callas&#039;s guides the party, using a route she knows, to the Heights of Chaos, which takes about five days. Along the way, they discover the Gardens, a special location where they can find a rare herb once in their lifetime. They choose not to use this opportunity yet, saving it for when they have higher herbalist skills.&amp;lt;BR&amp;gt;&lt;br /&gt;
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From the Heights of Chaos, they can see Jiroth in the distance. The party uses Earth Door to travel quickly down the mountain, reduce the treacherous travel to reach Jiroth from a day to an hour. They arrive at the walled city with ramparts rather than proper walls and note the stream running through the middle of the town, which seems to have magically enhanced sewage treatment.&amp;lt;BR&amp;gt;&lt;br /&gt;
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The group visits the Temple of the Singing Bees and makes an obeisance to gain access to normal mana levels in the area. They learn from the guards that people have been disappearing, possibly due to Nephilim activity in the mountains. The party decides to investigate, heading northeast into the mountainous terrain.&amp;lt;BR&amp;gt;&lt;br /&gt;
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====Chapter 3: Calamity at Surah====&lt;br /&gt;
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On their way to Surah, the party are ambushed by three blue, devil-like creatures with backwards-bending legs and tridents. A brief but intense fight ensues and the party quickly dispatch the devils, which which disappear in smoke upon defeat.&amp;lt;BR&amp;gt;&lt;br /&gt;
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After the battle, they continue tracking and discover a blasted section of hillside with a summoning circle, triangle, and stone altar. On the altar lies the body of a sacrificed child, less than 24 hours old. Investigation reveals the altar is dedicated to &amp;quot;the Beautiful Marquis.&amp;quot; An Ancient Divination reveals that the child&#039;s soul was used in a ritual to make the summoned devils chthonic, meaning they cannot be banished from the realm.&amp;lt;BR&amp;gt;&lt;br /&gt;
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They discover tracks leading away from the altar, belonging to a woman wearing soft shoes. The tracks disappear after about 20 feet, suggesting some form of magical transportation. The party debates their next move and, which no leads, decides to return to Sura to inform the authorities. In Sura, the high priest is alarmed by their findings. He provides limited information about the Beautiful Marquis, describing them as a powerful sorcerer of the Mind college with control over white magic and a focus on calculation and measurement. The party learns that families have been going missing from the outskirts of Surah. &amp;lt;BR&amp;gt;&lt;br /&gt;
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====Chapter 4: The Hunt====&lt;br /&gt;
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[[File:RL2onTheTrail.jpg|200px|thumb|left|On the trail]]&lt;br /&gt;
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They decide to investigate a farm where a family disappeared three days ago. Afters some hours of trekking with a guide they reach with farm and find some tracking from the farm, the family and other individuals, one using magical concealment. The magically concealed tracks likely belong to the same woman from the altar and the the family&#039;s tracks lead in a different direction from the concealed ones.&amp;lt;BR&amp;gt;&lt;br /&gt;
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As night falls, the party decides to follow the family&#039;s tracks, hoping to rescue them from their captors, tracking the missing family along a ridge line, with a deep river to their right and a heavily beaten game trail to their left. They estimate the tracks to be less than three days old. Aware of their visibility against the skyline, Turf uses his name change spell to disguise himself as a horse to reduce their profile.&amp;lt;BR&amp;gt;&lt;br /&gt;
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As darkness falls Callas and Turf detect several creatures sneaking up towards them, about 150 feet away initially but closing quickly. The party quietly prepares for a potential ambush, preparing weapons discreetly, not wanting the ambushers to know they have been seen.&amp;lt;BR&amp;gt;&lt;br /&gt;
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====Chapter 5: Ambush====&lt;br /&gt;
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[[File:RL2Mariliths.jpg|150px|thumb|Right|Ambush]]&lt;br /&gt;
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Three Mariliths, blue devil-like creatures with four arms, backwards-bending legs, and wielding glaives and shields, charge the party. A fierce battle ensues. The fight is swift and decisive, Turf&#039;s powerful blows with Snickersnee and his Soul Blade quickly dispatch two of the Mariliths, Archibald&#039;s Hellfire spell damages the remaining devil. Then to deadly Slaad enter the battle, One is pitch black, the other mottled green and brown. Their skin is like stone and Turfs blows, that would kill a nomrmal person, barely hurt them. Corniger, Archibald&#039;s horse, delivers the deadly blow with a devastating charge and horn attack.&amp;lt;BR&amp;gt;&lt;br /&gt;
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After the battle, the party discovers some magical components on the Mariliths&#039; bodies, including copper nails that can enhance the Sinking Doom spell, and bronze horseshoe-like items useful for gem creation spells. Examining the bodies the party are able to work our they are resistant to slashing weapons but vulnerable to crushing attacks.&amp;lt;BR&amp;gt;&lt;br /&gt;
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====Chapter 6: Pursuit====&lt;br /&gt;
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[[File:RL2OgreMagi.jpg|150px|thumb|left|Chase]]&lt;br /&gt;
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As the group examines the Slaad corpses, Callas spots a female figure about 150 feet away, sitting on what appears to be an invisible mount about 70 feet off the ground. Recognizing her as likely responsible for summoning the creatures they just fought, the party springs into action.&amp;lt;BR&amp;gt;&lt;br /&gt;
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Turf windwalks after the figure, which flees from the party. In a daring maneuver, he materializes directly above her, attempting to grab her mid-flight. Despite the woman&#039;s impressive defenses, Turf manages to grapple her. A mid-air struggle ensues as Turf repeatedly stabs the woman, who is revealed to be an Ogress. The Ogress has powerful defences which Turf overwhelms with his powerful attacks and they both plummet towards the ground. &lt;br /&gt;
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Turf grabs a wand from her belt before letting  her unconscious body call to the ground. The Ogress crashes to the ground, not surviving the impact. The party regroup and they search the body. Turf uses a ritual to bind her soul into a nearby rock, preventing any chance of resurrection or escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
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====Chapter 7: Rescue====&lt;br /&gt;
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Regrouping, they continue tracking their original quarry - the missing family. After about an hour of searching, they discover an artificially created cave. Inside, they find the family of five (two parents and three children) being guarded by an Ogre Mage. The party are able to sneak in and launches a surprise attack, the Ogre Mage is quickly overwhelmed and defeated without being able to retaliate. The party frees the family and debates their next move, concerned about a possible second Ogre Mage in the area.&amp;lt;BR&amp;gt;&lt;br /&gt;
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Deciding the family&#039;s safety is the priority, the group escorts them back to Surah. They use magic to enhance the adults&#039; strength, allowing them to carry the children and travel faster. Callas hides the Ogre Mage&#039;s body using her tunnelling spell.&amp;lt;BR&amp;gt;&lt;br /&gt;
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They arrive in Surah as the sun rises, presenting their findings to the high priest. The party reports on the various creatures they encountered - blue devils, Mariliths, Slaads, and Ogres. They also mention the bound soul of the Ogress and the altar that needs cleansing.&amp;lt;BR&amp;gt;&lt;br /&gt;
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The high priest and townsfolk praise the party for their actions, particularly eliminating the Ogress and Ogre Magi threat. There&#039;s some concern about the remaining Ogre Mage, but it&#039;s believed he&#039;s more likely to flee than cause further trouble. The party being offered accommodations in Surah for a week, with a celebration planned to honour their deeds. However, the group is aware of their time constraints and plans to move on soon to address other pressing matters in their quest.&amp;lt;BR&amp;gt;&lt;br /&gt;
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==== Chapter 8: Lady Callas, the Wonder Worker ====&lt;br /&gt;
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In Jesurea they seek access to the Astral Gate. The priests require a service in exchange, and Callas offers her healing abilities. She treats several locals, including a man with a gangrenous wound, saving his life. Her exceptional healing earns her the title of &amp;quot;Lady Callas, the wonder worker,&amp;quot; and this service secures the party access to the Astral Gate.&lt;br /&gt;
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The party continues their journey north using Turf’s magical carriage. They stop at a Carchemish to rest and gather information. While speaking with the locals, they learn about the rising threat of gorgons in the area. During their stay, they encounter a group of black-armored mercenaries. Black arranges for future contact with a Mind Mage among the mercenaries.&lt;br /&gt;
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The next two days are uneventful as the party travel as the party travel to Hurrian, and then across the sea to Al-Marhirbah and to Aeaea - the city of Witches.&lt;br /&gt;
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==== Chapter 9: Revelations ====&lt;br /&gt;
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Aeaea is a city of Witches, Archibald and Turf can see an enormous thorn wall surrounding the city, however Callus sees nothing. Callas head into the bustling city, there is lots of trade in fabric, she makes enquiries and is directed to the residence of Lady Cerise. Cerise, a figure of authority in the Crimson Sisterhood, happily greet Callus. Lady Cerise discloses her role as Matron of the Crimson Sisterhood.&lt;br /&gt;
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After hearing the prophesy Cerise believes the &amp;quot;Noble Count&amp;quot; is the Comte de Versillac, who was once undead but restored to life by a holy man. The Comte, now deeply hostile toward the Church. She also believes &amp;quot;A seer, veiled in mystic shroud&amp;quot; is Jade Rain, whom is known to Callus, and advises we visit immediately. She gives Callus a magic scroll in exchange for taking a letter to Jade Rein. Cerise warns of dark forces at work, urging caution as the party proceeds on their journey.&lt;br /&gt;
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==== Chapter 10: The better part of Valour ====&lt;br /&gt;
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[[File:RL2Shoggoth.jpg|150px|thumb|right|Shoggoth]]&lt;br /&gt;
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After travelling for almost a week the party finds themselves in a deep part of the Abyss, near a lake-like area. They hear a slithering sound approaching and prepare themselves for a fight. As the sound grows closer, they feel the ground heaving beneath them.&lt;br /&gt;
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Black Archibald sees cracks forming in the ground coming from the north. The party realizes they&#039;re facing an enormous creature, something that makes the earth shake must be an enormous size. Realizing the potential danger, the group decides to retreat rather than confront the creature. Callas uses Earth Door to transport the party away from the immediate threat. &lt;br /&gt;
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Upon reaching safety, Turf uses a Crystal of Vision to look back at where they were. He sees an enormous lenticular-shaped creature, about 22-23 meters long and 3 meters across at its widest point. The party concludes it was likely a Shoggoth, a powerful and dangerous entity in the Abyss. Marking the location on the map as &amp;quot;Shoggoth Point&amp;quot; the party choose a different route to reach Jade Rain.&lt;br /&gt;
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==== Chapter 11: Tea with Jade Rain ====&lt;br /&gt;
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Travel to Jade Rain&#039;s residence takes around a week. The cave is appointed with various comforts. Jade Rain, described as having pale green, almost translucent skin, welcomes them and offers tea. Turf and Archibald are provided a simple tea while Callus is served one with an exquisite flavour. &lt;br /&gt;
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As they settle in, Turf presents the prophecy written by Lady Suneth. Jade Rain analyzes it, providing insights:&lt;br /&gt;
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1. She identifies a section referring to the &amp;quot;Comte de Versillac,&amp;quot; suggesting he has a crucial role to play.&amp;lt;BR&amp;gt;&lt;br /&gt;
2. Jade Rain explains that the Count&#039;s quest involves discovering the role of the original orcs in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
3. She points out the phrase &amp;quot;with papal ties to cleave,&amp;quot; noting its ambiguity—it could mean either to split apart or join together.&amp;lt;BR&amp;gt;&lt;br /&gt;
4. Jade Rain suggests the prophecy might be directing them to influence papal ties, either strengthening or severing them.&amp;lt;BR&amp;gt;&lt;br /&gt;
5. She draws attention to phrases like &amp;quot;enterprising schemer,&amp;quot; &amp;quot;cunning gaze,&amp;quot; and &amp;quot;steer the course of coming trials,&amp;quot; hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
6. Jade Rain warns about the &amp;quot;Eye of Discord,&amp;quot; suggesting extreme caution when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
7. She recommends speaking to &amp;quot;Moonlight Sleeping on a Midnight Lake&amp;quot; for more information, but cautions that this being is a demon lord and would require proper compensation for any aid.&amp;lt;BR&amp;gt;&lt;br /&gt;
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Throughout the conversation, Jade Rain provides cryptic hints and warnings, emphasizing the complexity and danger of the situation the party faces.&lt;br /&gt;
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==== Chapter 12: The Prince of Demons ====&lt;br /&gt;
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Returning to House Kerberoth they await the arrival of Damien, the Prince of Demons. His approach is heralded by trumpets from the Abyss, and he arrives with a procession of 3,600 demons. It takes a day for the procession to reach the castle. Lady Suneth is flustered with the arrival of a Prince, and insist the party assist to clean the castle, which already appears immaculate.  &lt;br /&gt;
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Damien is described as wearing baroque armour that seems to be moving. He carries a halberd and shield strapped to his back. After a three hour feast, where Turf spend the entire time drumming his fingers. Post dinner the party is invited to join Damien in the green chamber for brandy and cigars.&lt;br /&gt;
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Each character chooses a uniquely described cigar, which upon smoking, seems to have magical properties. They create various &amp;quot;pools&amp;quot; for the characters:&lt;br /&gt;
* Callas gains a sanity pool.&lt;br /&gt;
* Turf gains an impatience pool.&lt;br /&gt;
* Black Archibald gains a doom pool.&lt;br /&gt;
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==== Chapter 13: Schemes and the Missal ====&lt;br /&gt;
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Turf is particularly eager to cut through the pleasantries and focus on the heart of the matter, prompting Damien to discuss a figure connected to the church, Giovanni de Crescenti. There is some confusion about Giovanni&#039;s role, with suggestions that he was a power broker rather than a direct agent of the church. The group learns that Giovanni was heavily involved in raising Pope Sylvester II to the papal throne, only for the pope to later flee in fear of a prophesied apocalypse at the turn of the millennium.&lt;br /&gt;
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During the discussion, Damien gives the party an ancient Missal. He mentions that the Comte de Versillac might be willing to trade a service in exchange for the Missal, though its exact value and significance are unclear. The group takes the Missal, recognizing it could be a useful bargaining chip when they eventually meet the Comte.&lt;br /&gt;
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With this new item in their possession, the party&#039;s path becomes clearer. Their focus now shifts to securing the Comte’s assistance, knowing that they may need to offer the Missal as part of their negotiations.&lt;br /&gt;
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==== Chapter 14: Farewell and a Chance Encounter ====&lt;br /&gt;
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After concluding their meeting with Damien at House Kerberoth, the party sets off to traverse the Abyss. The journey is perilous, and they know the dangers of this shadowy realm well. The Abyss, with its dark, oppressive atmosphere and strange, unpredictable forces, stretches before them as they leave the relative safety of House Kerberoth. They proceed cautiously, aware that while the Abyss can be eerily quiet at times, it can quickly become the stage for catastrophic events.&lt;br /&gt;
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As they make their way deeper into the Abyss, they encounter &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;. He approaches the group in a careful, civil manner, not rushing or displaying hostility. Sir Black Archibald, recognizing &#039;&#039;&#039;Midnight&#039;&#039;&#039; from previous encounters, chooses to meet him halfway. The conversation is cordial, though brief, as &#039;&#039;&#039;Midnight&#039;&#039;&#039; does not appear to be accompanied by his mistress, and he seems to be on a personal journey deeper into the Abyss.&lt;br /&gt;
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During the encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; mentions that he is looking for Sweet Regret,  offers his assistance, stating that the party need only call on him if they require his help. He gives Callas an intricately carved ivory plaque, which appears more three-dimensional the longer one looks at it. The plaque holds a special significance, though its exact purpose remains unclear to the group. After this encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; continues on his way, leaving the party to reflect on the nature of their meeting.&lt;br /&gt;
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The group resumes their journey, and though the Abyss holds many dangers, they are unmolested for the rest of the way. Their thoughts now turn to the next stage of their mission, knowing they have gained a potential ally in &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;.&lt;br /&gt;
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==== Chapter 15: Sir Andrew and Venice ====&lt;br /&gt;
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The party reaches the estate of Sir Andrew, the Lord of Chivalry, who resides in the hills north of Venice. Upon arrival, Sir Black Archibald explains their mission and requests the use of Sir Andrew’s **Astral Gate**. The gate would allow the group to fully cross into the Plane of Nualis, leaving behind the dangers of the Abyss. Sir Andrew, without hesitation, grants them permission to use the gate.&lt;br /&gt;
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Once the group passes through the gate and firmly enters Nualis, they express their gratitude to Sir Andrew and prepare for their next move. However, they first make their way to Venice to complete a task on behalf of **Henry the Toymaker** and to explore further leads regarding their quest.&lt;br /&gt;
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In Venice, an enormous walled city bustling with activity, the group quickly catches the attention of the gate guards, but they are allowed through without much scrutiny, aided by the imposing presence of Sir Black Archibald’s warhorse. Their first stop is St. Mark&#039;s Square, where they notice an odd reaction from the Missal they carry when near the statue of St. Mark. The book seems to resonate faintly with the religious aura of the square, but the group decides to focus on their main task and move on.&lt;br /&gt;
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The party then seeks out **Giuseppe Briati**, a famous craftsman known for his expertise in glass and metalwork. They deliver a special musket for repairs, as per Henry the Toymaker’s request. Giuseppe inspects the unusual firearm, noting its peculiar design, which resembles a large pistol, and agrees to repair it within a season. The party thanks him, satisfied that their business in Venice is now complete.&lt;br /&gt;
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With their task finished and further intrigued by the Missal&#039;s behavior, the group prepares to leave Venice and continue their mission to stop the Eye of Discord.&lt;br /&gt;
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==== Chapter 16: The Comte&#039;s Domain ====&lt;br /&gt;
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The party arrives at the outskirts of the Comte de Versillac’s domain. The landscape around the estate is a mix of fertile wheat fields and orchards. As they approach, they see the Comte’s imposing black castle in the distance, standing stark against the surrounding plains. The scale of the castle is immense, and its black stone construction is unusual for the region, where limestone or marble would typically be used.&lt;br /&gt;
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A river encircles the estate, serving as a natural moat, with a drawbridge leading to the castle&#039;s entrance. Beyond the drawbridge, the party notices two sets of defensive walls: the outer wall, which is massive and fortified, and a barely visible inner wall that adds another layer of protection.&lt;br /&gt;
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As they pass through the nearby town, the group sees villagers working the fields. The town itself is unfortified, unlike the heavily defended castle that looms over it. Callas observes the strange use of black stone for the castle, which stands out against the otherwise typical landscape.&lt;br /&gt;
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With the fertile land contrasting sharply with the castle’s formidable appearance, the party makes their way towards the stronghold, preparing for their next challenge as they seek an audience with the Comte.&lt;br /&gt;
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==== Chapter 16: A Short History Lesson==== &lt;br /&gt;
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They are greeted by Alois, a tall, strapping man of noble bearing who introduces himself as the Comte’s equerry and escorts them inside.&lt;br /&gt;
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In a small, book-lined withdrawing room lit by massive bronze and wooden candlesticks, the group meets the Comte, who welcomes them graciously. He is a striking figure—strong and refined, with a bearing that suggests both elegance and hidden strength. After brief introductions, he offers them a rare wine, amber in color, said to be the work of an alchemist vintner. As they taste it, they experience a curious sensation of time stretching, each sip lingering as if time itself had slowed. Black, Callas, and Turf analyze the drink, realizing it holds a unique temporal quality from the aged grapes.&lt;br /&gt;
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Conversation shifts as the Comte grows somber, listening to the prophecy they’ve brought with them. Turf reads aloud a section, and the Comte’s reaction is palpable; he seems shaken, deeply affected by the words. He shares the story of a mysterious sorcerer from the church who once visited him with a strange mission: to &amp;quot;redeem&amp;quot; him by instilling a powerful remorse—a ritual that allowed the Comte to survive and continue on his unique path. This process, the Comte reveals, was transformative, setting him on his journey toward a strange immortality. Yet he wonders what became of the man who sacrificed himself to perform this ritual, unsure if the man&#039;s fate brought him peace or torment.&lt;br /&gt;
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==== Chapter 17: Desert of White==== &lt;br /&gt;
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The discussion soon turns to otherworldly threats tied to their prophecy. Black and Callas consider the &amp;quot;Sea of White&amp;quot; as possibly pointing to the White Sea in northern Siberia. Recalling various past encounters, they discuss old powers and ominous forces, connecting the prophecy&#039;s references to shadowed lands with the possibility of a return of beings such as Morgoth or Sauron.&lt;br /&gt;
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Intent on discovering the fate of the Comte’s lost acquaintance, they propose a ritual to summon the man&#039;s spirit. Preparing carefully, they make their way to the chateau&#039;s basement, where they find a space ready for summoning, lined with engraved sigils and surrounded by protective barriers. The Comte provides hydragerum to complete the ritual, which Black notes with admiration.&lt;br /&gt;
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With everything prepared, they proceed with the summoning, casting spells and layering protections around the circle. As the ritual builds, they await any sign of a presence—but none arrives. Turf realizes that the summoning has failed; the man&#039;s true name has changed, suggesting he has ascended rather than fallen. The group shares this result with the Comte, whose tension eases slightly as he absorbs the news. His friend, it seems, has not been condemned.&lt;br /&gt;
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==== Chapter 18: Continuing the Investigation==== &lt;br /&gt;
&lt;br /&gt;
After the failed summoning, the party remains in the chateau&#039;s basement, contemplating their next steps. They discuss the implications of the sorcerer&#039;s apparent ascension and what it means for their quest. The conversation circles back to the prophecy and its ominous references. Callas suggests that the &amp;quot;Sea of White&amp;quot; could indeed refer to the White Sea in northern Siberia, a place of ancient mysteries and chilling cold.&lt;br /&gt;
&lt;br /&gt;
Black recalls past encounters involving sealing horrors in Siberia and mentions connections to Middle Earth and ancient evils like Morgoth. They debate the possible awakening of old powers and the threats that could emerge from the &amp;quot;Sea of White.&amp;quot; The group references various entities and events, including the Star Vampire, and the Doors of Night—a term that stirs concern about barriers between worlds weakening.&lt;br /&gt;
&lt;br /&gt;
Realizing the gravity of their situation, they acknowledge that more information is needed. The Comte listens intently, offering his insights where possible. He seems both intrigued and troubled by the possibilities they discuss. The party decides they must investigate further, perhaps even journeying to the White Sea to uncover the truth behind the prophecy&#039;s warnings. In the meantime the Count will look into some of the other things mentioned in the prophecy.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 19: Journey to the White Sea==== &lt;br /&gt;
&lt;br /&gt;
As the party continues northward toward the White Sea, they arrive in the city of Arkhangelsk, a stark coastal port surrounded by snow and ice. Along the way, they had received scattered accounts from locals about the “Sea of White,” a place steeped in eerie tales and whispered rumors. Once they arrive, Callas senses something unusual about their surroundings, a shift that feels distinctly otherworldly. She soon realizes that they have crossed into a Middlemarch—a deliberately constructed, liminal boundary that does not occur naturally. The party understands that this crafted space obscures its edges, making it impossible to pinpoint exactly where or when they crossed into it.&lt;br /&gt;
&lt;br /&gt;
Aware now that they are within a hidden, possibly dangerous area, they proceed cautiously, searching the coast and nearby landmarks for any clues. As they explore, they come upon a peculiar sight—what they initially thought was chalk in the landscape appears, under closer examination, to be bone, ancient and imbued with a faint magical aura. They note that the coastline itself forms a shape that resembles a massive paw print, with bays and inlets appearing as pads and claws carved into the land.&lt;br /&gt;
&lt;br /&gt;
With a mixture of curiosity and caution, they take samples and perform various checks, confirming the presence of a magical aura lingering faintly on the bones. Callas uses a crystal of vision spell to gain a broader view, observing the landscape from above and confirming that the peculiar “paw print” pattern stretches nearly twenty-five miles across the coast. The enormity and ancient nature of this discovery suggest that the “Sea of White” holds more mysteries than they initially expected, potentially connected to the prophecy’s dark warnings.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 20: Hidden Jewels ====&lt;br /&gt;
&lt;br /&gt;
Turf divines the bones and uncovers a GTN of Urulókir (Middle-earth fire-drakes or fire-breathing dragons, such as Glaurung). However, he notices that this essence or attribute has been superimposed on a previous GTN. Callas is able to identify the underlying GTN but does not recognize it. By collaborating, they establish a shared understanding of their DA&#039;s, allowing Turf to apply his expertise in Naming to what Callas perceives. Through this, they determine that the underlying GTN is Ur Sea Serpent. They conclude that a process is underway that will eventually transform the GTN entirely into Urulókir. There are also indications that this transformation could be catalyzed, leading to the full resurrection of a wingless Middle-earth dragon or drake.&lt;br /&gt;
&lt;br /&gt;
The party continues to the southern end of the sub-arctic sea, where Turf experiences the loss of some quality and observes a star reflected on the sea during the day. After some investigation, they determine that this star is a jewel of great historical significance to Turf&#039;s people. The party sets out on fire steeds, riding across the waves, and Turf descends into the depths as a shark. He encounters ancient sharks of immense size and fortunately they leave him alone. Locating the radiance of pure light, which is surrounded by plant growth on an otherwise barren sea bed. He retrieves the jewel, accidentally swallowing it in the process.&lt;br /&gt;
&lt;br /&gt;
Back on shore, Black retrieves the jewel by reaching into Shark/Turf&#039;s stomach. Fortunately, Turf suppresses the urge to bite Black&#039;s arm off, and the jewel is successfully recovered. Turf heals from the intestinal damage that occurred. That night, Turf has a vision or dream, which he conveys in the following form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Beneath the waves where light refrains,&lt;br /&gt;
 A gem of fire in shadow reigns.&lt;br /&gt;
 Its gleam is caught by restless foam,&lt;br /&gt;
 Yet none can claim it as their home.&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 The waters guard with jealous pride,&lt;br /&gt;
 A secret star where echoes hide.&lt;br /&gt;
 Its blaze unquenched, though sunk and still,&lt;br /&gt;
 A silent hymn, a timeless thrill.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Black interprets this as a reference to Ungoliant and the party become visibly unsettled. Concluding that their work here is sufficient, the party travel the previous path and return to the Compte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 21: What next? ====&lt;br /&gt;
&lt;br /&gt;
The Compte agrees with Black’s interpretation and becomes even more hesitant to be involved. With some gentle persuasion about the gravity of the quest, he suggests they consult someone knowledgeable about gates. Additionally, he shares his findings: the Crescenti family is attempting to gain greater control over the Church by organizing a crusade against the Compte, thereby promoting their own candidates and influencers within the Church. This would give them significant influence over the selection of the next pope.&lt;br /&gt;
&lt;br /&gt;
The Compte believes the most effective course of action, assuming direct confrontation with Ungoliant is not feasible, would be to eradicate the Crescenti family entirely. The family seems to be based in Ravenna, with origins in Austria, where they still maintain a presence. The exarch of Ravenna is completely under their influence. Moreover, the Crescenti family has strong ties to the Eye of Discord. The Compte theorizes that the Crescenti may represent the mortal lineage or offspring of the Eye of Discord. He offers a reward of 50 white points to the party if they undertake this task.&lt;br /&gt;
&lt;br /&gt;
The party decides that consulting a library, either in Leng or Alexandria, might be the best next step. From there, they can determine which urgent task to undertake first; address Ungoliant or if they should focus on the Compte’s request in the meantime.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 22: Alexandria ====&lt;br /&gt;
&lt;br /&gt;
In Alexandria the party tries various methods to locate the library. Eventually Black uses a void detection ritual to try to locate the library. During this, he unexpectedly detects two things: the library&#039;s presence (which has a connection through the abyss as it seems this is how it is able to appear on different planes at different times) and a creature that moves through the void, associated with a particular type of &amp;quot;red&amp;quot; that reminds them of &amp;quot;Red Laughter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The group discusses various approaches to finding both the library and tracking Red Laughter, including seeking help from local scholars (which is deemed too risky given the period&#039;s attitude toward magic) and using Callas&#039;s &amp;quot;Wild Hunt&amp;quot; ability as a last resort.&lt;br /&gt;
&lt;br /&gt;
They explore Alexandria, and through Black&#039;s feeble tracking abilities and the lingering &amp;quot;taste&amp;quot; (of burning human feces) from his void detection, they follow the trail. During this, they encounter a young priest (appearing around 13 but actually in his early 20s) being followed by nine nuns. Callas&#039;s spy craft and Turf&#039;s magical detection abilities reveal these are &amp;quot;Poor Clares&amp;quot; - highly trained church operatives who serve as assassins and protectors. The priest himself appears to be a philosopher of some significance, potentially useful for their library search, but currently under protection.&lt;br /&gt;
&lt;br /&gt;
As they continue tracking, Black detects writing on a purple wall which reeks of burning human feces. When Turf DA&#039;s it, he discovers it&#039;s connected to a powerful entity of &amp;quot;avatar level&amp;quot; - a greater fiend. Combat ensues.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 23: Imprisoned ====&lt;br /&gt;
Turf activated his Holy Aura, providing bonuses against fear and affecting certain creatures, while they took positions near the wall where Red Laughter, appeared as a two-dimensional image. The nuns&#039; Mother Superior began issuing tactical commands in church Latin, including &amp;quot;maneuver 37A.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The nuns executed complex maneuvers, hurdling hedges with spectacular athleticism, their flexible chain weapons whirling. Some formed a protective ring around Lord Tarquin, while others moved to engage the threat. When they spotted the possessed spellcaster stepping behind the wall, one of the nuns sacrificed herself bravely, moving to block any direct magical attacks.&lt;br /&gt;
&lt;br /&gt;
A possessed spellcaster launched fire magic at Turf, though his amulet of iron helped him resist. His magic resistance wasn&#039;t halved due to his amulet, and the damage he took was absorbed by his Spell Armor.&lt;br /&gt;
&lt;br /&gt;
Black Archibald charged with his lance at Red Laughter&#039;s image, landing a solid hit. Upon striking the wall, they discovered damaging the surface itself could harm the devil - though any damage would be significantly reduced, it wouldn&#039;t be protected by its usual defenses. The lance, made of lignum vitae, withstood the impact. Meanwhile, Lady Callas supported with Trollskin spells to protect her allies, and Turf deployed powerful fire counterspells in strategic locations.&lt;br /&gt;
&lt;br /&gt;
Angular runes began cutting their way through Black Archibald&#039;s lance toward him. He wisely dropped the weapon, and the Mother Superior immediately attacked the runed lance with her chain weapon, striking with remarkable effectiveness. The other nuns moved up in support of their leader, unwrapping their own weapons.&lt;br /&gt;
&lt;br /&gt;
Turf tracked down the possessed individual (a suspiciously ordinary looking person) and struck him with his soul blade, landing a devastating hit. The blade ignors armor and passes through non-living materials. The possessed person, lacking significant protection beyond basic clothing, collapsed from the blow.&lt;br /&gt;
&lt;br /&gt;
Lady Callas then cast Smoking Magma beneath Red Laughter&#039;s position, trapping the devil in searing heat. Black Archibald followed up with Hellfire, and while the devil initially resisted, the combined assault proved effective. The Mother Superior declared she would push the devil back into the magma if it tried to escape. With Red Laughter weakened by these attacks, Turf was able to successfully imprison the devil using his Prison of Zygig.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 24: Delphic Riddles ====&lt;br /&gt;
Investigation revealed the possessed person wore a cinnabar ring that tainted all magic with a diabolical appearance. They suffered from dual madnesses - one relating to diabolic dealings, the other inducing violent urges.&lt;br /&gt;
&lt;br /&gt;
The party then spoke with Lord Tarquin, the young noble academic whom the nuns had been protecting. While discussing their captives - both Red Laughter and the possessed person - Lady Callas attempted a cure for a madness Lord Tarquin seemed to be suffering from, requiring a sacrifice of sanity points and taking several weeks to fully heal.&lt;br /&gt;
&lt;br /&gt;
During their encounter, another diabolic name emerged: &amp;quot;Titvilius,&amp;quot; though its connection remained unclear. Furthermore, another piece of the puzzle is revealed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Veiled beneath the earth, where shadows creep,&lt;br /&gt;
 Amidst the coils of serpents, silence sings.&lt;br /&gt;
 They guard the balance born of fractured rings,&lt;br /&gt;
 In secret chambers, buried thoughts they keep.&lt;br /&gt;
 Concerned with chaos none may dare to see,&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Obsidian tongues taste echoes in the air.&lt;br /&gt;
 Refrained from sight, they weave a subtle care,&lt;br /&gt;
 Attuned to whispers writ in mystery.&lt;br /&gt;
 Conducting rites in scales of shadowed light,&lt;br /&gt;
 Lamenting paths that discord dares to tread,&lt;br /&gt;
 Eternal watchers, bound by sacred night.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf realises that the first letter of each sentence reveals something important: VATIC ORACLE. A reference to an oracle supposedly buried/residing beneath the hills of Rome.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 25: White towers====&lt;br /&gt;
In his enfeebled state Lord Tarquin readily agrees to take gain entry to the Library for the party. Inside the library, Black Archibald, Turf, and Callas search for an astral gate. The party encounters a room with scholars and a group of six people holding a large silver cross, wearing liver-colored clothing and masks. These people appear to be dealing with some form of &amp;quot;abstract undead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party discovers a source of &amp;quot;processed tortured light&amp;quot; and several magical features, including bronze spheres mounted high on pillars. The light seems to keep future light at bay and protect the scrolls etc from wear/decay. When Callas is exposed to this light, she gains crystal-related magical abilities and a special trait.&lt;br /&gt;
&lt;br /&gt;
Turf and Black Archibald help locate two astral gates in the library. Using one, the party travels to a White Tower located on a massive mountain in a semi-arid region. This White Tower is described as being on a mountain the size of Ireland, though only about 4 kilometers high. The tower itself is relatively empty but shows views of different points around the mountain at different levels. Investigation reveals the Tower is on Mt Seir in the Land of Nod on Tanual.&lt;br /&gt;
&lt;br /&gt;
After exploring the White Tower, the party returns to the starting library and uses another astral gate to gain entry to the astral and from there travel to Venice via Sir Andrews astral gate. From there they plan to travel to Rome to seek something called the Vatic Oracle, which is apparently beneath one of Rome&#039;s hills. Through Sir Andrew, they learn about Sibyls - Roman women with prophetic abilities - who are associated with these oracles.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 26: Overly Inquisitive ====&lt;br /&gt;
After reuniting at Sir Andrew Witherspoon&#039;s residence, where Black, Callas, and Turf introduced their new companions Tyndalos and Tulip to the quest, the expanded party made their way toward Rome. The journey took about ten hours, with the group riding Turf&#039;s conjured magical steeds, arriving in the city after nightfall.&lt;br /&gt;
&lt;br /&gt;
Their first stop was a gypsy fortune teller&#039;s ornate tent in Rome&#039;s slums. While there, Tulip, demonstrated her herbalist skills by identifying and harvesting valuable saltbush from the polluted marshland. The fortune teller directed them toward the Vatican as the location of the Vatic Oracle they sought.&lt;br /&gt;
&lt;br /&gt;
The following morning saw them attempting to gain entry to the Vatican proper. Callas, drawing on her previous diplomatic experience, tried leveraging her noble status and bureaucratic skills, addressing the guards in Church Latin. While they were indeed escorted inside, it was to face the Holy Office of the Inquisition - three priests backed by two dozen crossbowmen!&lt;br /&gt;
&lt;br /&gt;
The encounter swiftly turned violent when the Inquisitors deemed them heretics. In the ensuing battle, both old and new party members demonstrated their capabilities - Tyndalos unleashing mental attacks that drove some opponents to madness, Callas deploying devastating magical assaults including a lake of magma, Turf engaging in direct combat, Black providing support, and Tulip wielding earth magic. Many of their opponents perished in Callas&#039;s magical flames.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, they managed to charm one of the surviving priests for questioning. He claimed no knowledge regarding the Oracle, however readily agreed to provide his new best friend Turf with access to the Vatican&#039;s dungeons. There they found thirty imprisoned heretics, none of whom could provide specific information about the Vatic Oracle&#039;s whereabouts.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 27: Even more Prophecies!!!! ====&lt;br /&gt;
&lt;br /&gt;
After considering whether to search for underground areas, the party decided against it as their research suggested the Oracle they sought was likely not held captive by the church. Instead, they decided to seek the Tiburtine Sibyl where she was historically based - in Tibur (modern Tivoli), about 19 miles northeast of Rome. The party traveled there, arriving in the afternoon at a small but civilized city of around 12,000 people.&lt;br /&gt;
&lt;br /&gt;
In Tivoli, they located a convent with an orphanage that contained a small temple. The nuns directed them to return the next morning after morning mass and suggested they stay at an inn called the Pheasant and Lamb. During the evening, Callas detected someone scrying on them and traced the magic back to the convent.&lt;br /&gt;
&lt;br /&gt;
The next morning, they returned to the temple, a small shed-like structure carved from ancient dolomite stone, containing maternal figures in recesses. Black performed a vigil and received a cryptic prophecy about the Mirror of Cyprian. Tyndalos used his occult knowledge to determine this mirror could be used to see into the void but at the risk of mental damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Malevolent webs stretch dark and thin&lt;br /&gt;
 In shadows where no light can pass&lt;br /&gt;
 Realms beyond our world begin&lt;br /&gt;
 Reaching through the shattered glass&lt;br /&gt;
 Onward through the ancient deep&lt;br /&gt;
 Rushing spirits start to rise&lt;br /&gt;
 &lt;br /&gt;
 Obscure visions make us weep&lt;br /&gt;
 Fragmented through crystal eyes&lt;br /&gt;
 &lt;br /&gt;
 Coiled serpents twist through time&lt;br /&gt;
 Yielding to the spider&#039;s call&lt;br /&gt;
 Precious moments lost sublime&lt;br /&gt;
 Rippling through the mirror&#039;s fall&lt;br /&gt;
 Insanity claims those who dare&lt;br /&gt;
 Angles bend through spider&#039;s lair&lt;br /&gt;
 Nested in the dragon&#039;s glare&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before departing, Black left a valuable onyx gemstone as a donation for the orphans. Upon returning to Rome, they found the Vatican crawling with Swiss Guard and mysterious monks in black robes with white sleeves. Tulip and Callas noticed a woman they identified as a Medianite sorceress, though she appeared as a simple nun to the male party members. She wore an elaborate crimson dress and a choker with ruby decorations, though these details were only visible to the female party members.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 28: Warped Crypts ====&lt;br /&gt;
Tyndalos concealed the party while they snuck into St. Anne&#039;s Chapel, having chosen it for its accessible city gates rather than attempting to enter the more heavily guarded basilica. The group descended into the chapel&#039;s crypt via a narrow wooden stairwell. In the ossuary, Callas detected a hidden space behind shelves of bones. The party successfully removed a stone block to reveal a hidden passage system.&lt;br /&gt;
&lt;br /&gt;
The corridors possessed unusual geometric properties, with 135-degree angles that only Tyndalos could properly perceive. During their exploration, they encountered a creature described as having a human upper body, a bird-like head, and a serpentine lower half covered in iridescent blue-green feathers. When confronted, the creature escaped by rotating through a wall. Tyndalos gave pursuit, facilitating the rest of the party&#039;s movement through strange angles.&lt;br /&gt;
&lt;br /&gt;
Black Archibald&#039;s temporarily trapped the entity in a block of ice, but the creature managed to escape before the party could permanently restrain it.  Thwarted, the party decided to continue exploring the passage system.&lt;br /&gt;
&lt;br /&gt;
A notable incident occurred when Tyndalos was affected by some form of amnesia while navigating these passages. Black Archibald remedied this condition using brain serum administered via spinal injection. Shortly thereafter Turf detected something and felt the presence, or passage of, a great curse (we believe this was the Noldoran curse to do with the Silmarils). Exposing his Silmaril seemed to reveal a different view of the environment. It seemed to have cracks riven through it which healed in the light of the Silmaril. Furthermore the creature was revealed trapped in amber-colored light within one of the walls.&lt;br /&gt;
&lt;br /&gt;
After multiple attempts, Turf successfully charmed this being, revealing it to be a Nephil from the Land of Nod. Through conversation, they learned that twelve such creatures were seeking refuge from serpents and Kenites. The Nephil also revealed that the passages were constructed by someone else and that both a powerful curse and a fire-breathing worm had previously passed through the area.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 29: Search for the Mirror ====&lt;br /&gt;
&lt;br /&gt;
Talking more with the Nephil, the party found they were within an ancient Janusite temple and were corrected about their assumption of the Vatic Oracle - he is not a sibyl. Despite spending several days search the temple&#039;s peculiar geometry, the party found little of note. The Nephil suggested that while the Oracle might indeed be present, they had not yet met the necessary conditions to locate him. They suggested seeing a sibyl.&lt;br /&gt;
&lt;br /&gt;
The party headed southward to Campania, where another sibyl might provide guidance. Turf used his Crystals of Vision to help us find where the sibyl is location in Campania. The crystals revealed a prophetic verse:&lt;br /&gt;
&lt;br /&gt;
 In twilight&#039;s glow, a cavern waits,&lt;br /&gt;
 Near where the earth and heavens meet.&lt;br /&gt;
 Cool winds slip through the shadowed gates,&lt;br /&gt;
 Underneath the hillside&#039;s seat.&lt;br /&gt;
 &lt;br /&gt;
 Murmurs rise where secrets keep,&lt;br /&gt;
 Ancient whispers guide the way,&lt;br /&gt;
 Echoes dwell where prophets sleep.&lt;br /&gt;
&lt;br /&gt;
Callas quickly identified the location we needed to go as Cumae. We went to the Temple of Apollo there and on to the Cave of the Sibyl. There was a dozen Dominican monks there, distinguished by their black cloaks with white sleeves in the cave, along with cleaners.&lt;br /&gt;
&lt;br /&gt;
Rather than rushing in, the party retreated to a nearby inn to cast buffs. Upon their return, they engaged the monks in combat. The battle was decisive - seven monks fell, while the remaining five surrendered. Turf transported the survivors to Jiroth via magical means so they couldn&#039;t give us away, and the party disposed of the fallen monks&#039; remains through cremation. Among the monks&#039; possessions, they discovered exceptional black bronze chain mail, tabards, and rank 6 weapons.&lt;br /&gt;
&lt;br /&gt;
The surviving sibyl proved forthcoming with information. She revealed that locating the Oracle would require the Mirror of Cyprian, specifically one bearing a face of Janus. This particular artifact, she informed them, was located on the island of Cyprus.&lt;br /&gt;
&lt;br /&gt;
The party secured passage by sea to Cyprus, a journey lasting approximately twelve days. Upon making port in Paphos, they set their sights on the Sanctuary of Aphrodite, reasoning that the goddess&#039;s association with beauty might make her temple a reasonable place to start.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 30: There and Back again ====&lt;br /&gt;
The party traveled to Paphos, a port city with a curving bay in Cyprus. They journeyed to a sanctuary of Aphrodite, located on a spit of land protecting the harbor. Upon arrival, they found the area was more like a cultured orchard than a temple, with trellises of fruit trees and vergers maintaining the grounds. Callas notes a number of familiar looking monks in white robes with black sleeves.&lt;br /&gt;
&lt;br /&gt;
Tulip approached the vergers working in the garden, requiring Callas to translate their vulgar Latin. She discovered they maintained an impressive collection of rare herbs, including a special broad-leafed parsley and a distinctive yellow flower with orange centers that attracted bees even in winter. The monastery maintained an apiary that produced several types of honey, including one with special properties for cleaning septic wounds. The vergers were happy to share cuttings and seeds with Tulip, who stored them in her special preserving box, and she was able to purchase some of their honey.&lt;br /&gt;
&lt;br /&gt;
Feeling they were getting nowhere, the party turned their eyes to the local lord but decided first to scale Mount Olympus in the hope that they would learn more there, before having to deal with the locals. They set off but were startled by cackling from the west around 11 AM, Callas used a crystal of vision and saw an unusual vision of the sun setting. They later learned this was related to hyenas sent by the Great Beast Dog, rather than jackals as initially suspected.&lt;br /&gt;
&lt;br /&gt;
The party then Earth Door&#039;d to Mount Olympus, arriving on a large ledge where they began their ascent. After 2 hours they reached a monastery of Benedictine monks on a plateau. The monastery maintained extensive agricultural fields growing root crops, particularly beets. They were welcomed and encouraged to stay the night.&lt;br /&gt;
&lt;br /&gt;
The next day, they climbed to Mount Olympus&#039;s peak, discovering its unusual hexagonal shape. There they encountered Traoticus, a dormant agricultural deity sustained by the monks&#039; activities. Through conversation with Traoticus, they learned the mirror they sought was located back at the sanctuary of Aphrodite in Paphos. Several party members acquired new abilities from Traoticus in exchange for experience points.&lt;br /&gt;
&lt;br /&gt;
After another night at the monastery, where they were served roasted chicken and barley-based meals, the party began their journey back to Paphos. Upon returning to the sanctuary after nearly a week away, they found it occupied by approximately 20 Dominican spellcasters and 6 armored Dominican warriors. The sanctuary was revealed to be a complex of buildings, with the actual sanctuary building located in the center opposite a well.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 31: No! We are not Dominicans! ====&lt;br /&gt;
The party arrived at the secluded temple complex under cover of night. Surveying the layout—infirmaries, gardens, livestock pens, and administrative buildings—they debated their approach. Tyndalos suggested stealth over confrontation, dismissing his earlier violent impulse due to the presence of children. Using his invisibility near corners, the group infiltrated a terracotta-roofed administrative building. Inside, they uncovered records exposing the monks as clandestine followers of Aphrodite and Eros, disguised as Benedictines to evade Dominican hunters. They seemed to be keeping tabs on the followers / agents of Eris.&lt;br /&gt;
&lt;br /&gt;
The party repositioned to the east and confronted the temple’s leader, after initially panicking the monks behalf. Turf and Black negotiated with the panicked primate, after convincing him the party were not the Dominicans, leveraging their knowledge of the cult’s secrets to secure an ancient Etruscan scroll. The document referenced the Mirror of Cyprian, though its cryptic verses required translation by a priest of Janus. They knew of such a priest residing in Ravenna, which unfortunately was a known bastion of the Crescenti family. The primate further revealed his suspicion that agents of Eris were infiltrating the church.&lt;br /&gt;
&lt;br /&gt;
Travelling through the astral to Sir Andrew&#039;s house and then to Ravenna, the party noted armoured hounds, on leashes, being walked by what they decided were &#039;the gentry&#039; - some visible form of status presumably. Tyndalos detected an astral gate beneath the city using his lantern’s eerie light. Upon exploring an underground canal, which seemed to lead towards the gate, they chanced upon a chamber, where they discovered robed figures chanting to a leader wielding a staff topped with a head. Callas identified the man as a priest of Janus, confirming their path.&lt;br /&gt;
&lt;br /&gt;
More panic ensued until Turf again proved he was not a Dominican. The priest was persuaded to translate the scroll and further provide a Mirror of Cyprian with the appropriate image of Janus the party required.&lt;br /&gt;
&lt;br /&gt;
===== Decyphered scroll =====&lt;br /&gt;
&lt;br /&gt;
 Read the sky at twilight&#039;s hue,&lt;br /&gt;
 Only mix petals of the golden flower.&lt;br /&gt;
 The leaves must glisten with morning dew,&lt;br /&gt;
 First add a sprig of moonlit power.&lt;br /&gt;
 &lt;br /&gt;
 Word your spell as the draught is stirred,&lt;br /&gt;
 To give it strength, chant thrice the name.&lt;br /&gt;
 Find the roots of the whispering bird,&lt;br /&gt;
 The elixir burns with a cooling flame.&lt;br /&gt;
 &lt;br /&gt;
 Truth.&lt;br /&gt;
 &lt;br /&gt;
 The brew will clear a muddled mind,&lt;br /&gt;
 Twisted dreams it will gently untie.&lt;br /&gt;
 Sister wisdom it lets you find,&lt;br /&gt;
 Of truths unveiled beneath the sky.&lt;br /&gt;
 &lt;br /&gt;
 Arachne spoke of shadows where&lt;br /&gt;
 Lies dark petals in hidden glade.&lt;br /&gt;
 In boiling water, buds will air,&lt;br /&gt;
 Wait till colours start to fade.&lt;br /&gt;
 &lt;br /&gt;
 Beyond the forest, nettle’s sting,&lt;br /&gt;
 And dry it sere beneath the sun.&lt;br /&gt;
 The adder’s hiss the mix will bring,&lt;br /&gt;
 Golden figments show it’s done.&lt;br /&gt;
 &lt;br /&gt;
 Serpent lore the brew will hide,&lt;br /&gt;
 Attends the mind with steady glow.&lt;br /&gt;
 It sharpens sight as thoughts collide,&lt;br /&gt;
 On meadows where the shadows grow.&lt;br /&gt;
 &lt;br /&gt;
 The leaves of crimson ash begin,&lt;br /&gt;
 Shores of oceans touched by wine&lt;br /&gt;
 Of civet musk and coloured sin,&lt;br /&gt;
 The brew must boil with slivered vine.&lt;br /&gt;
 &lt;br /&gt;
 White her arms and long her reach,&lt;br /&gt;
 Sea for salt, and river&#039;s border&lt;br /&gt;
 Beware the lesson that flames teach&lt;br /&gt;
 His turning dance of broken order&lt;br /&gt;
 &lt;br /&gt;
 Burning bright as dragon’s heart.&lt;br /&gt;
 Eyes will see where shadows roll,&lt;br /&gt;
 And fires within must soon depart.&lt;br /&gt;
 Breath of oak to spare the soul&lt;br /&gt;
 &lt;br /&gt;
 Of grief, sorrow and searing pain&lt;br /&gt;
 Flame can bring to mortal coil&lt;br /&gt;
 For ever be its fearful rain&lt;br /&gt;
 He calls its name to fall from high&lt;br /&gt;
 &lt;br /&gt;
 Knoweth the reaper in the green&lt;br /&gt;
 The worker in the brush&lt;br /&gt;
 Lay in furze its fruit to glean&lt;br /&gt;
 Of bounty rich and lush&lt;br /&gt;
 &lt;br /&gt;
 Your toil returns a harvest rich&lt;br /&gt;
 Mind and body twinned,&lt;br /&gt;
 And quiet, whispered pitch&lt;br /&gt;
 Can set dreams upon the wind.&lt;br /&gt;
 &lt;br /&gt;
 Bend the will of the ebbing tide,&lt;br /&gt;
 It shapes the shore with quiet hand.&lt;br /&gt;
 By moon&#039;s pale light, the stars confide,&lt;br /&gt;
 His crafted patterns on the sand &lt;br /&gt;
 &lt;br /&gt;
 Song of the wood where harts are flayed,&lt;br /&gt;
 He walks unseen on unreal road,&lt;br /&gt;
 Is he a ghost or restless shade&lt;br /&gt;
 Hiding the debt that nature&#039;s owed&lt;br /&gt;
 &lt;br /&gt;
 In bitter heaths where sorrows sleep,&lt;br /&gt;
 The cavern&#039;s throat rings out the knell.&lt;br /&gt;
 Memories linger, cold and deep,&lt;br /&gt;
 Of secrets lost where shadows dwell.&lt;br /&gt;
 &lt;br /&gt;
 The song that whispers through the trees,&lt;br /&gt;
 People lose the fire’s glow.&lt;br /&gt;
 That chill which haunts the warmest breeze,&lt;br /&gt;
 Live hearts yet beating, ebb and slow.&lt;br /&gt;
 &lt;br /&gt;
 There lies a path through shadowed glen,&lt;br /&gt;
 And whispers guide the steps we take.&lt;br /&gt;
 Can courage rise within us then?&lt;br /&gt;
 Be strong, though wills may bend or break.&lt;br /&gt;
 &lt;br /&gt;
 Called from the Void to breach the shore,&lt;br /&gt;
 Forth he strides when spiders call,&lt;br /&gt;
 By darkling paths and oaths of yore,&lt;br /&gt;
 His fate entwined with threads of gall,&lt;br /&gt;
 Name whispered soft, yet feared by all.&lt;br /&gt;
&lt;br /&gt;
By reading the first word of each line, the following was revealed:&lt;br /&gt;
&lt;br /&gt;
 Read only the first word to find the Truth.&lt;br /&gt;
 &lt;br /&gt;
 The twisted sister of Arachne lies in wait beyond, and the golden serpent attends it on the shores of the White Sea.&lt;br /&gt;
 Beware his burning eyes and breath of flame, for he knoweth the lay of your mind and can bend it by his song.&lt;br /&gt;
 He is hiding in the memories of the people that live there and can be called forth by his name.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 32: Of Ossuaries and the Underworld ====&lt;br /&gt;
After decyphering the poem / prophecy the party discussed their next steps, settling upon a return to the serifs / nephlim at the vatican and making use of the Mirror of Cyprian.&lt;br /&gt;
&lt;br /&gt;
Before leaving however, the priest let slip that he was able to &amp;quot;replay&amp;quot; January, allowing two months of uninterrupted training while confined to the temple. The group meticulously calculated timelines, realizing they were nearing the end of the current season (&amp;quot;Blossom&amp;quot;) and could exploit the temporal reset for extended preparation.&lt;br /&gt;
&lt;br /&gt;
Exploring Ravenna’s underground network, the party discovered an ancient astral gate buried beneath layers of rubble. Callas summoned an earth elemental to excavate the area, revealing a hidden ossuary filled with Christian remains. Upon investigation, they found skeletons whose souls had been forcibly severed. Callas performed a risky ritual to release the trapped souls, attracting phantasms from the underworld but ultimately succeeding in freeing them.&lt;br /&gt;
&lt;br /&gt;
The elemental further uncovered two copper scrolls (incantations for &amp;quot;Coruscade&amp;quot; and &amp;quot;Slowness&amp;quot;) and a greenish stone. The stone, when activated by sacrificing endurance, transforma into a toad-like familiar named Hordling, capable of storing items and spitting ingested poisons.&lt;br /&gt;
&lt;br /&gt;
Later, Tyndalos crafted some topacious stones, producing two magical stones (one blue, one green) and 14 spider-eye stones.&lt;br /&gt;
&lt;br /&gt;
The session concluded with plans to return to Rome’s catacombs to consult an oracle via the acquired mirror. The party sealed the underground astral gate, wary of its connection to the underworld, and prepared to depart Ravenna after securing supplies and completing their training regimens.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 33: Deceived! ====&lt;br /&gt;
Black Archibald expressed interest in acquiring some war hounds, making arrangements to purchase breeding pairs for 200 gold pieces, planning to return for them later.&lt;br /&gt;
&lt;br /&gt;
The group traveled to their destination using magical fire steeds, making a journey of about 450km in approximately 10 hours. Upon arriving at the gates late at night, they were questioned by guards about their late arrival. During their entry, Turf sensed that their names were being magically recorded when written down by the guards.&lt;br /&gt;
The party proceeded into some catacombs, where they encountered snake-like beings called Nephilim. They presented a mirror and an imago to what appeared to be the god Janus, who indicated a path for them to follow using a line of light. The god also showed interest in a cage containing an entity called the Red Laughter, but the party declined to hand it over.&lt;br /&gt;
&lt;br /&gt;
Following the light, they encountered a copper plate bearing two faces - revealed to be Befrons, an Earl of the Dead. This turned out to be a trap, as Befrons attacked them. The demon cast necrosis and engaged in physical combat, particularly targeting Turf. Black Archibald landed significant blows against the demon, while dealing with a death curse that he managed to resist. The party eventually defeated Befrons, whose construct body left behind several magical items including a fox fur that animated into a fox named Sienna and a protective teal chiffon shawl.&lt;br /&gt;
&lt;br /&gt;
The party concluded that the path they were following was a trap and decided to return to the Nephilim for further guidance.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 34: Revelations ====&lt;br /&gt;
The party informed the Nephilim that they had, in fact, been manipulated by a demon. The Nephilim had not considered the entity to be God with a capital G, but rather a kind of urban spirit or localized deity and had not considered that they may have been deceived. The party continued to discuss the implications of this revelation, and Turf noted that their names had been observed by an unknown entity. Black speculated on whether the messages they received were part of a larger trap.&lt;br /&gt;
&lt;br /&gt;
The conversation then turned to the Vatic Oracle, whom the party had planned to contact using the mirror. After confirming that the mirror was still in their possession, Turf attempted to activate it through divination. The mirror&#039;s surface darkened, a mist formed within it, eventually giving way to a translucent face that slowly acquired color. The Nephilim reacted with awe to the display of magic.&lt;br /&gt;
&lt;br /&gt;
Turf addressed the image in the mirror, and the entity identified itself as Mario, the Vatic Oracle. Recognizing Turf, Mario commented that he had read about him &amp;quot;in the stars.&amp;quot; When asked where he was, Mario confirmed that he was in the Underworld, noting that being an Oracle was not a particularly safe profession. The party questioned him about his condition, confirming that he was fully dead and content in the Elysian Fields.&lt;br /&gt;
&lt;br /&gt;
The conversation moved to prophecy interpretation. The party presented the long prophecy, which they had been working through for some time. Mario acknowledged the complexity of the text and gave his insights.&lt;br /&gt;
&lt;br /&gt;
Upon questioning Mario about the Silmaril, he described it as a &amp;quot;seed&amp;quot;, likening it to a star or even the Big Bang. Mario warned them not to get too close, as it could &amp;quot;go off at any moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The conversation shifted to the White Sea. Mario revealed that the Northmen called it Bjarmaland. The party debated whether their previous journey had actually taken them there, but Mario’s insight suggested they had not yet reached the true location. Black recalled that during their previous journey, when the moon was absent, the Void had felt particularly close. Mario reacted with alarm, confirming that this was a very bad sign.&lt;br /&gt;
&lt;br /&gt;
With two major paths before them—investigating the White Sea (Bjarmaland) or searching for Sweet Regret and the Chalice—they debated their course of action. Ultimately, they decided to seek out Sir Andrew to gather further information.&lt;br /&gt;
&lt;br /&gt;
The party met with Sir Andrew, who provided additional insight into the White Sea. He referred to the region by another name, suggesting that it was known as &amp;quot;Bjarmaland&amp;quot; to the Northmen. His knowledge of the area helped confirm the Oracle’s claim that the party had not actually reached the true White Sea during their previous journey.&lt;br /&gt;
&lt;br /&gt;
The party set out on their journey toward the White Sea, following the directions provided by Sir Andrew. The trip was uneventful at first, but as they traveled deeper into the northern wilderness, the landscape grew harsher and more desolate.&lt;br /&gt;
&lt;br /&gt;
After some time, they came upon a small village with a broken palisade wall. The settlement, which had once held a few hundred people, appeared to have been attacked. The damage to the fortifications was severe, with sections of the palisade shattered and structures within the village partially destroyed.&lt;br /&gt;
&lt;br /&gt;
Callas used a Crystal of Vision to scout the village, noticing a number of Frost Giants and Polar bears. After some buffing and discussion she Earth Door&#039;ed the party into the area the Giants were lounging in, surprising them!&lt;br /&gt;
&lt;br /&gt;
==== Chapter 35: Round One ====&lt;br /&gt;
The party gathered at the entrance to the village, meticulously planning their strategy. Callas and Tulip discussed where to place protective walls once inside, while the others determined their combat roles. After finalizing their approach, they teleported into the frigid landscape populated by towering frost giants, massive ice elementals, and ferocious polar bears.&lt;br /&gt;
&lt;br /&gt;
As they materialized in the frozen terrain, the party struck without hesitation. Turf uncorked a dark potion that shrouded him in death magic, then lunged at the nearest frost giant. His enchanted blade bit deep into the creature&#039;s flesh, followed by a devastating strike with his soul weapon that left the giant reeling.&lt;br /&gt;
&lt;br /&gt;
Tyndalos, his tentacles writhing, summoned arcane energy that erupted as Yellow Fire, forming a tetrahedron of destruction that washed over several enemies. One frost giant caught the full force of the blast, its icy flesh searing under the magical flames, while a polar bear managed to partially resist the spell&#039;s fury.&lt;br /&gt;
&lt;br /&gt;
Black Archibald, his armor gleaming even in the dim light, activated his Blood Amulet of the Crimson Oak. The ancient artifact pulsed with power as he delivered a crushing blow to the same giant Turf had wounded, driving his mace deep into the creature&#039;s torso.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Callas focused her earth magic, causing stone to surge upward behind the party in a protective barrier that reached thirty-five feet high. Tulip followed suit, erecting another wall of stone along their flank, strategically creating a defensive position against the eighteen-foot giants.&lt;br /&gt;
&lt;br /&gt;
With their defenses established, Tyndalos fixed his otherworldly gaze upon one of the giants and launched a presence attack. The giant&#039;s eyes widened in terror as it beheld Tyndalos&#039; true form, and it turned to flee in panic.&lt;br /&gt;
&lt;br /&gt;
As the surprise round concluded, Turf&#039;s martial prowess allowed him additional strikes. He whirled in a deadly dance, his weapon &amp;quot;Snicker-snee&amp;quot; slashing repeatedly at the wounded giant. Blood cascaded from multiple wounds as the giant toppled backward, gravely injured and barely clinging to life.&lt;br /&gt;
&lt;br /&gt;
The battle proper began with terrifying swiftness. An ice elemental, standing over twenty-five feet tall, materialized behind Black Archibald and launched a savage attack. Shards of ice tore through Black&#039;s armor, delivering a wicked slash that crippled his primary arm. Another blow hammered his shoulder, followed by a vicious puncture wound to his groin. The knight staggered, momentarily stunned by the brutal assault.&lt;br /&gt;
&lt;br /&gt;
Across the battlefield, another giant hurled an enormous ice ball that shattered against the wall behind the party. The explosion sent frozen shrapnel flying in all directions, tearing through two polar bears and striking Tyndalos, who winced as the ice fragments lacerated his form.&lt;br /&gt;
&lt;br /&gt;
Turf, seeing the danger posed by one of the ice elementals, gathered his strength and executed a tremendous leap that carried him twenty-five feet through the air. Landing with perfect balance, he immediately launched into an attack, his weapon of flames biting into the elemental&#039;s frozen body and causing parts of it to steam and melt away.&lt;br /&gt;
&lt;br /&gt;
A new threat emerged as a different type of elemental—something akin to a salamander—crafted a pillar of ice and climbed atop the party&#039;s stone wall. From this vantage point, it inhaled deeply before exhaling a devastating cone of cold that washed over the battlefield. Several party members managed to resist the worst of the magical frost through innate spell resistance, but all felt the biting cold seep into their bones.&lt;br /&gt;
&lt;br /&gt;
The polar bears, seemingly undeterred by the magical chaos, continued their advance, navigating around obstacles with predatory intent.&lt;br /&gt;
&lt;br /&gt;
One particularly massive frost giant hefted a boulder-sized chunk of ice and hurled it with tremendous force. The projectile exploded on impact, sending lethal ice shards in all directions. Black Archibald, drawing on remarkable reflexes, managed to lurch out of the deadly zone. Tyndalos was less fortunate, suffering grievous wounds that sent him reeling, though he managed to remain conscious. Callas activated a powerful defensive magic at the last second, avoiding the damage entirely. Tulip, caught unprepared, was struck repeatedly and collapsed unconscious as her blood stained the snow.&lt;br /&gt;
&lt;br /&gt;
With multiple party members gravely injured and their position compromised, the decision to retreat was made without debate. Callas began preparations for an Earth Door spell as the others gathered around her, bringing Tulip&#039;s unconscious form.&lt;br /&gt;
&lt;br /&gt;
As they prepared to flee, an unsettling sight drew their attention skyward—six pale dwarven forms rocketing into the heavens, carried aloft by magical javelins.&lt;br /&gt;
&lt;br /&gt;
The party formed up around Callas with Tulip&#039;s unconscious body. Callas cast Earth Door and teleported with Black Archibald, Tyndalos, and Tulip&#039;s unconscious form about four miles away from the battlefield. Turf, meanwhile, triggered his Wind Walk ability, becoming mist-like as he flowed away from the combat, eventually reuniting with his companions at their retreat point.&lt;br /&gt;
&lt;br /&gt;
Once safely distanced, they administered emergency healing to Tulip using Troll Skin magic, stabilizing her condition. The party then assessed their injuries: Black Archibald&#039;s plate armor bore a significant hole at the shoulder, Tulip&#039;s magical armor had been similarly damaged, and Tyndalos suffered wounds to both his natural armor and his mystical raiment.&lt;br /&gt;
&lt;br /&gt;
As they tended their wounds and contemplated their next move, the party knew they had narrowly escaped a battle that could have claimed all their lives.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 36: Stormy days ====&lt;br /&gt;
Following their hasty retreat from the skirmish with frost giants, the party established a safe vantage point from which to observe the aftermath. Using a scrying crystal, they witnessed a commanding frost giant wielding a halberd-like weapon overseeing the enemy forces, attended by the odd looking elemental. This leader was performing a ritual upon the bodies of two fallen frost giants, which had been frozen solid.&lt;br /&gt;
&lt;br /&gt;
Tyndalos&#039;s occult knowledge determined the ritual would require approximately two hours to complete. After assessing their injured state and the formidable opposition, the party wisely elected to abstain from re-engagement. While observing, they documented pale dwarven entities ascending skyward upon what appeared to be magical javelins.&lt;br /&gt;
&lt;br /&gt;
Weather conditions rapidly deteriorated as fog enveloped the area, followed by stillness and snowfall. The ambient temperature began descending to dangerous levels. Lady Callas Earth Doored the party another 16 miles, tho it was difficult to maintain a constant direction due to the snowfall and overcast sky. The party constructed a defensive shelter in the snow, with Lady Callas erecting a stone dome. Mistress Callas employed her earth magic to conjure smoking magma within the shelter, providing essential warmth as temperatures fell below minus twenty degrees Celsius.&lt;br /&gt;
&lt;br /&gt;
Turf maintained vigilance, patrolling the perimeter despite the bitter cold, his resistance to extreme temperatures proving invaluable. During one such patrol, he observed an ice elemental passing at approximately one hundred meters distance. The elemental did not detect the party&#039;s presence and continued onward.&lt;br /&gt;
Overnight precipitation intensified considerably. By morning, snow accumulation exceeded half a meter and continued to increase. Further scrying revealed the previously fallen frost giants had been resurrected through the leader&#039;s ritual, though they appeared to be recuperating, as evidenced by their ragged state. The giants were observed employing wind magic to direct forest fires with apparent purpose.&lt;br /&gt;
&lt;br /&gt;
The party enacted their withdrawal strategy, utilizing Mistress Callas&#039;s Earth Door enchantments to transport themselves multiple times in succession, achieving considerable distance from the area of conflict. The massive storm created by the frost giants extended approximately twenty miles from the village, with cloud formations reaching several miles in height. The party then resumed their original journey, successfully circumnavigated this meteorological disturbance.&lt;br /&gt;
Their journey proceeded for several days, bringing them to the trading hub of St. Petersburg. This thriving port city, positioned between Finnish territories and Estonian lands, provided opportunity to replenish supplies. Winter conditions had elevated prices for provisions, particularly foodstuffs, though the party secured necessary preserved meats and other essentials. Lady Tulip acquired specimens of specialized kelp known for its salt-concentrating properties, noting its capability to reduce salinity in brackish water when harvested with regularity.&lt;br /&gt;
&lt;br /&gt;
Continuing their expedition, the party arrived at Arkhangelsk, known in Viking nomenclature as Bjarmaland. This settlement is situated within a marshy delta region characterized by flat terrain. Recognizing this location as their primary investigative target, the party commenced searches for dimensional anomalies, referred to as &amp;quot;middlemarches.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tyndalos summoned his moor hound, Buskerville, to assist in tracking these anomalies. The animal successfully located one such phenomenon, which investigation revealed to be conditional rather than positional in nature – requiring specific conditions to be met for entry rather than merely locating the correct physical position.&lt;br /&gt;
&lt;br /&gt;
Turf attempted multiple divination enchantments upon this anomaly, encountering significant resistance suggestive of anti-divinatory protections. Persistence yielded results, however, with the revelation that access to this particular anomaly requires utterance of a specific individual&#039;s true name. The party catalogued this information but prudently elected not to attempt entry, suspecting that this might be the name referenced in the last prophecy and were reluctant to summon/release anything.&lt;br /&gt;
&lt;br /&gt;
Further exploration revealed Arkhangelsk&#039;s geographical position resembles the base of a parabola with multiple recesses. At a location identified as Chubola, positioned at the focal point of this parabolic formation, the party discovered a specialized anomaly. This phenomenon exhibits the extraordinary property of receiving multiple middlemarches simultaneously, causing dimensional overlap where separate realities share a single geographical point.&lt;br /&gt;
The significance of this discovery remains under investigation. The party continues to document these anomalies while maintaining appropriate caution regarding potential extra-dimensional entities.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 37: Black amber ====&lt;br /&gt;
The company departed from Arkhangelsk, planning to search for black amber deposits. Black amber, a fossilized tree sap from when the region was temperate, can be used to trap time and is highly sought after by alchemists. The locals informed the party that deposits might be found in a &amp;quot;ghost forest&amp;quot; - a mysterious location that sometimes appears and sometimes doesn&#039;t - about a week&#039;s travel east along the coast and three days south inland.&lt;br /&gt;
&lt;br /&gt;
After negotiating for a guide, the adventurers decided to travel to St. Petersburg first to acquire trade goods, as the locals preferred barter to coin. During their two-day journey, they were welcomed at St. Petersburg where they purchased buckets of nails as payment for the guide, with bronze nails being particularly valuable.&lt;br /&gt;
&lt;br /&gt;
While in the city, the party visited the Duke&#039;s library. Though lacking a dedicated archivist, they made significant discoveries. Callas found incantations for &amp;quot;smoking magma&amp;quot; and another spell requiring &amp;quot;summoning and controlling earth elementals&amp;quot; and &amp;quot;earth door&amp;quot; - a powerful transportation ritual that could convey users through the elemental plane of Earth at remarkable speed. Meanwhile, Turf discovered an individual true name of a creature with green and black scales, three types of heads it could deploy, and bat-like wings - some form of dragon-like beast that could take on the properties of whatever armor the shapeshifter wore.&lt;br /&gt;
&lt;br /&gt;
The party also visited the cathedral, where they determined it was a high mana zone despite the city&#039;s concentrated population making the surrounding area a low mana zone. Callas decided to sacrifice a point of perception to establish a transportation point outside the city. After three days of preparation - Callas learning her incantation, Turf studying his newly discovered true name, and Black Archibald researching - they found a suitable spot near a forest outside St. Petersburg where Callas could place her marker.&lt;br /&gt;
&lt;br /&gt;
As the party journeyed back to Arkhangelsk with their nails, they encountered trouble. While traveling through a pine forest at about 2000 meters elevation, Turf spotted a frost giant - a pale blue, ice-like creature carrying an axe. The party quickly took cover and attempted to remain hidden. While using a crystal to scout ahead, they heard a twig snap nearby.&lt;br /&gt;
&lt;br /&gt;
Turf moved forward to investigate and discovered a polar bear sniffing around, with three pale dwarfs following behind it. These dwarfs had rank 16 invisibility, but Turf could see them with his enhanced vision. They were slender for dwarfs, with pale grey skin and black hair and eyes, moving lightly across the snow and carrying military picks and shields.&lt;br /&gt;
&lt;br /&gt;
A battle ensued. Turf launched a surprise attack, leaping 25 feet and charging an additional distance to deliver a devastating strike to one of the dwarfs, killing it instantly. The remaining dwarfs attempted to counter-attack but were fended off by Turf&#039;s defenses. Meanwhile, Callas cast petrification on the polar bear, slowing it, and Black Archibald engaged it directly.&lt;br /&gt;
&lt;br /&gt;
As the fight continued, the frost giant spotted them, but Callas quickly cast a wall of stone for protection. The combat was fierce - Turf dispatched a second dwarf with brutal efficiency, Black Archibald battled the polar bear, and the frost giant launched ranged attacks at the party. The wall protected Callas but reflected some attacks onto Black Archibald, who took the damage with stoic resolve.&lt;br /&gt;
&lt;br /&gt;
When the frost giant attempted to flee, Callas trapped it with another wall of stone and then dispelled it when it reached the top, causing it to fall. The stunned giant was then assaulted by both Turf and Black Archibald. Despite its armor spell that provided protection against fire damage and resistance to blades, the giant eventually fell to Turf&#039;s soul blade, which drained its stats as it delivered the killing blow.&lt;br /&gt;
&lt;br /&gt;
After the battle, Black Archibald performed a dark shriving ritual on the bodies, gaining energy points from the fallen foes - frost and giant points from the giant, and dwarf and mass points from the pale dwarfs. The party used smoking magma to dispose of the bodies, ensuring no evidence would remain, and continued their journey.&lt;br /&gt;
&lt;br /&gt;
Upon reaching Arkhangelsk, they presented the nails and secured a guide after some negotiation. With their impressive mounts, they traveled in four days what would normally take a week. Their guide led them to a valley where they could see treetops poking through mist. The terrain suggested a massive impact site, as if something had struck the earth with tremendous force, shaking the land like a tablecloth.&lt;br /&gt;
&lt;br /&gt;
After their guide departed, the party began descending toward the misty forest below, curious about what they might find in this strange location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chapter 38: A mind-bending encounter ====&lt;br /&gt;
The party found themselves at the edge of what appeared to be a crater-like formation covered sparsely with pine forest. Turf established a base with a runic circle as a precaution for quick evacuation and cast a necromantic counterspell over the area. Meanwhile, Callas created a ring of stone with enhanced vision duration.&lt;br /&gt;
&lt;br /&gt;
As the group began to move forward, Tyndalos sensed danger with his eldritch detection abilities. While discussing defensive measures, three ghostly figures emerged from the crater - identified as Pale Queens of Torment. The entities rose into the air and targeted several party members with their torment abilities. Turf, Black Archibald, and Tyndalos were affected, forcing them to resist or suffer penalties to their combat abilities.&lt;br /&gt;
&lt;br /&gt;
Tulip launched a devastating whirlwind vortex at the entities, destroying two of them outright. Shortly after, the party was struck by a mind-based attack from an unseen source. Callas erected a stone wall for protection while the remaining members attempted to locate the attacker.&lt;br /&gt;
&lt;br /&gt;
Tyndalos became aware of movement through the astral plane, recognized as a wrymhole. While Black Archibald targeted and eliminated the remaining Pale Queen with a well-aimed magical javelin, three mind flayers emerged from the wrymhole to the north.&lt;br /&gt;
&lt;br /&gt;
The mind flayers launched psionic attacks against the party. Though most members resisted, Tyndalos suffered severe willpower damage that left him temporarily unhinged. Turf charged one of the mind flayers and decapitated it with a decisive strike from his weapon Snicker-Snee.&lt;br /&gt;
&lt;br /&gt;
The remaining mind flayers attempted to flee - one retreating into the astral plane while the other was destroyed by the party. During this time, Sir Archibald&#039;s behir horn began vibrating, indicating a dragon&#039;s presence within a mile.&lt;br /&gt;
&lt;br /&gt;
Concerned about facing both a dragon, which they suspect is the one mentioned in prophecy, the party used Callas&#039;s Earth Door spell to retreat to a safer location near St. Petersburg. There, Callas used healing magic to restore Tyndalos&#039;s damaged willpower.&lt;br /&gt;
&lt;br /&gt;
While recuperating, they used a crystal to scry the crater area and observed a crystal skull with black gems for eyes - identified by Tyndalos as a demilich - emerging from the ghost forest. The party debated whether to return and confront this powerful undead entity but ultimately decided against it due to its formidable defenses and need for siege damage to effectively combat it.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 39: Cryptic Plots ====&lt;br /&gt;
After deciding to stay longer in St. Petersburg, the party prepared for their confrontation with the Demilich. Tulip found an incantation of Blending that would create a minor area of effect, allowing multiple targets to be affected simultaneously. Meanwhile, Turf discovered a book about the English short sword in the library—a weapon capable of both chopping and stabbing, inflicting different types of damage depending on how it was wielded. &lt;br /&gt;
&lt;br /&gt;
While the others researched, Black crafted Greek Fire grenades in the alchemical laboratory. He also prepared potions of Enhanced Vision and Witch Sight for the group.&lt;br /&gt;
On the first of Heat (effectively February), Tulip brewed a Draft of Clarity, focusing on the question: &amp;quot;What&#039;s the best way we can defeat the Lich while staying alive and keeping our souls?&amp;quot; The potion revealed cryptic but valuable information about sneaking into the Lich&#039;s crypt unseen and destroying its phylactery:&lt;br /&gt;
&lt;br /&gt;
 From hollow sockets, midnight tendrils blaze,&lt;br /&gt;
 Black beams that feast on light’s forsaken breath.&lt;br /&gt;
 Each photon turned to force, a dire malaise,&lt;br /&gt;
 That drags the living toward their clutching death.&lt;br /&gt;
 &lt;br /&gt;
 No shield deflects the weight of ceaseless dark,&lt;br /&gt;
 No armor bends the spectral fingers back.&lt;br /&gt;
 Momentum steals the step, the limbs grow stark,&lt;br /&gt;
 As flesh and fate dissolve in onyx wrack.&lt;br /&gt;
 &lt;br /&gt;
 Yet deathless lords have secrets bound in bone,&lt;br /&gt;
 A whispered name upon a phylact’ry sealed.&lt;br /&gt;
 Destroy the soul within—by fire or stone—&lt;br /&gt;
 And watch the eldritch horror’s power yield.&lt;br /&gt;
 &lt;br /&gt;
 So strike the heart it keeps in crypts unseen,&lt;br /&gt;
 Lest shadow’s grasp make dust of what has been.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The group traveled to the Void Abbey, a strange octagonal church associated with an ancient monastery. Before approaching the structure directly, they stopped several miles away and summoned an Earth Elemental to dig a tunnel. Callas directed the elemental to burrow toward the crypt beneath the abbey.&lt;br /&gt;
&lt;br /&gt;
After tunneling for hours, the elemental sensed &amp;quot;bound earth&amp;quot; ahead—a magical barrier it couldn&#039;t pass through. Black attempted to breach this obstacle by summoning a dark sphere, creating a hole about 60 centimeters across. The dark sphere slowly ate through the bound earth, eventually revealing a brick wall that had been weathered by exposure to the void.&lt;br /&gt;
&lt;br /&gt;
When the sphere touched the wall, it was rebuffed. The wall appeared to be specially protected against void magic through repeated exposure. Unable to penetrate further underground, the party decided to surface near the abbey and find another entrance.&lt;br /&gt;
&lt;br /&gt;
The group emerged near the abbey&#039;s vestry door. Tyndalos, being the stealthiest, approached first to examine the entrance. He found no traps but discovered the door was locked. Using his skills, he picked the lock, causing a hiss of equalizing pressure as the door opened.&lt;br /&gt;
&lt;br /&gt;
Tyndalos cast Invisibility in Corners to help hide the party. They entered the vestry—a small robing room where priests would prepare—and found a narrow spiral staircase leading down. The staircase was so tight that those wearing plate or scale mail had to turn sideways to descend.&lt;br /&gt;
&lt;br /&gt;
Moving carefully to avoid making noise, they descended the spiral stairs in single file: Black Archibald first, followed by the bear (which Tulip had shrunk back to normal size), Tyndalos, Callas, and finally Turf. After two complete rotations, they reached the bottom of the stairs.&lt;br /&gt;
&lt;br /&gt;
Instead of a traditional crypt with shelves of bones, they discovered a strange octagonal chamber. The room featured narrow five-foot-wide pathways zigzagging across the space, with a large cylindrical object—about 65 feet long and 15 feet wide—positioned in the center. This cylinder appeared glassy from some angles and metallic from others, resembling mithril but not quite the same material.&lt;br /&gt;
&lt;br /&gt;
Translucent, crystal-like structures filled much of the remaining space. The party identified the crystal as being ectoplasm. In the center of the floor, they found a bronze manhole cover with a ring that could be turned to open it.&lt;br /&gt;
&lt;br /&gt;
While examining the chamber, Turf noticed something disturbing: when the central cylinder became more translucent, he could see faces in torment inside—approximately two dozen souls trapped within. DA-ing it, he determined the cylinder was a magical construct with the primary purpose of &amp;quot;containment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party debated whether to investigate the manhole or examine the cylinder further. As they considered their options, they realized they had discovered something far more sinister than a simple crypt—perhaps some kind of power source or engine that imprisoned souls.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 40: Crowned with Fire ====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2-demi-lich.jpg|200px|thumb|right|Demi-lich]]&lt;br /&gt;
&lt;br /&gt;
Turf, taking precaution, placed a magical barrier called Forbiddance at two stairwells to prevent undead from approaching through those entrances.&lt;br /&gt;
&lt;br /&gt;
The party then turned their attention to a manhole cover in the floor. Tyndalos offered to examine it for traps and, finding none, prepared to open it. Before proceeding, Turf cast additional protective magic—a Circle of Turn Undead—over the manhole area.&lt;br /&gt;
&lt;br /&gt;
As Tyndalos opened the manhole, a wave of malevolent energy surged outward, striking several party members. This energy drain attacked their very souls, permanently reducing their fatigue and endurance. Black Archibald managed to resist the effect through sheer force of will, while Turf&#039;s magical cloak provided protection from the soul-draining assault.&lt;br /&gt;
&lt;br /&gt;
Looking down the open manhole, Tyndalos spotted a crystalline skull with beady eyes staring up at him—a Demilich. The skull appeared to be made of black amber, and possessed an almost complete set of teeth, indicating its considerable power and age.&lt;br /&gt;
&lt;br /&gt;
The Demilich then unleashed a spectral form called a Howl, a misty apparition that moved toward the party. Turf, acting boldly, descended toward the Demilich and smashed a magical potion over it—a Consummation of Fire and Water, which made the skull as flammable as paper. He then leapt back out of the hole with remarkable agility, narrowly avoiding something that tried to catch him.&lt;br /&gt;
&lt;br /&gt;
The Demilich targeted Black Archibald with its eye beams, but he managed to dodge one attack. However, the Howl struck several party members, dealing various levels of damage. Black Archibald threw a Greek Fire grenade at the Demilich, but it used a legendary resistance to avoid catching fire.&lt;br /&gt;
&lt;br /&gt;
Callas attempted to contain the Howl with a Wall of Stone while Turf attacked one of the Howls directly, damaging it significantly. The battle continued with the Demilich summoning additional Howls and targeting party members with eye beams.&lt;br /&gt;
&lt;br /&gt;
Eventually, Callas cast a Smoking Magma spell that caught the Demilich, which had already been rendered flammable by Turf&#039;s potion. The Demilich attempted to use another legendary resistance but had exhausted its supply. The skull caught fire, and by the end of the combat round, it was consumed by flames.&lt;br /&gt;
&lt;br /&gt;
After the battle, the party searched the area and discovered the bodies of the monastery&#039;s inhabitants—mere husks whose souls had been trapped in the Demilich&#039;s teeth or phylactery. Even though they had destroyed the Demilich&#039;s physical form, it would regenerate in one to ten days unless they drained its phylactery of power.&lt;br /&gt;
&lt;br /&gt;
The party found that the phylactery contained the souls of approximately 25 brothers from the monastery and 9 Mind Flayers. Black Archibald began the process of extracting the trapped souls from the teeth of the destroyed Demilich, with plans to use some of them to restore the fatigue and endurance that party members had lost to the soul drain.&lt;br /&gt;
&lt;br /&gt;
Among the loot, they discovered various scrolls belonging to both the monks and the Mind Flayers, including one particular scroll that appeared to be a prophecy related to a powerful entity that they referred to only as &amp;quot;the first dragon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Gilded in flame, he coils through the night,&lt;br /&gt;
 Lurking where shadow devours the light.&lt;br /&gt;
 A whisper of doom in a dreamer’s breath,&lt;br /&gt;
 Unwinds the sweet thread that leads into death.&lt;br /&gt;
 Rising in silence, unseen by the eyes,&lt;br /&gt;
 Under the skin, he spins whispered lies.&lt;br /&gt;
 Neither sword nor strong will can break his spell,&lt;br /&gt;
 Ghosts heed his call from where secrets dwell&lt;br /&gt;
&lt;br /&gt;
==== Chapter 41: Cleanup ====&lt;br /&gt;
[[File:TheHunt36-EngineRoom.png|thumb]]&lt;br /&gt;
The party continued their exploration of the Abbey, Turf discovered a woman&#039;s body lying on the floor in a five-foot-high chamber, wearing a white lab coat. As he approached to examine it, the seemingly dead woman suddenly grabbed him.&lt;br /&gt;
&lt;br /&gt;
The woman identified herself as Helen and asked about the Demilich. When Turf informed her it had been destroyed, she expressed relief. She was evasive about her identity, refusing Turf&#039;s request to subject her to a Rune of Truth. She revealed she had a &amp;quot;faint death effect&amp;quot; that made her invisible to undead, allowing her to survive.&lt;br /&gt;
&lt;br /&gt;
Helen explained that Giovanni De Crescenti had brought the craft to investigate a Celestial event, which turned out to be a crashed Void Cruiser. The mindflayers from the crashed vessel attempted to enslave everyone, planning to feed them to the Demilich. When De Crescenti opposed them, the Eye of Discord betrayed him to the mindflayers, doubling his power to escape and also releasing the Demilich from the mindflayers&#039; control.&lt;br /&gt;
&lt;br /&gt;
The Demilich subsequently drained all but three of the mindflayers, with the survivors fleeing into the astral plane. When Tyndalos addressed her as &amp;quot;Dr. Wormwood,&amp;quot; she reacted with surprise. Before departing, she warned the party to &amp;quot;watch out for the mandrakeit.&amp;quot; Turf observed her transform into an albatross as she left.&lt;br /&gt;
&lt;br /&gt;
Callas&#039;s divination revealed she had a long-living sentient aura from the plane of Eisenkirche and possessed a powerful rank 60 troll skin effect permanently active.&lt;br /&gt;
&lt;br /&gt;
The party then investigated the crashed Void Cruiser in the center of the crater. It measured about 60 feet long externally but 120 feet internally. The Demilich had torn it apart, moving components to the Abbey. Black theorized the Demilich had been kept will-less by the mindflayers who drained souls from it to power their craft.&lt;br /&gt;
&lt;br /&gt;
Their search of the wreckage yielded significant treasure: various magical items and two dozen gems. Black Archibald successfully processed the teeth they had collected from earlier encounters, gaining Will and Trust points. They also discovered shards of Great Ruby, Great Sapphire, and Great Emerald among the gems. &lt;br /&gt;
&lt;br /&gt;
After discussion, they decided Tulip would receive the Great Ruby shard, Black would take the Great Emerald, and Callas the Great Sapphire.&lt;br /&gt;
&lt;br /&gt;
The party then explored the mysterious Ghost Forest that appeared and disappeared around the Abbey. Turf&#039;s divination revealed it was an ancient forest skipping through time, experiencing time only about 30% of the time. Tyndalos discovered the fractal patterns in the tree bark absorbed astral backlash.&lt;br /&gt;
&lt;br /&gt;
When Tulip attempted to extract sap from the trees to study the phenomenon, she found it was winter and the sap had gathered in the bole of the tree. The party carefully drilled into a tree and discovered the frozen sap could be used to store Backlash energy. Further divination revealed this substance eventually fossilized into Black Amber.&lt;br /&gt;
&lt;br /&gt;
Exploring the area with Tyndalos&#039;s earth elemental Grimpen, the party located four pieces of Black Amber. Callas used her gem-sensing ability to find approximately 25 pounds more. The group discussed potential uses for the Black Amber, including possibly using it to slow down the Demilich&#039;s resurrection process.&lt;br /&gt;
&lt;br /&gt;
After collecting their findings, the party decided to destroy the Demilich&#039;s phylactery to prevent it from returning in that location, theorizing that the mindflayers likely had a backup phylactery elsewhere. Black drained the souls from the phylactery before destroying it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chapter 42: Mindbending Phrophecies ====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2 Pressups.jpg|200px|thumb|right|Turf performing pressups while the party review its 15th prophecy]]&lt;br /&gt;
The wind cut through our layers despite our preparations as we surveyed the frozen wasteland around the focal point, the temperature a bitter minus 17 degrees. Before us stretched a desolate vista - an ellipsoidal island to the north, surrounded by vast frozen marshlands. Though icy, the ground remained firm enough for passage. The nearby estuary&#039;s salt water resisted freezing, but sharp ice formations jutted dangerously along its banks.&lt;br /&gt;
&lt;br /&gt;
We debated our approach to the island. Turf boasted his resist temperature ability would suffice, while Callas clutched her cold stone and suggested our winter clothing might be adequate, though she noted any pace faster than a walk would expose us to perilous winds.&lt;br /&gt;
&lt;br /&gt;
After some discussion, we chose to investigate the focal point itself where the middle marches overlapped. Tyndalos began examining the dimensional anomalies, employing his peculiar abilities to peer into the upper astral and manipulate angles. He unleashed his hound Baskerville and his swamp elemental Grimpen, and produced his lantern to aid in the search.&lt;br /&gt;
&lt;br /&gt;
As Tyndalos probed reality&#039;s fabric, he made a startling discovery: the space-time folds were ancient beyond measure, possibly predating both of us - a sobering thought given my own considerable age. These distortions originated from another world, one perhaps created through music rather than word or light. We speculated that this other universe might be Eä itself, the world of Tolkien&#039;s legendarium, which would explain the musical nature of its creation.&lt;br /&gt;
&lt;br /&gt;
Callas stepped forward to perform an astrology reading, posing the critical question: &amp;quot;What triggers the arrival of Ungoliant?&amp;quot; The resulting prophecy proved complex:&lt;br /&gt;
&lt;br /&gt;
 When flame and smoke breathe thrice upon the shore,&lt;br /&gt;
 And mortal dreams bleed gold into the deep,&lt;br /&gt;
 The shrouded oath shall open up the door,&lt;br /&gt;
 And waken that which even void would keep.&lt;br /&gt;
 &lt;br /&gt;
 A cry of broken earth, a blade unstrung,&lt;br /&gt;
 Shall call the eater forth from starless den;&lt;br /&gt;
 When ancient breath meets songs yet left unsung,&lt;br /&gt;
 The weaver&#039;s jaws shall stretch to feast again.&lt;br /&gt;
 &lt;br /&gt;
 Three times the fire must scour the sacred field,&lt;br /&gt;
 Three times the stolen thoughts must knot the way;&lt;br /&gt;
 Then shall the gate, by hidden blood, be sealed,&lt;br /&gt;
 And she shall climb where once no light could stay.&lt;br /&gt;
 &lt;br /&gt;
 The world&#039;s own sigh shall loosen lock and chain—&lt;br /&gt;
 And hunger rise, unfettered, crowned by pain.&lt;br /&gt;
 &lt;br /&gt;
We puzzled over these cryptic lines, debating whether &amp;quot;shore&amp;quot; meant the physical coastline or the boundary between void and our plane. The references to &amp;quot;the weaver&#039;s jaws&amp;quot; and &amp;quot;three times the fire must scour the sacred field&amp;quot; sparked particular discussion.&lt;br /&gt;
&lt;br /&gt;
Tyndalos then attempted to determine the parabolic pattern&#039;s orientation using his profane geometry. His first attempt failed despite expending angle points. I offered my considerable mathematical expertise, but our combined second attempt also failed. Tyndalos persisted, increasing his angle point expenditure for a third attempt.&lt;br /&gt;
&lt;br /&gt;
The strain began to show. Suddenly, I felt something shift within me. Dark, glittering sparkles began emanating from my form - a manifestation of some sort of color confinement effect, though not one I possessed naturally. The sensation was... disconcerting, as if my interaction with the strong nuclear force had been altered.&lt;br /&gt;
&lt;br /&gt;
Tyndalos recognized the phenomenon immediately and tried collecting the leaking substance in his inkwell. He calculated it would take a full day to gather a significant amount. Meanwhile, Callas worked to heal my encroaching madness, spending an hour in purification to convert sanity into clarity points. I&#039;ll admit, the treatment was necessary - the world had taken on a distinctly different hue.&lt;br /&gt;
&lt;br /&gt;
Turf placed a Rune of Truth on Tyndalos and established a mind counter-spell across the area. Thus protected, Tyndalos made his fourth attempt, using an inspiration point and burning his amulet of the three. Turf lent him another amulet that further reduced the difficulty.&lt;br /&gt;
&lt;br /&gt;
Finally succeeding, Tyndalos determined the parabolic pattern pointed toward an extra-planar direction, producing another prophecy:&lt;br /&gt;
&lt;br /&gt;
 In secret looms the blade of woven shade,&lt;br /&gt;
 Whose edges slip through time&#039;s unraveling seam;&lt;br /&gt;
 A hand of dark on lightless forge was laid,&lt;br /&gt;
 To stitch the night in folds no sun may dream.&lt;br /&gt;
 &lt;br /&gt;
 No metal sings within its formless frame,&lt;br /&gt;
 No hammer rang to forge its hollow breath;&lt;br /&gt;
 It thirsts for earth to cry aloud its name,&lt;br /&gt;
 It drinks the world and sows the seed of death.&lt;br /&gt;
 &lt;br /&gt;
 When driven deep where hidden marches meet,&lt;br /&gt;
 The wound it carves shall bleed the weft of skies;&lt;br /&gt;
 Through broken soil shall hunger spill and fleet,&lt;br /&gt;
 And ancient black shall weave her million eyes.&lt;br /&gt;
 &lt;br /&gt;
 One blade, one cry, one sundered living thread—&lt;br /&gt;
 And lo, the spider wakes the tangled dead.&lt;br /&gt;
 &lt;br /&gt;
Tyndalos immediately recognized the blade described as an adder&#039;s tongue - a Norse sword-making technique where rods are plaited and beaten flat rather than folded. The prophecies aligned with disturbing clarity. This blade, described as &amp;quot;woven shade&amp;quot; and forged in secret, appeared to be the same &amp;quot;blade unstrung&amp;quot; mentioned in the first prophecy. It would need to be driven into the earth at the focal point where the marches meet, creating a wound that would allow Ungoliant to enter our world. I noted that such a weapon would require a black amber scabbard to contain its dangerous properties - a practical consideration given its apparent nature.&lt;br /&gt;
&lt;br /&gt;
We also learned that the broken Tormentorcon from our Demi Lich encounter could serve as a locus for binding the free-sending for the Pale Queens of Torment, though sacrifices would still be required.&lt;br /&gt;
&lt;br /&gt;
Standing in that bitter cold, we contemplated our discoveries. The prophecies had provided crucial information about coming events, but raised new questions about who would wield this blade and when the foretold moment would arrive. As always with such matters, clarity came wrapped in further mystery.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 43: Chicken Feet ====&lt;br /&gt;
[[File:BabaYaga.png|250px|thumb|right|Baba Yaga&#039;s defeat]]&lt;br /&gt;
&lt;br /&gt;
We traveled to Nevaeh, a small town outside St. Petersburg, using Callas&#039;s travelling spell through the elemental plane of Earth. Though planning to continue to St. Petersburg, we decided to stay the night in Nevaeh first. During our stay, we heard local legends of unusual creatures - enormous horses, white bulls with bronze hooves that breathed fire, and unnaturally occurring waves of bears. The locals also spoke of &amp;quot;skrællings&amp;quot; - described as tall, blonde, handsome beings wearing fine clothing and unusual metal armor with a laminated surface.&lt;br /&gt;
&lt;br /&gt;
Upon reaching St. Petersburg the next day, our company found the gates heavily guarded. We learned that merchant caravans had gone missing, and patrols sent to investigate hadn&#039;t returned. Turf offered our services. The captain provided directions and offered bounties: 10 gold for each merchant train found, and 1 gold for each patrol member recovered.&lt;br /&gt;
Setting out westward, we eventually found traces of one patrol that had left the road and begun skirting a forest with marshy terrain surrounding it. As darkness approached, Callas used her Earth magic to raise a stone wall shelter, and our group established camp for the night.&lt;br /&gt;
&lt;br /&gt;
During the second day of tracking, Sienna (Tulip&#039;s fox companion) detected unusual saltiness in the area. I identified it as witch salt, though it had been denatured by water. As we settled for another night, we caught the scent of chickens and heard the creaking of wooden boards.&lt;br /&gt;
&lt;br /&gt;
Looking northward, Callas spotted what appeared to be a sailing galleon moving through the air above the treeline. It was Baba Yaga&#039;s hut on chicken legs, approaching our position! The mercenaries under our command became hysterical with fear. Turf quickly cast counterspells on me and Tulip as protective measures.&lt;br /&gt;
&lt;br /&gt;
The hut stopped at the edge of the forest, and a plank extended from it like a wooden tongue with a large cauldron at the end. A hunched figure - a witch nearly seven feet tall but bent with age - emerged wearing the classic witch&#039;s hat. She hopped into the cauldron and launched herself into the air, circling around our stone wall shelter.&lt;br /&gt;
&lt;br /&gt;
The witch attempted to cast Earth Tremor to break down our defenses. Turf took to the air using Wind Walk, hoping to crash into the witch&#039;s cauldron. Callas dispelled her stone wall to prevent it from collapsing on our group, and Tulip cast Animal Growth on her bear companion. As soon as the wall came down, the hut began attacking the mercenaries, who were still frozen in terror.&lt;br /&gt;
&lt;br /&gt;
In the ensuing battle, Turf managed to reach the witch and struck her with his soul weapon, temporarily stunning her. When struck, light poured from every orifice of the witch, healing her wounds. I, mounted on my faithful steed Corniger, charged across the battlefield in rhinoceros form, delivering devastating blows. Callas cast Magma, sending a glob of molten rock toward the witch. Our combined assault eventually brought the witch down - she fell from her cauldron and perished from the impact with the ground.&lt;br /&gt;
&lt;br /&gt;
With the witch defeated, her hut continued attacking the Byzantine Guard who had been paralyzed with fear, carrying them off on its chicken legs. We were unable to save them as the hut retreated into the wilderness at remarkable speed.&lt;br /&gt;
&lt;br /&gt;
The remaining mercenaries fled in terror, leaving our company to decide our next course of action.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 44: The Pursuit ====&lt;br /&gt;
&lt;br /&gt;
We began our chase after the walking hut, which had fled from our previous encounter. The strange structure, supported by legs some twenty feet long, was moving eastward at considerable speed - approximately forty miles per hour according to Callas&#039;s estimation. &lt;br /&gt;
&lt;br /&gt;
Faced with this unexpected flight, we quickly devised a plan to pursue. Callas transformed into her hind form, capable of matching the hut&#039;s pace. Turf shifted into a warhorse to carry Tyndalos, while I mounted my faithful steed Corniger. Tulip, for her part, cast enlarge upon her bear companion and rode upon it, though it moved somewhat slower than the rest of us.&lt;br /&gt;
&lt;br /&gt;
Our pursuit led us deep into the forest, keeping to the hut&#039;s trail which was not difficult to follow - each of its claw-like feet left impressions nearly six feet long in the soft earth. Though the canopy prevented aerial reconnaissance, Tulip and Callas proved adept at tracking the creature through the woodland.&lt;br /&gt;
&lt;br /&gt;
After several hours of pursuit, we found ourselves becoming fatigued and strung out over a mile&#039;s distance. We regrouped, continuing our pursuit, but it soon became apparent that even our fastest members could not gain ground on the fleeing structure. We would need to employ magical means if we had any hope of catching it.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 45: The Wild Hunt ====&lt;br /&gt;
&lt;br /&gt;
Callas proposed using the mystical Locket of the Wild Hunt, an ancient artifact that would allow us to match and potentially overtake our quarry. With Tyndalos channeling his moon points to enhance the magic, Callas invoked the power of the Wild Hunt.&lt;br /&gt;
&lt;br /&gt;
The effect was immediate and otherworldly. We were swept up in a primal fervor as spectral hounds and horses appeared from the forest shadows. Moon-shrouded figures of hunters rode alongside us, and a chilling ululation filled the wind. Under this enchantment, we covered ground at a bewildering pace, faster even than forty miles per hour.&lt;br /&gt;
&lt;br /&gt;
Four hours later, we caught up to our quarry. The hut had backed itself against a steep scarp, attempting to ascend the incline. We had it cornered at last.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 46: The Battle ====&lt;br /&gt;
&lt;br /&gt;
With the hut trapped against the hillside, we moved to engage it. Turf charged forward with his blazing weapon held high, delivering a powerful strike to one of the hut&#039;s chicken-like legs. The magical blade bit deep into the limb, cleaving through wood and whatever strange material composed the creature.&lt;br /&gt;
&lt;br /&gt;
I followed with a charge of my own, though the creature managed to dance out of the way with surprising agility for its size. Callas&#039;s spectral hound from the Wild Hunt joined the fray, sinking ghostly teeth into another of the structure&#039;s supports.&lt;br /&gt;
&lt;br /&gt;
Tyndalos, ever the strange one, extended his tentacles to wrap around two of the hut&#039;s legs, attempting to pull them together like some inverse Samson. Though he managed to secure his grip, the hut&#039;s strength proved too great. It tore one tentacle free, causing Tyndalos considerable pain.&lt;br /&gt;
&lt;br /&gt;
Turf struck again with his blazing sword, further weakening the hut&#039;s leg, while I maneuvered Corniger for another pass. This time my indigo blade found its mark, delivering a devastating blow to the structure&#039;s pelvis-like junction. The magical weapon sheared through the wooden frame, and the entire hut collapsed to the ground with a tremendous crash.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the collapse caught both Turf and Tyndalos beneath it. Turf managed to weather the impact, but poor Tyndalos suffered grievously - the hut crushed two more of his tentacles, rendering him unconscious.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 47: Inside the Hut ====&lt;br /&gt;
&lt;br /&gt;
With the hut immobilized, Tyndalos (after being revived by Turf&#039;s healing magics and Callas&#039;s Trollskin spell) used his strange knowledge of hyperbolic geometry to find the entrance. Inside, he discovered that the space was not at all what one might expect. Rather than a simple interior, the hut contained what appeared to be a tower of three floors and a cellar, all somehow occupying the same space - jumbled and unstable.&lt;br /&gt;
&lt;br /&gt;
Recognizing the danger of this collapsing pocket dimension, Tyndalos quickly surveyed what treasures might be salvaged. He spotted a rod, two staffs, a scroll, a candle the size of a small lantern, gems of blue and yellow, and a cloak. Using his angle points to navigate the treacherous space, he managed to retrieve most of these items before the dimensional instability became too great.&lt;br /&gt;
&lt;br /&gt;
Shortly after Tyndalos escaped with his haul, the hut imploded into a tiny singularity, leaving nothing behind but a brief distortion in space that quickly sealed itself.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 48: The Witch&#039;s Remains ====&lt;br /&gt;
&lt;br /&gt;
Having dealt with the hut, we decided to return to the site of our battle with the witch who had previously controlled it. Using Callas&#039;s Earth Door magic, we transported back to that location to search for any valuable items or information.&lt;br /&gt;
&lt;br /&gt;
Upon arrival, we found the witch&#039;s body in an advanced state of decay - or rather, putrefaction. Turf&#039;s divination revealed this was due to some alchemical process rather than natural decomposition. &lt;br /&gt;
&lt;br /&gt;
In a rather uncouth display, my hordling familiar consumed the remains, later spitting out bones that had somehow transmuted to black bronze - a rare metal as strong as steel but non-magnetic.&lt;br /&gt;
&lt;br /&gt;
From the witch&#039;s personal effects (and some that had been inside her body, retrieved from the hordling&#039;s digestive tract), we recovered three potions: one of healing, one of longevity, and an enhanced restorative that could terminate poisons. We also found a curious key with a question mark worked into its head, which seemed to have the property of occasionally opening locks instantaneously.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 49: The Hut&#039;s Origin ====&lt;br /&gt;
&lt;br /&gt;
Following the hut&#039;s trail backward, we tracked its origin to the east. After a few days of careful tracking (with several false starts and lost trails), we discovered a clearing where a basement remained - presumably the original location of the hut before it began wandering.&lt;br /&gt;
&lt;br /&gt;
The basement contained little of value, but Tyndalos did uncover a black sapphire, a universal solvent, and a &amp;quot;Potion of Storm Giant strength.&amp;quot; Tulip examined some soil-filled trays and discovered a peculiar tuber that pricked her thumb, momentarily turning her blood green before her natural resistance overcame the poison.&lt;br /&gt;
&lt;br /&gt;
Most significantly, those of us with knowledge of such matters recognized this as a fey place - a nexus point leading to the realm of Leoness, which lay about seven days&#039; travel eastward. Unlike normal distance, this one was measured in time rather than space - whether walking or flying, the journey would take exactly seven days.&lt;br /&gt;
&lt;br /&gt;
We have established a camp at this location, considering our next move. There is talk of constructing a wick here or potentially using the nexus for training, as time flows differently in Leonis. Callas attempted to use her astrological knowledge to determine the current flow of time between the realms, but instead received some form of prophecy that remains to be interpreted.&lt;br /&gt;
&lt;br /&gt;
The tracking of the hut has been successful, though perhaps not in the way we had anticipated. We have gained several magical items of potential value, discovered a rare planar nexus, and eliminated a threat to the local population. I shall update this record once we have decided upon our next course of action.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 50: Better late than never? maybe ====&lt;br /&gt;
&lt;br /&gt;
After some discussion, our immediate priority shifted to locating the missing merchants and guards. Turf transformed into a hawk to survey the area from above while the rest of us tracked along the road. From his aerial vantage, he spotted the bedraggled caravan approximately ten days behind schedule - twelve merchants with four heavily laden carts drawn by struggling draft horses, escorted by two dozen guards.&lt;br /&gt;
&lt;br /&gt;
The merchants had endured a harrowing ordeal. Three wolf packs, totaling over thirty beasts, had attacked them in what the guards described as highly unusual behavior. Half the merchant party had perished in the assault. The surviving horses had been released during the battle but later recovered, save for one particularly valiant donkey that had slain several wolves defending its charges. The guards spoke nervously, frequently glancing toward the northern horizon.&lt;br /&gt;
&lt;br /&gt;
We escorted the survivors back to St. Petersburg, where Captain received our report with satisfaction, though he expressed regret over the losses. The surviving guards from our earlier encounter were reportedly spending their time between the tavern and the church, still shaken by their experiences with the supernatural.&lt;br /&gt;
&lt;br /&gt;
With that duty complete, we discussed our next course of action. Some among us had considered pursuing Dr. Wormwood, but Tyndalos argued persuasively that we had already spoken with her and gained what information we could. More pressing matters demanded our attention in the immediate vicinity.&lt;br /&gt;
&lt;br /&gt;
I resolved to perform a vigil, spending the night in contemplation of all the prophecies and information we had gathered, investing considerable insight to divine our best course of action. Through this meditation, the path became clear - we must return to Arkhangelsk.&lt;br /&gt;
&lt;br /&gt;
After three days of travel, we arrived to find Arkhangelsk completely destroyed. Not a soul survived. Every structure had been razed, most burned to ash, while stone buildings had been melted into pools - evidence of temperatures exceeding five thousand degrees. Massive clawed prints, as of something sixty feet in length, marked the dragon&#039;s passage throughout the devastated settlement.&lt;br /&gt;
&lt;br /&gt;
As Tulip and Turf examined the tracks more closely, Tulip suddenly collapsed, her eyes rolling back as foam appeared at her mouth. Using her healing arts enhanced with clarity, Callas managed to revive her, though she remained deeply shaken. Upon recovering, Tulip reported detecting the scent of a Balrog in the area.&lt;br /&gt;
&lt;br /&gt;
We quickly raised our defensive enchantments. I brought up my protective wards while the others prepared their magical defenses. Turf offered protective counterspells against fire damage, which seemed the most likely threat we would face. The devastation had occurred approximately one week prior, with tracks indicating both the dragon and Balrog had been present together.&lt;br /&gt;
&lt;br /&gt;
Following the trail of destruction, we discovered that every community within the Middlemarch Parabola had suffered the same fate. The creatures had been methodical in their slaughter, leaving no survivors among the sentient populations. Wild animals had been killed incidentally, though some birds may have escaped due to their mobility.&lt;br /&gt;
&lt;br /&gt;
Callas attempted to locate the sixty-foot dragon using a crystal of vision, scanning for the massive creature basking on distant beaches, but detected nothing. Both the dragon and the twenty-five-foot Balrog remained invisible to our magical senses.&lt;br /&gt;
&lt;br /&gt;
We proceeded to the focal point of the region and made a disturbing discovery. Both I and Tyndalos could perceive that the Middlemarches were actively unraveling, like a zipper opening toward the north. This unweaving was simultaneously affecting Nualis itself, creating a rift through which the Great Spider would emerge.&lt;br /&gt;
&lt;br /&gt;
Through careful observation, we determined she would arrive by Friday - merely four days hence, given that this was Monday.&lt;br /&gt;
&lt;br /&gt;
Recognizing the dire nature of our situation, Turf called upon Lord Mandos for aid. The call was answered, and both Mandos and his wife manifested, though appearing shadowy due to their limited power in this realm. Mandos acknowledged that the dark forces had chosen this location precisely because it lay outside their father&#039;s direct domain.&lt;br /&gt;
&lt;br /&gt;
Lady Mandos offered a solution: a distaff, a magical rod used in spinning, though it could only be wielded by a woman. The plan would require us to create thread from Form without Substance, spin it using the distaff, and then weave it to seal the dimensional breach.&lt;br /&gt;
However, she warned us that once the Great Spider became aware of our efforts, she would send the dragon, the balrog, and another ally - some manner of eye creature - to stop us. The risk was enormous, but the alternative was the complete unmaking of our world.&lt;br /&gt;
&lt;br /&gt;
The weaving itself would require specialized knowledge that could only be bestowed upon one of us, though the process would fundamentally change whoever received it. As this was conceptual weaving - essentially sealing reality itself - it demanded more than mere craft skill.&lt;br /&gt;
We decided that I would create the form without substance using my alchemical knowledge, Callas would use the distaff to spin it into thread, and Tulip would receive the weaving knowledge to seal the breach. The process would take three days to create sufficient material, followed by the dangerous work of actually closing the rift.&lt;br /&gt;
&lt;br /&gt;
Before departing, we received additional counsel. Mandos explained that standard magical protections would prove useless against the dragon&#039;s breath weapon, which could not be resisted by conventional college magic. The dragon possessed our individual true names and could use them to compel obedience, inflicting continuous damage until we complied with its commands. It could also systematically destroy our magical protections.&lt;br /&gt;
&lt;br /&gt;
Turf attempted to call upon Lorien for additional aid in concealing our elven nature from the Balrog&#039;s supernatural senses, but the call went unanswered. With time running short and no other options, we prepared to withdraw to a safe distance to begin our preparations.&lt;br /&gt;
&lt;br /&gt;
The weight of our task was clear - we had mere days to create an impossible thread, weave shut a tear in reality itself, and somehow avoid the attention of three apocalyptic beings bent on preventing us. Yet with the fate of all existence hanging in the balance, we had no choice but to attempt this desperate gambit.&lt;br /&gt;
&lt;br /&gt;
We withdrew from the area to begin our work, knowing that upon our return, we would face either triumph or doom at the hands of forces beyond mortal comprehension.&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
&lt;br /&gt;
* [[Jade Rain]] - an enigmatic figure familiar to both Cerise and Callas. Lives in the Abyss.&lt;br /&gt;
* Comte de Versillac - who was once undead but restored to life by a holy man, and as a consequence has a serpent mark on his brow. He is deeply hostile toward the Church.&lt;br /&gt;
* Lady Cerise - Matron of the Crimson Sisterhood. Lives in Aeaea, a city of Witches&lt;br /&gt;
* [[Sir Andrew Witherspoon]] - The Lord of Chivalry&lt;br /&gt;
&lt;br /&gt;
=== Prophecy Interpretations by the Vatic Oracle (Mario)===&lt;br /&gt;
&lt;br /&gt;
==== 1. The Setting of the Prophecy====&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,  &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design.  &lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play,  &lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;tale of dark and light&#039;&#039;&#039; represents the &#039;&#039;ongoing struggle between the fiends (devils, masterminds) and those opposing them&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 2. The Wraith of Dread &amp;amp; The Darkened Lord====&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,  &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.  &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,  &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Wraith of Dread with Burning Eyes&#039;&#039;&#039; is &#039;&#039;a powerful undead entity&#039;&#039;, but its &#039;&#039;identity is obscured by dark magic&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Darkened Lord&#039;&#039; is &#039;&#039;not a demon, devil, god, or immortal, but rather a &#039;&#039;&#039;power&#039;&#039;&#039; of some kind.&#039;&#039;. He resides in the Outer Darkness.&lt;br /&gt;
* The Oracle suspected he was one of the &#039;&#039;&#039;bad old ones&#039;&#039;&#039;, meaning he has been around since the early days of the world.&lt;br /&gt;
* The &#039;&#039;&#039;hearts of men betrayed&#039;&#039;&#039; refers to groups/factions/people that has suffered betrayal.&lt;br /&gt;
* The &#039;&#039;&#039;land where sorrow’s seeds are sown&#039;&#039;&#039; refers to the &#039;&#039;Land of Nod&#039;&#039;, where the &#039;&#039;Red Laughter’s infernal scheme was enacted&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 3. The Matron &amp;amp; The Agents Three====&lt;br /&gt;
 In the murky depths of witchcraft’s art, a matron wise and bold,  &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.  &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,  &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Matron&#039;&#039; is &#039;&#039;Lady Cerise&#039;&#039;, a &#039;&#039;Medianite Witch&#039;&#039; who was involved in initiating the investigation&lt;br /&gt;
* The &#039;&#039;Agents Three&#039;&#039; were &#039;&#039;Tell, Jedberg, and Uzi&#039;&#039;, who were &#039;&#039;sent on a mission related to the prophecy&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;the devil’s schemes&#039;&#039;&#039; were &#039;&#039;confirmed as the Red Laughter’s plan in the Land of Nod&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 4. The Count &amp;amp; The Chalice====&lt;br /&gt;
 Yet far within the twilight’s grasp, a noble count remains,  &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.  &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,  &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Count&#039;&#039; is the &#039;&#039;Comte de Versillac&#039;&#039;, a former &#039;&#039;vampire&#039;&#039; seeking &#039;&#039;redemption&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Freed from the serpent’s mark&#039;&#039;&#039; means he &#039;&#039;no longer serves darkness/death&#039;&#039;, but &#039;&#039;his past haunts him&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the Count is seeking the Chalice and Sweet Regret&#039;&#039;, which might be &#039;&#039;the key to stopping the Red Laughter.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;&#039;May thwart the devil’s ruthless hand&#039;&#039;&#039; suggests that &#039;&#039;if the Chalice and Sweet Regret are used correctly, they could banish the Red Laughter to Hell&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 5. The Seer &amp;amp; the Embassy====&lt;br /&gt;
 A seer, veiled in mystic shroud, with visions deep and true,  &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.  &lt;br /&gt;
 This mission bears a humble quest to seek the noble’s aid,  &lt;br /&gt;
 To glean what truths the count might hold, in the murk where shadows played. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Seer&#039;&#039; is &#039;&#039;Jade Rain&#039;&#039;, a &#039;&#039;mystic figure&#039;&#039; who directed &#039;&#039;the party toward the Count&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed the Count may have crucial knowledge&#039;&#039; about &#039;&#039;the unfolding plot.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 6. The Enterprising Schemer (Machiavelli)====&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,  &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.  &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,  &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;distant coasts&#039;&#039;&#039; refer to &#039;&#039;Ravenna&#039;&#039;, where &#039;&#039;merchants and power brokers operate&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;&#039;enterprising schemer&#039;&#039;&#039; is &#039;&#039;Niccolò Machiavelli, an immortal mastermind - &#039;&#039;&#039;The Eye of Discord&#039;&#039;&#039; &#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;With papal ties to cleave&#039;&#039;&#039; confirms &#039;&#039;he is working with or against the Papacy&#039;&#039; in secret.  &lt;br /&gt;
* Masterminds manipulates fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039;, setting &#039;&#039;long-term plans into motion&#039;&#039;.  &lt;br /&gt;
* His &#039;&#039;true goals remain unknown&#039;&#039;, but he &#039;&#039;is actively influencing events&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 7. The Grand Conflict of Fate &amp;amp; Destiny====&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,  &lt;br /&gt;
 The forces of the dark and light will clash with potent will.  &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,  &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.   &lt;br /&gt;
&lt;br /&gt;
* This stanza &#039;&#039;reinforces the ongoing cosmic struggle&#039;&#039;, with &#039;&#039;mortals and immortals caught in the battle&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that both fate (mortals) and destiny (immortals) are in play&#039;&#039; (and both are in fact required to successfuly oppose this evil plot), and one or more &#039;&#039;Masterminds are actively working to steer the outcome.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 8. The Unfolding of Fate====&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,  &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.  &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,  &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.   &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Oracle warned that events are unfolding according to someone’s design.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;Mastermind’s influence means the party may be pawns in a larger scheme.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;There is a major battle between mortal choices (fate) and divine manipulations (destiny).&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=== Additional Discoveries &amp;amp; Actionable Points===&lt;br /&gt;
==== The Silmaril====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the &#039;&#039;&#039;gem of fire&#039;&#039;&#039; in the prophecy refers to the Silmaril.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;It is a seed, like a star, or even like the Big Bang itself.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;party knows where at least one Silmaril is&#039;&#039;, but the Oracle thinks &#039;&#039;it is dangerous to get close to it, as it could &#039;&#039;&#039;go off.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The White Sea / Bjarne Land====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the White Sea is called &#039;&#039;&#039;Bjarne Land&#039;&#039;&#039; by the Northmen&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;party may not have actually reached the real White Sea&#039;&#039; during their previous travels.  &lt;br /&gt;
* &#039;&#039;The Void being close when the moon is absent is a serious warning.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The Vatic Oracle’s Take on Machiavelli====&lt;br /&gt;
* Niccolò Machiavelli is an immortal mastermind capable of manipulating fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039; in time.&lt;br /&gt;
* These &#039;&#039;&#039;anchor points&#039;&#039;&#039; act like wards but set in time rather than space—triggering certain events when conditions are met.&lt;br /&gt;
* There is no easy way to detect if one is caught in his web of manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Original Prophesy ===&lt;br /&gt;
* &amp;quot;A seer, veiled in mystic shroud, with visions deep and true&amp;quot; = Jade Rain&lt;br /&gt;
* &amp;quot;Yet far within the twilight’s grasp, a noble count remains&amp;quot; = Comte de Versillac&lt;br /&gt;
* &amp;quot;a matron wise and bold&amp;quot; = Lady Cerise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
These comments represent info from Jade Rain&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design. &amp;lt;BR&amp;gt;&lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play, &amp;lt;BR&amp;gt;&lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,&amp;lt;BR&amp;gt; &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In the murky depths of witchcraft’s art, &amp;lt;strong&amp;gt;a matron&amp;lt;/strong&amp;gt; wise and bold,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.&amp;lt;BR&amp;gt; &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Yet far within the twilight’s grasp, &amp;lt;strong&amp;gt;a noble count&amp;lt;/strong&amp;gt; remains,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The CdV has a part to play&amp;lt;BR&amp;gt;&lt;br /&gt;
There is some diabolic interest.&amp;lt;BR&amp;gt; &lt;br /&gt;
Find CdV, get him to do something and that will tell us that is going on&amp;lt;BR&amp;gt; &lt;br /&gt;
Our leverage against CdV is the fact he has been freed from the serpents mark - he has a debt/obligation to pay.&amp;lt;BR&amp;gt; &lt;br /&gt;
Has a special defence against the bad thing  = Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt;&lt;br /&gt;
The CdV&#039;s quest involves discovering the role of the original orcs (first elves) in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
Party may need to take an undiplomatic with the CdV to get him to assist.&amp;lt;BR&amp;gt;  &lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;strong&amp;gt;A seer&amp;lt;/strong&amp;gt;, veiled in mystic shroud, with visions deep and true,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This mission bears a humble quest to seek the &amp;lt;u&amp;gt;noble’s aid&amp;lt;/u&amp;gt;,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To glean what truths &amp;lt;u&amp;gt;the count&amp;lt;/u&amp;gt; might hold, in the murk where shadows played.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The Count may refer to a countdown&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,&amp;lt;BR&amp;gt; &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.&amp;lt;BR&amp;gt; &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
Cleave could be read as splitting apart or joining together&amp;lt;BR&amp;gt;&lt;br /&gt;
Papal = the pope = which resides on the plane of Nualis&amp;lt;BR&amp;gt;&lt;br /&gt;
There is a family of schemers Giovani de Craschenti. They are the &amp;quot;Eye of Discord,&amp;quot; and extreme caution must be taken when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
The current pope, Turgius is a smart puppet of the GdC&amp;lt;BR&amp;gt;&lt;br /&gt;
Three things to look at;&amp;lt;BR&amp;gt;&lt;br /&gt;
•	Enterprising scheme&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Cunning gaze = eye of discord&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Coming Trials&amp;lt;BR&amp;gt; &lt;br /&gt;
hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
Might require us to influence papal ties, either strengthening or severing them.&lt;br /&gt;
&amp;lt;span&amp;gt; &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The forces of the dark and light will clash with potent will.&amp;lt;BR&amp;gt; &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,&amp;lt;BR&amp;gt; &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==== Crescenti Family Details ====&lt;br /&gt;
&lt;br /&gt;
===== Influence in the Church =====&lt;br /&gt;
* The Crescenti family has notable influence within the church hierarchy. Giovanni de Crescenti, a key figure in the family, was instrumental in ensuring that his nephew, Sergius, ascended to a position of power within the church after a &amp;quot;purge in the Curia&amp;quot; in which many cardinals were killed.{{quote|1}}&lt;br /&gt;
* Sergius, who replaced the previous leader, is described as an &amp;quot;intelligent puppet&amp;quot; of Giovanni de Crescenti, suggesting that while he held authority, he was largely controlled by Giovanni, allowing the Crescenti to maintain their influence within the church.&lt;br /&gt;
&lt;br /&gt;
===== Character and Motivation of Sergius =====&lt;br /&gt;
* Sergius appears to have been selected because he would not oppose Giovanni&#039;s manipulations. He valued a secure and wealthy life more than any real authority over doctrinal matters, implying that his loyalty lay more with his comfort and safety than with the spiritual mission of the church.&lt;br /&gt;
* Under his leadership, the church flourished as a &amp;quot;financial empire,&amp;quot; which suggests that the Crescenti were using the church&#039;s influence to increase their wealth and economic power.&lt;br /&gt;
&lt;br /&gt;
===== Papal Ties and Manipulation =====&lt;br /&gt;
* There is an ongoing effort to either &amp;quot;split or join&amp;quot; the connection between the church and the Crescenti family, depending on interpretation. The prophecy mentioned in the transcript seems to imply some destiny regarding the Crescenti&#039;s influence over the papacy, suggesting a significant impact on future political or religious directions.&lt;br /&gt;
&lt;br /&gt;
===== Giovanni de Crescenti&#039;s Role =====&lt;br /&gt;
* Giovanni de Crescenti is directly referred to as being involved with and possibly orchestrating changes in church leadership. His role in finding a replacement for his nephew implies a strong, perhaps Machiavellian, influence within both secular and ecclesiastical circles.&lt;br /&gt;
* Giovanni is associated with a &amp;quot;merchant empire,&amp;quot; indicating that his influence is not only ecclesiastical but also rooted in extensive financial and commercial power.&lt;br /&gt;
* Giovanni was discovered to be dead, betrayed by the Eye of Discord in a battle with a downed Void Cruiser. The EoD betrayed and sacrificed Giovanni to allow himself to flee successfully and also release the Void Cruisers battery (a demi lich).&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Turf&amp;quot;    | Tf&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;  | Ca&lt;br /&gt;
!Title=&amp;quot;Sir Archibald&amp;quot;   | B&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot;      | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;     | Tl&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Stone (Callas)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | EN/PS + 20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 21h&lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt; EN&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Turf&amp;quot;    | Tf&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;  | Ca&lt;br /&gt;
!Title=&amp;quot;Sir Archibald&amp;quot;   | B&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot;      | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;     | Tl&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Turf&amp;quot;    | Tf&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;  | Ca&lt;br /&gt;
!Title=&amp;quot;Sir Archibald&amp;quot;   | B&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot;      | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;     | Tl&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Void Shroud Slow (B)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | -3 init/pulse to nearby&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt;  &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt;  [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Forcefield&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | absorb dmg/pulse&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt;  &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt;  30&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Prot vs Magic&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | absorb magic dmg/pulse&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt;  &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt;  27&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Turf&amp;quot;    | Tf&lt;br /&gt;
!Title=&amp;quot;Callas&amp;quot;  | Ca&lt;br /&gt;
!Title=&amp;quot;Sir Archibald&amp;quot;   | B&lt;br /&gt;
!Title=&amp;quot;Tyndalos&amp;quot;      | Ty&lt;br /&gt;
!Title=&amp;quot;Tulip&amp;quot;     | Tl&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Tf --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ca --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- B --&amp;gt; 195&lt;br /&gt;
| &amp;lt;!-- Ty --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Tl --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt; Meeting Lord Tirwh and Lady Suneth&lt;br /&gt;
| class=day |  2 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  3 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  4 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  5 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  6 || Travel the Heights of Chaos. &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || Drive carriage to Surah&lt;br /&gt;
| class=day |  8 || Arrive in Surah fight. Rescue family. &lt;br /&gt;
| class=day |  9 || Rest in Surah &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; id=&amp;quot;Summer&amp;quot; class=&amp;quot;Season&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Meadow 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &#039;&#039;[[Beltane]] Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || C32&amp;lt;BR&amp;gt;training &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || C33/34&amp;lt;BR&amp;gt;Rome&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || C34&amp;lt;BR&amp;gt;Sir Andrew&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || Travel north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || Travel north &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || Travel north&amp;lt;BR&amp;gt;C35&amp;lt;BR&amp;gt;fight&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || C36&amp;lt;BR&amp;gt;evade storm. Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || Ride north. Arrive Bjarmaland. Search for Middlemarch&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || C37&amp;lt;BR&amp;gt;Ride to St Petersburg&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || Ride to St Petersburg&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || St Petersburg - buy nails, library research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || library research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || library research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || Ride to Bjarmaland. Fight giant and drarves&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || Ride to Bjarmaland&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || Ride to Ghost forest&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || Ride to Ghost forest&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || Ride to Ghost forest&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || C38&amp;lt;BR&amp;gt; Fight ithilid. Emergency escape teleport&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || C39&amp;lt;BR&amp;gt; Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || Prep and research&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || Prep and research&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || Ride to Ghost forest&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || Ride to Ghost forest&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || Ride to Ghost forest&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Heat 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || C40/C41&amp;lt;BR&amp;gt;Fight Demi-lich. Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || Process teeth&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || Process teeth&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || Make amulets&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || Make amulets&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || Travel via portal to outside village&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || Arrive St Petersburg&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || Tracking patrol&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || Tracking patrol&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &#039;&#039;Full Moon&#039;&#039; - meet patrol&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || Encounter Baba Yaga - pursue hut &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || Defeat hut, start tracking it back&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || Loot witch, tracking huts old trail&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || Tracking huts old trail&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || Tracking huts old trail&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || Discover huts origin, return Arcangelsk&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Breeze 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &#039;&#039;Day of Death&#039;&#039; Panic, making Form without Substance&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=102677</id>
		<title>Red Laughter - The Hunt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=102677"/>
		<updated>2025-03-16T10:16:54Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]][[Category: Jim Arona]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High+]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Callas]]&lt;br /&gt;
*[[Turf]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
* Archibald &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
* Tyndalos&lt;br /&gt;
* [[Tulip]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Follow up a Prophecy&lt;br /&gt;
 &lt;br /&gt;
; Pay&lt;br /&gt;
The friends we made along the way.&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
====Chapter 1: Lady Suneth&#039;s prophecy====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LadySuneth.jpg|100px|thumb|Right|Lady Suneth]]&lt;br /&gt;
&lt;br /&gt;
The party gathers to discuss Lady Suneth&#039;s prophecy. Lady Suneth, a Kerberite from House Kerberoth, has received intelligence from &amp;quot;the black&amp;quot; and composed a prophecy. The prophecy speaks of a shadowed realm, a wraith of dread, and a noble count freed from the serpent&#039;s mark. It mentions three agents, a wise matron, and a veiled seer. The party speculates on the meaning, noting they have three months to act. There will be untold death if we fail.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party consults with Lord Tirwh, ruler of House Kerberoth, he expresses concern about the situation in the Land of Nod and the potential world-threatening nature of the events. We ask about reaching the Land of Nod. Warious routes are discussed, including through House Tintagel and past the Keep of Five Faces. Tirwh offers little direct assistance but provides information about the political landscape and potential dangers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LordTirwh.jpg|100px|thumb|left|Lord Tirwh]]&lt;br /&gt;
&lt;br /&gt;
The party begins preparations for the journey ahead, visiting Henry the Toymaker, a somewhat eccentric character, to see if he has any useful magical items. After some dramatic bargaining from Henry, which consists of feigned distress and appeals to the suffering of his children, the party acquire the following items;&lt;br /&gt;
* Water General Spell Rack: A bracer-like item with a large blue gem. It can store Water General spells equal to the user&#039;s rank in Water General Counterspell.&lt;br /&gt;
* Magical Pass Action Storage: An egg timer-like device that can store magical pass actions in exchange for life energy.&lt;br /&gt;
* Figurine for Corniger: a figurine made of diorite for his horse, Corniger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Chapter 2: Journey to Jiroth====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Callas&#039;s guides the party, using a route she knows, to the Heights of Chaos, which takes about five days. Along the way, they discover the Gardens, a special location where they can find a rare herb once in their lifetime. They choose not to use this opportunity yet, saving it for when they have higher herbalist skills.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From the Heights of Chaos, they can see Jiroth in the distance. The party uses Earth Door to travel quickly down the mountain, reduce the treacherous travel to reach Jiroth from a day to an hour. They arrive at the walled city with ramparts rather than proper walls and note the stream running through the middle of the town, which seems to have magically enhanced sewage treatment.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The group visits the Temple of the Singing Bees and makes an obeisance to gain access to normal mana levels in the area. They learn from the guards that people have been disappearing, possibly due to Nephilim activity in the mountains. The party decides to investigate, heading northeast into the mountainous terrain.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 3: Calamity at Surah====&lt;br /&gt;
&lt;br /&gt;
On their way to Surah, the party are ambushed by three blue, devil-like creatures with backwards-bending legs and tridents. A brief but intense fight ensues and the party quickly dispatch the devils, which which disappear in smoke upon defeat.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, they continue tracking and discover a blasted section of hillside with a summoning circle, triangle, and stone altar. On the altar lies the body of a sacrificed child, less than 24 hours old. Investigation reveals the altar is dedicated to &amp;quot;the Beautiful Marquis.&amp;quot; An Ancient Divination reveals that the child&#039;s soul was used in a ritual to make the summoned devils chthonic, meaning they cannot be banished from the realm.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They discover tracks leading away from the altar, belonging to a woman wearing soft shoes. The tracks disappear after about 20 feet, suggesting some form of magical transportation. The party debates their next move and, which no leads, decides to return to Sura to inform the authorities. In Sura, the high priest is alarmed by their findings. He provides limited information about the Beautiful Marquis, describing them as a powerful sorcerer of the Mind college with control over white magic and a focus on calculation and measurement. The party learns that families have been going missing from the outskirts of Surah. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 4: The Hunt====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2onTheTrail.jpg|200px|thumb|left|On the trail]]&lt;br /&gt;
&lt;br /&gt;
They decide to investigate a farm where a family disappeared three days ago. Afters some hours of trekking with a guide they reach with farm and find some tracking from the farm, the family and other individuals, one using magical concealment. The magically concealed tracks likely belong to the same woman from the altar and the the family&#039;s tracks lead in a different direction from the concealed ones.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As night falls, the party decides to follow the family&#039;s tracks, hoping to rescue them from their captors, tracking the missing family along a ridge line, with a deep river to their right and a heavily beaten game trail to their left. They estimate the tracks to be less than three days old. Aware of their visibility against the skyline, Turf uses his name change spell to disguise himself as a horse to reduce their profile.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As darkness falls Callas and Turf detect several creatures sneaking up towards them, about 150 feet away initially but closing quickly. The party quietly prepares for a potential ambush, preparing weapons discreetly, not wanting the ambushers to know they have been seen.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 5: Ambush====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Mariliths.jpg|150px|thumb|Right|Ambush]]&lt;br /&gt;
&lt;br /&gt;
Three Mariliths, blue devil-like creatures with four arms, backwards-bending legs, and wielding glaives and shields, charge the party. A fierce battle ensues. The fight is swift and decisive, Turf&#039;s powerful blows with Snickersnee and his Soul Blade quickly dispatch two of the Mariliths, Archibald&#039;s Hellfire spell damages the remaining devil. Then to deadly Slaad enter the battle, One is pitch black, the other mottled green and brown. Their skin is like stone and Turfs blows, that would kill a nomrmal person, barely hurt them. Corniger, Archibald&#039;s horse, delivers the deadly blow with a devastating charge and horn attack.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, the party discovers some magical components on the Mariliths&#039; bodies, including copper nails that can enhance the Sinking Doom spell, and bronze horseshoe-like items useful for gem creation spells. Examining the bodies the party are able to work our they are resistant to slashing weapons but vulnerable to crushing attacks.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 6: Pursuit====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2OgreMagi.jpg|150px|thumb|left|Chase]]&lt;br /&gt;
&lt;br /&gt;
As the group examines the Slaad corpses, Callas spots a female figure about 150 feet away, sitting on what appears to be an invisible mount about 70 feet off the ground. Recognizing her as likely responsible for summoning the creatures they just fought, the party springs into action.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf windwalks after the figure, which flees from the party. In a daring maneuver, he materializes directly above her, attempting to grab her mid-flight. Despite the woman&#039;s impressive defenses, Turf manages to grapple her. A mid-air struggle ensues as Turf repeatedly stabs the woman, who is revealed to be an Ogress. The Ogress has powerful defences which Turf overwhelms with his powerful attacks and they both plummet towards the ground. &lt;br /&gt;
&lt;br /&gt;
Turf grabs a wand from her belt before letting  her unconscious body call to the ground. The Ogress crashes to the ground, not surviving the impact. The party regroup and they search the body. Turf uses a ritual to bind her soul into a nearby rock, preventing any chance of resurrection or escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 7: Rescue====&lt;br /&gt;
&lt;br /&gt;
Regrouping, they continue tracking their original quarry - the missing family. After about an hour of searching, they discover an artificially created cave. Inside, they find the family of five (two parents and three children) being guarded by an Ogre Mage. The party are able to sneak in and launches a surprise attack, the Ogre Mage is quickly overwhelmed and defeated without being able to retaliate. The party frees the family and debates their next move, concerned about a possible second Ogre Mage in the area.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deciding the family&#039;s safety is the priority, the group escorts them back to Surah. They use magic to enhance the adults&#039; strength, allowing them to carry the children and travel faster. Callas hides the Ogre Mage&#039;s body using her tunnelling spell.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They arrive in Surah as the sun rises, presenting their findings to the high priest. The party reports on the various creatures they encountered - blue devils, Mariliths, Slaads, and Ogres. They also mention the bound soul of the Ogress and the altar that needs cleansing.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The high priest and townsfolk praise the party for their actions, particularly eliminating the Ogress and Ogre Magi threat. There&#039;s some concern about the remaining Ogre Mage, but it&#039;s believed he&#039;s more likely to flee than cause further trouble. The party being offered accommodations in Surah for a week, with a celebration planned to honour their deeds. However, the group is aware of their time constraints and plans to move on soon to address other pressing matters in their quest.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chapter 8: Lady Callas, the Wonder Worker ====&lt;br /&gt;
&lt;br /&gt;
In Jesurea they seek access to the Astral Gate. The priests require a service in exchange, and Callas offers her healing abilities. She treats several locals, including a man with a gangrenous wound, saving his life. Her exceptional healing earns her the title of &amp;quot;Lady Callas, the wonder worker,&amp;quot; and this service secures the party access to the Astral Gate.&lt;br /&gt;
&lt;br /&gt;
The party continues their journey north using Turf’s magical carriage. They stop at a Carchemish to rest and gather information. While speaking with the locals, they learn about the rising threat of gorgons in the area. During their stay, they encounter a group of black-armored mercenaries. Black arranges for future contact with a Mind Mage among the mercenaries.&lt;br /&gt;
&lt;br /&gt;
The next two days are uneventful as the party travel as the party travel to Hurrian, and then across the sea to Al-Marhirbah and to Aeaea - the city of Witches.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 9: Revelations ====&lt;br /&gt;
&lt;br /&gt;
Aeaea is a city of Witches, Archibald and Turf can see an enormous thorn wall surrounding the city, however Callus sees nothing. Callas head into the bustling city, there is lots of trade in fabric, she makes enquiries and is directed to the residence of Lady Cerise. Cerise, a figure of authority in the Crimson Sisterhood, happily greet Callus. Lady Cerise discloses her role as Matron of the Crimson Sisterhood.&lt;br /&gt;
&lt;br /&gt;
After hearing the prophesy Cerise believes the &amp;quot;Noble Count&amp;quot; is the Comte de Versillac, who was once undead but restored to life by a holy man. The Comte, now deeply hostile toward the Church. She also believes &amp;quot;A seer, veiled in mystic shroud&amp;quot; is Jade Rain, whom is known to Callus, and advises we visit immediately. She gives Callus a magic scroll in exchange for taking a letter to Jade Rein. Cerise warns of dark forces at work, urging caution as the party proceeds on their journey.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 10: The better part of Valour ====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Shoggoth.jpg|150px|thumb|right|Shoggoth]]&lt;br /&gt;
&lt;br /&gt;
After travelling for almost a week the party finds themselves in a deep part of the Abyss, near a lake-like area. They hear a slithering sound approaching and prepare themselves for a fight. As the sound grows closer, they feel the ground heaving beneath them.&lt;br /&gt;
&lt;br /&gt;
Black Archibald sees cracks forming in the ground coming from the north. The party realizes they&#039;re facing an enormous creature, something that makes the earth shake must be an enormous size. Realizing the potential danger, the group decides to retreat rather than confront the creature. Callas uses Earth Door to transport the party away from the immediate threat. &lt;br /&gt;
&lt;br /&gt;
Upon reaching safety, Turf uses a Crystal of Vision to look back at where they were. He sees an enormous lenticular-shaped creature, about 22-23 meters long and 3 meters across at its widest point. The party concludes it was likely a Shoggoth, a powerful and dangerous entity in the Abyss. Marking the location on the map as &amp;quot;Shoggoth Point&amp;quot; the party choose a different route to reach Jade Rain.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 11: Tea with Jade Rain ====&lt;br /&gt;
&lt;br /&gt;
Travel to Jade Rain&#039;s residence takes around a week. The cave is appointed with various comforts. Jade Rain, described as having pale green, almost translucent skin, welcomes them and offers tea. Turf and Archibald are provided a simple tea while Callus is served one with an exquisite flavour. &lt;br /&gt;
&lt;br /&gt;
As they settle in, Turf presents the prophecy written by Lady Suneth. Jade Rain analyzes it, providing insights:&lt;br /&gt;
&lt;br /&gt;
1. She identifies a section referring to the &amp;quot;Comte de Versillac,&amp;quot; suggesting he has a crucial role to play.&amp;lt;BR&amp;gt;&lt;br /&gt;
2. Jade Rain explains that the Count&#039;s quest involves discovering the role of the original orcs in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
3. She points out the phrase &amp;quot;with papal ties to cleave,&amp;quot; noting its ambiguity—it could mean either to split apart or join together.&amp;lt;BR&amp;gt;&lt;br /&gt;
4. Jade Rain suggests the prophecy might be directing them to influence papal ties, either strengthening or severing them.&amp;lt;BR&amp;gt;&lt;br /&gt;
5. She draws attention to phrases like &amp;quot;enterprising schemer,&amp;quot; &amp;quot;cunning gaze,&amp;quot; and &amp;quot;steer the course of coming trials,&amp;quot; hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
6. Jade Rain warns about the &amp;quot;Eye of Discord,&amp;quot; suggesting extreme caution when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
7. She recommends speaking to &amp;quot;Moonlight Sleeping on a Midnight Lake&amp;quot; for more information, but cautions that this being is a demon lord and would require proper compensation for any aid.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the conversation, Jade Rain provides cryptic hints and warnings, emphasizing the complexity and danger of the situation the party faces.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 12: The Prince of Demons ====&lt;br /&gt;
&lt;br /&gt;
Returning to House Kerberoth they await the arrival of Damien, the Prince of Demons. His approach is heralded by trumpets from the Abyss, and he arrives with a procession of 3,600 demons. It takes a day for the procession to reach the castle. Lady Suneth is flustered with the arrival of a Prince, and insist the party assist to clean the castle, which already appears immaculate.  &lt;br /&gt;
&lt;br /&gt;
Damien is described as wearing baroque armour that seems to be moving. He carries a halberd and shield strapped to his back. After a three hour feast, where Turf spend the entire time drumming his fingers. Post dinner the party is invited to join Damien in the green chamber for brandy and cigars.&lt;br /&gt;
&lt;br /&gt;
Each character chooses a uniquely described cigar, which upon smoking, seems to have magical properties. They create various &amp;quot;pools&amp;quot; for the characters:&lt;br /&gt;
* Callas gains a sanity pool.&lt;br /&gt;
* Turf gains an impatience pool.&lt;br /&gt;
* Black Archibald gains a doom pool.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 13: Schemes and the Missal ====&lt;br /&gt;
&lt;br /&gt;
Turf is particularly eager to cut through the pleasantries and focus on the heart of the matter, prompting Damien to discuss a figure connected to the church, Giovanni de Crescenti. There is some confusion about Giovanni&#039;s role, with suggestions that he was a power broker rather than a direct agent of the church. The group learns that Giovanni was heavily involved in raising Pope Sylvester II to the papal throne, only for the pope to later flee in fear of a prophesied apocalypse at the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
During the discussion, Damien gives the party an ancient Missal. He mentions that the Comte de Versillac might be willing to trade a service in exchange for the Missal, though its exact value and significance are unclear. The group takes the Missal, recognizing it could be a useful bargaining chip when they eventually meet the Comte.&lt;br /&gt;
&lt;br /&gt;
With this new item in their possession, the party&#039;s path becomes clearer. Their focus now shifts to securing the Comte’s assistance, knowing that they may need to offer the Missal as part of their negotiations.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 14: Farewell and a Chance Encounter ====&lt;br /&gt;
&lt;br /&gt;
After concluding their meeting with Damien at House Kerberoth, the party sets off to traverse the Abyss. The journey is perilous, and they know the dangers of this shadowy realm well. The Abyss, with its dark, oppressive atmosphere and strange, unpredictable forces, stretches before them as they leave the relative safety of House Kerberoth. They proceed cautiously, aware that while the Abyss can be eerily quiet at times, it can quickly become the stage for catastrophic events.&lt;br /&gt;
&lt;br /&gt;
As they make their way deeper into the Abyss, they encounter &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;. He approaches the group in a careful, civil manner, not rushing or displaying hostility. Sir Black Archibald, recognizing &#039;&#039;&#039;Midnight&#039;&#039;&#039; from previous encounters, chooses to meet him halfway. The conversation is cordial, though brief, as &#039;&#039;&#039;Midnight&#039;&#039;&#039; does not appear to be accompanied by his mistress, and he seems to be on a personal journey deeper into the Abyss.&lt;br /&gt;
&lt;br /&gt;
During the encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; mentions that he is looking for Sweet Regret,  offers his assistance, stating that the party need only call on him if they require his help. He gives Callas an intricately carved ivory plaque, which appears more three-dimensional the longer one looks at it. The plaque holds a special significance, though its exact purpose remains unclear to the group. After this encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; continues on his way, leaving the party to reflect on the nature of their meeting.&lt;br /&gt;
&lt;br /&gt;
The group resumes their journey, and though the Abyss holds many dangers, they are unmolested for the rest of the way. Their thoughts now turn to the next stage of their mission, knowing they have gained a potential ally in &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 15: Sir Andrew and Venice ====&lt;br /&gt;
&lt;br /&gt;
The party reaches the estate of Sir Andrew, the Lord of Chivalry, who resides in the hills north of Venice. Upon arrival, Sir Black Archibald explains their mission and requests the use of Sir Andrew’s **Astral Gate**. The gate would allow the group to fully cross into the Plane of Nualis, leaving behind the dangers of the Abyss. Sir Andrew, without hesitation, grants them permission to use the gate.&lt;br /&gt;
&lt;br /&gt;
Once the group passes through the gate and firmly enters Nualis, they express their gratitude to Sir Andrew and prepare for their next move. However, they first make their way to Venice to complete a task on behalf of **Henry the Toymaker** and to explore further leads regarding their quest.&lt;br /&gt;
&lt;br /&gt;
In Venice, an enormous walled city bustling with activity, the group quickly catches the attention of the gate guards, but they are allowed through without much scrutiny, aided by the imposing presence of Sir Black Archibald’s warhorse. Their first stop is St. Mark&#039;s Square, where they notice an odd reaction from the Missal they carry when near the statue of St. Mark. The book seems to resonate faintly with the religious aura of the square, but the group decides to focus on their main task and move on.&lt;br /&gt;
&lt;br /&gt;
The party then seeks out **Giuseppe Briati**, a famous craftsman known for his expertise in glass and metalwork. They deliver a special musket for repairs, as per Henry the Toymaker’s request. Giuseppe inspects the unusual firearm, noting its peculiar design, which resembles a large pistol, and agrees to repair it within a season. The party thanks him, satisfied that their business in Venice is now complete.&lt;br /&gt;
&lt;br /&gt;
With their task finished and further intrigued by the Missal&#039;s behavior, the group prepares to leave Venice and continue their mission to stop the Eye of Discord.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: The Comte&#039;s Domain ====&lt;br /&gt;
&lt;br /&gt;
The party arrives at the outskirts of the Comte de Versillac’s domain. The landscape around the estate is a mix of fertile wheat fields and orchards. As they approach, they see the Comte’s imposing black castle in the distance, standing stark against the surrounding plains. The scale of the castle is immense, and its black stone construction is unusual for the region, where limestone or marble would typically be used.&lt;br /&gt;
&lt;br /&gt;
A river encircles the estate, serving as a natural moat, with a drawbridge leading to the castle&#039;s entrance. Beyond the drawbridge, the party notices two sets of defensive walls: the outer wall, which is massive and fortified, and a barely visible inner wall that adds another layer of protection.&lt;br /&gt;
&lt;br /&gt;
As they pass through the nearby town, the group sees villagers working the fields. The town itself is unfortified, unlike the heavily defended castle that looms over it. Callas observes the strange use of black stone for the castle, which stands out against the otherwise typical landscape.&lt;br /&gt;
&lt;br /&gt;
With the fertile land contrasting sharply with the castle’s formidable appearance, the party makes their way towards the stronghold, preparing for their next challenge as they seek an audience with the Comte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: A Short History Lesson==== &lt;br /&gt;
&lt;br /&gt;
They are greeted by Alois, a tall, strapping man of noble bearing who introduces himself as the Comte’s equerry and escorts them inside.&lt;br /&gt;
&lt;br /&gt;
In a small, book-lined withdrawing room lit by massive bronze and wooden candlesticks, the group meets the Comte, who welcomes them graciously. He is a striking figure—strong and refined, with a bearing that suggests both elegance and hidden strength. After brief introductions, he offers them a rare wine, amber in color, said to be the work of an alchemist vintner. As they taste it, they experience a curious sensation of time stretching, each sip lingering as if time itself had slowed. Black, Callas, and Turf analyze the drink, realizing it holds a unique temporal quality from the aged grapes.&lt;br /&gt;
&lt;br /&gt;
Conversation shifts as the Comte grows somber, listening to the prophecy they’ve brought with them. Turf reads aloud a section, and the Comte’s reaction is palpable; he seems shaken, deeply affected by the words. He shares the story of a mysterious sorcerer from the church who once visited him with a strange mission: to &amp;quot;redeem&amp;quot; him by instilling a powerful remorse—a ritual that allowed the Comte to survive and continue on his unique path. This process, the Comte reveals, was transformative, setting him on his journey toward a strange immortality. Yet he wonders what became of the man who sacrificed himself to perform this ritual, unsure if the man&#039;s fate brought him peace or torment.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 17: Desert of White==== &lt;br /&gt;
&lt;br /&gt;
The discussion soon turns to otherworldly threats tied to their prophecy. Black and Callas consider the &amp;quot;Sea of White&amp;quot; as possibly pointing to the White Sea in northern Siberia. Recalling various past encounters, they discuss old powers and ominous forces, connecting the prophecy&#039;s references to shadowed lands with the possibility of a return of beings such as Morgoth or Sauron.&lt;br /&gt;
&lt;br /&gt;
Intent on discovering the fate of the Comte’s lost acquaintance, they propose a ritual to summon the man&#039;s spirit. Preparing carefully, they make their way to the chateau&#039;s basement, where they find a space ready for summoning, lined with engraved sigils and surrounded by protective barriers. The Comte provides hydragerum to complete the ritual, which Black notes with admiration.&lt;br /&gt;
&lt;br /&gt;
With everything prepared, they proceed with the summoning, casting spells and layering protections around the circle. As the ritual builds, they await any sign of a presence—but none arrives. Turf realizes that the summoning has failed; the man&#039;s true name has changed, suggesting he has ascended rather than fallen. The group shares this result with the Comte, whose tension eases slightly as he absorbs the news. His friend, it seems, has not been condemned.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 18: Continuing the Investigation==== &lt;br /&gt;
&lt;br /&gt;
After the failed summoning, the party remains in the chateau&#039;s basement, contemplating their next steps. They discuss the implications of the sorcerer&#039;s apparent ascension and what it means for their quest. The conversation circles back to the prophecy and its ominous references. Callas suggests that the &amp;quot;Sea of White&amp;quot; could indeed refer to the White Sea in northern Siberia, a place of ancient mysteries and chilling cold.&lt;br /&gt;
&lt;br /&gt;
Black recalls past encounters involving sealing horrors in Siberia and mentions connections to Middle Earth and ancient evils like Morgoth. They debate the possible awakening of old powers and the threats that could emerge from the &amp;quot;Sea of White.&amp;quot; The group references various entities and events, including the Star Vampire, and the Doors of Night—a term that stirs concern about barriers between worlds weakening.&lt;br /&gt;
&lt;br /&gt;
Realizing the gravity of their situation, they acknowledge that more information is needed. The Comte listens intently, offering his insights where possible. He seems both intrigued and troubled by the possibilities they discuss. The party decides they must investigate further, perhaps even journeying to the White Sea to uncover the truth behind the prophecy&#039;s warnings. In the meantime the Count will look into some of the other things mentioned in the prophecy.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 19: Journey to the White Sea==== &lt;br /&gt;
&lt;br /&gt;
As the party continues northward toward the White Sea, they arrive in the city of Arkhangelsk, a stark coastal port surrounded by snow and ice. Along the way, they had received scattered accounts from locals about the “Sea of White,” a place steeped in eerie tales and whispered rumors. Once they arrive, Callas senses something unusual about their surroundings, a shift that feels distinctly otherworldly. She soon realizes that they have crossed into a Middlemarch—a deliberately constructed, liminal boundary that does not occur naturally. The party understands that this crafted space obscures its edges, making it impossible to pinpoint exactly where or when they crossed into it.&lt;br /&gt;
&lt;br /&gt;
Aware now that they are within a hidden, possibly dangerous area, they proceed cautiously, searching the coast and nearby landmarks for any clues. As they explore, they come upon a peculiar sight—what they initially thought was chalk in the landscape appears, under closer examination, to be bone, ancient and imbued with a faint magical aura. They note that the coastline itself forms a shape that resembles a massive paw print, with bays and inlets appearing as pads and claws carved into the land.&lt;br /&gt;
&lt;br /&gt;
With a mixture of curiosity and caution, they take samples and perform various checks, confirming the presence of a magical aura lingering faintly on the bones. Callas uses a crystal of vision spell to gain a broader view, observing the landscape from above and confirming that the peculiar “paw print” pattern stretches nearly twenty-five miles across the coast. The enormity and ancient nature of this discovery suggest that the “Sea of White” holds more mysteries than they initially expected, potentially connected to the prophecy’s dark warnings.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 20: Hidden Jewels ====&lt;br /&gt;
&lt;br /&gt;
Turf divines the bones and uncovers a GTN of Urulókir (Middle-earth fire-drakes or fire-breathing dragons, such as Glaurung). However, he notices that this essence or attribute has been superimposed on a previous GTN. Callas is able to identify the underlying GTN but does not recognize it. By collaborating, they establish a shared understanding of their DA&#039;s, allowing Turf to apply his expertise in Naming to what Callas perceives. Through this, they determine that the underlying GTN is Ur Sea Serpent. They conclude that a process is underway that will eventually transform the GTN entirely into Urulókir. There are also indications that this transformation could be catalyzed, leading to the full resurrection of a wingless Middle-earth dragon or drake.&lt;br /&gt;
&lt;br /&gt;
The party continues to the southern end of the sub-arctic sea, where Turf experiences the loss of some quality and observes a star reflected on the sea during the day. After some investigation, they determine that this star is a jewel of great historical significance to Turf&#039;s people. The party sets out on fire steeds, riding across the waves, and Turf descends into the depths as a shark. He encounters ancient sharks of immense size and fortunately they leave him alone. Locating the radiance of pure light, which is surrounded by plant growth on an otherwise barren sea bed. He retrieves the jewel, accidentally swallowing it in the process.&lt;br /&gt;
&lt;br /&gt;
Back on shore, Black retrieves the jewel by reaching into Shark/Turf&#039;s stomach. Fortunately, Turf suppresses the urge to bite Black&#039;s arm off, and the jewel is successfully recovered. Turf heals from the intestinal damage that occurred. That night, Turf has a vision or dream, which he conveys in the following form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Beneath the waves where light refrains,&lt;br /&gt;
 A gem of fire in shadow reigns.&lt;br /&gt;
 Its gleam is caught by restless foam,&lt;br /&gt;
 Yet none can claim it as their home.&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 The waters guard with jealous pride,&lt;br /&gt;
 A secret star where echoes hide.&lt;br /&gt;
 Its blaze unquenched, though sunk and still,&lt;br /&gt;
 A silent hymn, a timeless thrill.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Black interprets this as a reference to Ungoliant and the party become visibly unsettled. Concluding that their work here is sufficient, the party travel the previous path and return to the Compte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 21: What next? ====&lt;br /&gt;
&lt;br /&gt;
The Compte agrees with Black’s interpretation and becomes even more hesitant to be involved. With some gentle persuasion about the gravity of the quest, he suggests they consult someone knowledgeable about gates. Additionally, he shares his findings: the Crescenti family is attempting to gain greater control over the Church by organizing a crusade against the Compte, thereby promoting their own candidates and influencers within the Church. This would give them significant influence over the selection of the next pope.&lt;br /&gt;
&lt;br /&gt;
The Compte believes the most effective course of action, assuming direct confrontation with Ungoliant is not feasible, would be to eradicate the Crescenti family entirely. The family seems to be based in Ravenna, with origins in Austria, where they still maintain a presence. The exarch of Ravenna is completely under their influence. Moreover, the Crescenti family has strong ties to the Eye of Discord. The Compte theorizes that the Crescenti may represent the mortal lineage or offspring of the Eye of Discord. He offers a reward of 50 white points to the party if they undertake this task.&lt;br /&gt;
&lt;br /&gt;
The party decides that consulting a library, either in Leng or Alexandria, might be the best next step. From there, they can determine which urgent task to undertake first; address Ungoliant or if they should focus on the Compte’s request in the meantime.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 22: Alexandria ====&lt;br /&gt;
&lt;br /&gt;
In Alexandria the party tries various methods to locate the library. Eventually Black uses a void detection ritual to try to locate the library. During this, he unexpectedly detects two things: the library&#039;s presence (which has a connection through the abyss as it seems this is how it is able to appear on different planes at different times) and a creature that moves through the void, associated with a particular type of &amp;quot;red&amp;quot; that reminds them of &amp;quot;Red Laughter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The group discusses various approaches to finding both the library and tracking Red Laughter, including seeking help from local scholars (which is deemed too risky given the period&#039;s attitude toward magic) and using Callas&#039;s &amp;quot;Wild Hunt&amp;quot; ability as a last resort.&lt;br /&gt;
&lt;br /&gt;
They explore Alexandria, and through Black&#039;s feeble tracking abilities and the lingering &amp;quot;taste&amp;quot; (of burning human feces) from his void detection, they follow the trail. During this, they encounter a young priest (appearing around 13 but actually in his early 20s) being followed by nine nuns. Callas&#039;s spy craft and Turf&#039;s magical detection abilities reveal these are &amp;quot;Poor Clares&amp;quot; - highly trained church operatives who serve as assassins and protectors. The priest himself appears to be a philosopher of some significance, potentially useful for their library search, but currently under protection.&lt;br /&gt;
&lt;br /&gt;
As they continue tracking, Black detects writing on a purple wall which reeks of burning human feces. When Turf DA&#039;s it, he discovers it&#039;s connected to a powerful entity of &amp;quot;avatar level&amp;quot; - a greater fiend. Combat ensues.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 23: Imprisoned ====&lt;br /&gt;
Turf activated his Holy Aura, providing bonuses against fear and affecting certain creatures, while they took positions near the wall where Red Laughter, appeared as a two-dimensional image. The nuns&#039; Mother Superior began issuing tactical commands in church Latin, including &amp;quot;maneuver 37A.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The nuns executed complex maneuvers, hurdling hedges with spectacular athleticism, their flexible chain weapons whirling. Some formed a protective ring around Lord Tarquin, while others moved to engage the threat. When they spotted the possessed spellcaster stepping behind the wall, one of the nuns sacrificed herself bravely, moving to block any direct magical attacks.&lt;br /&gt;
&lt;br /&gt;
A possessed spellcaster launched fire magic at Turf, though his amulet of iron helped him resist. His magic resistance wasn&#039;t halved due to his amulet, and the damage he took was absorbed by his Spell Armor.&lt;br /&gt;
&lt;br /&gt;
Black Archibald charged with his lance at Red Laughter&#039;s image, landing a solid hit. Upon striking the wall, they discovered damaging the surface itself could harm the devil - though any damage would be significantly reduced, it wouldn&#039;t be protected by its usual defenses. The lance, made of lignum vitae, withstood the impact. Meanwhile, Lady Callas supported with Trollskin spells to protect her allies, and Turf deployed powerful fire counterspells in strategic locations.&lt;br /&gt;
&lt;br /&gt;
Angular runes began cutting their way through Black Archibald&#039;s lance toward him. He wisely dropped the weapon, and the Mother Superior immediately attacked the runed lance with her chain weapon, striking with remarkable effectiveness. The other nuns moved up in support of their leader, unwrapping their own weapons.&lt;br /&gt;
&lt;br /&gt;
Turf tracked down the possessed individual (a suspiciously ordinary looking person) and struck him with his soul blade, landing a devastating hit. The blade ignors armor and passes through non-living materials. The possessed person, lacking significant protection beyond basic clothing, collapsed from the blow.&lt;br /&gt;
&lt;br /&gt;
Lady Callas then cast Smoking Magma beneath Red Laughter&#039;s position, trapping the devil in searing heat. Black Archibald followed up with Hellfire, and while the devil initially resisted, the combined assault proved effective. The Mother Superior declared she would push the devil back into the magma if it tried to escape. With Red Laughter weakened by these attacks, Turf was able to successfully imprison the devil using his Prison of Zygig.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 24: Delphic Riddles ====&lt;br /&gt;
Investigation revealed the possessed person wore a cinnabar ring that tainted all magic with a diabolical appearance. They suffered from dual madnesses - one relating to diabolic dealings, the other inducing violent urges.&lt;br /&gt;
&lt;br /&gt;
The party then spoke with Lord Tarquin, the young noble academic whom the nuns had been protecting. While discussing their captives - both Red Laughter and the possessed person - Lady Callas attempted a cure for a madness Lord Tarquin seemed to be suffering from, requiring a sacrifice of sanity points and taking several weeks to fully heal.&lt;br /&gt;
&lt;br /&gt;
During their encounter, another diabolic name emerged: &amp;quot;Titvilius,&amp;quot; though its connection remained unclear. Furthermore, another piece of the puzzle is revealed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Veiled beneath the earth, where shadows creep,&lt;br /&gt;
 Amidst the coils of serpents, silence sings.&lt;br /&gt;
 They guard the balance born of fractured rings,&lt;br /&gt;
 In secret chambers, buried thoughts they keep.&lt;br /&gt;
 Concerned with chaos none may dare to see,&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Obsidian tongues taste echoes in the air.&lt;br /&gt;
 Refrained from sight, they weave a subtle care,&lt;br /&gt;
 Attuned to whispers writ in mystery.&lt;br /&gt;
 Conducting rites in scales of shadowed light,&lt;br /&gt;
 Lamenting paths that discord dares to tread,&lt;br /&gt;
 Eternal watchers, bound by sacred night.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf realises that the first letter of each sentence reveals something important: VATIC ORACLE. A reference to an oracle supposedly buried/residing beneath the hills of Rome.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 25: White towers====&lt;br /&gt;
In his enfeebled state Lord Tarquin readily agrees to take gain entry to the Library for the party. Inside the library, Black Archibald, Turf, and Callas search for an astral gate. The party encounters a room with scholars and a group of six people holding a large silver cross, wearing liver-colored clothing and masks. These people appear to be dealing with some form of &amp;quot;abstract undead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party discovers a source of &amp;quot;processed tortured light&amp;quot; and several magical features, including bronze spheres mounted high on pillars. The light seems to keep future light at bay and protect the scrolls etc from wear/decay. When Callas is exposed to this light, she gains crystal-related magical abilities and a special trait.&lt;br /&gt;
&lt;br /&gt;
Turf and Black Archibald help locate two astral gates in the library. Using one, the party travels to a White Tower located on a massive mountain in a semi-arid region. This White Tower is described as being on a mountain the size of Ireland, though only about 4 kilometers high. The tower itself is relatively empty but shows views of different points around the mountain at different levels. Investigation reveals the Tower is on Mt Seir in the Land of Nod on Tanual.&lt;br /&gt;
&lt;br /&gt;
After exploring the White Tower, the party returns to the starting library and uses another astral gate to gain entry to the astral and from there travel to Venice via Sir Andrews astral gate. From there they plan to travel to Rome to seek something called the Vatic Oracle, which is apparently beneath one of Rome&#039;s hills. Through Sir Andrew, they learn about Sibyls - Roman women with prophetic abilities - who are associated with these oracles.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 26: Overly Inquisitive ====&lt;br /&gt;
After reuniting at Sir Andrew Witherspoon&#039;s residence, where Black, Callas, and Turf introduced their new companions Tyndalos and Tulip to the quest, the expanded party made their way toward Rome. The journey took about ten hours, with the group riding Turf&#039;s conjured magical steeds, arriving in the city after nightfall.&lt;br /&gt;
&lt;br /&gt;
Their first stop was a gypsy fortune teller&#039;s ornate tent in Rome&#039;s slums. While there, Tulip, demonstrated her herbalist skills by identifying and harvesting valuable saltbush from the polluted marshland. The fortune teller directed them toward the Vatican as the location of the Vatic Oracle they sought.&lt;br /&gt;
&lt;br /&gt;
The following morning saw them attempting to gain entry to the Vatican proper. Callas, drawing on her previous diplomatic experience, tried leveraging her noble status and bureaucratic skills, addressing the guards in Church Latin. While they were indeed escorted inside, it was to face the Holy Office of the Inquisition - three priests backed by two dozen crossbowmen!&lt;br /&gt;
&lt;br /&gt;
The encounter swiftly turned violent when the Inquisitors deemed them heretics. In the ensuing battle, both old and new party members demonstrated their capabilities - Tyndalos unleashing mental attacks that drove some opponents to madness, Callas deploying devastating magical assaults including a lake of magma, Turf engaging in direct combat, Black providing support, and Tulip wielding earth magic. Many of their opponents perished in Callas&#039;s magical flames.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, they managed to charm one of the surviving priests for questioning. He claimed no knowledge regarding the Oracle, however readily agreed to provide his new best friend Turf with access to the Vatican&#039;s dungeons. There they found thirty imprisoned heretics, none of whom could provide specific information about the Vatic Oracle&#039;s whereabouts.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 27: Even more Prophecies!!!! ====&lt;br /&gt;
&lt;br /&gt;
After considering whether to search for underground areas, the party decided against it as their research suggested the Oracle they sought was likely not held captive by the church. Instead, they decided to seek the Tiburtine Sibyl where she was historically based - in Tibur (modern Tivoli), about 19 miles northeast of Rome. The party traveled there, arriving in the afternoon at a small but civilized city of around 12,000 people.&lt;br /&gt;
&lt;br /&gt;
In Tivoli, they located a convent with an orphanage that contained a small temple. The nuns directed them to return the next morning after morning mass and suggested they stay at an inn called the Pheasant and Lamb. During the evening, Callas detected someone scrying on them and traced the magic back to the convent.&lt;br /&gt;
&lt;br /&gt;
The next morning, they returned to the temple, a small shed-like structure carved from ancient dolomite stone, containing maternal figures in recesses. Black performed a vigil and received a cryptic prophecy about the Mirror of Cyprian. Tyndalos used his occult knowledge to determine this mirror could be used to see into the void but at the risk of mental damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Malevolent webs stretch dark and thin&lt;br /&gt;
 In shadows where no light can pass&lt;br /&gt;
 Realms beyond our world begin&lt;br /&gt;
 Reaching through the shattered glass&lt;br /&gt;
 Onward through the ancient deep&lt;br /&gt;
 Rushing spirits start to rise&lt;br /&gt;
 &lt;br /&gt;
 Obscure visions make us weep&lt;br /&gt;
 Fragmented through crystal eyes&lt;br /&gt;
 &lt;br /&gt;
 Coiled serpents twist through time&lt;br /&gt;
 Yielding to the spider&#039;s call&lt;br /&gt;
 Precious moments lost sublime&lt;br /&gt;
 Rippling through the mirror&#039;s fall&lt;br /&gt;
 Insanity claims those who dare&lt;br /&gt;
 Angles bend through spider&#039;s lair&lt;br /&gt;
 Nested in the dragon&#039;s glare&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before departing, Black left a valuable onyx gemstone as a donation for the orphans. Upon returning to Rome, they found the Vatican crawling with Swiss Guard and mysterious monks in black robes with white sleeves. Tulip and Callas noticed a woman they identified as a Medianite sorceress, though she appeared as a simple nun to the male party members. She wore an elaborate crimson dress and a choker with ruby decorations, though these details were only visible to the female party members.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 28: Warped Crypts ====&lt;br /&gt;
Tyndalos concealed the party while they snuck into St. Anne&#039;s Chapel, having chosen it for its accessible city gates rather than attempting to enter the more heavily guarded basilica. The group descended into the chapel&#039;s crypt via a narrow wooden stairwell. In the ossuary, Callas detected a hidden space behind shelves of bones. The party successfully removed a stone block to reveal a hidden passage system.&lt;br /&gt;
&lt;br /&gt;
The corridors possessed unusual geometric properties, with 135-degree angles that only Tyndalos could properly perceive. During their exploration, they encountered a creature described as having a human upper body, a bird-like head, and a serpentine lower half covered in iridescent blue-green feathers. When confronted, the creature escaped by rotating through a wall. Tyndalos gave pursuit, facilitating the rest of the party&#039;s movement through strange angles.&lt;br /&gt;
&lt;br /&gt;
Black Archibald&#039;s temporarily trapped the entity in a block of ice, but the creature managed to escape before the party could permanently restrain it.  Thwarted, the party decided to continue exploring the passage system.&lt;br /&gt;
&lt;br /&gt;
A notable incident occurred when Tyndalos was affected by some form of amnesia while navigating these passages. Black Archibald remedied this condition using brain serum administered via spinal injection. Shortly thereafter Turf detected something and felt the presence, or passage of, a great curse (we believe this was the Noldoran curse to do with the Silmarils). Exposing his Silmaril seemed to reveal a different view of the environment. It seemed to have cracks riven through it which healed in the light of the Silmaril. Furthermore the creature was revealed trapped in amber-colored light within one of the walls.&lt;br /&gt;
&lt;br /&gt;
After multiple attempts, Turf successfully charmed this being, revealing it to be a Nephil from the Land of Nod. Through conversation, they learned that twelve such creatures were seeking refuge from serpents and Kenites. The Nephil also revealed that the passages were constructed by someone else and that both a powerful curse and a fire-breathing worm had previously passed through the area.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 29: Search for the Mirror ====&lt;br /&gt;
&lt;br /&gt;
Talking more with the Nephil, the party found they were within an ancient Janusite temple and were corrected about their assumption of the Vatic Oracle - he is not a sibyl. Despite spending several days search the temple&#039;s peculiar geometry, the party found little of note. The Nephil suggested that while the Oracle might indeed be present, they had not yet met the necessary conditions to locate him. They suggested seeing a sibyl.&lt;br /&gt;
&lt;br /&gt;
The party headed southward to Campania, where another sibyl might provide guidance. Turf used his Crystals of Vision to help us find where the sibyl is location in Campania. The crystals revealed a prophetic verse:&lt;br /&gt;
&lt;br /&gt;
 In twilight&#039;s glow, a cavern waits,&lt;br /&gt;
 Near where the earth and heavens meet.&lt;br /&gt;
 Cool winds slip through the shadowed gates,&lt;br /&gt;
 Underneath the hillside&#039;s seat.&lt;br /&gt;
 &lt;br /&gt;
 Murmurs rise where secrets keep,&lt;br /&gt;
 Ancient whispers guide the way,&lt;br /&gt;
 Echoes dwell where prophets sleep.&lt;br /&gt;
&lt;br /&gt;
Callas quickly identified the location we needed to go as Cumae. We went to the Temple of Apollo there and on to the Cave of the Sibyl. There was a dozen Dominican monks there, distinguished by their black cloaks with white sleeves in the cave, along with cleaners.&lt;br /&gt;
&lt;br /&gt;
Rather than rushing in, the party retreated to a nearby inn to cast buffs. Upon their return, they engaged the monks in combat. The battle was decisive - seven monks fell, while the remaining five surrendered. Turf transported the survivors to Jiroth via magical means so they couldn&#039;t give us away, and the party disposed of the fallen monks&#039; remains through cremation. Among the monks&#039; possessions, they discovered exceptional black bronze chain mail, tabards, and rank 6 weapons.&lt;br /&gt;
&lt;br /&gt;
The surviving sibyl proved forthcoming with information. She revealed that locating the Oracle would require the Mirror of Cyprian, specifically one bearing a face of Janus. This particular artifact, she informed them, was located on the island of Cyprus.&lt;br /&gt;
&lt;br /&gt;
The party secured passage by sea to Cyprus, a journey lasting approximately twelve days. Upon making port in Paphos, they set their sights on the Sanctuary of Aphrodite, reasoning that the goddess&#039;s association with beauty might make her temple a reasonable place to start.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 30: There and Back again ====&lt;br /&gt;
The party traveled to Paphos, a port city with a curving bay in Cyprus. They journeyed to a sanctuary of Aphrodite, located on a spit of land protecting the harbor. Upon arrival, they found the area was more like a cultured orchard than a temple, with trellises of fruit trees and vergers maintaining the grounds. Callas notes a number of familiar looking monks in white robes with black sleeves.&lt;br /&gt;
&lt;br /&gt;
Tulip approached the vergers working in the garden, requiring Callas to translate their vulgar Latin. She discovered they maintained an impressive collection of rare herbs, including a special broad-leafed parsley and a distinctive yellow flower with orange centers that attracted bees even in winter. The monastery maintained an apiary that produced several types of honey, including one with special properties for cleaning septic wounds. The vergers were happy to share cuttings and seeds with Tulip, who stored them in her special preserving box, and she was able to purchase some of their honey.&lt;br /&gt;
&lt;br /&gt;
Feeling they were getting nowhere, the party turned their eyes to the local lord but decided first to scale Mount Olympus in the hope that they would learn more there, before having to deal with the locals. They set off but were startled by cackling from the west around 11 AM, Callas used a crystal of vision and saw an unusual vision of the sun setting. They later learned this was related to hyenas sent by the Great Beast Dog, rather than jackals as initially suspected.&lt;br /&gt;
&lt;br /&gt;
The party then Earth Door&#039;d to Mount Olympus, arriving on a large ledge where they began their ascent. After 2 hours they reached a monastery of Benedictine monks on a plateau. The monastery maintained extensive agricultural fields growing root crops, particularly beets. They were welcomed and encouraged to stay the night.&lt;br /&gt;
&lt;br /&gt;
The next day, they climbed to Mount Olympus&#039;s peak, discovering its unusual hexagonal shape. There they encountered Traoticus, a dormant agricultural deity sustained by the monks&#039; activities. Through conversation with Traoticus, they learned the mirror they sought was located back at the sanctuary of Aphrodite in Paphos. Several party members acquired new abilities from Traoticus in exchange for experience points.&lt;br /&gt;
&lt;br /&gt;
After another night at the monastery, where they were served roasted chicken and barley-based meals, the party began their journey back to Paphos. Upon returning to the sanctuary after nearly a week away, they found it occupied by approximately 20 Dominican spellcasters and 6 armored Dominican warriors. The sanctuary was revealed to be a complex of buildings, with the actual sanctuary building located in the center opposite a well.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 31: No! We are not Dominicans! ====&lt;br /&gt;
The party arrived at the secluded temple complex under cover of night. Surveying the layout—infirmaries, gardens, livestock pens, and administrative buildings—they debated their approach. Tyndalos suggested stealth over confrontation, dismissing his earlier violent impulse due to the presence of children. Using his invisibility near corners, the group infiltrated a terracotta-roofed administrative building. Inside, they uncovered records exposing the monks as clandestine followers of Aphrodite and Eros, disguised as Benedictines to evade Dominican hunters. They seemed to be keeping tabs on the followers / agents of Eris.&lt;br /&gt;
&lt;br /&gt;
The party repositioned to the east and confronted the temple’s leader, after initially panicking the monks behalf. Turf and Black negotiated with the panicked primate, after convincing him the party were not the Dominicans, leveraging their knowledge of the cult’s secrets to secure an ancient Etruscan scroll. The document referenced the Mirror of Cyprian, though its cryptic verses required translation by a priest of Janus. They knew of such a priest residing in Ravenna, which unfortunately was a known bastion of the Crescenti family. The primate further revealed his suspicion that agents of Eris were infiltrating the church.&lt;br /&gt;
&lt;br /&gt;
Travelling through the astral to Sir Andrew&#039;s house and then to Ravenna, the party noted armoured hounds, on leashes, being walked by what they decided were &#039;the gentry&#039; - some visible form of status presumably. Tyndalos detected an astral gate beneath the city using his lantern’s eerie light. Upon exploring an underground canal, which seemed to lead towards the gate, they chanced upon a chamber, where they discovered robed figures chanting to a leader wielding a staff topped with a head. Callas identified the man as a priest of Janus, confirming their path.&lt;br /&gt;
&lt;br /&gt;
More panic ensued until Turf again proved he was not a Dominican. The priest was persuaded to translate the scroll and further provide a Mirror of Cyprian with the appropriate image of Janus the party required.&lt;br /&gt;
&lt;br /&gt;
===== Decyphered scroll =====&lt;br /&gt;
&lt;br /&gt;
 Read the sky at twilight&#039;s hue,&lt;br /&gt;
 Only mix petals of the golden flower.&lt;br /&gt;
 The leaves must glisten with morning dew,&lt;br /&gt;
 First add a sprig of moonlit power.&lt;br /&gt;
 &lt;br /&gt;
 Word your spell as the draught is stirred,&lt;br /&gt;
 To give it strength, chant thrice the name.&lt;br /&gt;
 Find the roots of the whispering bird,&lt;br /&gt;
 The elixir burns with a cooling flame.&lt;br /&gt;
 &lt;br /&gt;
 Truth.&lt;br /&gt;
 &lt;br /&gt;
 The brew will clear a muddled mind,&lt;br /&gt;
 Twisted dreams it will gently untie.&lt;br /&gt;
 Sister wisdom it lets you find,&lt;br /&gt;
 Of truths unveiled beneath the sky.&lt;br /&gt;
 &lt;br /&gt;
 Arachne spoke of shadows where&lt;br /&gt;
 Lies dark petals in hidden glade.&lt;br /&gt;
 In boiling water, buds will air,&lt;br /&gt;
 Wait till colours start to fade.&lt;br /&gt;
 &lt;br /&gt;
 Beyond the forest, nettle’s sting,&lt;br /&gt;
 And dry it sere beneath the sun.&lt;br /&gt;
 The adder’s hiss the mix will bring,&lt;br /&gt;
 Golden figments show it’s done.&lt;br /&gt;
 &lt;br /&gt;
 Serpent lore the brew will hide,&lt;br /&gt;
 Attends the mind with steady glow.&lt;br /&gt;
 It sharpens sight as thoughts collide,&lt;br /&gt;
 On meadows where the shadows grow.&lt;br /&gt;
 &lt;br /&gt;
 The leaves of crimson ash begin,&lt;br /&gt;
 Shores of oceans touched by wine&lt;br /&gt;
 Of civet musk and coloured sin,&lt;br /&gt;
 The brew must boil with slivered vine.&lt;br /&gt;
 &lt;br /&gt;
 White her arms and long her reach,&lt;br /&gt;
 Sea for salt, and river&#039;s border&lt;br /&gt;
 Beware the lesson that flames teach&lt;br /&gt;
 His turning dance of broken order&lt;br /&gt;
 &lt;br /&gt;
 Burning bright as dragon’s heart.&lt;br /&gt;
 Eyes will see where shadows roll,&lt;br /&gt;
 And fires within must soon depart.&lt;br /&gt;
 Breath of oak to spare the soul&lt;br /&gt;
 &lt;br /&gt;
 Of grief, sorrow and searing pain&lt;br /&gt;
 Flame can bring to mortal coil&lt;br /&gt;
 For ever be its fearful rain&lt;br /&gt;
 He calls its name to fall from high&lt;br /&gt;
 &lt;br /&gt;
 Knoweth the reaper in the green&lt;br /&gt;
 The worker in the brush&lt;br /&gt;
 Lay in furze its fruit to glean&lt;br /&gt;
 Of bounty rich and lush&lt;br /&gt;
 &lt;br /&gt;
 Your toil returns a harvest rich&lt;br /&gt;
 Mind and body twinned,&lt;br /&gt;
 And quiet, whispered pitch&lt;br /&gt;
 Can set dreams upon the wind.&lt;br /&gt;
 &lt;br /&gt;
 Bend the will of the ebbing tide,&lt;br /&gt;
 It shapes the shore with quiet hand.&lt;br /&gt;
 By moon&#039;s pale light, the stars confide,&lt;br /&gt;
 His crafted patterns on the sand &lt;br /&gt;
 &lt;br /&gt;
 Song of the wood where harts are flayed,&lt;br /&gt;
 He walks unseen on unreal road,&lt;br /&gt;
 Is he a ghost or restless shade&lt;br /&gt;
 Hiding the debt that nature&#039;s owed&lt;br /&gt;
 &lt;br /&gt;
 In bitter heaths where sorrows sleep,&lt;br /&gt;
 The cavern&#039;s throat rings out the knell.&lt;br /&gt;
 Memories linger, cold and deep,&lt;br /&gt;
 Of secrets lost where shadows dwell.&lt;br /&gt;
 &lt;br /&gt;
 The song that whispers through the trees,&lt;br /&gt;
 People lose the fire’s glow.&lt;br /&gt;
 That chill which haunts the warmest breeze,&lt;br /&gt;
 Live hearts yet beating, ebb and slow.&lt;br /&gt;
 &lt;br /&gt;
 There lies a path through shadowed glen,&lt;br /&gt;
 And whispers guide the steps we take.&lt;br /&gt;
 Can courage rise within us then?&lt;br /&gt;
 Be strong, though wills may bend or break.&lt;br /&gt;
 &lt;br /&gt;
 Called from the Void to breach the shore,&lt;br /&gt;
 Forth he strides when spiders call,&lt;br /&gt;
 By darkling paths and oaths of yore,&lt;br /&gt;
 His fate entwined with threads of gall,&lt;br /&gt;
 Name whispered soft, yet feared by all.&lt;br /&gt;
&lt;br /&gt;
By reading the first word of each line, the following was revealed:&lt;br /&gt;
&lt;br /&gt;
 Read only the first word to find the Truth.&lt;br /&gt;
 &lt;br /&gt;
 The twisted sister of Arachne lies in wait beyond, and the golden serpent attends it on the shores of the White Sea.&lt;br /&gt;
 Beware his burning eyes and breath of flame, for he knoweth the lay of your mind and can bend it by his song.&lt;br /&gt;
 He is hiding in the memories of the people that live there and can be called forth by his name.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 32: Of Ossuaries and the Underworld ====&lt;br /&gt;
After decyphering the poem / prophecy the party discussed their next steps, settling upon a return to the serifs / nephlim at the vatican and making use of the Mirror of Cyprian.&lt;br /&gt;
&lt;br /&gt;
Before leaving however, the priest let slip that he was able to &amp;quot;replay&amp;quot; January, allowing two months of uninterrupted training while confined to the temple. The group meticulously calculated timelines, realizing they were nearing the end of the current season (&amp;quot;Blossom&amp;quot;) and could exploit the temporal reset for extended preparation.&lt;br /&gt;
&lt;br /&gt;
Exploring Ravenna’s underground network, the party discovered an ancient astral gate buried beneath layers of rubble. Callas summoned an earth elemental to excavate the area, revealing a hidden ossuary filled with Christian remains. Upon investigation, they found skeletons whose souls had been forcibly severed. Callas performed a risky ritual to release the trapped souls, attracting phantasms from the underworld but ultimately succeeding in freeing them.&lt;br /&gt;
&lt;br /&gt;
The elemental further uncovered two copper scrolls (incantations for &amp;quot;Coruscade&amp;quot; and &amp;quot;Slowness&amp;quot;) and a greenish stone. The stone, when activated by sacrificing endurance, transforma into a toad-like familiar named Hordling, capable of storing items and spitting ingested poisons.&lt;br /&gt;
&lt;br /&gt;
Later, Tyndalos crafted some topacious stones, producing two magical stones (one blue, one green) and 14 spider-eye stones.&lt;br /&gt;
&lt;br /&gt;
The session concluded with plans to return to Rome’s catacombs to consult an oracle via the acquired mirror. The party sealed the underground astral gate, wary of its connection to the underworld, and prepared to depart Ravenna after securing supplies and completing their training regimens.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 33: Deceived! ====&lt;br /&gt;
Black Archibald expressed interest in acquiring some war hounds, making arrangements to purchase breeding pairs for 200 gold pieces, planning to return for them later.&lt;br /&gt;
&lt;br /&gt;
The group traveled to their destination using magical fire steeds, making a journey of about 450km in approximately 10 hours. Upon arriving at the gates late at night, they were questioned by guards about their late arrival. During their entry, Turf sensed that their names were being magically recorded when written down by the guards.&lt;br /&gt;
The party proceeded into some catacombs, where they encountered snake-like beings called Nephilim. They presented a mirror and an imago to what appeared to be the god Janus, who indicated a path for them to follow using a line of light. The god also showed interest in a cage containing an entity called the Red Laughter, but the party declined to hand it over.&lt;br /&gt;
&lt;br /&gt;
Following the light, they encountered a copper plate bearing two faces - revealed to be Befrons, an Earl of the Dead. This turned out to be a trap, as Befrons attacked them. The demon cast necrosis and engaged in physical combat, particularly targeting Turf. Black Archibald landed significant blows against the demon, while dealing with a death curse that he managed to resist. The party eventually defeated Befrons, whose construct body left behind several magical items including a fox fur that animated into a fox named Sienna and a protective teal chiffon shawl.&lt;br /&gt;
&lt;br /&gt;
The party concluded that the path they were following was a trap and decided to return to the Nephilim for further guidance.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 34: Revelations ====&lt;br /&gt;
The party informed the Nephilim that they had, in fact, been manipulated by a demon. The Nephilim had not considered the entity to be God with a capital G, but rather a kind of urban spirit or localized deity and had not considered that they may have been deceived. The party continued to discuss the implications of this revelation, and Turf noted that their names had been observed by an unknown entity. Black speculated on whether the messages they received were part of a larger trap.&lt;br /&gt;
&lt;br /&gt;
The conversation then turned to the Vatic Oracle, whom the party had planned to contact using the mirror. After confirming that the mirror was still in their possession, Turf attempted to activate it through divination. The mirror&#039;s surface darkened, a mist formed within it, eventually giving way to a translucent face that slowly acquired color. The Nephilim reacted with awe to the display of magic.&lt;br /&gt;
&lt;br /&gt;
Turf addressed the image in the mirror, and the entity identified itself as Mario, the Vatic Oracle. Recognizing Turf, Mario commented that he had read about him &amp;quot;in the stars.&amp;quot; When asked where he was, Mario confirmed that he was in the Underworld, noting that being an Oracle was not a particularly safe profession. The party questioned him about his condition, confirming that he was fully dead and content in the Elysian Fields.&lt;br /&gt;
&lt;br /&gt;
The conversation moved to prophecy interpretation. The party presented the long prophecy, which they had been working through for some time. Mario acknowledged the complexity of the text and gave his insights.&lt;br /&gt;
&lt;br /&gt;
Upon questioning Mario about the Silmaril, he described it as a &amp;quot;seed&amp;quot;, likening it to a star or even the Big Bang. Mario warned them not to get too close, as it could &amp;quot;go off at any moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The conversation shifted to the White Sea. Mario revealed that the Northmen called it Bjarmaland. The party debated whether their previous journey had actually taken them there, but Mario’s insight suggested they had not yet reached the true location. Black recalled that during their previous journey, when the moon was absent, the Void had felt particularly close. Mario reacted with alarm, confirming that this was a very bad sign.&lt;br /&gt;
&lt;br /&gt;
With two major paths before them—investigating the White Sea (Bjarmaland) or searching for Sweet Regret and the Chalice—they debated their course of action. Ultimately, they decided to seek out Sir Andrew to gather further information.&lt;br /&gt;
&lt;br /&gt;
The party met with Sir Andrew, who provided additional insight into the White Sea. He referred to the region by another name, suggesting that it was known as &amp;quot;Bjarmaland&amp;quot; to the Northmen. His knowledge of the area helped confirm the Oracle’s claim that the party had not actually reached the true White Sea during their previous journey.&lt;br /&gt;
&lt;br /&gt;
The party set out on their journey toward the White Sea, following the directions provided by Sir Andrew. The trip was uneventful at first, but as they traveled deeper into the northern wilderness, the landscape grew harsher and more desolate.&lt;br /&gt;
&lt;br /&gt;
After some time, they came upon a small village with a broken palisade wall. The settlement, which had once held a few hundred people, appeared to have been attacked. The damage to the fortifications was severe, with sections of the palisade shattered and structures within the village partially destroyed.&lt;br /&gt;
&lt;br /&gt;
Callas used a Crystal of Vision to scout the village, noticing a number of Frost Giants and Polar bears. After some buffing and discussion she Earth Door&#039;ed the party into the area the Giants were lounging in, surprising them!&lt;br /&gt;
&lt;br /&gt;
==== Chapter 35: Round One ====&lt;br /&gt;
The party gathered at the entrance to the village, meticulously planning their strategy. Callas and Tulip discussed where to place protective walls once inside, while the others determined their combat roles. After finalizing their approach, they teleported into the frigid landscape populated by towering frost giants, massive ice elementals, and ferocious polar bears.&lt;br /&gt;
&lt;br /&gt;
As they materialized in the frozen terrain, the party struck without hesitation. Turf uncorked a dark potion that shrouded him in death magic, then lunged at the nearest frost giant. His enchanted blade bit deep into the creature&#039;s flesh, followed by a devastating strike with his soul weapon that left the giant reeling.&lt;br /&gt;
&lt;br /&gt;
Tyndalos, his tentacles writhing, summoned arcane energy that erupted as Yellow Fire, forming a tetrahedron of destruction that washed over several enemies. One frost giant caught the full force of the blast, its icy flesh searing under the magical flames, while a polar bear managed to partially resist the spell&#039;s fury.&lt;br /&gt;
&lt;br /&gt;
Black Archibald, his armor gleaming even in the dim light, activated his Blood Amulet of the Crimson Oak. The ancient artifact pulsed with power as he delivered a crushing blow to the same giant Turf had wounded, driving his mace deep into the creature&#039;s torso.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Callas focused her earth magic, causing stone to surge upward behind the party in a protective barrier that reached thirty-five feet high. Tulip followed suit, erecting another wall of stone along their flank, strategically creating a defensive position against the eighteen-foot giants.&lt;br /&gt;
&lt;br /&gt;
With their defenses established, Tyndalos fixed his otherworldly gaze upon one of the giants and launched a presence attack. The giant&#039;s eyes widened in terror as it beheld Tyndalos&#039; true form, and it turned to flee in panic.&lt;br /&gt;
&lt;br /&gt;
As the surprise round concluded, Turf&#039;s martial prowess allowed him additional strikes. He whirled in a deadly dance, his weapon &amp;quot;Snicker-snee&amp;quot; slashing repeatedly at the wounded giant. Blood cascaded from multiple wounds as the giant toppled backward, gravely injured and barely clinging to life.&lt;br /&gt;
&lt;br /&gt;
The battle proper began with terrifying swiftness. An ice elemental, standing over twenty-five feet tall, materialized behind Black Archibald and launched a savage attack. Shards of ice tore through Black&#039;s armor, delivering a wicked slash that crippled his primary arm. Another blow hammered his shoulder, followed by a vicious puncture wound to his groin. The knight staggered, momentarily stunned by the brutal assault.&lt;br /&gt;
&lt;br /&gt;
Across the battlefield, another giant hurled an enormous ice ball that shattered against the wall behind the party. The explosion sent frozen shrapnel flying in all directions, tearing through two polar bears and striking Tyndalos, who winced as the ice fragments lacerated his form.&lt;br /&gt;
&lt;br /&gt;
Turf, seeing the danger posed by one of the ice elementals, gathered his strength and executed a tremendous leap that carried him twenty-five feet through the air. Landing with perfect balance, he immediately launched into an attack, his weapon of flames biting into the elemental&#039;s frozen body and causing parts of it to steam and melt away.&lt;br /&gt;
&lt;br /&gt;
A new threat emerged as a different type of elemental—something akin to a salamander—crafted a pillar of ice and climbed atop the party&#039;s stone wall. From this vantage point, it inhaled deeply before exhaling a devastating cone of cold that washed over the battlefield. Several party members managed to resist the worst of the magical frost through innate spell resistance, but all felt the biting cold seep into their bones.&lt;br /&gt;
&lt;br /&gt;
The polar bears, seemingly undeterred by the magical chaos, continued their advance, navigating around obstacles with predatory intent.&lt;br /&gt;
&lt;br /&gt;
One particularly massive frost giant hefted a boulder-sized chunk of ice and hurled it with tremendous force. The projectile exploded on impact, sending lethal ice shards in all directions. Black Archibald, drawing on remarkable reflexes, managed to lurch out of the deadly zone. Tyndalos was less fortunate, suffering grievous wounds that sent him reeling, though he managed to remain conscious. Callas activated a powerful defensive magic at the last second, avoiding the damage entirely. Tulip, caught unprepared, was struck repeatedly and collapsed unconscious as her blood stained the snow.&lt;br /&gt;
&lt;br /&gt;
With multiple party members gravely injured and their position compromised, the decision to retreat was made without debate. Callas began preparations for an Earth Door spell as the others gathered around her, bringing Tulip&#039;s unconscious form.&lt;br /&gt;
&lt;br /&gt;
As they prepared to flee, an unsettling sight drew their attention skyward—six pale dwarven forms rocketing into the heavens, carried aloft by magical javelins.&lt;br /&gt;
&lt;br /&gt;
The party formed up around Callas with Tulip&#039;s unconscious body. Callas cast Earth Door and teleported with Black Archibald, Tyndalos, and Tulip&#039;s unconscious form about four miles away from the battlefield. Turf, meanwhile, triggered his Wind Walk ability, becoming mist-like as he flowed away from the combat, eventually reuniting with his companions at their retreat point.&lt;br /&gt;
&lt;br /&gt;
Once safely distanced, they administered emergency healing to Tulip using Troll Skin magic, stabilizing her condition. The party then assessed their injuries: Black Archibald&#039;s plate armor bore a significant hole at the shoulder, Tulip&#039;s magical armor had been similarly damaged, and Tyndalos suffered wounds to both his natural armor and his mystical raiment.&lt;br /&gt;
&lt;br /&gt;
As they tended their wounds and contemplated their next move, the party knew they had narrowly escaped a battle that could have claimed all their lives.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 36: Stormy days ====&lt;br /&gt;
Following their hasty retreat from the skirmish with frost giants, the party established a safe vantage point from which to observe the aftermath. Using a scrying crystal, they witnessed a commanding frost giant wielding a halberd-like weapon overseeing the enemy forces, attended by the odd looking elemental. This leader was performing a ritual upon the bodies of two fallen frost giants, which had been frozen solid.&lt;br /&gt;
&lt;br /&gt;
Tyndalos&#039;s occult knowledge determined the ritual would require approximately two hours to complete. After assessing their injured state and the formidable opposition, the party wisely elected to abstain from re-engagement. While observing, they documented pale dwarven entities ascending skyward upon what appeared to be magical javelins.&lt;br /&gt;
&lt;br /&gt;
Weather conditions rapidly deteriorated as fog enveloped the area, followed by stillness and snowfall. The ambient temperature began descending to dangerous levels. Lady Callas Earth Doored the party another 16 miles, tho it was difficult to maintain a constant direction due to the snowfall and overcast sky. The party constructed a defensive shelter in the snow, with Lady Callas erecting a stone dome. Mistress Callas employed her earth magic to conjure smoking magma within the shelter, providing essential warmth as temperatures fell below minus twenty degrees Celsius.&lt;br /&gt;
&lt;br /&gt;
Turf maintained vigilance, patrolling the perimeter despite the bitter cold, his resistance to extreme temperatures proving invaluable. During one such patrol, he observed an ice elemental passing at approximately one hundred meters distance. The elemental did not detect the party&#039;s presence and continued onward.&lt;br /&gt;
Overnight precipitation intensified considerably. By morning, snow accumulation exceeded half a meter and continued to increase. Further scrying revealed the previously fallen frost giants had been resurrected through the leader&#039;s ritual, though they appeared to be recuperating, as evidenced by their ragged state. The giants were observed employing wind magic to direct forest fires with apparent purpose.&lt;br /&gt;
&lt;br /&gt;
The party enacted their withdrawal strategy, utilizing Mistress Callas&#039;s Earth Door enchantments to transport themselves multiple times in succession, achieving considerable distance from the area of conflict. The massive storm created by the frost giants extended approximately twenty miles from the village, with cloud formations reaching several miles in height. The party then resumed their original journey, successfully circumnavigated this meteorological disturbance.&lt;br /&gt;
Their journey proceeded for several days, bringing them to the trading hub of St. Petersburg. This thriving port city, positioned between Finnish territories and Estonian lands, provided opportunity to replenish supplies. Winter conditions had elevated prices for provisions, particularly foodstuffs, though the party secured necessary preserved meats and other essentials. Lady Tulip acquired specimens of specialized kelp known for its salt-concentrating properties, noting its capability to reduce salinity in brackish water when harvested with regularity.&lt;br /&gt;
&lt;br /&gt;
Continuing their expedition, the party arrived at Arkhangelsk, known in Viking nomenclature as Bjarmaland. This settlement is situated within a marshy delta region characterized by flat terrain. Recognizing this location as their primary investigative target, the party commenced searches for dimensional anomalies, referred to as &amp;quot;middlemarches.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tyndalos summoned his moor hound, Buskerville, to assist in tracking these anomalies. The animal successfully located one such phenomenon, which investigation revealed to be conditional rather than positional in nature – requiring specific conditions to be met for entry rather than merely locating the correct physical position.&lt;br /&gt;
&lt;br /&gt;
Turf attempted multiple divination enchantments upon this anomaly, encountering significant resistance suggestive of anti-divinatory protections. Persistence yielded results, however, with the revelation that access to this particular anomaly requires utterance of a specific individual&#039;s true name. The party catalogued this information but prudently elected not to attempt entry, suspecting that this might be the name referenced in the last prophecy and were reluctant to summon/release anything.&lt;br /&gt;
&lt;br /&gt;
Further exploration revealed Arkhangelsk&#039;s geographical position resembles the base of a parabola with multiple recesses. At a location identified as Chubola, positioned at the focal point of this parabolic formation, the party discovered a specialized anomaly. This phenomenon exhibits the extraordinary property of receiving multiple middlemarches simultaneously, causing dimensional overlap where separate realities share a single geographical point.&lt;br /&gt;
The significance of this discovery remains under investigation. The party continues to document these anomalies while maintaining appropriate caution regarding potential extra-dimensional entities.&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
&lt;br /&gt;
* [[Jade Rain]] - an enigmatic figure familiar to both Cerise and Callas. Lives in the Abyss.&lt;br /&gt;
* Comte de Versillac - who was once undead but restored to life by a holy man, and as a consequence has a serpent mark on his brow. He is deeply hostile toward the Church.&lt;br /&gt;
* Lady Cerise - Matron of the Crimson Sisterhood. Lives in Aeaea, a city of Witches&lt;br /&gt;
* [[Sir Andrew Witherspoon]] - The Lord of Chivalry&lt;br /&gt;
&lt;br /&gt;
=== Prophecy Interpretations by the Vatic Oracle (Mario)===&lt;br /&gt;
&lt;br /&gt;
==== 1. The Setting of the Prophecy====&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,  &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design.  &lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play,  &lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;tale of dark and light&#039;&#039;&#039; represents the &#039;&#039;ongoing struggle between the fiends (devils, masterminds) and those opposing them&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 2. The Wraith of Dread &amp;amp; The Darkened Lord====&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,  &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.  &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,  &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Wraith of Dread with Burning Eyes&#039;&#039;&#039; is &#039;&#039;a powerful undead entity&#039;&#039;, but its &#039;&#039;identity is obscured by dark magic&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Darkened Lord&#039;&#039; is &#039;&#039;not a demon, devil, god, or immortal, but rather a &#039;&#039;&#039;power&#039;&#039;&#039; of some kind.&#039;&#039;. He resides in the Outer Darkness.&lt;br /&gt;
* The Oracle suspected he was one of the &#039;&#039;&#039;bad old ones&#039;&#039;&#039;, meaning he has been around since the early days of the world.&lt;br /&gt;
* The &#039;&#039;&#039;hearts of men betrayed&#039;&#039;&#039; refers to groups/factions/people that has suffered betrayal.&lt;br /&gt;
* The &#039;&#039;&#039;land where sorrow’s seeds are sown&#039;&#039;&#039; refers to the &#039;&#039;Land of Nod&#039;&#039;, where the &#039;&#039;Red Laughter’s infernal scheme was enacted&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 3. The Matron &amp;amp; The Agents Three====&lt;br /&gt;
 In the murky depths of witchcraft’s art, a matron wise and bold,  &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.  &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,  &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Matron&#039;&#039; is &#039;&#039;Lady Cerise&#039;&#039;, a &#039;&#039;Medianite Witch&#039;&#039; who was involved in initiating the investigation&lt;br /&gt;
* The &#039;&#039;Agents Three&#039;&#039; were &#039;&#039;Tell, Jedberg, and Uzi&#039;&#039;, who were &#039;&#039;sent on a mission related to the prophecy&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;the devil’s schemes&#039;&#039;&#039; were &#039;&#039;confirmed as the Red Laughter’s plan in the Land of Nod&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 4. The Count &amp;amp; The Chalice====&lt;br /&gt;
 Yet far within the twilight’s grasp, a noble count remains,  &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.  &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,  &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Count&#039;&#039; is the &#039;&#039;Comte de Versillac&#039;&#039;, a former &#039;&#039;vampire&#039;&#039; seeking &#039;&#039;redemption&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Freed from the serpent’s mark&#039;&#039;&#039; means he &#039;&#039;no longer serves darkness/death&#039;&#039;, but &#039;&#039;his past haunts him&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the Count is seeking the Chalice and Sweet Regret&#039;&#039;, which might be &#039;&#039;the key to stopping the Red Laughter.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;&#039;May thwart the devil’s ruthless hand&#039;&#039;&#039; suggests that &#039;&#039;if the Chalice and Sweet Regret are used correctly, they could banish the Red Laughter to Hell&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 5. The Seer &amp;amp; the Embassy====&lt;br /&gt;
 A seer, veiled in mystic shroud, with visions deep and true,  &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.  &lt;br /&gt;
 This mission bears a humble quest to seek the noble’s aid,  &lt;br /&gt;
 To glean what truths the count might hold, in the murk where shadows played. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Seer&#039;&#039; is &#039;&#039;Jade Rain&#039;&#039;, a &#039;&#039;mystic figure&#039;&#039; who directed &#039;&#039;the party toward the Count&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed the Count may have crucial knowledge&#039;&#039; about &#039;&#039;the unfolding plot.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 6. The Enterprising Schemer (Machiavelli)====&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,  &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.  &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,  &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;distant coasts&#039;&#039;&#039; refer to &#039;&#039;Ravenna&#039;&#039;, where &#039;&#039;merchants and power brokers operate&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;&#039;enterprising schemer&#039;&#039;&#039; is &#039;&#039;Niccolò Machiavelli, an immortal mastermind - &#039;&#039;&#039;The Eye of Discord&#039;&#039;&#039; &#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;With papal ties to cleave&#039;&#039;&#039; confirms &#039;&#039;he is working with or against the Papacy&#039;&#039; in secret.  &lt;br /&gt;
* Masterminds manipulates fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039;, setting &#039;&#039;long-term plans into motion&#039;&#039;.  &lt;br /&gt;
* His &#039;&#039;true goals remain unknown&#039;&#039;, but he &#039;&#039;is actively influencing events&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 7. The Grand Conflict of Fate &amp;amp; Destiny====&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,  &lt;br /&gt;
 The forces of the dark and light will clash with potent will.  &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,  &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.   &lt;br /&gt;
&lt;br /&gt;
* This stanza &#039;&#039;reinforces the ongoing cosmic struggle&#039;&#039;, with &#039;&#039;mortals and immortals caught in the battle&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that both fate (mortals) and destiny (immortals) are in play&#039;&#039; (and both are in fact required to successfuly oppose this evil plot), and one or more &#039;&#039;Masterminds are actively working to steer the outcome.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 8. The Unfolding of Fate====&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,  &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.  &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,  &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.   &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Oracle warned that events are unfolding according to someone’s design.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;Mastermind’s influence means the party may be pawns in a larger scheme.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;There is a major battle between mortal choices (fate) and divine manipulations (destiny).&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=== Additional Discoveries &amp;amp; Actionable Points===&lt;br /&gt;
==== The Silmaril====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the &#039;&#039;&#039;gem of fire&#039;&#039;&#039; in the prophecy refers to the Silmaril.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;It is a seed, like a star, or even like the Big Bang itself.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;party knows where at least one Silmaril is&#039;&#039;, but the Oracle thinks &#039;&#039;it is dangerous to get close to it, as it could &#039;&#039;&#039;go off.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The White Sea / Bjarne Land====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the White Sea is called &#039;&#039;&#039;Bjarne Land&#039;&#039;&#039; by the Northmen&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;party may not have actually reached the real White Sea&#039;&#039; during their previous travels.  &lt;br /&gt;
* &#039;&#039;The Void being close when the moon is absent is a serious warning.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The Vatic Oracle’s Take on Machiavelli====&lt;br /&gt;
* Niccolò Machiavelli is an immortal mastermind capable of manipulating fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039; in time.&lt;br /&gt;
* These &#039;&#039;&#039;anchor points&#039;&#039;&#039; act like wards but set in time rather than space—triggering certain events when conditions are met.&lt;br /&gt;
* There is no easy way to detect if one is caught in his web of manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Original Prophesy ===&lt;br /&gt;
* &amp;quot;A seer, veiled in mystic shroud, with visions deep and true&amp;quot; = Jade Rain&lt;br /&gt;
* &amp;quot;Yet far within the twilight’s grasp, a noble count remains&amp;quot; = Comte de Versillac&lt;br /&gt;
* &amp;quot;a matron wise and bold&amp;quot; = Lady Cerise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
These comments represent info from Jade Rain&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design. &amp;lt;BR&amp;gt;&lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play, &amp;lt;BR&amp;gt;&lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,&amp;lt;BR&amp;gt; &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In the murky depths of witchcraft’s art, &amp;lt;strong&amp;gt;a matron&amp;lt;/strong&amp;gt; wise and bold,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.&amp;lt;BR&amp;gt; &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Yet far within the twilight’s grasp, &amp;lt;strong&amp;gt;a noble count&amp;lt;/strong&amp;gt; remains,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The CdV has a part to play&amp;lt;BR&amp;gt;&lt;br /&gt;
There is some diabolic interest.&amp;lt;BR&amp;gt; &lt;br /&gt;
Find CdV, get him to do something and that will tell us that is going on&amp;lt;BR&amp;gt; &lt;br /&gt;
Our leverage against CdV is the fact he has been freed from the serpents mark - he has a debt/obligation to pay.&amp;lt;BR&amp;gt; &lt;br /&gt;
Has a special defence against the bad thing  = Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt;&lt;br /&gt;
The CdV&#039;s quest involves discovering the role of the original orcs (first elves) in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
Party may need to take an undiplomatic with the CdV to get him to assist.&amp;lt;BR&amp;gt;  &lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;strong&amp;gt;A seer&amp;lt;/strong&amp;gt;, veiled in mystic shroud, with visions deep and true,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This mission bears a humble quest to seek the &amp;lt;u&amp;gt;noble’s aid&amp;lt;/u&amp;gt;,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To glean what truths &amp;lt;u&amp;gt;the count&amp;lt;/u&amp;gt; might hold, in the murk where shadows played.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The Count may refer to a countdown&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,&amp;lt;BR&amp;gt; &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.&amp;lt;BR&amp;gt; &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
Cleave could be read as splitting apart or joining together&amp;lt;BR&amp;gt;&lt;br /&gt;
Papal = the pope = which resides on the plane of Nualis&amp;lt;BR&amp;gt;&lt;br /&gt;
There is a family of schemers Giovani de Craschenti. They are the &amp;quot;Eye of Discord,&amp;quot; and extreme caution must be taken when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
The current pope, Turgius is a smart puppet of the GdC&amp;lt;BR&amp;gt;&lt;br /&gt;
Three things to look at;&amp;lt;BR&amp;gt;&lt;br /&gt;
•	Enterprising scheme&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Cunning gaze = eye of discord&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Coming Trials&amp;lt;BR&amp;gt; &lt;br /&gt;
hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
Might require us to influence papal ties, either strengthening or severing them.&lt;br /&gt;
&amp;lt;span&amp;gt; &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The forces of the dark and light will clash with potent will.&amp;lt;BR&amp;gt; &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,&amp;lt;BR&amp;gt; &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==== Crescenti Family Details ====&lt;br /&gt;
&lt;br /&gt;
===== Influence in the Church =====&lt;br /&gt;
* The Crescenti family has notable influence within the church hierarchy. Giovanni de Crescenti, a key figure in the family, was instrumental in ensuring that his nephew, Sergius, ascended to a position of power within the church after a &amp;quot;purge in the Curia&amp;quot; in which many cardinals were killed.{{quote|1}}&lt;br /&gt;
* Sergius, who replaced the previous leader, is described as an &amp;quot;intelligent puppet&amp;quot; of Giovanni de Crescenti, suggesting that while he held authority, he was largely controlled by Giovanni, allowing the Crescenti to maintain their influence within the church.&lt;br /&gt;
&lt;br /&gt;
===== Character and Motivation of Sergius =====&lt;br /&gt;
* Sergius appears to have been selected because he would not oppose Giovanni&#039;s manipulations. He valued a secure and wealthy life more than any real authority over doctrinal matters, implying that his loyalty lay more with his comfort and safety than with the spiritual mission of the church.&lt;br /&gt;
* Under his leadership, the church flourished as a &amp;quot;financial empire,&amp;quot; which suggests that the Crescenti were using the church&#039;s influence to increase their wealth and economic power.&lt;br /&gt;
&lt;br /&gt;
===== Papal Ties and Manipulation =====&lt;br /&gt;
* There is an ongoing effort to either &amp;quot;split or join&amp;quot; the connection between the church and the Crescenti family, depending on interpretation. The prophecy mentioned in the transcript seems to imply some destiny regarding the Crescenti&#039;s influence over the papacy, suggesting a significant impact on future political or religious directions.&lt;br /&gt;
&lt;br /&gt;
===== Giovanni de Crescenti&#039;s Role =====&lt;br /&gt;
* Giovanni de Crescenti is directly referred to as being involved with and possibly orchestrating changes in church leadership. His role in finding a replacement for his nephew implies a strong, perhaps Machiavellian, influence within both secular and ecclesiastical circles.&lt;br /&gt;
* Giovanni is associated with a &amp;quot;merchant empire,&amp;quot; indicating that his influence is not only ecclesiastical but also rooted in extensive financial and commercial power.&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Immolation&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Def +20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; 63&lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt; Meeting Lord Tirwh and Lady Suneth&lt;br /&gt;
| class=day |  2 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  3 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  4 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  5 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  6 || Travel the Heights of Chaos. &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || Drive carriage to Surah&lt;br /&gt;
| class=day |  8 || Arrive in Surah fight. Rescue family. &lt;br /&gt;
| class=day |  9 || Rest in Surah &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; id=&amp;quot;Summer&amp;quot; class=&amp;quot;Season&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Meadow 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &#039;&#039;[[Beltane]] Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || C32 - training &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || C33/34 - Rome&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || C34 - Sir Andrew&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || Travel north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || Travel north &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || Travel north&amp;lt;BR&amp;gt;C35 - fight&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || C36 - evade storm. Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || Ride north. Arrive Bjarmaland. Search for Middlemarch&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Heat 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Breeze 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &#039;&#039;Day of Death&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=102647</id>
		<title>Red Laughter - The Hunt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=102647"/>
		<updated>2025-03-13T11:45:25Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Chapter 36: Stormy days */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High+]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Callas]]&lt;br /&gt;
*[[Turf]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
* Archibald &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
* Tyndalos&lt;br /&gt;
* [[Tulip]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Follow up a Prophecy&lt;br /&gt;
 &lt;br /&gt;
; Pay&lt;br /&gt;
The friends we made along the way.&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
====Chapter 1: Lady Suneth&#039;s prophecy====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LadySuneth.jpg|100px|thumb|Right|Lady Suneth]]&lt;br /&gt;
&lt;br /&gt;
The party gathers to discuss Lady Suneth&#039;s prophecy. Lady Suneth, a Kerberite from House Kerberoth, has received intelligence from &amp;quot;the black&amp;quot; and composed a prophecy. The prophecy speaks of a shadowed realm, a wraith of dread, and a noble count freed from the serpent&#039;s mark. It mentions three agents, a wise matron, and a veiled seer. The party speculates on the meaning, noting they have three months to act. There will be untold death if we fail.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party consults with Lord Tirwh, ruler of House Kerberoth, he expresses concern about the situation in the Land of Nod and the potential world-threatening nature of the events. We ask about reaching the Land of Nod. Warious routes are discussed, including through House Tintagel and past the Keep of Five Faces. Tirwh offers little direct assistance but provides information about the political landscape and potential dangers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LordTirwh.jpg|100px|thumb|left|Lord Tirwh]]&lt;br /&gt;
&lt;br /&gt;
The party begins preparations for the journey ahead, visiting Henry the Toymaker, a somewhat eccentric character, to see if he has any useful magical items. After some dramatic bargaining from Henry, which consists of feigned distress and appeals to the suffering of his children, the party acquire the following items;&lt;br /&gt;
* Water General Spell Rack: A bracer-like item with a large blue gem. It can store Water General spells equal to the user&#039;s rank in Water General Counterspell.&lt;br /&gt;
* Magical Pass Action Storage: An egg timer-like device that can store magical pass actions in exchange for life energy.&lt;br /&gt;
* Figurine for Corniger: a figurine made of diorite for his horse, Corniger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Chapter 2: Journey to Jiroth====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Callas&#039;s guides the party, using a route she knows, to the Heights of Chaos, which takes about five days. Along the way, they discover the Gardens, a special location where they can find a rare herb once in their lifetime. They choose not to use this opportunity yet, saving it for when they have higher herbalist skills.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From the Heights of Chaos, they can see Jiroth in the distance. The party uses Earth Door to travel quickly down the mountain, reduce the treacherous travel to reach Jiroth from a day to an hour. They arrive at the walled city with ramparts rather than proper walls and note the stream running through the middle of the town, which seems to have magically enhanced sewage treatment.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The group visits the Temple of the Singing Bees and makes an obeisance to gain access to normal mana levels in the area. They learn from the guards that people have been disappearing, possibly due to Nephilim activity in the mountains. The party decides to investigate, heading northeast into the mountainous terrain.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 3: Calamity at Surah====&lt;br /&gt;
&lt;br /&gt;
On their way to Surah, the party are ambushed by three blue, devil-like creatures with backwards-bending legs and tridents. A brief but intense fight ensues and the party quickly dispatch the devils, which which disappear in smoke upon defeat.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, they continue tracking and discover a blasted section of hillside with a summoning circle, triangle, and stone altar. On the altar lies the body of a sacrificed child, less than 24 hours old. Investigation reveals the altar is dedicated to &amp;quot;the Beautiful Marquis.&amp;quot; An Ancient Divination reveals that the child&#039;s soul was used in a ritual to make the summoned devils chthonic, meaning they cannot be banished from the realm.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They discover tracks leading away from the altar, belonging to a woman wearing soft shoes. The tracks disappear after about 20 feet, suggesting some form of magical transportation. The party debates their next move and, which no leads, decides to return to Sura to inform the authorities. In Sura, the high priest is alarmed by their findings. He provides limited information about the Beautiful Marquis, describing them as a powerful sorcerer of the Mind college with control over white magic and a focus on calculation and measurement. The party learns that families have been going missing from the outskirts of Surah. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 4: The Hunt====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2onTheTrail.jpg|200px|thumb|left|On the trail]]&lt;br /&gt;
&lt;br /&gt;
They decide to investigate a farm where a family disappeared three days ago. Afters some hours of trekking with a guide they reach with farm and find some tracking from the farm, the family and other individuals, one using magical concealment. The magically concealed tracks likely belong to the same woman from the altar and the the family&#039;s tracks lead in a different direction from the concealed ones.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As night falls, the party decides to follow the family&#039;s tracks, hoping to rescue them from their captors, tracking the missing family along a ridge line, with a deep river to their right and a heavily beaten game trail to their left. They estimate the tracks to be less than three days old. Aware of their visibility against the skyline, Turf uses his name change spell to disguise himself as a horse to reduce their profile.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As darkness falls Callas and Turf detect several creatures sneaking up towards them, about 150 feet away initially but closing quickly. The party quietly prepares for a potential ambush, preparing weapons discreetly, not wanting the ambushers to know they have been seen.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 5: Ambush====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Mariliths.jpg|150px|thumb|Right|Ambush]]&lt;br /&gt;
&lt;br /&gt;
Three Mariliths, blue devil-like creatures with four arms, backwards-bending legs, and wielding glaives and shields, charge the party. A fierce battle ensues. The fight is swift and decisive, Turf&#039;s powerful blows with Snickersnee and his Soul Blade quickly dispatch two of the Mariliths, Archibald&#039;s Hellfire spell damages the remaining devil. Then to deadly Slaad enter the battle, One is pitch black, the other mottled green and brown. Their skin is like stone and Turfs blows, that would kill a nomrmal person, barely hurt them. Corniger, Archibald&#039;s horse, delivers the deadly blow with a devastating charge and horn attack.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, the party discovers some magical components on the Mariliths&#039; bodies, including copper nails that can enhance the Sinking Doom spell, and bronze horseshoe-like items useful for gem creation spells. Examining the bodies the party are able to work our they are resistant to slashing weapons but vulnerable to crushing attacks.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 6: Pursuit====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2OgreMagi.jpg|150px|thumb|left|Chase]]&lt;br /&gt;
&lt;br /&gt;
As the group examines the Slaad corpses, Callas spots a female figure about 150 feet away, sitting on what appears to be an invisible mount about 70 feet off the ground. Recognizing her as likely responsible for summoning the creatures they just fought, the party springs into action.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf windwalks after the figure, which flees from the party. In a daring maneuver, he materializes directly above her, attempting to grab her mid-flight. Despite the woman&#039;s impressive defenses, Turf manages to grapple her. A mid-air struggle ensues as Turf repeatedly stabs the woman, who is revealed to be an Ogress. The Ogress has powerful defences which Turf overwhelms with his powerful attacks and they both plummet towards the ground. &lt;br /&gt;
&lt;br /&gt;
Turf grabs a wand from her belt before letting  her unconscious body call to the ground. The Ogress crashes to the ground, not surviving the impact. The party regroup and they search the body. Turf uses a ritual to bind her soul into a nearby rock, preventing any chance of resurrection or escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 7: Rescue====&lt;br /&gt;
&lt;br /&gt;
Regrouping, they continue tracking their original quarry - the missing family. After about an hour of searching, they discover an artificially created cave. Inside, they find the family of five (two parents and three children) being guarded by an Ogre Mage. The party are able to sneak in and launches a surprise attack, the Ogre Mage is quickly overwhelmed and defeated without being able to retaliate. The party frees the family and debates their next move, concerned about a possible second Ogre Mage in the area.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deciding the family&#039;s safety is the priority, the group escorts them back to Surah. They use magic to enhance the adults&#039; strength, allowing them to carry the children and travel faster. Callas hides the Ogre Mage&#039;s body using her tunnelling spell.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They arrive in Surah as the sun rises, presenting their findings to the high priest. The party reports on the various creatures they encountered - blue devils, Mariliths, Slaads, and Ogres. They also mention the bound soul of the Ogress and the altar that needs cleansing.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The high priest and townsfolk praise the party for their actions, particularly eliminating the Ogress and Ogre Magi threat. There&#039;s some concern about the remaining Ogre Mage, but it&#039;s believed he&#039;s more likely to flee than cause further trouble. The party being offered accommodations in Surah for a week, with a celebration planned to honour their deeds. However, the group is aware of their time constraints and plans to move on soon to address other pressing matters in their quest.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chapter 8: Lady Callas, the Wonder Worker ====&lt;br /&gt;
&lt;br /&gt;
In Jesurea they seek access to the Astral Gate. The priests require a service in exchange, and Callas offers her healing abilities. She treats several locals, including a man with a gangrenous wound, saving his life. Her exceptional healing earns her the title of &amp;quot;Lady Callas, the wonder worker,&amp;quot; and this service secures the party access to the Astral Gate.&lt;br /&gt;
&lt;br /&gt;
The party continues their journey north using Turf’s magical carriage. They stop at a Carchemish to rest and gather information. While speaking with the locals, they learn about the rising threat of gorgons in the area. During their stay, they encounter a group of black-armored mercenaries. Black arranges for future contact with a Mind Mage among the mercenaries.&lt;br /&gt;
&lt;br /&gt;
The next two days are uneventful as the party travel as the party travel to Hurrian, and then across the sea to Al-Marhirbah and to Aeaea - the city of Witches.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 9: Revelations ====&lt;br /&gt;
&lt;br /&gt;
Aeaea is a city of Witches, Archibald and Turf can see an enormous thorn wall surrounding the city, however Callus sees nothing. Callas head into the bustling city, there is lots of trade in fabric, she makes enquiries and is directed to the residence of Lady Cerise. Cerise, a figure of authority in the Crimson Sisterhood, happily greet Callus. Lady Cerise discloses her role as Matron of the Crimson Sisterhood.&lt;br /&gt;
&lt;br /&gt;
After hearing the prophesy Cerise believes the &amp;quot;Noble Count&amp;quot; is the Comte de Versillac, who was once undead but restored to life by a holy man. The Comte, now deeply hostile toward the Church. She also believes &amp;quot;A seer, veiled in mystic shroud&amp;quot; is Jade Rain, whom is known to Callus, and advises we visit immediately. She gives Callus a magic scroll in exchange for taking a letter to Jade Rein. Cerise warns of dark forces at work, urging caution as the party proceeds on their journey.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 10: The better part of Valour ====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Shoggoth.jpg|150px|thumb|right|Shoggoth]]&lt;br /&gt;
&lt;br /&gt;
After travelling for almost a week the party finds themselves in a deep part of the Abyss, near a lake-like area. They hear a slithering sound approaching and prepare themselves for a fight. As the sound grows closer, they feel the ground heaving beneath them.&lt;br /&gt;
&lt;br /&gt;
Black Archibald sees cracks forming in the ground coming from the north. The party realizes they&#039;re facing an enormous creature, something that makes the earth shake must be an enormous size. Realizing the potential danger, the group decides to retreat rather than confront the creature. Callas uses Earth Door to transport the party away from the immediate threat. &lt;br /&gt;
&lt;br /&gt;
Upon reaching safety, Turf uses a Crystal of Vision to look back at where they were. He sees an enormous lenticular-shaped creature, about 22-23 meters long and 3 meters across at its widest point. The party concludes it was likely a Shoggoth, a powerful and dangerous entity in the Abyss. Marking the location on the map as &amp;quot;Shoggoth Point&amp;quot; the party choose a different route to reach Jade Rain.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 11: Tea with Jade Rain ====&lt;br /&gt;
&lt;br /&gt;
Travel to Jade Rain&#039;s residence takes around a week. The cave is appointed with various comforts. Jade Rain, described as having pale green, almost translucent skin, welcomes them and offers tea. Turf and Archibald are provided a simple tea while Callus is served one with an exquisite flavour. &lt;br /&gt;
&lt;br /&gt;
As they settle in, Turf presents the prophecy written by Lady Suneth. Jade Rain analyzes it, providing insights:&lt;br /&gt;
&lt;br /&gt;
1. She identifies a section referring to the &amp;quot;Comte de Versillac,&amp;quot; suggesting he has a crucial role to play.&amp;lt;BR&amp;gt;&lt;br /&gt;
2. Jade Rain explains that the Count&#039;s quest involves discovering the role of the original orcs in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
3. She points out the phrase &amp;quot;with papal ties to cleave,&amp;quot; noting its ambiguity—it could mean either to split apart or join together.&amp;lt;BR&amp;gt;&lt;br /&gt;
4. Jade Rain suggests the prophecy might be directing them to influence papal ties, either strengthening or severing them.&amp;lt;BR&amp;gt;&lt;br /&gt;
5. She draws attention to phrases like &amp;quot;enterprising schemer,&amp;quot; &amp;quot;cunning gaze,&amp;quot; and &amp;quot;steer the course of coming trials,&amp;quot; hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
6. Jade Rain warns about the &amp;quot;Eye of Discord,&amp;quot; suggesting extreme caution when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
7. She recommends speaking to &amp;quot;Moonlight Sleeping on a Midnight Lake&amp;quot; for more information, but cautions that this being is a demon lord and would require proper compensation for any aid.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the conversation, Jade Rain provides cryptic hints and warnings, emphasizing the complexity and danger of the situation the party faces.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 12: The Prince of Demons ====&lt;br /&gt;
&lt;br /&gt;
Returning to House Kerberoth they await the arrival of Damien, the Prince of Demons. His approach is heralded by trumpets from the Abyss, and he arrives with a procession of 3,600 demons. It takes a day for the procession to reach the castle. Lady Suneth is flustered with the arrival of a Prince, and insist the party assist to clean the castle, which already appears immaculate.  &lt;br /&gt;
&lt;br /&gt;
Damien is described as wearing baroque armour that seems to be moving. He carries a halberd and shield strapped to his back. After a three hour feast, where Turf spend the entire time drumming his fingers. Post dinner the party is invited to join Damien in the green chamber for brandy and cigars.&lt;br /&gt;
&lt;br /&gt;
Each character chooses a uniquely described cigar, which upon smoking, seems to have magical properties. They create various &amp;quot;pools&amp;quot; for the characters:&lt;br /&gt;
* Callas gains a sanity pool.&lt;br /&gt;
* Turf gains an impatience pool.&lt;br /&gt;
* Black Archibald gains a doom pool.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 13: Schemes and the Missal ====&lt;br /&gt;
&lt;br /&gt;
Turf is particularly eager to cut through the pleasantries and focus on the heart of the matter, prompting Damien to discuss a figure connected to the church, Giovanni de Crescenti. There is some confusion about Giovanni&#039;s role, with suggestions that he was a power broker rather than a direct agent of the church. The group learns that Giovanni was heavily involved in raising Pope Sylvester II to the papal throne, only for the pope to later flee in fear of a prophesied apocalypse at the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
During the discussion, Damien gives the party an ancient Missal. He mentions that the Comte de Versillac might be willing to trade a service in exchange for the Missal, though its exact value and significance are unclear. The group takes the Missal, recognizing it could be a useful bargaining chip when they eventually meet the Comte.&lt;br /&gt;
&lt;br /&gt;
With this new item in their possession, the party&#039;s path becomes clearer. Their focus now shifts to securing the Comte’s assistance, knowing that they may need to offer the Missal as part of their negotiations.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 14: Farewell and a Chance Encounter ====&lt;br /&gt;
&lt;br /&gt;
After concluding their meeting with Damien at House Kerberoth, the party sets off to traverse the Abyss. The journey is perilous, and they know the dangers of this shadowy realm well. The Abyss, with its dark, oppressive atmosphere and strange, unpredictable forces, stretches before them as they leave the relative safety of House Kerberoth. They proceed cautiously, aware that while the Abyss can be eerily quiet at times, it can quickly become the stage for catastrophic events.&lt;br /&gt;
&lt;br /&gt;
As they make their way deeper into the Abyss, they encounter &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;. He approaches the group in a careful, civil manner, not rushing or displaying hostility. Sir Black Archibald, recognizing &#039;&#039;&#039;Midnight&#039;&#039;&#039; from previous encounters, chooses to meet him halfway. The conversation is cordial, though brief, as &#039;&#039;&#039;Midnight&#039;&#039;&#039; does not appear to be accompanied by his mistress, and he seems to be on a personal journey deeper into the Abyss.&lt;br /&gt;
&lt;br /&gt;
During the encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; mentions that he is looking for Sweet Regret,  offers his assistance, stating that the party need only call on him if they require his help. He gives Callas an intricately carved ivory plaque, which appears more three-dimensional the longer one looks at it. The plaque holds a special significance, though its exact purpose remains unclear to the group. After this encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; continues on his way, leaving the party to reflect on the nature of their meeting.&lt;br /&gt;
&lt;br /&gt;
The group resumes their journey, and though the Abyss holds many dangers, they are unmolested for the rest of the way. Their thoughts now turn to the next stage of their mission, knowing they have gained a potential ally in &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 15: Sir Andrew and Venice ====&lt;br /&gt;
&lt;br /&gt;
The party reaches the estate of Sir Andrew, the Lord of Chivalry, who resides in the hills north of Venice. Upon arrival, Sir Black Archibald explains their mission and requests the use of Sir Andrew’s **Astral Gate**. The gate would allow the group to fully cross into the Plane of Nualis, leaving behind the dangers of the Abyss. Sir Andrew, without hesitation, grants them permission to use the gate.&lt;br /&gt;
&lt;br /&gt;
Once the group passes through the gate and firmly enters Nualis, they express their gratitude to Sir Andrew and prepare for their next move. However, they first make their way to Venice to complete a task on behalf of **Henry the Toymaker** and to explore further leads regarding their quest.&lt;br /&gt;
&lt;br /&gt;
In Venice, an enormous walled city bustling with activity, the group quickly catches the attention of the gate guards, but they are allowed through without much scrutiny, aided by the imposing presence of Sir Black Archibald’s warhorse. Their first stop is St. Mark&#039;s Square, where they notice an odd reaction from the Missal they carry when near the statue of St. Mark. The book seems to resonate faintly with the religious aura of the square, but the group decides to focus on their main task and move on.&lt;br /&gt;
&lt;br /&gt;
The party then seeks out **Giuseppe Briati**, a famous craftsman known for his expertise in glass and metalwork. They deliver a special musket for repairs, as per Henry the Toymaker’s request. Giuseppe inspects the unusual firearm, noting its peculiar design, which resembles a large pistol, and agrees to repair it within a season. The party thanks him, satisfied that their business in Venice is now complete.&lt;br /&gt;
&lt;br /&gt;
With their task finished and further intrigued by the Missal&#039;s behavior, the group prepares to leave Venice and continue their mission to stop the Eye of Discord.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: The Comte&#039;s Domain ====&lt;br /&gt;
&lt;br /&gt;
The party arrives at the outskirts of the Comte de Versillac’s domain. The landscape around the estate is a mix of fertile wheat fields and orchards. As they approach, they see the Comte’s imposing black castle in the distance, standing stark against the surrounding plains. The scale of the castle is immense, and its black stone construction is unusual for the region, where limestone or marble would typically be used.&lt;br /&gt;
&lt;br /&gt;
A river encircles the estate, serving as a natural moat, with a drawbridge leading to the castle&#039;s entrance. Beyond the drawbridge, the party notices two sets of defensive walls: the outer wall, which is massive and fortified, and a barely visible inner wall that adds another layer of protection.&lt;br /&gt;
&lt;br /&gt;
As they pass through the nearby town, the group sees villagers working the fields. The town itself is unfortified, unlike the heavily defended castle that looms over it. Callas observes the strange use of black stone for the castle, which stands out against the otherwise typical landscape.&lt;br /&gt;
&lt;br /&gt;
With the fertile land contrasting sharply with the castle’s formidable appearance, the party makes their way towards the stronghold, preparing for their next challenge as they seek an audience with the Comte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: A Short History Lesson==== &lt;br /&gt;
&lt;br /&gt;
They are greeted by Alois, a tall, strapping man of noble bearing who introduces himself as the Comte’s equerry and escorts them inside.&lt;br /&gt;
&lt;br /&gt;
In a small, book-lined withdrawing room lit by massive bronze and wooden candlesticks, the group meets the Comte, who welcomes them graciously. He is a striking figure—strong and refined, with a bearing that suggests both elegance and hidden strength. After brief introductions, he offers them a rare wine, amber in color, said to be the work of an alchemist vintner. As they taste it, they experience a curious sensation of time stretching, each sip lingering as if time itself had slowed. Black, Callas, and Turf analyze the drink, realizing it holds a unique temporal quality from the aged grapes.&lt;br /&gt;
&lt;br /&gt;
Conversation shifts as the Comte grows somber, listening to the prophecy they’ve brought with them. Turf reads aloud a section, and the Comte’s reaction is palpable; he seems shaken, deeply affected by the words. He shares the story of a mysterious sorcerer from the church who once visited him with a strange mission: to &amp;quot;redeem&amp;quot; him by instilling a powerful remorse—a ritual that allowed the Comte to survive and continue on his unique path. This process, the Comte reveals, was transformative, setting him on his journey toward a strange immortality. Yet he wonders what became of the man who sacrificed himself to perform this ritual, unsure if the man&#039;s fate brought him peace or torment.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 17: Desert of White==== &lt;br /&gt;
&lt;br /&gt;
The discussion soon turns to otherworldly threats tied to their prophecy. Black and Callas consider the &amp;quot;Sea of White&amp;quot; as possibly pointing to the White Sea in northern Siberia. Recalling various past encounters, they discuss old powers and ominous forces, connecting the prophecy&#039;s references to shadowed lands with the possibility of a return of beings such as Morgoth or Sauron.&lt;br /&gt;
&lt;br /&gt;
Intent on discovering the fate of the Comte’s lost acquaintance, they propose a ritual to summon the man&#039;s spirit. Preparing carefully, they make their way to the chateau&#039;s basement, where they find a space ready for summoning, lined with engraved sigils and surrounded by protective barriers. The Comte provides hydragerum to complete the ritual, which Black notes with admiration.&lt;br /&gt;
&lt;br /&gt;
With everything prepared, they proceed with the summoning, casting spells and layering protections around the circle. As the ritual builds, they await any sign of a presence—but none arrives. Turf realizes that the summoning has failed; the man&#039;s true name has changed, suggesting he has ascended rather than fallen. The group shares this result with the Comte, whose tension eases slightly as he absorbs the news. His friend, it seems, has not been condemned.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 18: Continuing the Investigation==== &lt;br /&gt;
&lt;br /&gt;
After the failed summoning, the party remains in the chateau&#039;s basement, contemplating their next steps. They discuss the implications of the sorcerer&#039;s apparent ascension and what it means for their quest. The conversation circles back to the prophecy and its ominous references. Callas suggests that the &amp;quot;Sea of White&amp;quot; could indeed refer to the White Sea in northern Siberia, a place of ancient mysteries and chilling cold.&lt;br /&gt;
&lt;br /&gt;
Black recalls past encounters involving sealing horrors in Siberia and mentions connections to Middle Earth and ancient evils like Morgoth. They debate the possible awakening of old powers and the threats that could emerge from the &amp;quot;Sea of White.&amp;quot; The group references various entities and events, including the Star Vampire, and the Doors of Night—a term that stirs concern about barriers between worlds weakening.&lt;br /&gt;
&lt;br /&gt;
Realizing the gravity of their situation, they acknowledge that more information is needed. The Comte listens intently, offering his insights where possible. He seems both intrigued and troubled by the possibilities they discuss. The party decides they must investigate further, perhaps even journeying to the White Sea to uncover the truth behind the prophecy&#039;s warnings. In the meantime the Count will look into some of the other things mentioned in the prophecy.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 19: Journey to the White Sea==== &lt;br /&gt;
&lt;br /&gt;
As the party continues northward toward the White Sea, they arrive in the city of Arkhangelsk, a stark coastal port surrounded by snow and ice. Along the way, they had received scattered accounts from locals about the “Sea of White,” a place steeped in eerie tales and whispered rumors. Once they arrive, Callas senses something unusual about their surroundings, a shift that feels distinctly otherworldly. She soon realizes that they have crossed into a Middlemarch—a deliberately constructed, liminal boundary that does not occur naturally. The party understands that this crafted space obscures its edges, making it impossible to pinpoint exactly where or when they crossed into it.&lt;br /&gt;
&lt;br /&gt;
Aware now that they are within a hidden, possibly dangerous area, they proceed cautiously, searching the coast and nearby landmarks for any clues. As they explore, they come upon a peculiar sight—what they initially thought was chalk in the landscape appears, under closer examination, to be bone, ancient and imbued with a faint magical aura. They note that the coastline itself forms a shape that resembles a massive paw print, with bays and inlets appearing as pads and claws carved into the land.&lt;br /&gt;
&lt;br /&gt;
With a mixture of curiosity and caution, they take samples and perform various checks, confirming the presence of a magical aura lingering faintly on the bones. Callas uses a crystal of vision spell to gain a broader view, observing the landscape from above and confirming that the peculiar “paw print” pattern stretches nearly twenty-five miles across the coast. The enormity and ancient nature of this discovery suggest that the “Sea of White” holds more mysteries than they initially expected, potentially connected to the prophecy’s dark warnings.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 20: Hidden Jewels ====&lt;br /&gt;
&lt;br /&gt;
Turf divines the bones and uncovers a GTN of Urulókir (Middle-earth fire-drakes or fire-breathing dragons, such as Glaurung). However, he notices that this essence or attribute has been superimposed on a previous GTN. Callas is able to identify the underlying GTN but does not recognize it. By collaborating, they establish a shared understanding of their DA&#039;s, allowing Turf to apply his expertise in Naming to what Callas perceives. Through this, they determine that the underlying GTN is Ur Sea Serpent. They conclude that a process is underway that will eventually transform the GTN entirely into Urulókir. There are also indications that this transformation could be catalyzed, leading to the full resurrection of a wingless Middle-earth dragon or drake.&lt;br /&gt;
&lt;br /&gt;
The party continues to the southern end of the sub-arctic sea, where Turf experiences the loss of some quality and observes a star reflected on the sea during the day. After some investigation, they determine that this star is a jewel of great historical significance to Turf&#039;s people. The party sets out on fire steeds, riding across the waves, and Turf descends into the depths as a shark. He encounters ancient sharks of immense size and fortunately they leave him alone. Locating the radiance of pure light, which is surrounded by plant growth on an otherwise barren sea bed. He retrieves the jewel, accidentally swallowing it in the process.&lt;br /&gt;
&lt;br /&gt;
Back on shore, Black retrieves the jewel by reaching into Shark/Turf&#039;s stomach. Fortunately, Turf suppresses the urge to bite Black&#039;s arm off, and the jewel is successfully recovered. Turf heals from the intestinal damage that occurred. That night, Turf has a vision or dream, which he conveys in the following form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Beneath the waves where light refrains,&lt;br /&gt;
 A gem of fire in shadow reigns.&lt;br /&gt;
 Its gleam is caught by restless foam,&lt;br /&gt;
 Yet none can claim it as their home.&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 The waters guard with jealous pride,&lt;br /&gt;
 A secret star where echoes hide.&lt;br /&gt;
 Its blaze unquenched, though sunk and still,&lt;br /&gt;
 A silent hymn, a timeless thrill.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Black interprets this as a reference to Ungoliant and the party become visibly unsettled. Concluding that their work here is sufficient, the party travel the previous path and return to the Compte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 21: What next? ====&lt;br /&gt;
&lt;br /&gt;
The Compte agrees with Black’s interpretation and becomes even more hesitant to be involved. With some gentle persuasion about the gravity of the quest, he suggests they consult someone knowledgeable about gates. Additionally, he shares his findings: the Crescenti family is attempting to gain greater control over the Church by organizing a crusade against the Compte, thereby promoting their own candidates and influencers within the Church. This would give them significant influence over the selection of the next pope.&lt;br /&gt;
&lt;br /&gt;
The Compte believes the most effective course of action, assuming direct confrontation with Ungoliant is not feasible, would be to eradicate the Crescenti family entirely. The family seems to be based in Ravenna, with origins in Austria, where they still maintain a presence. The exarch of Ravenna is completely under their influence. Moreover, the Crescenti family has strong ties to the Eye of Discord. The Compte theorizes that the Crescenti may represent the mortal lineage or offspring of the Eye of Discord. He offers a reward of 50 white points to the party if they undertake this task.&lt;br /&gt;
&lt;br /&gt;
The party decides that consulting a library, either in Leng or Alexandria, might be the best next step. From there, they can determine which urgent task to undertake first; address Ungoliant or if they should focus on the Compte’s request in the meantime.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 22: Alexandria ====&lt;br /&gt;
&lt;br /&gt;
In Alexandria the party tries various methods to locate the library. Eventually Black uses a void detection ritual to try to locate the library. During this, he unexpectedly detects two things: the library&#039;s presence (which has a connection through the abyss as it seems this is how it is able to appear on different planes at different times) and a creature that moves through the void, associated with a particular type of &amp;quot;red&amp;quot; that reminds them of &amp;quot;Red Laughter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The group discusses various approaches to finding both the library and tracking Red Laughter, including seeking help from local scholars (which is deemed too risky given the period&#039;s attitude toward magic) and using Callas&#039;s &amp;quot;Wild Hunt&amp;quot; ability as a last resort.&lt;br /&gt;
&lt;br /&gt;
They explore Alexandria, and through Black&#039;s feeble tracking abilities and the lingering &amp;quot;taste&amp;quot; (of burning human feces) from his void detection, they follow the trail. During this, they encounter a young priest (appearing around 13 but actually in his early 20s) being followed by nine nuns. Callas&#039;s spy craft and Turf&#039;s magical detection abilities reveal these are &amp;quot;Poor Clares&amp;quot; - highly trained church operatives who serve as assassins and protectors. The priest himself appears to be a philosopher of some significance, potentially useful for their library search, but currently under protection.&lt;br /&gt;
&lt;br /&gt;
As they continue tracking, Black detects writing on a purple wall which reeks of burning human feces. When Turf DA&#039;s it, he discovers it&#039;s connected to a powerful entity of &amp;quot;avatar level&amp;quot; - a greater fiend. Combat ensues.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 23: Imprisoned ====&lt;br /&gt;
Turf activated his Holy Aura, providing bonuses against fear and affecting certain creatures, while they took positions near the wall where Red Laughter, appeared as a two-dimensional image. The nuns&#039; Mother Superior began issuing tactical commands in church Latin, including &amp;quot;maneuver 37A.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The nuns executed complex maneuvers, hurdling hedges with spectacular athleticism, their flexible chain weapons whirling. Some formed a protective ring around Lord Tarquin, while others moved to engage the threat. When they spotted the possessed spellcaster stepping behind the wall, one of the nuns sacrificed herself bravely, moving to block any direct magical attacks.&lt;br /&gt;
&lt;br /&gt;
A possessed spellcaster launched fire magic at Turf, though his amulet of iron helped him resist. His magic resistance wasn&#039;t halved due to his amulet, and the damage he took was absorbed by his Spell Armor.&lt;br /&gt;
&lt;br /&gt;
Black Archibald charged with his lance at Red Laughter&#039;s image, landing a solid hit. Upon striking the wall, they discovered damaging the surface itself could harm the devil - though any damage would be significantly reduced, it wouldn&#039;t be protected by its usual defenses. The lance, made of lignum vitae, withstood the impact. Meanwhile, Lady Callas supported with Trollskin spells to protect her allies, and Turf deployed powerful fire counterspells in strategic locations.&lt;br /&gt;
&lt;br /&gt;
Angular runes began cutting their way through Black Archibald&#039;s lance toward him. He wisely dropped the weapon, and the Mother Superior immediately attacked the runed lance with her chain weapon, striking with remarkable effectiveness. The other nuns moved up in support of their leader, unwrapping their own weapons.&lt;br /&gt;
&lt;br /&gt;
Turf tracked down the possessed individual (a suspiciously ordinary looking person) and struck him with his soul blade, landing a devastating hit. The blade ignors armor and passes through non-living materials. The possessed person, lacking significant protection beyond basic clothing, collapsed from the blow.&lt;br /&gt;
&lt;br /&gt;
Lady Callas then cast Smoking Magma beneath Red Laughter&#039;s position, trapping the devil in searing heat. Black Archibald followed up with Hellfire, and while the devil initially resisted, the combined assault proved effective. The Mother Superior declared she would push the devil back into the magma if it tried to escape. With Red Laughter weakened by these attacks, Turf was able to successfully imprison the devil using his Prison of Zygig.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 24: Delphic Riddles ====&lt;br /&gt;
Investigation revealed the possessed person wore a cinnabar ring that tainted all magic with a diabolical appearance. They suffered from dual madnesses - one relating to diabolic dealings, the other inducing violent urges.&lt;br /&gt;
&lt;br /&gt;
The party then spoke with Lord Tarquin, the young noble academic whom the nuns had been protecting. While discussing their captives - both Red Laughter and the possessed person - Lady Callas attempted a cure for a madness Lord Tarquin seemed to be suffering from, requiring a sacrifice of sanity points and taking several weeks to fully heal.&lt;br /&gt;
&lt;br /&gt;
During their encounter, another diabolic name emerged: &amp;quot;Titvilius,&amp;quot; though its connection remained unclear. Furthermore, another piece of the puzzle is revealed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Veiled beneath the earth, where shadows creep,&lt;br /&gt;
 Amidst the coils of serpents, silence sings.&lt;br /&gt;
 They guard the balance born of fractured rings,&lt;br /&gt;
 In secret chambers, buried thoughts they keep.&lt;br /&gt;
 Concerned with chaos none may dare to see,&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Obsidian tongues taste echoes in the air.&lt;br /&gt;
 Refrained from sight, they weave a subtle care,&lt;br /&gt;
 Attuned to whispers writ in mystery.&lt;br /&gt;
 Conducting rites in scales of shadowed light,&lt;br /&gt;
 Lamenting paths that discord dares to tread,&lt;br /&gt;
 Eternal watchers, bound by sacred night.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf realises that the first letter of each sentence reveals something important: VATIC ORACLE. A reference to an oracle supposedly buried/residing beneath the hills of Rome.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 25: White towers====&lt;br /&gt;
In his enfeebled state Lord Tarquin readily agrees to take gain entry to the Library for the party. Inside the library, Black Archibald, Turf, and Callas search for an astral gate. The party encounters a room with scholars and a group of six people holding a large silver cross, wearing liver-colored clothing and masks. These people appear to be dealing with some form of &amp;quot;abstract undead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party discovers a source of &amp;quot;processed tortured light&amp;quot; and several magical features, including bronze spheres mounted high on pillars. The light seems to keep future light at bay and protect the scrolls etc from wear/decay. When Callas is exposed to this light, she gains crystal-related magical abilities and a special trait.&lt;br /&gt;
&lt;br /&gt;
Turf and Black Archibald help locate two astral gates in the library. Using one, the party travels to a White Tower located on a massive mountain in a semi-arid region. This White Tower is described as being on a mountain the size of Ireland, though only about 4 kilometers high. The tower itself is relatively empty but shows views of different points around the mountain at different levels. Investigation reveals the Tower is on Mt Seir in the Land of Nod on Tanual.&lt;br /&gt;
&lt;br /&gt;
After exploring the White Tower, the party returns to the starting library and uses another astral gate to gain entry to the astral and from there travel to Venice via Sir Andrews astral gate. From there they plan to travel to Rome to seek something called the Vatic Oracle, which is apparently beneath one of Rome&#039;s hills. Through Sir Andrew, they learn about Sibyls - Roman women with prophetic abilities - who are associated with these oracles.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 26: Overly Inquisitive ====&lt;br /&gt;
After reuniting at Sir Andrew Witherspoon&#039;s residence, where Black, Callas, and Turf introduced their new companions Tyndalos and Tulip to the quest, the expanded party made their way toward Rome. The journey took about ten hours, with the group riding Turf&#039;s conjured magical steeds, arriving in the city after nightfall.&lt;br /&gt;
&lt;br /&gt;
Their first stop was a gypsy fortune teller&#039;s ornate tent in Rome&#039;s slums. While there, Tulip, demonstrated her herbalist skills by identifying and harvesting valuable saltbush from the polluted marshland. The fortune teller directed them toward the Vatican as the location of the Vatic Oracle they sought.&lt;br /&gt;
&lt;br /&gt;
The following morning saw them attempting to gain entry to the Vatican proper. Callas, drawing on her previous diplomatic experience, tried leveraging her noble status and bureaucratic skills, addressing the guards in Church Latin. While they were indeed escorted inside, it was to face the Holy Office of the Inquisition - three priests backed by two dozen crossbowmen!&lt;br /&gt;
&lt;br /&gt;
The encounter swiftly turned violent when the Inquisitors deemed them heretics. In the ensuing battle, both old and new party members demonstrated their capabilities - Tyndalos unleashing mental attacks that drove some opponents to madness, Callas deploying devastating magical assaults including a lake of magma, Turf engaging in direct combat, Black providing support, and Tulip wielding earth magic. Many of their opponents perished in Callas&#039;s magical flames.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, they managed to charm one of the surviving priests for questioning. He claimed no knowledge regarding the Oracle, however readily agreed to provide his new best friend Turf with access to the Vatican&#039;s dungeons. There they found thirty imprisoned heretics, none of whom could provide specific information about the Vatic Oracle&#039;s whereabouts.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 27: Even more Prophecies!!!! ====&lt;br /&gt;
&lt;br /&gt;
After considering whether to search for underground areas, the party decided against it as their research suggested the Oracle they sought was likely not held captive by the church. Instead, they decided to seek the Tiburtine Sibyl where she was historically based - in Tibur (modern Tivoli), about 19 miles northeast of Rome. The party traveled there, arriving in the afternoon at a small but civilized city of around 12,000 people.&lt;br /&gt;
&lt;br /&gt;
In Tivoli, they located a convent with an orphanage that contained a small temple. The nuns directed them to return the next morning after morning mass and suggested they stay at an inn called the Pheasant and Lamb. During the evening, Callas detected someone scrying on them and traced the magic back to the convent.&lt;br /&gt;
&lt;br /&gt;
The next morning, they returned to the temple, a small shed-like structure carved from ancient dolomite stone, containing maternal figures in recesses. Black performed a vigil and received a cryptic prophecy about the Mirror of Cyprian. Tyndalos used his occult knowledge to determine this mirror could be used to see into the void but at the risk of mental damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Malevolent webs stretch dark and thin&lt;br /&gt;
 In shadows where no light can pass&lt;br /&gt;
 Realms beyond our world begin&lt;br /&gt;
 Reaching through the shattered glass&lt;br /&gt;
 Onward through the ancient deep&lt;br /&gt;
 Rushing spirits start to rise&lt;br /&gt;
 &lt;br /&gt;
 Obscure visions make us weep&lt;br /&gt;
 Fragmented through crystal eyes&lt;br /&gt;
 &lt;br /&gt;
 Coiled serpents twist through time&lt;br /&gt;
 Yielding to the spider&#039;s call&lt;br /&gt;
 Precious moments lost sublime&lt;br /&gt;
 Rippling through the mirror&#039;s fall&lt;br /&gt;
 Insanity claims those who dare&lt;br /&gt;
 Angles bend through spider&#039;s lair&lt;br /&gt;
 Nested in the dragon&#039;s glare&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before departing, Black left a valuable onyx gemstone as a donation for the orphans. Upon returning to Rome, they found the Vatican crawling with Swiss Guard and mysterious monks in black robes with white sleeves. Tulip and Callas noticed a woman they identified as a Medianite sorceress, though she appeared as a simple nun to the male party members. She wore an elaborate crimson dress and a choker with ruby decorations, though these details were only visible to the female party members.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 28: Warped Crypts ====&lt;br /&gt;
Tyndalos concealed the party while they snuck into St. Anne&#039;s Chapel, having chosen it for its accessible city gates rather than attempting to enter the more heavily guarded basilica. The group descended into the chapel&#039;s crypt via a narrow wooden stairwell. In the ossuary, Callas detected a hidden space behind shelves of bones. The party successfully removed a stone block to reveal a hidden passage system.&lt;br /&gt;
&lt;br /&gt;
The corridors possessed unusual geometric properties, with 135-degree angles that only Tyndalos could properly perceive. During their exploration, they encountered a creature described as having a human upper body, a bird-like head, and a serpentine lower half covered in iridescent blue-green feathers. When confronted, the creature escaped by rotating through a wall. Tyndalos gave pursuit, facilitating the rest of the party&#039;s movement through strange angles.&lt;br /&gt;
&lt;br /&gt;
Black Archibald&#039;s temporarily trapped the entity in a block of ice, but the creature managed to escape before the party could permanently restrain it.  Thwarted, the party decided to continue exploring the passage system.&lt;br /&gt;
&lt;br /&gt;
A notable incident occurred when Tyndalos was affected by some form of amnesia while navigating these passages. Black Archibald remedied this condition using brain serum administered via spinal injection. Shortly thereafter Turf detected something and felt the presence, or passage of, a great curse (we believe this was the Noldoran curse to do with the Silmarils). Exposing his Silmaril seemed to reveal a different view of the environment. It seemed to have cracks riven through it which healed in the light of the Silmaril. Furthermore the creature was revealed trapped in amber-colored light within one of the walls.&lt;br /&gt;
&lt;br /&gt;
After multiple attempts, Turf successfully charmed this being, revealing it to be a Nephil from the Land of Nod. Through conversation, they learned that twelve such creatures were seeking refuge from serpents and Kenites. The Nephil also revealed that the passages were constructed by someone else and that both a powerful curse and a fire-breathing worm had previously passed through the area.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 29: Search for the Mirror ====&lt;br /&gt;
&lt;br /&gt;
Talking more with the Nephil, the party found they were within an ancient Janusite temple and were corrected about their assumption of the Vatic Oracle - he is not a sibyl. Despite spending several days search the temple&#039;s peculiar geometry, the party found little of note. The Nephil suggested that while the Oracle might indeed be present, they had not yet met the necessary conditions to locate him. They suggested seeing a sibyl.&lt;br /&gt;
&lt;br /&gt;
The party headed southward to Campania, where another sibyl might provide guidance. Turf used his Crystals of Vision to help us find where the sibyl is location in Campania. The crystals revealed a prophetic verse:&lt;br /&gt;
&lt;br /&gt;
 In twilight&#039;s glow, a cavern waits,&lt;br /&gt;
 Near where the earth and heavens meet.&lt;br /&gt;
 Cool winds slip through the shadowed gates,&lt;br /&gt;
 Underneath the hillside&#039;s seat.&lt;br /&gt;
 &lt;br /&gt;
 Murmurs rise where secrets keep,&lt;br /&gt;
 Ancient whispers guide the way,&lt;br /&gt;
 Echoes dwell where prophets sleep.&lt;br /&gt;
&lt;br /&gt;
Callas quickly identified the location we needed to go as Cumae. We went to the Temple of Apollo there and on to the Cave of the Sibyl. There was a dozen Dominican monks there, distinguished by their black cloaks with white sleeves in the cave, along with cleaners.&lt;br /&gt;
&lt;br /&gt;
Rather than rushing in, the party retreated to a nearby inn to cast buffs. Upon their return, they engaged the monks in combat. The battle was decisive - seven monks fell, while the remaining five surrendered. Turf transported the survivors to Jiroth via magical means so they couldn&#039;t give us away, and the party disposed of the fallen monks&#039; remains through cremation. Among the monks&#039; possessions, they discovered exceptional black bronze chain mail, tabards, and rank 6 weapons.&lt;br /&gt;
&lt;br /&gt;
The surviving sibyl proved forthcoming with information. She revealed that locating the Oracle would require the Mirror of Cyprian, specifically one bearing a face of Janus. This particular artifact, she informed them, was located on the island of Cyprus.&lt;br /&gt;
&lt;br /&gt;
The party secured passage by sea to Cyprus, a journey lasting approximately twelve days. Upon making port in Paphos, they set their sights on the Sanctuary of Aphrodite, reasoning that the goddess&#039;s association with beauty might make her temple a reasonable place to start.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 30: There and Back again ====&lt;br /&gt;
The party traveled to Paphos, a port city with a curving bay in Cyprus. They journeyed to a sanctuary of Aphrodite, located on a spit of land protecting the harbor. Upon arrival, they found the area was more like a cultured orchard than a temple, with trellises of fruit trees and vergers maintaining the grounds. Callas notes a number of familiar looking monks in white robes with black sleeves.&lt;br /&gt;
&lt;br /&gt;
Tulip approached the vergers working in the garden, requiring Callas to translate their vulgar Latin. She discovered they maintained an impressive collection of rare herbs, including a special broad-leafed parsley and a distinctive yellow flower with orange centers that attracted bees even in winter. The monastery maintained an apiary that produced several types of honey, including one with special properties for cleaning septic wounds. The vergers were happy to share cuttings and seeds with Tulip, who stored them in her special preserving box, and she was able to purchase some of their honey.&lt;br /&gt;
&lt;br /&gt;
Feeling they were getting nowhere, the party turned their eyes to the local lord but decided first to scale Mount Olympus in the hope that they would learn more there, before having to deal with the locals. They set off but were startled by cackling from the west around 11 AM, Callas used a crystal of vision and saw an unusual vision of the sun setting. They later learned this was related to hyenas sent by the Great Beast Dog, rather than jackals as initially suspected.&lt;br /&gt;
&lt;br /&gt;
The party then Earth Door&#039;d to Mount Olympus, arriving on a large ledge where they began their ascent. After 2 hours they reached a monastery of Benedictine monks on a plateau. The monastery maintained extensive agricultural fields growing root crops, particularly beets. They were welcomed and encouraged to stay the night.&lt;br /&gt;
&lt;br /&gt;
The next day, they climbed to Mount Olympus&#039;s peak, discovering its unusual hexagonal shape. There they encountered Traoticus, a dormant agricultural deity sustained by the monks&#039; activities. Through conversation with Traoticus, they learned the mirror they sought was located back at the sanctuary of Aphrodite in Paphos. Several party members acquired new abilities from Traoticus in exchange for experience points.&lt;br /&gt;
&lt;br /&gt;
After another night at the monastery, where they were served roasted chicken and barley-based meals, the party began their journey back to Paphos. Upon returning to the sanctuary after nearly a week away, they found it occupied by approximately 20 Dominican spellcasters and 6 armored Dominican warriors. The sanctuary was revealed to be a complex of buildings, with the actual sanctuary building located in the center opposite a well.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 31: No! We are not Dominicans! ====&lt;br /&gt;
The party arrived at the secluded temple complex under cover of night. Surveying the layout—infirmaries, gardens, livestock pens, and administrative buildings—they debated their approach. Tyndalos suggested stealth over confrontation, dismissing his earlier violent impulse due to the presence of children. Using his invisibility near corners, the group infiltrated a terracotta-roofed administrative building. Inside, they uncovered records exposing the monks as clandestine followers of Aphrodite and Eros, disguised as Benedictines to evade Dominican hunters. They seemed to be keeping tabs on the followers / agents of Eris.&lt;br /&gt;
&lt;br /&gt;
The party repositioned to the east and confronted the temple’s leader, after initially panicking the monks behalf. Turf and Black negotiated with the panicked primate, after convincing him the party were not the Dominicans, leveraging their knowledge of the cult’s secrets to secure an ancient Etruscan scroll. The document referenced the Mirror of Cyprian, though its cryptic verses required translation by a priest of Janus. They knew of such a priest residing in Ravenna, which unfortunately was a known bastion of the Crescenti family. The primate further revealed his suspicion that agents of Eris were infiltrating the church.&lt;br /&gt;
&lt;br /&gt;
Travelling through the astral to Sir Andrew&#039;s house and then to Ravenna, the party noted armoured hounds, on leashes, being walked by what they decided were &#039;the gentry&#039; - some visible form of status presumably. Tyndalos detected an astral gate beneath the city using his lantern’s eerie light. Upon exploring an underground canal, which seemed to lead towards the gate, they chanced upon a chamber, where they discovered robed figures chanting to a leader wielding a staff topped with a head. Callas identified the man as a priest of Janus, confirming their path.&lt;br /&gt;
&lt;br /&gt;
More panic ensued until Turf again proved he was not a Dominican. The priest was persuaded to translate the scroll and further provide a Mirror of Cyprian with the appropriate image of Janus the party required.&lt;br /&gt;
&lt;br /&gt;
===== Decyphered scroll =====&lt;br /&gt;
&lt;br /&gt;
 Read the sky at twilight&#039;s hue,&lt;br /&gt;
 Only mix petals of the golden flower.&lt;br /&gt;
 The leaves must glisten with morning dew,&lt;br /&gt;
 First add a sprig of moonlit power.&lt;br /&gt;
 &lt;br /&gt;
 Word your spell as the draught is stirred,&lt;br /&gt;
 To give it strength, chant thrice the name.&lt;br /&gt;
 Find the roots of the whispering bird,&lt;br /&gt;
 The elixir burns with a cooling flame.&lt;br /&gt;
 &lt;br /&gt;
 Truth.&lt;br /&gt;
 &lt;br /&gt;
 The brew will clear a muddled mind,&lt;br /&gt;
 Twisted dreams it will gently untie.&lt;br /&gt;
 Sister wisdom it lets you find,&lt;br /&gt;
 Of truths unveiled beneath the sky.&lt;br /&gt;
 &lt;br /&gt;
 Arachne spoke of shadows where&lt;br /&gt;
 Lies dark petals in hidden glade.&lt;br /&gt;
 In boiling water, buds will air,&lt;br /&gt;
 Wait till colours start to fade.&lt;br /&gt;
 &lt;br /&gt;
 Beyond the forest, nettle’s sting,&lt;br /&gt;
 And dry it sere beneath the sun.&lt;br /&gt;
 The adder’s hiss the mix will bring,&lt;br /&gt;
 Golden figments show it’s done.&lt;br /&gt;
 &lt;br /&gt;
 Serpent lore the brew will hide,&lt;br /&gt;
 Attends the mind with steady glow.&lt;br /&gt;
 It sharpens sight as thoughts collide,&lt;br /&gt;
 On meadows where the shadows grow.&lt;br /&gt;
 &lt;br /&gt;
 The leaves of crimson ash begin,&lt;br /&gt;
 Shores of oceans touched by wine&lt;br /&gt;
 Of civet musk and coloured sin,&lt;br /&gt;
 The brew must boil with slivered vine.&lt;br /&gt;
 &lt;br /&gt;
 White her arms and long her reach,&lt;br /&gt;
 Sea for salt, and river&#039;s border&lt;br /&gt;
 Beware the lesson that flames teach&lt;br /&gt;
 His turning dance of broken order&lt;br /&gt;
 &lt;br /&gt;
 Burning bright as dragon’s heart.&lt;br /&gt;
 Eyes will see where shadows roll,&lt;br /&gt;
 And fires within must soon depart.&lt;br /&gt;
 Breath of oak to spare the soul&lt;br /&gt;
 &lt;br /&gt;
 Of grief, sorrow and searing pain&lt;br /&gt;
 Flame can bring to mortal coil&lt;br /&gt;
 For ever be its fearful rain&lt;br /&gt;
 He calls its name to fall from high&lt;br /&gt;
 &lt;br /&gt;
 Knoweth the reaper in the green&lt;br /&gt;
 The worker in the brush&lt;br /&gt;
 Lay in furze its fruit to glean&lt;br /&gt;
 Of bounty rich and lush&lt;br /&gt;
 &lt;br /&gt;
 Your toil returns a harvest rich&lt;br /&gt;
 Mind and body twinned,&lt;br /&gt;
 And quiet, whispered pitch&lt;br /&gt;
 Can set dreams upon the wind.&lt;br /&gt;
 &lt;br /&gt;
 Bend the will of the ebbing tide,&lt;br /&gt;
 It shapes the shore with quiet hand.&lt;br /&gt;
 By moon&#039;s pale light, the stars confide,&lt;br /&gt;
 His crafted patterns on the sand &lt;br /&gt;
 &lt;br /&gt;
 Song of the wood where harts are flayed,&lt;br /&gt;
 He walks unseen on unreal road,&lt;br /&gt;
 Is he a ghost or restless shade&lt;br /&gt;
 Hiding the debt that nature&#039;s owed&lt;br /&gt;
 &lt;br /&gt;
 In bitter heaths where sorrows sleep,&lt;br /&gt;
 The cavern&#039;s throat rings out the knell.&lt;br /&gt;
 Memories linger, cold and deep,&lt;br /&gt;
 Of secrets lost where shadows dwell.&lt;br /&gt;
 &lt;br /&gt;
 The song that whispers through the trees,&lt;br /&gt;
 People lose the fire’s glow.&lt;br /&gt;
 That chill which haunts the warmest breeze,&lt;br /&gt;
 Live hearts yet beating, ebb and slow.&lt;br /&gt;
 &lt;br /&gt;
 There lies a path through shadowed glen,&lt;br /&gt;
 And whispers guide the steps we take.&lt;br /&gt;
 Can courage rise within us then?&lt;br /&gt;
 Be strong, though wills may bend or break.&lt;br /&gt;
 &lt;br /&gt;
 Called from the Void to breach the shore,&lt;br /&gt;
 Forth he strides when spiders call,&lt;br /&gt;
 By darkling paths and oaths of yore,&lt;br /&gt;
 His fate entwined with threads of gall,&lt;br /&gt;
 Name whispered soft, yet feared by all.&lt;br /&gt;
&lt;br /&gt;
By reading the first word of each line, the following was revealed:&lt;br /&gt;
&lt;br /&gt;
 Read only the first word to find the Truth.&lt;br /&gt;
 &lt;br /&gt;
 The twisted sister of Arachne lies in wait beyond, and the golden serpent attends it on the shores of the White Sea.&lt;br /&gt;
 Beware his burning eyes and breath of flame, for he knoweth the lay of your mind and can bend it by his song.&lt;br /&gt;
 He is hiding in the memories of the people that live there and can be called forth by his name.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 32: Of Ossuaries and the Underworld ====&lt;br /&gt;
After decyphering the poem / prophecy the party discussed their next steps, settling upon a return to the serifs / nephlim at the vatican and making use of the Mirror of Cyprian.&lt;br /&gt;
&lt;br /&gt;
Before leaving however, the priest let slip that he was able to &amp;quot;replay&amp;quot; January, allowing two months of uninterrupted training while confined to the temple. The group meticulously calculated timelines, realizing they were nearing the end of the current season (&amp;quot;Blossom&amp;quot;) and could exploit the temporal reset for extended preparation.&lt;br /&gt;
&lt;br /&gt;
Exploring Ravenna’s underground network, the party discovered an ancient astral gate buried beneath layers of rubble. Callas summoned an earth elemental to excavate the area, revealing a hidden ossuary filled with Christian remains. Upon investigation, they found skeletons whose souls had been forcibly severed. Callas performed a risky ritual to release the trapped souls, attracting phantasms from the underworld but ultimately succeeding in freeing them.&lt;br /&gt;
&lt;br /&gt;
The elemental further uncovered two copper scrolls (incantations for &amp;quot;Coruscade&amp;quot; and &amp;quot;Slowness&amp;quot;) and a greenish stone. The stone, when activated by sacrificing endurance, transforma into a toad-like familiar named Hordling, capable of storing items and spitting ingested poisons.&lt;br /&gt;
&lt;br /&gt;
Later, Tyndalos crafted some topacious stones, producing two magical stones (one blue, one green) and 14 spider-eye stones.&lt;br /&gt;
&lt;br /&gt;
The session concluded with plans to return to Rome’s catacombs to consult an oracle via the acquired mirror. The party sealed the underground astral gate, wary of its connection to the underworld, and prepared to depart Ravenna after securing supplies and completing their training regimens.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 33: Deceived! ====&lt;br /&gt;
Black Archibald expressed interest in acquiring some war hounds, making arrangements to purchase breeding pairs for 200 gold pieces, planning to return for them later.&lt;br /&gt;
&lt;br /&gt;
The group traveled to their destination using magical fire steeds, making a journey of about 450km in approximately 10 hours. Upon arriving at the gates late at night, they were questioned by guards about their late arrival. During their entry, Turf sensed that their names were being magically recorded when written down by the guards.&lt;br /&gt;
The party proceeded into some catacombs, where they encountered snake-like beings called Nephilim. They presented a mirror and an imago to what appeared to be the god Janus, who indicated a path for them to follow using a line of light. The god also showed interest in a cage containing an entity called the Red Laughter, but the party declined to hand it over.&lt;br /&gt;
&lt;br /&gt;
Following the light, they encountered a copper plate bearing two faces - revealed to be Befrons, an Earl of the Dead. This turned out to be a trap, as Befrons attacked them. The demon cast necrosis and engaged in physical combat, particularly targeting Turf. Black Archibald landed significant blows against the demon, while dealing with a death curse that he managed to resist. The party eventually defeated Befrons, whose construct body left behind several magical items including a fox fur that animated into a fox named Sienna and a protective teal chiffon shawl.&lt;br /&gt;
&lt;br /&gt;
The party concluded that the path they were following was a trap and decided to return to the Nephilim for further guidance.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 34: Revelations ====&lt;br /&gt;
The party informed the Nephilim that they had, in fact, been manipulated by a demon. The Nephilim had not considered the entity to be God with a capital G, but rather a kind of urban spirit or localized deity and had not considered that they may have been deceived. The party continued to discuss the implications of this revelation, and Turf noted that their names had been observed by an unknown entity. Black speculated on whether the messages they received were part of a larger trap.&lt;br /&gt;
&lt;br /&gt;
The conversation then turned to the Vatic Oracle, whom the party had planned to contact using the mirror. After confirming that the mirror was still in their possession, Turf attempted to activate it through divination. The mirror&#039;s surface darkened, a mist formed within it, eventually giving way to a translucent face that slowly acquired color. The Nephilim reacted with awe to the display of magic.&lt;br /&gt;
&lt;br /&gt;
Turf addressed the image in the mirror, and the entity identified itself as Mario, the Vatic Oracle. Recognizing Turf, Mario commented that he had read about him &amp;quot;in the stars.&amp;quot; When asked where he was, Mario confirmed that he was in the Underworld, noting that being an Oracle was not a particularly safe profession. The party questioned him about his condition, confirming that he was fully dead and content in the Elysian Fields.&lt;br /&gt;
&lt;br /&gt;
The conversation moved to prophecy interpretation. The party presented the long prophecy, which they had been working through for some time. Mario acknowledged the complexity of the text and gave his insights.&lt;br /&gt;
&lt;br /&gt;
Upon questioning Mario about the Silmaril, he described it as a &amp;quot;seed&amp;quot;, likening it to a star or even the Big Bang. Mario warned them not to get too close, as it could &amp;quot;go off at any moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The conversation shifted to the White Sea. Mario revealed that the Northmen called it Bjarmaland. The party debated whether their previous journey had actually taken them there, but Mario’s insight suggested they had not yet reached the true location. Black recalled that during their previous journey, when the moon was absent, the Void had felt particularly close. Mario reacted with alarm, confirming that this was a very bad sign.&lt;br /&gt;
&lt;br /&gt;
With two major paths before them—investigating the White Sea (Bjarmaland) or searching for Sweet Regret and the Chalice—they debated their course of action. Ultimately, they decided to seek out Sir Andrew to gather further information.&lt;br /&gt;
&lt;br /&gt;
The party met with Sir Andrew, who provided additional insight into the White Sea. He referred to the region by another name, suggesting that it was known as &amp;quot;Bjarmaland&amp;quot; to the Northmen. His knowledge of the area helped confirm the Oracle’s claim that the party had not actually reached the true White Sea during their previous journey.&lt;br /&gt;
&lt;br /&gt;
The party set out on their journey toward the White Sea, following the directions provided by Sir Andrew. The trip was uneventful at first, but as they traveled deeper into the northern wilderness, the landscape grew harsher and more desolate.&lt;br /&gt;
&lt;br /&gt;
After some time, they came upon a small village with a broken palisade wall. The settlement, which had once held a few hundred people, appeared to have been attacked. The damage to the fortifications was severe, with sections of the palisade shattered and structures within the village partially destroyed.&lt;br /&gt;
&lt;br /&gt;
Callas used a Crystal of Vision to scout the village, noticing a number of Frost Giants and Polar bears. After some buffing and discussion she Earth Door&#039;ed the party into the area the Giants were lounging in, surprising them!&lt;br /&gt;
&lt;br /&gt;
==== Chapter 35: Round One ====&lt;br /&gt;
The party gathered at the entrance to the village, meticulously planning their strategy. Callas and Tulip discussed where to place protective walls once inside, while the others determined their combat roles. After finalizing their approach, they teleported into the frigid landscape populated by towering frost giants, massive ice elementals, and ferocious polar bears.&lt;br /&gt;
&lt;br /&gt;
As they materialized in the frozen terrain, the party struck without hesitation. Turf uncorked a dark potion that shrouded him in death magic, then lunged at the nearest frost giant. His enchanted blade bit deep into the creature&#039;s flesh, followed by a devastating strike with his soul weapon that left the giant reeling.&lt;br /&gt;
&lt;br /&gt;
Tyndalos, his tentacles writhing, summoned arcane energy that erupted as Yellow Fire, forming a tetrahedron of destruction that washed over several enemies. One frost giant caught the full force of the blast, its icy flesh searing under the magical flames, while a polar bear managed to partially resist the spell&#039;s fury.&lt;br /&gt;
&lt;br /&gt;
Black Archibald, his armor gleaming even in the dim light, activated his Blood Amulet of the Crimson Oak. The ancient artifact pulsed with power as he delivered a crushing blow to the same giant Turf had wounded, driving his mace deep into the creature&#039;s torso.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Callas focused her earth magic, causing stone to surge upward behind the party in a protective barrier that reached thirty-five feet high. Tulip followed suit, erecting another wall of stone along their flank, strategically creating a defensive position against the eighteen-foot giants.&lt;br /&gt;
&lt;br /&gt;
With their defenses established, Tyndalos fixed his otherworldly gaze upon one of the giants and launched a presence attack. The giant&#039;s eyes widened in terror as it beheld Tyndalos&#039; true form, and it turned to flee in panic.&lt;br /&gt;
&lt;br /&gt;
As the surprise round concluded, Turf&#039;s martial prowess allowed him additional strikes. He whirled in a deadly dance, his weapon &amp;quot;Snicker-snee&amp;quot; slashing repeatedly at the wounded giant. Blood cascaded from multiple wounds as the giant toppled backward, gravely injured and barely clinging to life.&lt;br /&gt;
&lt;br /&gt;
The battle proper began with terrifying swiftness. An ice elemental, standing over twenty-five feet tall, materialized behind Black Archibald and launched a savage attack. Shards of ice tore through Black&#039;s armor, delivering a wicked slash that crippled his primary arm. Another blow hammered his shoulder, followed by a vicious puncture wound to his groin. The knight staggered, momentarily stunned by the brutal assault.&lt;br /&gt;
&lt;br /&gt;
Across the battlefield, another giant hurled an enormous ice ball that shattered against the wall behind the party. The explosion sent frozen shrapnel flying in all directions, tearing through two polar bears and striking Tyndalos, who winced as the ice fragments lacerated his form.&lt;br /&gt;
&lt;br /&gt;
Turf, seeing the danger posed by one of the ice elementals, gathered his strength and executed a tremendous leap that carried him twenty-five feet through the air. Landing with perfect balance, he immediately launched into an attack, his weapon of flames biting into the elemental&#039;s frozen body and causing parts of it to steam and melt away.&lt;br /&gt;
&lt;br /&gt;
A new threat emerged as a different type of elemental—something akin to a salamander—crafted a pillar of ice and climbed atop the party&#039;s stone wall. From this vantage point, it inhaled deeply before exhaling a devastating cone of cold that washed over the battlefield. Several party members managed to resist the worst of the magical frost through innate spell resistance, but all felt the biting cold seep into their bones.&lt;br /&gt;
&lt;br /&gt;
The polar bears, seemingly undeterred by the magical chaos, continued their advance, navigating around obstacles with predatory intent.&lt;br /&gt;
&lt;br /&gt;
One particularly massive frost giant hefted a boulder-sized chunk of ice and hurled it with tremendous force. The projectile exploded on impact, sending lethal ice shards in all directions. Black Archibald, drawing on remarkable reflexes, managed to lurch out of the deadly zone. Tyndalos was less fortunate, suffering grievous wounds that sent him reeling, though he managed to remain conscious. Callas activated a powerful defensive magic at the last second, avoiding the damage entirely. Tulip, caught unprepared, was struck repeatedly and collapsed unconscious as her blood stained the snow.&lt;br /&gt;
&lt;br /&gt;
With multiple party members gravely injured and their position compromised, the decision to retreat was made without debate. Callas began preparations for an Earth Door spell as the others gathered around her, bringing Tulip&#039;s unconscious form.&lt;br /&gt;
&lt;br /&gt;
As they prepared to flee, an unsettling sight drew their attention skyward—six pale dwarven forms rocketing into the heavens, carried aloft by magical javelins.&lt;br /&gt;
&lt;br /&gt;
The party formed up around Callas with Tulip&#039;s unconscious body. Callas cast Earth Door and teleported with Black Archibald, Tyndalos, and Tulip&#039;s unconscious form about four miles away from the battlefield. Turf, meanwhile, triggered his Wind Walk ability, becoming mist-like as he flowed away from the combat, eventually reuniting with his companions at their retreat point.&lt;br /&gt;
&lt;br /&gt;
Once safely distanced, they administered emergency healing to Tulip using Troll Skin magic, stabilizing her condition. The party then assessed their injuries: Black Archibald&#039;s plate armor bore a significant hole at the shoulder, Tulip&#039;s magical armor had been similarly damaged, and Tyndalos suffered wounds to both his natural armor and his mystical raiment.&lt;br /&gt;
&lt;br /&gt;
As they tended their wounds and contemplated their next move, the party knew they had narrowly escaped a battle that could have claimed all their lives.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 36: Stormy days ====&lt;br /&gt;
Following their hasty retreat from the skirmish with frost giants, the party established a safe vantage point from which to observe the aftermath. Using a scrying crystal, they witnessed a commanding frost giant wielding a halberd-like weapon overseeing the enemy forces, attended by the odd looking elemental. This leader was performing a ritual upon the bodies of two fallen frost giants, which had been frozen solid.&lt;br /&gt;
&lt;br /&gt;
Tyndalos&#039;s occult knowledge determined the ritual would require approximately two hours to complete. After assessing their injured state and the formidable opposition, the party wisely elected to abstain from re-engagement. While observing, they documented pale dwarven entities ascending skyward upon what appeared to be magical javelins.&lt;br /&gt;
&lt;br /&gt;
Weather conditions rapidly deteriorated as fog enveloped the area, followed by stillness and snowfall. The ambient temperature began descending to dangerous levels. Lady Callas Earth Doored the party another 16 miles, tho it was difficult to maintain a constant direction due to the snowfall and overcast sky. The party constructed a defensive shelter in the snow, with Lady Callas erecting a stone dome. Mistress Callas employed her earth magic to conjure smoking magma within the shelter, providing essential warmth as temperatures fell below minus twenty degrees Celsius.&lt;br /&gt;
&lt;br /&gt;
Turf maintained vigilance, patrolling the perimeter despite the bitter cold, his resistance to extreme temperatures proving invaluable. During one such patrol, he observed an ice elemental passing at approximately one hundred meters distance. The elemental did not detect the party&#039;s presence and continued onward.&lt;br /&gt;
Overnight precipitation intensified considerably. By morning, snow accumulation exceeded half a meter and continued to increase. Further scrying revealed the previously fallen frost giants had been resurrected through the leader&#039;s ritual, though they appeared to be recuperating, as evidenced by their ragged state. The giants were observed employing wind magic to direct forest fires with apparent purpose.&lt;br /&gt;
&lt;br /&gt;
The party enacted their withdrawal strategy, utilizing Mistress Callas&#039;s Earth Door enchantments to transport themselves multiple times in succession, achieving considerable distance from the area of conflict. The massive storm created by the frost giants extended approximately twenty miles from the village, with cloud formations reaching several miles in height. The party then resumed their original journey, successfully circumnavigated this meteorological disturbance.&lt;br /&gt;
Their journey proceeded for several days, bringing them to the trading hub of St. Petersburg. This thriving port city, positioned between Finnish territories and Estonian lands, provided opportunity to replenish supplies. Winter conditions had elevated prices for provisions, particularly foodstuffs, though the party secured necessary preserved meats and other essentials. Lady Tulip acquired specimens of specialized kelp known for its salt-concentrating properties, noting its capability to reduce salinity in brackish water when harvested with regularity.&lt;br /&gt;
&lt;br /&gt;
Continuing their expedition, the party arrived at Arkhangelsk, known in Viking nomenclature as Bjarmaland. This settlement is situated within a marshy delta region characterized by flat terrain. Recognizing this location as their primary investigative target, the party commenced searches for dimensional anomalies, referred to as &amp;quot;middlemarches.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tyndalos summoned his moor hound, Buskerville, to assist in tracking these anomalies. The animal successfully located one such phenomenon, which investigation revealed to be conditional rather than positional in nature – requiring specific conditions to be met for entry rather than merely locating the correct physical position.&lt;br /&gt;
&lt;br /&gt;
Turf attempted multiple divination enchantments upon this anomaly, encountering significant resistance suggestive of anti-divinatory protections. Persistence yielded results, however, with the revelation that access to this particular anomaly requires utterance of a specific individual&#039;s true name. The party catalogued this information but prudently elected not to attempt entry, suspecting that this might be the name referenced in the last prophecy and were reluctant to summon/release anything.&lt;br /&gt;
&lt;br /&gt;
Further exploration revealed Arkhangelsk&#039;s geographical position resembles the base of a parabola with multiple recesses. At a location identified as Chubola, positioned at the focal point of this parabolic formation, the party discovered a specialized anomaly. This phenomenon exhibits the extraordinary property of receiving multiple middlemarches simultaneously, causing dimensional overlap where separate realities share a single geographical point.&lt;br /&gt;
The significance of this discovery remains under investigation. The party continues to document these anomalies while maintaining appropriate caution regarding potential extra-dimensional entities.&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
&lt;br /&gt;
* [[Jade Rain]] - an enigmatic figure familiar to both Cerise and Callas. Lives in the Abyss.&lt;br /&gt;
* Comte de Versillac - who was once undead but restored to life by a holy man, and as a consequence has a serpent mark on his brow. He is deeply hostile toward the Church.&lt;br /&gt;
* Lady Cerise - Matron of the Crimson Sisterhood. Lives in Aeaea, a city of Witches&lt;br /&gt;
* [[Sir Andrew Witherspoon]] - The Lord of Chivalry&lt;br /&gt;
&lt;br /&gt;
=== Prophecy Interpretations by the Vatic Oracle (Mario)===&lt;br /&gt;
&lt;br /&gt;
==== 1. The Setting of the Prophecy====&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,  &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design.  &lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play,  &lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;tale of dark and light&#039;&#039;&#039; represents the &#039;&#039;ongoing struggle between the fiends (devils, masterminds) and those opposing them&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 2. The Wraith of Dread &amp;amp; The Darkened Lord====&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,  &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.  &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,  &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Wraith of Dread with Burning Eyes&#039;&#039;&#039; is &#039;&#039;a powerful undead entity&#039;&#039;, but its &#039;&#039;identity is obscured by dark magic&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Darkened Lord&#039;&#039; is &#039;&#039;not a demon, devil, god, or immortal, but rather a &#039;&#039;&#039;power&#039;&#039;&#039; of some kind.&#039;&#039;. He resides in the Outer Darkness.&lt;br /&gt;
* The Oracle suspected he was one of the &#039;&#039;&#039;bad old ones&#039;&#039;&#039;, meaning he has been around since the early days of the world.&lt;br /&gt;
* The &#039;&#039;&#039;hearts of men betrayed&#039;&#039;&#039; refers to groups/factions/people that has suffered betrayal.&lt;br /&gt;
* The &#039;&#039;&#039;land where sorrow’s seeds are sown&#039;&#039;&#039; refers to the &#039;&#039;Land of Nod&#039;&#039;, where the &#039;&#039;Red Laughter’s infernal scheme was enacted&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 3. The Matron &amp;amp; The Agents Three====&lt;br /&gt;
 In the murky depths of witchcraft’s art, a matron wise and bold,  &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.  &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,  &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Matron&#039;&#039; is &#039;&#039;Lady Cerise&#039;&#039;, a &#039;&#039;Medianite Witch&#039;&#039; who was involved in initiating the investigation&lt;br /&gt;
* The &#039;&#039;Agents Three&#039;&#039; were &#039;&#039;Tell, Jedberg, and Uzi&#039;&#039;, who were &#039;&#039;sent on a mission related to the prophecy&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;the devil’s schemes&#039;&#039;&#039; were &#039;&#039;confirmed as the Red Laughter’s plan in the Land of Nod&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 4. The Count &amp;amp; The Chalice====&lt;br /&gt;
 Yet far within the twilight’s grasp, a noble count remains,  &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.  &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,  &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Count&#039;&#039; is the &#039;&#039;Comte de Versillac&#039;&#039;, a former &#039;&#039;vampire&#039;&#039; seeking &#039;&#039;redemption&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Freed from the serpent’s mark&#039;&#039;&#039; means he &#039;&#039;no longer serves darkness/death&#039;&#039;, but &#039;&#039;his past haunts him&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the Count is seeking the Chalice and Sweet Regret&#039;&#039;, which might be &#039;&#039;the key to stopping the Red Laughter.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;&#039;May thwart the devil’s ruthless hand&#039;&#039;&#039; suggests that &#039;&#039;if the Chalice and Sweet Regret are used correctly, they could banish the Red Laughter to Hell&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 5. The Seer &amp;amp; the Embassy====&lt;br /&gt;
 A seer, veiled in mystic shroud, with visions deep and true,  &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.  &lt;br /&gt;
 This mission bears a humble quest to seek the noble’s aid,  &lt;br /&gt;
 To glean what truths the count might hold, in the murk where shadows played. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Seer&#039;&#039; is &#039;&#039;Jade Rain&#039;&#039;, a &#039;&#039;mystic figure&#039;&#039; who directed &#039;&#039;the party toward the Count&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed the Count may have crucial knowledge&#039;&#039; about &#039;&#039;the unfolding plot.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 6. The Enterprising Schemer (Machiavelli)====&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,  &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.  &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,  &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;distant coasts&#039;&#039;&#039; refer to &#039;&#039;Ravenna&#039;&#039;, where &#039;&#039;merchants and power brokers operate&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;&#039;enterprising schemer&#039;&#039;&#039; is &#039;&#039;Niccolò Machiavelli, an immortal mastermind - &#039;&#039;&#039;The Eye of Discord&#039;&#039;&#039; &#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;With papal ties to cleave&#039;&#039;&#039; confirms &#039;&#039;he is working with or against the Papacy&#039;&#039; in secret.  &lt;br /&gt;
* Masterminds manipulates fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039;, setting &#039;&#039;long-term plans into motion&#039;&#039;.  &lt;br /&gt;
* His &#039;&#039;true goals remain unknown&#039;&#039;, but he &#039;&#039;is actively influencing events&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 7. The Grand Conflict of Fate &amp;amp; Destiny====&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,  &lt;br /&gt;
 The forces of the dark and light will clash with potent will.  &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,  &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.   &lt;br /&gt;
&lt;br /&gt;
* This stanza &#039;&#039;reinforces the ongoing cosmic struggle&#039;&#039;, with &#039;&#039;mortals and immortals caught in the battle&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that both fate (mortals) and destiny (immortals) are in play&#039;&#039; (and both are in fact required to successfuly oppose this evil plot), and one or more &#039;&#039;Masterminds are actively working to steer the outcome.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 8. The Unfolding of Fate====&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,  &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.  &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,  &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.   &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Oracle warned that events are unfolding according to someone’s design.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;Mastermind’s influence means the party may be pawns in a larger scheme.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;There is a major battle between mortal choices (fate) and divine manipulations (destiny).&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=== Additional Discoveries &amp;amp; Actionable Points===&lt;br /&gt;
==== The Silmaril====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the &#039;&#039;&#039;gem of fire&#039;&#039;&#039; in the prophecy refers to the Silmaril.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;It is a seed, like a star, or even like the Big Bang itself.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;party knows where at least one Silmaril is&#039;&#039;, but the Oracle thinks &#039;&#039;it is dangerous to get close to it, as it could &#039;&#039;&#039;go off.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The White Sea / Bjarne Land====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the White Sea is called &#039;&#039;&#039;Bjarne Land&#039;&#039;&#039; by the Northmen&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;party may not have actually reached the real White Sea&#039;&#039; during their previous travels.  &lt;br /&gt;
* &#039;&#039;The Void being close when the moon is absent is a serious warning.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The Vatic Oracle’s Take on Machiavelli====&lt;br /&gt;
* Niccolò Machiavelli is an immortal mastermind capable of manipulating fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039; in time.&lt;br /&gt;
* These &#039;&#039;&#039;anchor points&#039;&#039;&#039; act like wards but set in time rather than space—triggering certain events when conditions are met.&lt;br /&gt;
* There is no easy way to detect if one is caught in his web of manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Original Prophesy ===&lt;br /&gt;
* &amp;quot;A seer, veiled in mystic shroud, with visions deep and true&amp;quot; = Jade Rain&lt;br /&gt;
* &amp;quot;Yet far within the twilight’s grasp, a noble count remains&amp;quot; = Comte de Versillac&lt;br /&gt;
* &amp;quot;a matron wise and bold&amp;quot; = Lady Cerise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
These comments represent info from Jade Rain&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design. &amp;lt;BR&amp;gt;&lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play, &amp;lt;BR&amp;gt;&lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,&amp;lt;BR&amp;gt; &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In the murky depths of witchcraft’s art, &amp;lt;strong&amp;gt;a matron&amp;lt;/strong&amp;gt; wise and bold,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.&amp;lt;BR&amp;gt; &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Yet far within the twilight’s grasp, &amp;lt;strong&amp;gt;a noble count&amp;lt;/strong&amp;gt; remains,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The CdV has a part to play&amp;lt;BR&amp;gt;&lt;br /&gt;
There is some diabolic interest.&amp;lt;BR&amp;gt; &lt;br /&gt;
Find CdV, get him to do something and that will tell us that is going on&amp;lt;BR&amp;gt; &lt;br /&gt;
Our leverage against CdV is the fact he has been freed from the serpents mark - he has a debt/obligation to pay.&amp;lt;BR&amp;gt; &lt;br /&gt;
Has a special defence against the bad thing  = Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt;&lt;br /&gt;
The CdV&#039;s quest involves discovering the role of the original orcs (first elves) in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
Party may need to take an undiplomatic with the CdV to get him to assist.&amp;lt;BR&amp;gt;  &lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;strong&amp;gt;A seer&amp;lt;/strong&amp;gt;, veiled in mystic shroud, with visions deep and true,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This mission bears a humble quest to seek the &amp;lt;u&amp;gt;noble’s aid&amp;lt;/u&amp;gt;,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To glean what truths &amp;lt;u&amp;gt;the count&amp;lt;/u&amp;gt; might hold, in the murk where shadows played.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The Count may refer to a countdown&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,&amp;lt;BR&amp;gt; &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.&amp;lt;BR&amp;gt; &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
Cleave could be read as splitting apart or joining together&amp;lt;BR&amp;gt;&lt;br /&gt;
Papal = the pope = which resides on the plane of Nualis&amp;lt;BR&amp;gt;&lt;br /&gt;
There is a family of schemers Giovani de Craschenti. They are the &amp;quot;Eye of Discord,&amp;quot; and extreme caution must be taken when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
The current pope, Turgius is a smart puppet of the GdC&amp;lt;BR&amp;gt;&lt;br /&gt;
Three things to look at;&amp;lt;BR&amp;gt;&lt;br /&gt;
•	Enterprising scheme&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Cunning gaze = eye of discord&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Coming Trials&amp;lt;BR&amp;gt; &lt;br /&gt;
hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
Might require us to influence papal ties, either strengthening or severing them.&lt;br /&gt;
&amp;lt;span&amp;gt; &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The forces of the dark and light will clash with potent will.&amp;lt;BR&amp;gt; &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,&amp;lt;BR&amp;gt; &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==== Crescenti Family Details ====&lt;br /&gt;
&lt;br /&gt;
===== Influence in the Church =====&lt;br /&gt;
* The Crescenti family has notable influence within the church hierarchy. Giovanni de Crescenti, a key figure in the family, was instrumental in ensuring that his nephew, Sergius, ascended to a position of power within the church after a &amp;quot;purge in the Curia&amp;quot; in which many cardinals were killed.{{quote|1}}&lt;br /&gt;
* Sergius, who replaced the previous leader, is described as an &amp;quot;intelligent puppet&amp;quot; of Giovanni de Crescenti, suggesting that while he held authority, he was largely controlled by Giovanni, allowing the Crescenti to maintain their influence within the church.&lt;br /&gt;
&lt;br /&gt;
===== Character and Motivation of Sergius =====&lt;br /&gt;
* Sergius appears to have been selected because he would not oppose Giovanni&#039;s manipulations. He valued a secure and wealthy life more than any real authority over doctrinal matters, implying that his loyalty lay more with his comfort and safety than with the spiritual mission of the church.&lt;br /&gt;
* Under his leadership, the church flourished as a &amp;quot;financial empire,&amp;quot; which suggests that the Crescenti were using the church&#039;s influence to increase their wealth and economic power.&lt;br /&gt;
&lt;br /&gt;
===== Papal Ties and Manipulation =====&lt;br /&gt;
* There is an ongoing effort to either &amp;quot;split or join&amp;quot; the connection between the church and the Crescenti family, depending on interpretation. The prophecy mentioned in the transcript seems to imply some destiny regarding the Crescenti&#039;s influence over the papacy, suggesting a significant impact on future political or religious directions.&lt;br /&gt;
&lt;br /&gt;
===== Giovanni de Crescenti&#039;s Role =====&lt;br /&gt;
* Giovanni de Crescenti is directly referred to as being involved with and possibly orchestrating changes in church leadership. His role in finding a replacement for his nephew implies a strong, perhaps Machiavellian, influence within both secular and ecclesiastical circles.&lt;br /&gt;
* Giovanni is associated with a &amp;quot;merchant empire,&amp;quot; indicating that his influence is not only ecclesiastical but also rooted in extensive financial and commercial power.&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Immolation&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Def +20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; 63&lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt; Meeting Lord Tirwh and Lady Suneth&lt;br /&gt;
| class=day |  2 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  3 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  4 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  5 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  6 || Travel the Heights of Chaos. &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || Drive carriage to Surah&lt;br /&gt;
| class=day |  8 || Arrive in Surah fight. Rescue family. &lt;br /&gt;
| class=day |  9 || Rest in Surah &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; id=&amp;quot;Summer&amp;quot; class=&amp;quot;Season&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Meadow 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &#039;&#039;[[Beltane]] Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || C32 - training &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || C33/34 - Rome&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || C34 - Sir Andrew&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || Travel north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || Travel north &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || Travel north&amp;lt;BR&amp;gt;C35 - fight&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || C36 - evade storm. Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || Ride north. Arrive Bjarmaland. Search for Middlemarch&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Heat 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Breeze 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &#039;&#039;Day of Death&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=102646</id>
		<title>Red Laughter - The Hunt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=102646"/>
		<updated>2025-03-13T11:41:56Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Chapter 36: Stormy days */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High+]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Callas]]&lt;br /&gt;
*[[Turf]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
* Archibald &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
* Tyndalos&lt;br /&gt;
* [[Tulip]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Follow up a Prophecy&lt;br /&gt;
 &lt;br /&gt;
; Pay&lt;br /&gt;
The friends we made along the way.&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
====Chapter 1: Lady Suneth&#039;s prophecy====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LadySuneth.jpg|100px|thumb|Right|Lady Suneth]]&lt;br /&gt;
&lt;br /&gt;
The party gathers to discuss Lady Suneth&#039;s prophecy. Lady Suneth, a Kerberite from House Kerberoth, has received intelligence from &amp;quot;the black&amp;quot; and composed a prophecy. The prophecy speaks of a shadowed realm, a wraith of dread, and a noble count freed from the serpent&#039;s mark. It mentions three agents, a wise matron, and a veiled seer. The party speculates on the meaning, noting they have three months to act. There will be untold death if we fail.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party consults with Lord Tirwh, ruler of House Kerberoth, he expresses concern about the situation in the Land of Nod and the potential world-threatening nature of the events. We ask about reaching the Land of Nod. Warious routes are discussed, including through House Tintagel and past the Keep of Five Faces. Tirwh offers little direct assistance but provides information about the political landscape and potential dangers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LordTirwh.jpg|100px|thumb|left|Lord Tirwh]]&lt;br /&gt;
&lt;br /&gt;
The party begins preparations for the journey ahead, visiting Henry the Toymaker, a somewhat eccentric character, to see if he has any useful magical items. After some dramatic bargaining from Henry, which consists of feigned distress and appeals to the suffering of his children, the party acquire the following items;&lt;br /&gt;
* Water General Spell Rack: A bracer-like item with a large blue gem. It can store Water General spells equal to the user&#039;s rank in Water General Counterspell.&lt;br /&gt;
* Magical Pass Action Storage: An egg timer-like device that can store magical pass actions in exchange for life energy.&lt;br /&gt;
* Figurine for Corniger: a figurine made of diorite for his horse, Corniger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Chapter 2: Journey to Jiroth====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Callas&#039;s guides the party, using a route she knows, to the Heights of Chaos, which takes about five days. Along the way, they discover the Gardens, a special location where they can find a rare herb once in their lifetime. They choose not to use this opportunity yet, saving it for when they have higher herbalist skills.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From the Heights of Chaos, they can see Jiroth in the distance. The party uses Earth Door to travel quickly down the mountain, reduce the treacherous travel to reach Jiroth from a day to an hour. They arrive at the walled city with ramparts rather than proper walls and note the stream running through the middle of the town, which seems to have magically enhanced sewage treatment.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The group visits the Temple of the Singing Bees and makes an obeisance to gain access to normal mana levels in the area. They learn from the guards that people have been disappearing, possibly due to Nephilim activity in the mountains. The party decides to investigate, heading northeast into the mountainous terrain.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 3: Calamity at Surah====&lt;br /&gt;
&lt;br /&gt;
On their way to Surah, the party are ambushed by three blue, devil-like creatures with backwards-bending legs and tridents. A brief but intense fight ensues and the party quickly dispatch the devils, which which disappear in smoke upon defeat.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, they continue tracking and discover a blasted section of hillside with a summoning circle, triangle, and stone altar. On the altar lies the body of a sacrificed child, less than 24 hours old. Investigation reveals the altar is dedicated to &amp;quot;the Beautiful Marquis.&amp;quot; An Ancient Divination reveals that the child&#039;s soul was used in a ritual to make the summoned devils chthonic, meaning they cannot be banished from the realm.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They discover tracks leading away from the altar, belonging to a woman wearing soft shoes. The tracks disappear after about 20 feet, suggesting some form of magical transportation. The party debates their next move and, which no leads, decides to return to Sura to inform the authorities. In Sura, the high priest is alarmed by their findings. He provides limited information about the Beautiful Marquis, describing them as a powerful sorcerer of the Mind college with control over white magic and a focus on calculation and measurement. The party learns that families have been going missing from the outskirts of Surah. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 4: The Hunt====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2onTheTrail.jpg|200px|thumb|left|On the trail]]&lt;br /&gt;
&lt;br /&gt;
They decide to investigate a farm where a family disappeared three days ago. Afters some hours of trekking with a guide they reach with farm and find some tracking from the farm, the family and other individuals, one using magical concealment. The magically concealed tracks likely belong to the same woman from the altar and the the family&#039;s tracks lead in a different direction from the concealed ones.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As night falls, the party decides to follow the family&#039;s tracks, hoping to rescue them from their captors, tracking the missing family along a ridge line, with a deep river to their right and a heavily beaten game trail to their left. They estimate the tracks to be less than three days old. Aware of their visibility against the skyline, Turf uses his name change spell to disguise himself as a horse to reduce their profile.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As darkness falls Callas and Turf detect several creatures sneaking up towards them, about 150 feet away initially but closing quickly. The party quietly prepares for a potential ambush, preparing weapons discreetly, not wanting the ambushers to know they have been seen.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 5: Ambush====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Mariliths.jpg|150px|thumb|Right|Ambush]]&lt;br /&gt;
&lt;br /&gt;
Three Mariliths, blue devil-like creatures with four arms, backwards-bending legs, and wielding glaives and shields, charge the party. A fierce battle ensues. The fight is swift and decisive, Turf&#039;s powerful blows with Snickersnee and his Soul Blade quickly dispatch two of the Mariliths, Archibald&#039;s Hellfire spell damages the remaining devil. Then to deadly Slaad enter the battle, One is pitch black, the other mottled green and brown. Their skin is like stone and Turfs blows, that would kill a nomrmal person, barely hurt them. Corniger, Archibald&#039;s horse, delivers the deadly blow with a devastating charge and horn attack.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, the party discovers some magical components on the Mariliths&#039; bodies, including copper nails that can enhance the Sinking Doom spell, and bronze horseshoe-like items useful for gem creation spells. Examining the bodies the party are able to work our they are resistant to slashing weapons but vulnerable to crushing attacks.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 6: Pursuit====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2OgreMagi.jpg|150px|thumb|left|Chase]]&lt;br /&gt;
&lt;br /&gt;
As the group examines the Slaad corpses, Callas spots a female figure about 150 feet away, sitting on what appears to be an invisible mount about 70 feet off the ground. Recognizing her as likely responsible for summoning the creatures they just fought, the party springs into action.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf windwalks after the figure, which flees from the party. In a daring maneuver, he materializes directly above her, attempting to grab her mid-flight. Despite the woman&#039;s impressive defenses, Turf manages to grapple her. A mid-air struggle ensues as Turf repeatedly stabs the woman, who is revealed to be an Ogress. The Ogress has powerful defences which Turf overwhelms with his powerful attacks and they both plummet towards the ground. &lt;br /&gt;
&lt;br /&gt;
Turf grabs a wand from her belt before letting  her unconscious body call to the ground. The Ogress crashes to the ground, not surviving the impact. The party regroup and they search the body. Turf uses a ritual to bind her soul into a nearby rock, preventing any chance of resurrection or escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 7: Rescue====&lt;br /&gt;
&lt;br /&gt;
Regrouping, they continue tracking their original quarry - the missing family. After about an hour of searching, they discover an artificially created cave. Inside, they find the family of five (two parents and three children) being guarded by an Ogre Mage. The party are able to sneak in and launches a surprise attack, the Ogre Mage is quickly overwhelmed and defeated without being able to retaliate. The party frees the family and debates their next move, concerned about a possible second Ogre Mage in the area.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deciding the family&#039;s safety is the priority, the group escorts them back to Surah. They use magic to enhance the adults&#039; strength, allowing them to carry the children and travel faster. Callas hides the Ogre Mage&#039;s body using her tunnelling spell.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They arrive in Surah as the sun rises, presenting their findings to the high priest. The party reports on the various creatures they encountered - blue devils, Mariliths, Slaads, and Ogres. They also mention the bound soul of the Ogress and the altar that needs cleansing.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The high priest and townsfolk praise the party for their actions, particularly eliminating the Ogress and Ogre Magi threat. There&#039;s some concern about the remaining Ogre Mage, but it&#039;s believed he&#039;s more likely to flee than cause further trouble. The party being offered accommodations in Surah for a week, with a celebration planned to honour their deeds. However, the group is aware of their time constraints and plans to move on soon to address other pressing matters in their quest.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chapter 8: Lady Callas, the Wonder Worker ====&lt;br /&gt;
&lt;br /&gt;
In Jesurea they seek access to the Astral Gate. The priests require a service in exchange, and Callas offers her healing abilities. She treats several locals, including a man with a gangrenous wound, saving his life. Her exceptional healing earns her the title of &amp;quot;Lady Callas, the wonder worker,&amp;quot; and this service secures the party access to the Astral Gate.&lt;br /&gt;
&lt;br /&gt;
The party continues their journey north using Turf’s magical carriage. They stop at a Carchemish to rest and gather information. While speaking with the locals, they learn about the rising threat of gorgons in the area. During their stay, they encounter a group of black-armored mercenaries. Black arranges for future contact with a Mind Mage among the mercenaries.&lt;br /&gt;
&lt;br /&gt;
The next two days are uneventful as the party travel as the party travel to Hurrian, and then across the sea to Al-Marhirbah and to Aeaea - the city of Witches.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 9: Revelations ====&lt;br /&gt;
&lt;br /&gt;
Aeaea is a city of Witches, Archibald and Turf can see an enormous thorn wall surrounding the city, however Callus sees nothing. Callas head into the bustling city, there is lots of trade in fabric, she makes enquiries and is directed to the residence of Lady Cerise. Cerise, a figure of authority in the Crimson Sisterhood, happily greet Callus. Lady Cerise discloses her role as Matron of the Crimson Sisterhood.&lt;br /&gt;
&lt;br /&gt;
After hearing the prophesy Cerise believes the &amp;quot;Noble Count&amp;quot; is the Comte de Versillac, who was once undead but restored to life by a holy man. The Comte, now deeply hostile toward the Church. She also believes &amp;quot;A seer, veiled in mystic shroud&amp;quot; is Jade Rain, whom is known to Callus, and advises we visit immediately. She gives Callus a magic scroll in exchange for taking a letter to Jade Rein. Cerise warns of dark forces at work, urging caution as the party proceeds on their journey.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 10: The better part of Valour ====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Shoggoth.jpg|150px|thumb|right|Shoggoth]]&lt;br /&gt;
&lt;br /&gt;
After travelling for almost a week the party finds themselves in a deep part of the Abyss, near a lake-like area. They hear a slithering sound approaching and prepare themselves for a fight. As the sound grows closer, they feel the ground heaving beneath them.&lt;br /&gt;
&lt;br /&gt;
Black Archibald sees cracks forming in the ground coming from the north. The party realizes they&#039;re facing an enormous creature, something that makes the earth shake must be an enormous size. Realizing the potential danger, the group decides to retreat rather than confront the creature. Callas uses Earth Door to transport the party away from the immediate threat. &lt;br /&gt;
&lt;br /&gt;
Upon reaching safety, Turf uses a Crystal of Vision to look back at where they were. He sees an enormous lenticular-shaped creature, about 22-23 meters long and 3 meters across at its widest point. The party concludes it was likely a Shoggoth, a powerful and dangerous entity in the Abyss. Marking the location on the map as &amp;quot;Shoggoth Point&amp;quot; the party choose a different route to reach Jade Rain.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 11: Tea with Jade Rain ====&lt;br /&gt;
&lt;br /&gt;
Travel to Jade Rain&#039;s residence takes around a week. The cave is appointed with various comforts. Jade Rain, described as having pale green, almost translucent skin, welcomes them and offers tea. Turf and Archibald are provided a simple tea while Callus is served one with an exquisite flavour. &lt;br /&gt;
&lt;br /&gt;
As they settle in, Turf presents the prophecy written by Lady Suneth. Jade Rain analyzes it, providing insights:&lt;br /&gt;
&lt;br /&gt;
1. She identifies a section referring to the &amp;quot;Comte de Versillac,&amp;quot; suggesting he has a crucial role to play.&amp;lt;BR&amp;gt;&lt;br /&gt;
2. Jade Rain explains that the Count&#039;s quest involves discovering the role of the original orcs in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
3. She points out the phrase &amp;quot;with papal ties to cleave,&amp;quot; noting its ambiguity—it could mean either to split apart or join together.&amp;lt;BR&amp;gt;&lt;br /&gt;
4. Jade Rain suggests the prophecy might be directing them to influence papal ties, either strengthening or severing them.&amp;lt;BR&amp;gt;&lt;br /&gt;
5. She draws attention to phrases like &amp;quot;enterprising schemer,&amp;quot; &amp;quot;cunning gaze,&amp;quot; and &amp;quot;steer the course of coming trials,&amp;quot; hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
6. Jade Rain warns about the &amp;quot;Eye of Discord,&amp;quot; suggesting extreme caution when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
7. She recommends speaking to &amp;quot;Moonlight Sleeping on a Midnight Lake&amp;quot; for more information, but cautions that this being is a demon lord and would require proper compensation for any aid.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the conversation, Jade Rain provides cryptic hints and warnings, emphasizing the complexity and danger of the situation the party faces.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 12: The Prince of Demons ====&lt;br /&gt;
&lt;br /&gt;
Returning to House Kerberoth they await the arrival of Damien, the Prince of Demons. His approach is heralded by trumpets from the Abyss, and he arrives with a procession of 3,600 demons. It takes a day for the procession to reach the castle. Lady Suneth is flustered with the arrival of a Prince, and insist the party assist to clean the castle, which already appears immaculate.  &lt;br /&gt;
&lt;br /&gt;
Damien is described as wearing baroque armour that seems to be moving. He carries a halberd and shield strapped to his back. After a three hour feast, where Turf spend the entire time drumming his fingers. Post dinner the party is invited to join Damien in the green chamber for brandy and cigars.&lt;br /&gt;
&lt;br /&gt;
Each character chooses a uniquely described cigar, which upon smoking, seems to have magical properties. They create various &amp;quot;pools&amp;quot; for the characters:&lt;br /&gt;
* Callas gains a sanity pool.&lt;br /&gt;
* Turf gains an impatience pool.&lt;br /&gt;
* Black Archibald gains a doom pool.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 13: Schemes and the Missal ====&lt;br /&gt;
&lt;br /&gt;
Turf is particularly eager to cut through the pleasantries and focus on the heart of the matter, prompting Damien to discuss a figure connected to the church, Giovanni de Crescenti. There is some confusion about Giovanni&#039;s role, with suggestions that he was a power broker rather than a direct agent of the church. The group learns that Giovanni was heavily involved in raising Pope Sylvester II to the papal throne, only for the pope to later flee in fear of a prophesied apocalypse at the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
During the discussion, Damien gives the party an ancient Missal. He mentions that the Comte de Versillac might be willing to trade a service in exchange for the Missal, though its exact value and significance are unclear. The group takes the Missal, recognizing it could be a useful bargaining chip when they eventually meet the Comte.&lt;br /&gt;
&lt;br /&gt;
With this new item in their possession, the party&#039;s path becomes clearer. Their focus now shifts to securing the Comte’s assistance, knowing that they may need to offer the Missal as part of their negotiations.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 14: Farewell and a Chance Encounter ====&lt;br /&gt;
&lt;br /&gt;
After concluding their meeting with Damien at House Kerberoth, the party sets off to traverse the Abyss. The journey is perilous, and they know the dangers of this shadowy realm well. The Abyss, with its dark, oppressive atmosphere and strange, unpredictable forces, stretches before them as they leave the relative safety of House Kerberoth. They proceed cautiously, aware that while the Abyss can be eerily quiet at times, it can quickly become the stage for catastrophic events.&lt;br /&gt;
&lt;br /&gt;
As they make their way deeper into the Abyss, they encounter &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;. He approaches the group in a careful, civil manner, not rushing or displaying hostility. Sir Black Archibald, recognizing &#039;&#039;&#039;Midnight&#039;&#039;&#039; from previous encounters, chooses to meet him halfway. The conversation is cordial, though brief, as &#039;&#039;&#039;Midnight&#039;&#039;&#039; does not appear to be accompanied by his mistress, and he seems to be on a personal journey deeper into the Abyss.&lt;br /&gt;
&lt;br /&gt;
During the encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; mentions that he is looking for Sweet Regret,  offers his assistance, stating that the party need only call on him if they require his help. He gives Callas an intricately carved ivory plaque, which appears more three-dimensional the longer one looks at it. The plaque holds a special significance, though its exact purpose remains unclear to the group. After this encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; continues on his way, leaving the party to reflect on the nature of their meeting.&lt;br /&gt;
&lt;br /&gt;
The group resumes their journey, and though the Abyss holds many dangers, they are unmolested for the rest of the way. Their thoughts now turn to the next stage of their mission, knowing they have gained a potential ally in &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 15: Sir Andrew and Venice ====&lt;br /&gt;
&lt;br /&gt;
The party reaches the estate of Sir Andrew, the Lord of Chivalry, who resides in the hills north of Venice. Upon arrival, Sir Black Archibald explains their mission and requests the use of Sir Andrew’s **Astral Gate**. The gate would allow the group to fully cross into the Plane of Nualis, leaving behind the dangers of the Abyss. Sir Andrew, without hesitation, grants them permission to use the gate.&lt;br /&gt;
&lt;br /&gt;
Once the group passes through the gate and firmly enters Nualis, they express their gratitude to Sir Andrew and prepare for their next move. However, they first make their way to Venice to complete a task on behalf of **Henry the Toymaker** and to explore further leads regarding their quest.&lt;br /&gt;
&lt;br /&gt;
In Venice, an enormous walled city bustling with activity, the group quickly catches the attention of the gate guards, but they are allowed through without much scrutiny, aided by the imposing presence of Sir Black Archibald’s warhorse. Their first stop is St. Mark&#039;s Square, where they notice an odd reaction from the Missal they carry when near the statue of St. Mark. The book seems to resonate faintly with the religious aura of the square, but the group decides to focus on their main task and move on.&lt;br /&gt;
&lt;br /&gt;
The party then seeks out **Giuseppe Briati**, a famous craftsman known for his expertise in glass and metalwork. They deliver a special musket for repairs, as per Henry the Toymaker’s request. Giuseppe inspects the unusual firearm, noting its peculiar design, which resembles a large pistol, and agrees to repair it within a season. The party thanks him, satisfied that their business in Venice is now complete.&lt;br /&gt;
&lt;br /&gt;
With their task finished and further intrigued by the Missal&#039;s behavior, the group prepares to leave Venice and continue their mission to stop the Eye of Discord.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: The Comte&#039;s Domain ====&lt;br /&gt;
&lt;br /&gt;
The party arrives at the outskirts of the Comte de Versillac’s domain. The landscape around the estate is a mix of fertile wheat fields and orchards. As they approach, they see the Comte’s imposing black castle in the distance, standing stark against the surrounding plains. The scale of the castle is immense, and its black stone construction is unusual for the region, where limestone or marble would typically be used.&lt;br /&gt;
&lt;br /&gt;
A river encircles the estate, serving as a natural moat, with a drawbridge leading to the castle&#039;s entrance. Beyond the drawbridge, the party notices two sets of defensive walls: the outer wall, which is massive and fortified, and a barely visible inner wall that adds another layer of protection.&lt;br /&gt;
&lt;br /&gt;
As they pass through the nearby town, the group sees villagers working the fields. The town itself is unfortified, unlike the heavily defended castle that looms over it. Callas observes the strange use of black stone for the castle, which stands out against the otherwise typical landscape.&lt;br /&gt;
&lt;br /&gt;
With the fertile land contrasting sharply with the castle’s formidable appearance, the party makes their way towards the stronghold, preparing for their next challenge as they seek an audience with the Comte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: A Short History Lesson==== &lt;br /&gt;
&lt;br /&gt;
They are greeted by Alois, a tall, strapping man of noble bearing who introduces himself as the Comte’s equerry and escorts them inside.&lt;br /&gt;
&lt;br /&gt;
In a small, book-lined withdrawing room lit by massive bronze and wooden candlesticks, the group meets the Comte, who welcomes them graciously. He is a striking figure—strong and refined, with a bearing that suggests both elegance and hidden strength. After brief introductions, he offers them a rare wine, amber in color, said to be the work of an alchemist vintner. As they taste it, they experience a curious sensation of time stretching, each sip lingering as if time itself had slowed. Black, Callas, and Turf analyze the drink, realizing it holds a unique temporal quality from the aged grapes.&lt;br /&gt;
&lt;br /&gt;
Conversation shifts as the Comte grows somber, listening to the prophecy they’ve brought with them. Turf reads aloud a section, and the Comte’s reaction is palpable; he seems shaken, deeply affected by the words. He shares the story of a mysterious sorcerer from the church who once visited him with a strange mission: to &amp;quot;redeem&amp;quot; him by instilling a powerful remorse—a ritual that allowed the Comte to survive and continue on his unique path. This process, the Comte reveals, was transformative, setting him on his journey toward a strange immortality. Yet he wonders what became of the man who sacrificed himself to perform this ritual, unsure if the man&#039;s fate brought him peace or torment.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 17: Desert of White==== &lt;br /&gt;
&lt;br /&gt;
The discussion soon turns to otherworldly threats tied to their prophecy. Black and Callas consider the &amp;quot;Sea of White&amp;quot; as possibly pointing to the White Sea in northern Siberia. Recalling various past encounters, they discuss old powers and ominous forces, connecting the prophecy&#039;s references to shadowed lands with the possibility of a return of beings such as Morgoth or Sauron.&lt;br /&gt;
&lt;br /&gt;
Intent on discovering the fate of the Comte’s lost acquaintance, they propose a ritual to summon the man&#039;s spirit. Preparing carefully, they make their way to the chateau&#039;s basement, where they find a space ready for summoning, lined with engraved sigils and surrounded by protective barriers. The Comte provides hydragerum to complete the ritual, which Black notes with admiration.&lt;br /&gt;
&lt;br /&gt;
With everything prepared, they proceed with the summoning, casting spells and layering protections around the circle. As the ritual builds, they await any sign of a presence—but none arrives. Turf realizes that the summoning has failed; the man&#039;s true name has changed, suggesting he has ascended rather than fallen. The group shares this result with the Comte, whose tension eases slightly as he absorbs the news. His friend, it seems, has not been condemned.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 18: Continuing the Investigation==== &lt;br /&gt;
&lt;br /&gt;
After the failed summoning, the party remains in the chateau&#039;s basement, contemplating their next steps. They discuss the implications of the sorcerer&#039;s apparent ascension and what it means for their quest. The conversation circles back to the prophecy and its ominous references. Callas suggests that the &amp;quot;Sea of White&amp;quot; could indeed refer to the White Sea in northern Siberia, a place of ancient mysteries and chilling cold.&lt;br /&gt;
&lt;br /&gt;
Black recalls past encounters involving sealing horrors in Siberia and mentions connections to Middle Earth and ancient evils like Morgoth. They debate the possible awakening of old powers and the threats that could emerge from the &amp;quot;Sea of White.&amp;quot; The group references various entities and events, including the Star Vampire, and the Doors of Night—a term that stirs concern about barriers between worlds weakening.&lt;br /&gt;
&lt;br /&gt;
Realizing the gravity of their situation, they acknowledge that more information is needed. The Comte listens intently, offering his insights where possible. He seems both intrigued and troubled by the possibilities they discuss. The party decides they must investigate further, perhaps even journeying to the White Sea to uncover the truth behind the prophecy&#039;s warnings. In the meantime the Count will look into some of the other things mentioned in the prophecy.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 19: Journey to the White Sea==== &lt;br /&gt;
&lt;br /&gt;
As the party continues northward toward the White Sea, they arrive in the city of Arkhangelsk, a stark coastal port surrounded by snow and ice. Along the way, they had received scattered accounts from locals about the “Sea of White,” a place steeped in eerie tales and whispered rumors. Once they arrive, Callas senses something unusual about their surroundings, a shift that feels distinctly otherworldly. She soon realizes that they have crossed into a Middlemarch—a deliberately constructed, liminal boundary that does not occur naturally. The party understands that this crafted space obscures its edges, making it impossible to pinpoint exactly where or when they crossed into it.&lt;br /&gt;
&lt;br /&gt;
Aware now that they are within a hidden, possibly dangerous area, they proceed cautiously, searching the coast and nearby landmarks for any clues. As they explore, they come upon a peculiar sight—what they initially thought was chalk in the landscape appears, under closer examination, to be bone, ancient and imbued with a faint magical aura. They note that the coastline itself forms a shape that resembles a massive paw print, with bays and inlets appearing as pads and claws carved into the land.&lt;br /&gt;
&lt;br /&gt;
With a mixture of curiosity and caution, they take samples and perform various checks, confirming the presence of a magical aura lingering faintly on the bones. Callas uses a crystal of vision spell to gain a broader view, observing the landscape from above and confirming that the peculiar “paw print” pattern stretches nearly twenty-five miles across the coast. The enormity and ancient nature of this discovery suggest that the “Sea of White” holds more mysteries than they initially expected, potentially connected to the prophecy’s dark warnings.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 20: Hidden Jewels ====&lt;br /&gt;
&lt;br /&gt;
Turf divines the bones and uncovers a GTN of Urulókir (Middle-earth fire-drakes or fire-breathing dragons, such as Glaurung). However, he notices that this essence or attribute has been superimposed on a previous GTN. Callas is able to identify the underlying GTN but does not recognize it. By collaborating, they establish a shared understanding of their DA&#039;s, allowing Turf to apply his expertise in Naming to what Callas perceives. Through this, they determine that the underlying GTN is Ur Sea Serpent. They conclude that a process is underway that will eventually transform the GTN entirely into Urulókir. There are also indications that this transformation could be catalyzed, leading to the full resurrection of a wingless Middle-earth dragon or drake.&lt;br /&gt;
&lt;br /&gt;
The party continues to the southern end of the sub-arctic sea, where Turf experiences the loss of some quality and observes a star reflected on the sea during the day. After some investigation, they determine that this star is a jewel of great historical significance to Turf&#039;s people. The party sets out on fire steeds, riding across the waves, and Turf descends into the depths as a shark. He encounters ancient sharks of immense size and fortunately they leave him alone. Locating the radiance of pure light, which is surrounded by plant growth on an otherwise barren sea bed. He retrieves the jewel, accidentally swallowing it in the process.&lt;br /&gt;
&lt;br /&gt;
Back on shore, Black retrieves the jewel by reaching into Shark/Turf&#039;s stomach. Fortunately, Turf suppresses the urge to bite Black&#039;s arm off, and the jewel is successfully recovered. Turf heals from the intestinal damage that occurred. That night, Turf has a vision or dream, which he conveys in the following form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Beneath the waves where light refrains,&lt;br /&gt;
 A gem of fire in shadow reigns.&lt;br /&gt;
 Its gleam is caught by restless foam,&lt;br /&gt;
 Yet none can claim it as their home.&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 The waters guard with jealous pride,&lt;br /&gt;
 A secret star where echoes hide.&lt;br /&gt;
 Its blaze unquenched, though sunk and still,&lt;br /&gt;
 A silent hymn, a timeless thrill.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Black interprets this as a reference to Ungoliant and the party become visibly unsettled. Concluding that their work here is sufficient, the party travel the previous path and return to the Compte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 21: What next? ====&lt;br /&gt;
&lt;br /&gt;
The Compte agrees with Black’s interpretation and becomes even more hesitant to be involved. With some gentle persuasion about the gravity of the quest, he suggests they consult someone knowledgeable about gates. Additionally, he shares his findings: the Crescenti family is attempting to gain greater control over the Church by organizing a crusade against the Compte, thereby promoting their own candidates and influencers within the Church. This would give them significant influence over the selection of the next pope.&lt;br /&gt;
&lt;br /&gt;
The Compte believes the most effective course of action, assuming direct confrontation with Ungoliant is not feasible, would be to eradicate the Crescenti family entirely. The family seems to be based in Ravenna, with origins in Austria, where they still maintain a presence. The exarch of Ravenna is completely under their influence. Moreover, the Crescenti family has strong ties to the Eye of Discord. The Compte theorizes that the Crescenti may represent the mortal lineage or offspring of the Eye of Discord. He offers a reward of 50 white points to the party if they undertake this task.&lt;br /&gt;
&lt;br /&gt;
The party decides that consulting a library, either in Leng or Alexandria, might be the best next step. From there, they can determine which urgent task to undertake first; address Ungoliant or if they should focus on the Compte’s request in the meantime.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 22: Alexandria ====&lt;br /&gt;
&lt;br /&gt;
In Alexandria the party tries various methods to locate the library. Eventually Black uses a void detection ritual to try to locate the library. During this, he unexpectedly detects two things: the library&#039;s presence (which has a connection through the abyss as it seems this is how it is able to appear on different planes at different times) and a creature that moves through the void, associated with a particular type of &amp;quot;red&amp;quot; that reminds them of &amp;quot;Red Laughter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The group discusses various approaches to finding both the library and tracking Red Laughter, including seeking help from local scholars (which is deemed too risky given the period&#039;s attitude toward magic) and using Callas&#039;s &amp;quot;Wild Hunt&amp;quot; ability as a last resort.&lt;br /&gt;
&lt;br /&gt;
They explore Alexandria, and through Black&#039;s feeble tracking abilities and the lingering &amp;quot;taste&amp;quot; (of burning human feces) from his void detection, they follow the trail. During this, they encounter a young priest (appearing around 13 but actually in his early 20s) being followed by nine nuns. Callas&#039;s spy craft and Turf&#039;s magical detection abilities reveal these are &amp;quot;Poor Clares&amp;quot; - highly trained church operatives who serve as assassins and protectors. The priest himself appears to be a philosopher of some significance, potentially useful for their library search, but currently under protection.&lt;br /&gt;
&lt;br /&gt;
As they continue tracking, Black detects writing on a purple wall which reeks of burning human feces. When Turf DA&#039;s it, he discovers it&#039;s connected to a powerful entity of &amp;quot;avatar level&amp;quot; - a greater fiend. Combat ensues.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 23: Imprisoned ====&lt;br /&gt;
Turf activated his Holy Aura, providing bonuses against fear and affecting certain creatures, while they took positions near the wall where Red Laughter, appeared as a two-dimensional image. The nuns&#039; Mother Superior began issuing tactical commands in church Latin, including &amp;quot;maneuver 37A.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The nuns executed complex maneuvers, hurdling hedges with spectacular athleticism, their flexible chain weapons whirling. Some formed a protective ring around Lord Tarquin, while others moved to engage the threat. When they spotted the possessed spellcaster stepping behind the wall, one of the nuns sacrificed herself bravely, moving to block any direct magical attacks.&lt;br /&gt;
&lt;br /&gt;
A possessed spellcaster launched fire magic at Turf, though his amulet of iron helped him resist. His magic resistance wasn&#039;t halved due to his amulet, and the damage he took was absorbed by his Spell Armor.&lt;br /&gt;
&lt;br /&gt;
Black Archibald charged with his lance at Red Laughter&#039;s image, landing a solid hit. Upon striking the wall, they discovered damaging the surface itself could harm the devil - though any damage would be significantly reduced, it wouldn&#039;t be protected by its usual defenses. The lance, made of lignum vitae, withstood the impact. Meanwhile, Lady Callas supported with Trollskin spells to protect her allies, and Turf deployed powerful fire counterspells in strategic locations.&lt;br /&gt;
&lt;br /&gt;
Angular runes began cutting their way through Black Archibald&#039;s lance toward him. He wisely dropped the weapon, and the Mother Superior immediately attacked the runed lance with her chain weapon, striking with remarkable effectiveness. The other nuns moved up in support of their leader, unwrapping their own weapons.&lt;br /&gt;
&lt;br /&gt;
Turf tracked down the possessed individual (a suspiciously ordinary looking person) and struck him with his soul blade, landing a devastating hit. The blade ignors armor and passes through non-living materials. The possessed person, lacking significant protection beyond basic clothing, collapsed from the blow.&lt;br /&gt;
&lt;br /&gt;
Lady Callas then cast Smoking Magma beneath Red Laughter&#039;s position, trapping the devil in searing heat. Black Archibald followed up with Hellfire, and while the devil initially resisted, the combined assault proved effective. The Mother Superior declared she would push the devil back into the magma if it tried to escape. With Red Laughter weakened by these attacks, Turf was able to successfully imprison the devil using his Prison of Zygig.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 24: Delphic Riddles ====&lt;br /&gt;
Investigation revealed the possessed person wore a cinnabar ring that tainted all magic with a diabolical appearance. They suffered from dual madnesses - one relating to diabolic dealings, the other inducing violent urges.&lt;br /&gt;
&lt;br /&gt;
The party then spoke with Lord Tarquin, the young noble academic whom the nuns had been protecting. While discussing their captives - both Red Laughter and the possessed person - Lady Callas attempted a cure for a madness Lord Tarquin seemed to be suffering from, requiring a sacrifice of sanity points and taking several weeks to fully heal.&lt;br /&gt;
&lt;br /&gt;
During their encounter, another diabolic name emerged: &amp;quot;Titvilius,&amp;quot; though its connection remained unclear. Furthermore, another piece of the puzzle is revealed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Veiled beneath the earth, where shadows creep,&lt;br /&gt;
 Amidst the coils of serpents, silence sings.&lt;br /&gt;
 They guard the balance born of fractured rings,&lt;br /&gt;
 In secret chambers, buried thoughts they keep.&lt;br /&gt;
 Concerned with chaos none may dare to see,&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Obsidian tongues taste echoes in the air.&lt;br /&gt;
 Refrained from sight, they weave a subtle care,&lt;br /&gt;
 Attuned to whispers writ in mystery.&lt;br /&gt;
 Conducting rites in scales of shadowed light,&lt;br /&gt;
 Lamenting paths that discord dares to tread,&lt;br /&gt;
 Eternal watchers, bound by sacred night.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf realises that the first letter of each sentence reveals something important: VATIC ORACLE. A reference to an oracle supposedly buried/residing beneath the hills of Rome.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 25: White towers====&lt;br /&gt;
In his enfeebled state Lord Tarquin readily agrees to take gain entry to the Library for the party. Inside the library, Black Archibald, Turf, and Callas search for an astral gate. The party encounters a room with scholars and a group of six people holding a large silver cross, wearing liver-colored clothing and masks. These people appear to be dealing with some form of &amp;quot;abstract undead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party discovers a source of &amp;quot;processed tortured light&amp;quot; and several magical features, including bronze spheres mounted high on pillars. The light seems to keep future light at bay and protect the scrolls etc from wear/decay. When Callas is exposed to this light, she gains crystal-related magical abilities and a special trait.&lt;br /&gt;
&lt;br /&gt;
Turf and Black Archibald help locate two astral gates in the library. Using one, the party travels to a White Tower located on a massive mountain in a semi-arid region. This White Tower is described as being on a mountain the size of Ireland, though only about 4 kilometers high. The tower itself is relatively empty but shows views of different points around the mountain at different levels. Investigation reveals the Tower is on Mt Seir in the Land of Nod on Tanual.&lt;br /&gt;
&lt;br /&gt;
After exploring the White Tower, the party returns to the starting library and uses another astral gate to gain entry to the astral and from there travel to Venice via Sir Andrews astral gate. From there they plan to travel to Rome to seek something called the Vatic Oracle, which is apparently beneath one of Rome&#039;s hills. Through Sir Andrew, they learn about Sibyls - Roman women with prophetic abilities - who are associated with these oracles.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 26: Overly Inquisitive ====&lt;br /&gt;
After reuniting at Sir Andrew Witherspoon&#039;s residence, where Black, Callas, and Turf introduced their new companions Tyndalos and Tulip to the quest, the expanded party made their way toward Rome. The journey took about ten hours, with the group riding Turf&#039;s conjured magical steeds, arriving in the city after nightfall.&lt;br /&gt;
&lt;br /&gt;
Their first stop was a gypsy fortune teller&#039;s ornate tent in Rome&#039;s slums. While there, Tulip, demonstrated her herbalist skills by identifying and harvesting valuable saltbush from the polluted marshland. The fortune teller directed them toward the Vatican as the location of the Vatic Oracle they sought.&lt;br /&gt;
&lt;br /&gt;
The following morning saw them attempting to gain entry to the Vatican proper. Callas, drawing on her previous diplomatic experience, tried leveraging her noble status and bureaucratic skills, addressing the guards in Church Latin. While they were indeed escorted inside, it was to face the Holy Office of the Inquisition - three priests backed by two dozen crossbowmen!&lt;br /&gt;
&lt;br /&gt;
The encounter swiftly turned violent when the Inquisitors deemed them heretics. In the ensuing battle, both old and new party members demonstrated their capabilities - Tyndalos unleashing mental attacks that drove some opponents to madness, Callas deploying devastating magical assaults including a lake of magma, Turf engaging in direct combat, Black providing support, and Tulip wielding earth magic. Many of their opponents perished in Callas&#039;s magical flames.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, they managed to charm one of the surviving priests for questioning. He claimed no knowledge regarding the Oracle, however readily agreed to provide his new best friend Turf with access to the Vatican&#039;s dungeons. There they found thirty imprisoned heretics, none of whom could provide specific information about the Vatic Oracle&#039;s whereabouts.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 27: Even more Prophecies!!!! ====&lt;br /&gt;
&lt;br /&gt;
After considering whether to search for underground areas, the party decided against it as their research suggested the Oracle they sought was likely not held captive by the church. Instead, they decided to seek the Tiburtine Sibyl where she was historically based - in Tibur (modern Tivoli), about 19 miles northeast of Rome. The party traveled there, arriving in the afternoon at a small but civilized city of around 12,000 people.&lt;br /&gt;
&lt;br /&gt;
In Tivoli, they located a convent with an orphanage that contained a small temple. The nuns directed them to return the next morning after morning mass and suggested they stay at an inn called the Pheasant and Lamb. During the evening, Callas detected someone scrying on them and traced the magic back to the convent.&lt;br /&gt;
&lt;br /&gt;
The next morning, they returned to the temple, a small shed-like structure carved from ancient dolomite stone, containing maternal figures in recesses. Black performed a vigil and received a cryptic prophecy about the Mirror of Cyprian. Tyndalos used his occult knowledge to determine this mirror could be used to see into the void but at the risk of mental damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Malevolent webs stretch dark and thin&lt;br /&gt;
 In shadows where no light can pass&lt;br /&gt;
 Realms beyond our world begin&lt;br /&gt;
 Reaching through the shattered glass&lt;br /&gt;
 Onward through the ancient deep&lt;br /&gt;
 Rushing spirits start to rise&lt;br /&gt;
 &lt;br /&gt;
 Obscure visions make us weep&lt;br /&gt;
 Fragmented through crystal eyes&lt;br /&gt;
 &lt;br /&gt;
 Coiled serpents twist through time&lt;br /&gt;
 Yielding to the spider&#039;s call&lt;br /&gt;
 Precious moments lost sublime&lt;br /&gt;
 Rippling through the mirror&#039;s fall&lt;br /&gt;
 Insanity claims those who dare&lt;br /&gt;
 Angles bend through spider&#039;s lair&lt;br /&gt;
 Nested in the dragon&#039;s glare&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before departing, Black left a valuable onyx gemstone as a donation for the orphans. Upon returning to Rome, they found the Vatican crawling with Swiss Guard and mysterious monks in black robes with white sleeves. Tulip and Callas noticed a woman they identified as a Medianite sorceress, though she appeared as a simple nun to the male party members. She wore an elaborate crimson dress and a choker with ruby decorations, though these details were only visible to the female party members.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 28: Warped Crypts ====&lt;br /&gt;
Tyndalos concealed the party while they snuck into St. Anne&#039;s Chapel, having chosen it for its accessible city gates rather than attempting to enter the more heavily guarded basilica. The group descended into the chapel&#039;s crypt via a narrow wooden stairwell. In the ossuary, Callas detected a hidden space behind shelves of bones. The party successfully removed a stone block to reveal a hidden passage system.&lt;br /&gt;
&lt;br /&gt;
The corridors possessed unusual geometric properties, with 135-degree angles that only Tyndalos could properly perceive. During their exploration, they encountered a creature described as having a human upper body, a bird-like head, and a serpentine lower half covered in iridescent blue-green feathers. When confronted, the creature escaped by rotating through a wall. Tyndalos gave pursuit, facilitating the rest of the party&#039;s movement through strange angles.&lt;br /&gt;
&lt;br /&gt;
Black Archibald&#039;s temporarily trapped the entity in a block of ice, but the creature managed to escape before the party could permanently restrain it.  Thwarted, the party decided to continue exploring the passage system.&lt;br /&gt;
&lt;br /&gt;
A notable incident occurred when Tyndalos was affected by some form of amnesia while navigating these passages. Black Archibald remedied this condition using brain serum administered via spinal injection. Shortly thereafter Turf detected something and felt the presence, or passage of, a great curse (we believe this was the Noldoran curse to do with the Silmarils). Exposing his Silmaril seemed to reveal a different view of the environment. It seemed to have cracks riven through it which healed in the light of the Silmaril. Furthermore the creature was revealed trapped in amber-colored light within one of the walls.&lt;br /&gt;
&lt;br /&gt;
After multiple attempts, Turf successfully charmed this being, revealing it to be a Nephil from the Land of Nod. Through conversation, they learned that twelve such creatures were seeking refuge from serpents and Kenites. The Nephil also revealed that the passages were constructed by someone else and that both a powerful curse and a fire-breathing worm had previously passed through the area.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 29: Search for the Mirror ====&lt;br /&gt;
&lt;br /&gt;
Talking more with the Nephil, the party found they were within an ancient Janusite temple and were corrected about their assumption of the Vatic Oracle - he is not a sibyl. Despite spending several days search the temple&#039;s peculiar geometry, the party found little of note. The Nephil suggested that while the Oracle might indeed be present, they had not yet met the necessary conditions to locate him. They suggested seeing a sibyl.&lt;br /&gt;
&lt;br /&gt;
The party headed southward to Campania, where another sibyl might provide guidance. Turf used his Crystals of Vision to help us find where the sibyl is location in Campania. The crystals revealed a prophetic verse:&lt;br /&gt;
&lt;br /&gt;
 In twilight&#039;s glow, a cavern waits,&lt;br /&gt;
 Near where the earth and heavens meet.&lt;br /&gt;
 Cool winds slip through the shadowed gates,&lt;br /&gt;
 Underneath the hillside&#039;s seat.&lt;br /&gt;
 &lt;br /&gt;
 Murmurs rise where secrets keep,&lt;br /&gt;
 Ancient whispers guide the way,&lt;br /&gt;
 Echoes dwell where prophets sleep.&lt;br /&gt;
&lt;br /&gt;
Callas quickly identified the location we needed to go as Cumae. We went to the Temple of Apollo there and on to the Cave of the Sibyl. There was a dozen Dominican monks there, distinguished by their black cloaks with white sleeves in the cave, along with cleaners.&lt;br /&gt;
&lt;br /&gt;
Rather than rushing in, the party retreated to a nearby inn to cast buffs. Upon their return, they engaged the monks in combat. The battle was decisive - seven monks fell, while the remaining five surrendered. Turf transported the survivors to Jiroth via magical means so they couldn&#039;t give us away, and the party disposed of the fallen monks&#039; remains through cremation. Among the monks&#039; possessions, they discovered exceptional black bronze chain mail, tabards, and rank 6 weapons.&lt;br /&gt;
&lt;br /&gt;
The surviving sibyl proved forthcoming with information. She revealed that locating the Oracle would require the Mirror of Cyprian, specifically one bearing a face of Janus. This particular artifact, she informed them, was located on the island of Cyprus.&lt;br /&gt;
&lt;br /&gt;
The party secured passage by sea to Cyprus, a journey lasting approximately twelve days. Upon making port in Paphos, they set their sights on the Sanctuary of Aphrodite, reasoning that the goddess&#039;s association with beauty might make her temple a reasonable place to start.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 30: There and Back again ====&lt;br /&gt;
The party traveled to Paphos, a port city with a curving bay in Cyprus. They journeyed to a sanctuary of Aphrodite, located on a spit of land protecting the harbor. Upon arrival, they found the area was more like a cultured orchard than a temple, with trellises of fruit trees and vergers maintaining the grounds. Callas notes a number of familiar looking monks in white robes with black sleeves.&lt;br /&gt;
&lt;br /&gt;
Tulip approached the vergers working in the garden, requiring Callas to translate their vulgar Latin. She discovered they maintained an impressive collection of rare herbs, including a special broad-leafed parsley and a distinctive yellow flower with orange centers that attracted bees even in winter. The monastery maintained an apiary that produced several types of honey, including one with special properties for cleaning septic wounds. The vergers were happy to share cuttings and seeds with Tulip, who stored them in her special preserving box, and she was able to purchase some of their honey.&lt;br /&gt;
&lt;br /&gt;
Feeling they were getting nowhere, the party turned their eyes to the local lord but decided first to scale Mount Olympus in the hope that they would learn more there, before having to deal with the locals. They set off but were startled by cackling from the west around 11 AM, Callas used a crystal of vision and saw an unusual vision of the sun setting. They later learned this was related to hyenas sent by the Great Beast Dog, rather than jackals as initially suspected.&lt;br /&gt;
&lt;br /&gt;
The party then Earth Door&#039;d to Mount Olympus, arriving on a large ledge where they began their ascent. After 2 hours they reached a monastery of Benedictine monks on a plateau. The monastery maintained extensive agricultural fields growing root crops, particularly beets. They were welcomed and encouraged to stay the night.&lt;br /&gt;
&lt;br /&gt;
The next day, they climbed to Mount Olympus&#039;s peak, discovering its unusual hexagonal shape. There they encountered Traoticus, a dormant agricultural deity sustained by the monks&#039; activities. Through conversation with Traoticus, they learned the mirror they sought was located back at the sanctuary of Aphrodite in Paphos. Several party members acquired new abilities from Traoticus in exchange for experience points.&lt;br /&gt;
&lt;br /&gt;
After another night at the monastery, where they were served roasted chicken and barley-based meals, the party began their journey back to Paphos. Upon returning to the sanctuary after nearly a week away, they found it occupied by approximately 20 Dominican spellcasters and 6 armored Dominican warriors. The sanctuary was revealed to be a complex of buildings, with the actual sanctuary building located in the center opposite a well.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 31: No! We are not Dominicans! ====&lt;br /&gt;
The party arrived at the secluded temple complex under cover of night. Surveying the layout—infirmaries, gardens, livestock pens, and administrative buildings—they debated their approach. Tyndalos suggested stealth over confrontation, dismissing his earlier violent impulse due to the presence of children. Using his invisibility near corners, the group infiltrated a terracotta-roofed administrative building. Inside, they uncovered records exposing the monks as clandestine followers of Aphrodite and Eros, disguised as Benedictines to evade Dominican hunters. They seemed to be keeping tabs on the followers / agents of Eris.&lt;br /&gt;
&lt;br /&gt;
The party repositioned to the east and confronted the temple’s leader, after initially panicking the monks behalf. Turf and Black negotiated with the panicked primate, after convincing him the party were not the Dominicans, leveraging their knowledge of the cult’s secrets to secure an ancient Etruscan scroll. The document referenced the Mirror of Cyprian, though its cryptic verses required translation by a priest of Janus. They knew of such a priest residing in Ravenna, which unfortunately was a known bastion of the Crescenti family. The primate further revealed his suspicion that agents of Eris were infiltrating the church.&lt;br /&gt;
&lt;br /&gt;
Travelling through the astral to Sir Andrew&#039;s house and then to Ravenna, the party noted armoured hounds, on leashes, being walked by what they decided were &#039;the gentry&#039; - some visible form of status presumably. Tyndalos detected an astral gate beneath the city using his lantern’s eerie light. Upon exploring an underground canal, which seemed to lead towards the gate, they chanced upon a chamber, where they discovered robed figures chanting to a leader wielding a staff topped with a head. Callas identified the man as a priest of Janus, confirming their path.&lt;br /&gt;
&lt;br /&gt;
More panic ensued until Turf again proved he was not a Dominican. The priest was persuaded to translate the scroll and further provide a Mirror of Cyprian with the appropriate image of Janus the party required.&lt;br /&gt;
&lt;br /&gt;
===== Decyphered scroll =====&lt;br /&gt;
&lt;br /&gt;
 Read the sky at twilight&#039;s hue,&lt;br /&gt;
 Only mix petals of the golden flower.&lt;br /&gt;
 The leaves must glisten with morning dew,&lt;br /&gt;
 First add a sprig of moonlit power.&lt;br /&gt;
 &lt;br /&gt;
 Word your spell as the draught is stirred,&lt;br /&gt;
 To give it strength, chant thrice the name.&lt;br /&gt;
 Find the roots of the whispering bird,&lt;br /&gt;
 The elixir burns with a cooling flame.&lt;br /&gt;
 &lt;br /&gt;
 Truth.&lt;br /&gt;
 &lt;br /&gt;
 The brew will clear a muddled mind,&lt;br /&gt;
 Twisted dreams it will gently untie.&lt;br /&gt;
 Sister wisdom it lets you find,&lt;br /&gt;
 Of truths unveiled beneath the sky.&lt;br /&gt;
 &lt;br /&gt;
 Arachne spoke of shadows where&lt;br /&gt;
 Lies dark petals in hidden glade.&lt;br /&gt;
 In boiling water, buds will air,&lt;br /&gt;
 Wait till colours start to fade.&lt;br /&gt;
 &lt;br /&gt;
 Beyond the forest, nettle’s sting,&lt;br /&gt;
 And dry it sere beneath the sun.&lt;br /&gt;
 The adder’s hiss the mix will bring,&lt;br /&gt;
 Golden figments show it’s done.&lt;br /&gt;
 &lt;br /&gt;
 Serpent lore the brew will hide,&lt;br /&gt;
 Attends the mind with steady glow.&lt;br /&gt;
 It sharpens sight as thoughts collide,&lt;br /&gt;
 On meadows where the shadows grow.&lt;br /&gt;
 &lt;br /&gt;
 The leaves of crimson ash begin,&lt;br /&gt;
 Shores of oceans touched by wine&lt;br /&gt;
 Of civet musk and coloured sin,&lt;br /&gt;
 The brew must boil with slivered vine.&lt;br /&gt;
 &lt;br /&gt;
 White her arms and long her reach,&lt;br /&gt;
 Sea for salt, and river&#039;s border&lt;br /&gt;
 Beware the lesson that flames teach&lt;br /&gt;
 His turning dance of broken order&lt;br /&gt;
 &lt;br /&gt;
 Burning bright as dragon’s heart.&lt;br /&gt;
 Eyes will see where shadows roll,&lt;br /&gt;
 And fires within must soon depart.&lt;br /&gt;
 Breath of oak to spare the soul&lt;br /&gt;
 &lt;br /&gt;
 Of grief, sorrow and searing pain&lt;br /&gt;
 Flame can bring to mortal coil&lt;br /&gt;
 For ever be its fearful rain&lt;br /&gt;
 He calls its name to fall from high&lt;br /&gt;
 &lt;br /&gt;
 Knoweth the reaper in the green&lt;br /&gt;
 The worker in the brush&lt;br /&gt;
 Lay in furze its fruit to glean&lt;br /&gt;
 Of bounty rich and lush&lt;br /&gt;
 &lt;br /&gt;
 Your toil returns a harvest rich&lt;br /&gt;
 Mind and body twinned,&lt;br /&gt;
 And quiet, whispered pitch&lt;br /&gt;
 Can set dreams upon the wind.&lt;br /&gt;
 &lt;br /&gt;
 Bend the will of the ebbing tide,&lt;br /&gt;
 It shapes the shore with quiet hand.&lt;br /&gt;
 By moon&#039;s pale light, the stars confide,&lt;br /&gt;
 His crafted patterns on the sand &lt;br /&gt;
 &lt;br /&gt;
 Song of the wood where harts are flayed,&lt;br /&gt;
 He walks unseen on unreal road,&lt;br /&gt;
 Is he a ghost or restless shade&lt;br /&gt;
 Hiding the debt that nature&#039;s owed&lt;br /&gt;
 &lt;br /&gt;
 In bitter heaths where sorrows sleep,&lt;br /&gt;
 The cavern&#039;s throat rings out the knell.&lt;br /&gt;
 Memories linger, cold and deep,&lt;br /&gt;
 Of secrets lost where shadows dwell.&lt;br /&gt;
 &lt;br /&gt;
 The song that whispers through the trees,&lt;br /&gt;
 People lose the fire’s glow.&lt;br /&gt;
 That chill which haunts the warmest breeze,&lt;br /&gt;
 Live hearts yet beating, ebb and slow.&lt;br /&gt;
 &lt;br /&gt;
 There lies a path through shadowed glen,&lt;br /&gt;
 And whispers guide the steps we take.&lt;br /&gt;
 Can courage rise within us then?&lt;br /&gt;
 Be strong, though wills may bend or break.&lt;br /&gt;
 &lt;br /&gt;
 Called from the Void to breach the shore,&lt;br /&gt;
 Forth he strides when spiders call,&lt;br /&gt;
 By darkling paths and oaths of yore,&lt;br /&gt;
 His fate entwined with threads of gall,&lt;br /&gt;
 Name whispered soft, yet feared by all.&lt;br /&gt;
&lt;br /&gt;
By reading the first word of each line, the following was revealed:&lt;br /&gt;
&lt;br /&gt;
 Read only the first word to find the Truth.&lt;br /&gt;
 &lt;br /&gt;
 The twisted sister of Arachne lies in wait beyond, and the golden serpent attends it on the shores of the White Sea.&lt;br /&gt;
 Beware his burning eyes and breath of flame, for he knoweth the lay of your mind and can bend it by his song.&lt;br /&gt;
 He is hiding in the memories of the people that live there and can be called forth by his name.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 32: Of Ossuaries and the Underworld ====&lt;br /&gt;
After decyphering the poem / prophecy the party discussed their next steps, settling upon a return to the serifs / nephlim at the vatican and making use of the Mirror of Cyprian.&lt;br /&gt;
&lt;br /&gt;
Before leaving however, the priest let slip that he was able to &amp;quot;replay&amp;quot; January, allowing two months of uninterrupted training while confined to the temple. The group meticulously calculated timelines, realizing they were nearing the end of the current season (&amp;quot;Blossom&amp;quot;) and could exploit the temporal reset for extended preparation.&lt;br /&gt;
&lt;br /&gt;
Exploring Ravenna’s underground network, the party discovered an ancient astral gate buried beneath layers of rubble. Callas summoned an earth elemental to excavate the area, revealing a hidden ossuary filled with Christian remains. Upon investigation, they found skeletons whose souls had been forcibly severed. Callas performed a risky ritual to release the trapped souls, attracting phantasms from the underworld but ultimately succeeding in freeing them.&lt;br /&gt;
&lt;br /&gt;
The elemental further uncovered two copper scrolls (incantations for &amp;quot;Coruscade&amp;quot; and &amp;quot;Slowness&amp;quot;) and a greenish stone. The stone, when activated by sacrificing endurance, transforma into a toad-like familiar named Hordling, capable of storing items and spitting ingested poisons.&lt;br /&gt;
&lt;br /&gt;
Later, Tyndalos crafted some topacious stones, producing two magical stones (one blue, one green) and 14 spider-eye stones.&lt;br /&gt;
&lt;br /&gt;
The session concluded with plans to return to Rome’s catacombs to consult an oracle via the acquired mirror. The party sealed the underground astral gate, wary of its connection to the underworld, and prepared to depart Ravenna after securing supplies and completing their training regimens.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 33: Deceived! ====&lt;br /&gt;
Black Archibald expressed interest in acquiring some war hounds, making arrangements to purchase breeding pairs for 200 gold pieces, planning to return for them later.&lt;br /&gt;
&lt;br /&gt;
The group traveled to their destination using magical fire steeds, making a journey of about 450km in approximately 10 hours. Upon arriving at the gates late at night, they were questioned by guards about their late arrival. During their entry, Turf sensed that their names were being magically recorded when written down by the guards.&lt;br /&gt;
The party proceeded into some catacombs, where they encountered snake-like beings called Nephilim. They presented a mirror and an imago to what appeared to be the god Janus, who indicated a path for them to follow using a line of light. The god also showed interest in a cage containing an entity called the Red Laughter, but the party declined to hand it over.&lt;br /&gt;
&lt;br /&gt;
Following the light, they encountered a copper plate bearing two faces - revealed to be Befrons, an Earl of the Dead. This turned out to be a trap, as Befrons attacked them. The demon cast necrosis and engaged in physical combat, particularly targeting Turf. Black Archibald landed significant blows against the demon, while dealing with a death curse that he managed to resist. The party eventually defeated Befrons, whose construct body left behind several magical items including a fox fur that animated into a fox named Sienna and a protective teal chiffon shawl.&lt;br /&gt;
&lt;br /&gt;
The party concluded that the path they were following was a trap and decided to return to the Nephilim for further guidance.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 34: Revelations ====&lt;br /&gt;
The party informed the Nephilim that they had, in fact, been manipulated by a demon. The Nephilim had not considered the entity to be God with a capital G, but rather a kind of urban spirit or localized deity and had not considered that they may have been deceived. The party continued to discuss the implications of this revelation, and Turf noted that their names had been observed by an unknown entity. Black speculated on whether the messages they received were part of a larger trap.&lt;br /&gt;
&lt;br /&gt;
The conversation then turned to the Vatic Oracle, whom the party had planned to contact using the mirror. After confirming that the mirror was still in their possession, Turf attempted to activate it through divination. The mirror&#039;s surface darkened, a mist formed within it, eventually giving way to a translucent face that slowly acquired color. The Nephilim reacted with awe to the display of magic.&lt;br /&gt;
&lt;br /&gt;
Turf addressed the image in the mirror, and the entity identified itself as Mario, the Vatic Oracle. Recognizing Turf, Mario commented that he had read about him &amp;quot;in the stars.&amp;quot; When asked where he was, Mario confirmed that he was in the Underworld, noting that being an Oracle was not a particularly safe profession. The party questioned him about his condition, confirming that he was fully dead and content in the Elysian Fields.&lt;br /&gt;
&lt;br /&gt;
The conversation moved to prophecy interpretation. The party presented the long prophecy, which they had been working through for some time. Mario acknowledged the complexity of the text and gave his insights.&lt;br /&gt;
&lt;br /&gt;
Upon questioning Mario about the Silmaril, he described it as a &amp;quot;seed&amp;quot;, likening it to a star or even the Big Bang. Mario warned them not to get too close, as it could &amp;quot;go off at any moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The conversation shifted to the White Sea. Mario revealed that the Northmen called it Bjarmaland. The party debated whether their previous journey had actually taken them there, but Mario’s insight suggested they had not yet reached the true location. Black recalled that during their previous journey, when the moon was absent, the Void had felt particularly close. Mario reacted with alarm, confirming that this was a very bad sign.&lt;br /&gt;
&lt;br /&gt;
With two major paths before them—investigating the White Sea (Bjarmaland) or searching for Sweet Regret and the Chalice—they debated their course of action. Ultimately, they decided to seek out Sir Andrew to gather further information.&lt;br /&gt;
&lt;br /&gt;
The party met with Sir Andrew, who provided additional insight into the White Sea. He referred to the region by another name, suggesting that it was known as &amp;quot;Bjarmaland&amp;quot; to the Northmen. His knowledge of the area helped confirm the Oracle’s claim that the party had not actually reached the true White Sea during their previous journey.&lt;br /&gt;
&lt;br /&gt;
The party set out on their journey toward the White Sea, following the directions provided by Sir Andrew. The trip was uneventful at first, but as they traveled deeper into the northern wilderness, the landscape grew harsher and more desolate.&lt;br /&gt;
&lt;br /&gt;
After some time, they came upon a small village with a broken palisade wall. The settlement, which had once held a few hundred people, appeared to have been attacked. The damage to the fortifications was severe, with sections of the palisade shattered and structures within the village partially destroyed.&lt;br /&gt;
&lt;br /&gt;
Callas used a Crystal of Vision to scout the village, noticing a number of Frost Giants and Polar bears. After some buffing and discussion she Earth Door&#039;ed the party into the area the Giants were lounging in, surprising them!&lt;br /&gt;
&lt;br /&gt;
==== Chapter 35: Round One ====&lt;br /&gt;
The party gathered at the entrance to the village, meticulously planning their strategy. Callas and Tulip discussed where to place protective walls once inside, while the others determined their combat roles. After finalizing their approach, they teleported into the frigid landscape populated by towering frost giants, massive ice elementals, and ferocious polar bears.&lt;br /&gt;
&lt;br /&gt;
As they materialized in the frozen terrain, the party struck without hesitation. Turf uncorked a dark potion that shrouded him in death magic, then lunged at the nearest frost giant. His enchanted blade bit deep into the creature&#039;s flesh, followed by a devastating strike with his soul weapon that left the giant reeling.&lt;br /&gt;
&lt;br /&gt;
Tyndalos, his tentacles writhing, summoned arcane energy that erupted as Yellow Fire, forming a tetrahedron of destruction that washed over several enemies. One frost giant caught the full force of the blast, its icy flesh searing under the magical flames, while a polar bear managed to partially resist the spell&#039;s fury.&lt;br /&gt;
&lt;br /&gt;
Black Archibald, his armor gleaming even in the dim light, activated his Blood Amulet of the Crimson Oak. The ancient artifact pulsed with power as he delivered a crushing blow to the same giant Turf had wounded, driving his mace deep into the creature&#039;s torso.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Callas focused her earth magic, causing stone to surge upward behind the party in a protective barrier that reached thirty-five feet high. Tulip followed suit, erecting another wall of stone along their flank, strategically creating a defensive position against the eighteen-foot giants.&lt;br /&gt;
&lt;br /&gt;
With their defenses established, Tyndalos fixed his otherworldly gaze upon one of the giants and launched a presence attack. The giant&#039;s eyes widened in terror as it beheld Tyndalos&#039; true form, and it turned to flee in panic.&lt;br /&gt;
&lt;br /&gt;
As the surprise round concluded, Turf&#039;s martial prowess allowed him additional strikes. He whirled in a deadly dance, his weapon &amp;quot;Snicker-snee&amp;quot; slashing repeatedly at the wounded giant. Blood cascaded from multiple wounds as the giant toppled backward, gravely injured and barely clinging to life.&lt;br /&gt;
&lt;br /&gt;
The battle proper began with terrifying swiftness. An ice elemental, standing over twenty-five feet tall, materialized behind Black Archibald and launched a savage attack. Shards of ice tore through Black&#039;s armor, delivering a wicked slash that crippled his primary arm. Another blow hammered his shoulder, followed by a vicious puncture wound to his groin. The knight staggered, momentarily stunned by the brutal assault.&lt;br /&gt;
&lt;br /&gt;
Across the battlefield, another giant hurled an enormous ice ball that shattered against the wall behind the party. The explosion sent frozen shrapnel flying in all directions, tearing through two polar bears and striking Tyndalos, who winced as the ice fragments lacerated his form.&lt;br /&gt;
&lt;br /&gt;
Turf, seeing the danger posed by one of the ice elementals, gathered his strength and executed a tremendous leap that carried him twenty-five feet through the air. Landing with perfect balance, he immediately launched into an attack, his weapon of flames biting into the elemental&#039;s frozen body and causing parts of it to steam and melt away.&lt;br /&gt;
&lt;br /&gt;
A new threat emerged as a different type of elemental—something akin to a salamander—crafted a pillar of ice and climbed atop the party&#039;s stone wall. From this vantage point, it inhaled deeply before exhaling a devastating cone of cold that washed over the battlefield. Several party members managed to resist the worst of the magical frost through innate spell resistance, but all felt the biting cold seep into their bones.&lt;br /&gt;
&lt;br /&gt;
The polar bears, seemingly undeterred by the magical chaos, continued their advance, navigating around obstacles with predatory intent.&lt;br /&gt;
&lt;br /&gt;
One particularly massive frost giant hefted a boulder-sized chunk of ice and hurled it with tremendous force. The projectile exploded on impact, sending lethal ice shards in all directions. Black Archibald, drawing on remarkable reflexes, managed to lurch out of the deadly zone. Tyndalos was less fortunate, suffering grievous wounds that sent him reeling, though he managed to remain conscious. Callas activated a powerful defensive magic at the last second, avoiding the damage entirely. Tulip, caught unprepared, was struck repeatedly and collapsed unconscious as her blood stained the snow.&lt;br /&gt;
&lt;br /&gt;
With multiple party members gravely injured and their position compromised, the decision to retreat was made without debate. Callas began preparations for an Earth Door spell as the others gathered around her, bringing Tulip&#039;s unconscious form.&lt;br /&gt;
&lt;br /&gt;
As they prepared to flee, an unsettling sight drew their attention skyward—six pale dwarven forms rocketing into the heavens, carried aloft by magical javelins.&lt;br /&gt;
&lt;br /&gt;
The party formed up around Callas with Tulip&#039;s unconscious body. Callas cast Earth Door and teleported with Black Archibald, Tyndalos, and Tulip&#039;s unconscious form about four miles away from the battlefield. Turf, meanwhile, triggered his Wind Walk ability, becoming mist-like as he flowed away from the combat, eventually reuniting with his companions at their retreat point.&lt;br /&gt;
&lt;br /&gt;
Once safely distanced, they administered emergency healing to Tulip using Troll Skin magic, stabilizing her condition. The party then assessed their injuries: Black Archibald&#039;s plate armor bore a significant hole at the shoulder, Tulip&#039;s magical armor had been similarly damaged, and Tyndalos suffered wounds to both his natural armor and his mystical raiment.&lt;br /&gt;
&lt;br /&gt;
As they tended their wounds and contemplated their next move, the party knew they had narrowly escaped a battle that could have claimed all their lives.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 36: Stormy days ====&lt;br /&gt;
Following their hasty retreat from the skirmish with frost giants, the party established a safe vantage point from which to observe the aftermath. Using a scrying crystal, they witnessed a commanding frost giant wielding a halberd-like weapon overseeing the enemy forces, attended by the odd looking elemental. This leader was performing a ritual upon the bodies of two fallen frost giants, which had been frozen solid.&lt;br /&gt;
&lt;br /&gt;
Tyndalos&#039;s occult knowledge determined the ritual would require approximately two hours to complete. After assessing their injured state and the formidable opposition, the party wisely elected to abstain from re-engagement. While observing, they documented pale dwarven entities ascending skyward upon what appeared to be magical javelins.&lt;br /&gt;
&lt;br /&gt;
Weather conditions rapidly deteriorated as fog enveloped the area, followed by stillness and snowfall. The ambient temperature began descending to dangerous levels. Lady Callas Earth Doored the party another 16 miles, tho it was difficult to maintain a constant direction due to the snowfall and overcast sky. The party constructed a defensive shelter in the snow, with Lady Callas erecting a stone dome. Mistress Callas employed her earth magic to conjure smoking magma within the shelter, providing essential warmth as temperatures fell below minus twenty degrees Celsius.&lt;br /&gt;
&lt;br /&gt;
Turf maintained vigilance, patrolling the perimeter despite the bitter cold, his resistance to extreme temperatures proving invaluable. During one such patrol, he observed an ice elemental passing at approximately one hundred meters distance. The elemental did not detect the party&#039;s presence and continued onward.&lt;br /&gt;
Overnight precipitation intensified considerably. By morning, snow accumulation exceeded half a meter and continued to increase. Further scrying revealed the previously fallen frost giants had been resurrected through the leader&#039;s ritual, though they appeared to be recuperating, as evidenced by their ragged state. The giants were observed employing wind magic to direct forest fires with apparent purpose.&lt;br /&gt;
&lt;br /&gt;
The party enacted their withdrawal strategy, utilizing Mistress Callas&#039;s Earth Door enchantments to transport themselves multiple times in succession, achieving considerable distance from the area of conflict. The massive storm created by the frost giants extended approximately twenty miles from the village, with cloud formations reaching several miles in height. The party then resumed their original journey, successfully circumnavigated this meteorological disturbance.&lt;br /&gt;
Their journey proceeded for several days, bringing them to the trading hub of St. Petersburg. This thriving port city, positioned between Finnish territories and Estonian lands, provided opportunity to replenish supplies. Winter conditions had elevated prices for provisions, particularly foodstuffs, though the party secured necessary preserved meats and other essentials. Lady Tulip acquired specimens of specialized kelp known for its salt-concentrating properties, noting its capability to reduce salinity in brackish water when harvested with regularity.&lt;br /&gt;
&lt;br /&gt;
Continuing their expedition, the party arrived at Arkhangelsk, known in Viking nomenclature as Bjarmaland. This settlement is situated within a marshy delta region characterized by flat terrain. Recognizing this location as their primary investigative target, the party commenced searches for dimensional anomalies, referred to as &amp;quot;middlemarches.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tyndalos summoned his moor hound, Buskerville, to assist in tracking these anomalies. The animal successfully located one such phenomenon, which investigation revealed to be conditional rather than positional in nature – requiring specific conditions to be met for entry rather than merely locating the correct physical position.&lt;br /&gt;
&lt;br /&gt;
Turf attempted multiple divination enchantments upon this anomaly, encountering significant resistance suggestive of anti-divinatory protections. Persistence yielded results, however, with the revelation that access to this particular anomaly requires utterance of a specific individual&#039;s true name. The party catalogued this information but prudently elected not to attempt entry, suspecting that this might be the name referenced in the last prophecy and were reluctant to summon/release anything.&lt;br /&gt;
&lt;br /&gt;
Further exploration revealed Arkhangelsk&#039;s geographical position resembles the base of a parabola with multiple recesses. At a location identified as Kubula, positioned at the focal point of this parabolic formation, the party discovered a specialized anomaly. This phenomenon exhibits the extraordinary property of receiving multiple middlemarches simultaneously, causing dimensional overlap where separate realities share a single geographical point.&lt;br /&gt;
The significance of this discovery remains under investigation. The party continues to document these anomalies while maintaining appropriate caution regarding potential extra-dimensional entities.&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
&lt;br /&gt;
* [[Jade Rain]] - an enigmatic figure familiar to both Cerise and Callas. Lives in the Abyss.&lt;br /&gt;
* Comte de Versillac - who was once undead but restored to life by a holy man, and as a consequence has a serpent mark on his brow. He is deeply hostile toward the Church.&lt;br /&gt;
* Lady Cerise - Matron of the Crimson Sisterhood. Lives in Aeaea, a city of Witches&lt;br /&gt;
* [[Sir Andrew Witherspoon]] - The Lord of Chivalry&lt;br /&gt;
&lt;br /&gt;
=== Prophecy Interpretations by the Vatic Oracle (Mario)===&lt;br /&gt;
&lt;br /&gt;
==== 1. The Setting of the Prophecy====&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,  &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design.  &lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play,  &lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;tale of dark and light&#039;&#039;&#039; represents the &#039;&#039;ongoing struggle between the fiends (devils, masterminds) and those opposing them&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 2. The Wraith of Dread &amp;amp; The Darkened Lord====&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,  &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.  &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,  &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Wraith of Dread with Burning Eyes&#039;&#039;&#039; is &#039;&#039;a powerful undead entity&#039;&#039;, but its &#039;&#039;identity is obscured by dark magic&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Darkened Lord&#039;&#039; is &#039;&#039;not a demon, devil, god, or immortal, but rather a &#039;&#039;&#039;power&#039;&#039;&#039; of some kind.&#039;&#039;. He resides in the Outer Darkness.&lt;br /&gt;
* The Oracle suspected he was one of the &#039;&#039;&#039;bad old ones&#039;&#039;&#039;, meaning he has been around since the early days of the world.&lt;br /&gt;
* The &#039;&#039;&#039;hearts of men betrayed&#039;&#039;&#039; refers to groups/factions/people that has suffered betrayal.&lt;br /&gt;
* The &#039;&#039;&#039;land where sorrow’s seeds are sown&#039;&#039;&#039; refers to the &#039;&#039;Land of Nod&#039;&#039;, where the &#039;&#039;Red Laughter’s infernal scheme was enacted&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 3. The Matron &amp;amp; The Agents Three====&lt;br /&gt;
 In the murky depths of witchcraft’s art, a matron wise and bold,  &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.  &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,  &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Matron&#039;&#039; is &#039;&#039;Lady Cerise&#039;&#039;, a &#039;&#039;Medianite Witch&#039;&#039; who was involved in initiating the investigation&lt;br /&gt;
* The &#039;&#039;Agents Three&#039;&#039; were &#039;&#039;Tell, Jedberg, and Uzi&#039;&#039;, who were &#039;&#039;sent on a mission related to the prophecy&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;the devil’s schemes&#039;&#039;&#039; were &#039;&#039;confirmed as the Red Laughter’s plan in the Land of Nod&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 4. The Count &amp;amp; The Chalice====&lt;br /&gt;
 Yet far within the twilight’s grasp, a noble count remains,  &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.  &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,  &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Count&#039;&#039; is the &#039;&#039;Comte de Versillac&#039;&#039;, a former &#039;&#039;vampire&#039;&#039; seeking &#039;&#039;redemption&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Freed from the serpent’s mark&#039;&#039;&#039; means he &#039;&#039;no longer serves darkness/death&#039;&#039;, but &#039;&#039;his past haunts him&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the Count is seeking the Chalice and Sweet Regret&#039;&#039;, which might be &#039;&#039;the key to stopping the Red Laughter.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;&#039;May thwart the devil’s ruthless hand&#039;&#039;&#039; suggests that &#039;&#039;if the Chalice and Sweet Regret are used correctly, they could banish the Red Laughter to Hell&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 5. The Seer &amp;amp; the Embassy====&lt;br /&gt;
 A seer, veiled in mystic shroud, with visions deep and true,  &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.  &lt;br /&gt;
 This mission bears a humble quest to seek the noble’s aid,  &lt;br /&gt;
 To glean what truths the count might hold, in the murk where shadows played. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Seer&#039;&#039; is &#039;&#039;Jade Rain&#039;&#039;, a &#039;&#039;mystic figure&#039;&#039; who directed &#039;&#039;the party toward the Count&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed the Count may have crucial knowledge&#039;&#039; about &#039;&#039;the unfolding plot.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 6. The Enterprising Schemer (Machiavelli)====&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,  &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.  &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,  &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;distant coasts&#039;&#039;&#039; refer to &#039;&#039;Ravenna&#039;&#039;, where &#039;&#039;merchants and power brokers operate&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;&#039;enterprising schemer&#039;&#039;&#039; is &#039;&#039;Niccolò Machiavelli, an immortal mastermind - &#039;&#039;&#039;The Eye of Discord&#039;&#039;&#039; &#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;With papal ties to cleave&#039;&#039;&#039; confirms &#039;&#039;he is working with or against the Papacy&#039;&#039; in secret.  &lt;br /&gt;
* Masterminds manipulates fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039;, setting &#039;&#039;long-term plans into motion&#039;&#039;.  &lt;br /&gt;
* His &#039;&#039;true goals remain unknown&#039;&#039;, but he &#039;&#039;is actively influencing events&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 7. The Grand Conflict of Fate &amp;amp; Destiny====&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,  &lt;br /&gt;
 The forces of the dark and light will clash with potent will.  &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,  &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.   &lt;br /&gt;
&lt;br /&gt;
* This stanza &#039;&#039;reinforces the ongoing cosmic struggle&#039;&#039;, with &#039;&#039;mortals and immortals caught in the battle&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that both fate (mortals) and destiny (immortals) are in play&#039;&#039; (and both are in fact required to successfuly oppose this evil plot), and one or more &#039;&#039;Masterminds are actively working to steer the outcome.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 8. The Unfolding of Fate====&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,  &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.  &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,  &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.   &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Oracle warned that events are unfolding according to someone’s design.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;Mastermind’s influence means the party may be pawns in a larger scheme.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;There is a major battle between mortal choices (fate) and divine manipulations (destiny).&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=== Additional Discoveries &amp;amp; Actionable Points===&lt;br /&gt;
==== The Silmaril====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the &#039;&#039;&#039;gem of fire&#039;&#039;&#039; in the prophecy refers to the Silmaril.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;It is a seed, like a star, or even like the Big Bang itself.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;party knows where at least one Silmaril is&#039;&#039;, but the Oracle thinks &#039;&#039;it is dangerous to get close to it, as it could &#039;&#039;&#039;go off.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The White Sea / Bjarne Land====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the White Sea is called &#039;&#039;&#039;Bjarne Land&#039;&#039;&#039; by the Northmen&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;party may not have actually reached the real White Sea&#039;&#039; during their previous travels.  &lt;br /&gt;
* &#039;&#039;The Void being close when the moon is absent is a serious warning.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The Vatic Oracle’s Take on Machiavelli====&lt;br /&gt;
* Niccolò Machiavelli is an immortal mastermind capable of manipulating fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039; in time.&lt;br /&gt;
* These &#039;&#039;&#039;anchor points&#039;&#039;&#039; act like wards but set in time rather than space—triggering certain events when conditions are met.&lt;br /&gt;
* There is no easy way to detect if one is caught in his web of manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Original Prophesy ===&lt;br /&gt;
* &amp;quot;A seer, veiled in mystic shroud, with visions deep and true&amp;quot; = Jade Rain&lt;br /&gt;
* &amp;quot;Yet far within the twilight’s grasp, a noble count remains&amp;quot; = Comte de Versillac&lt;br /&gt;
* &amp;quot;a matron wise and bold&amp;quot; = Lady Cerise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
These comments represent info from Jade Rain&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design. &amp;lt;BR&amp;gt;&lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play, &amp;lt;BR&amp;gt;&lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,&amp;lt;BR&amp;gt; &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In the murky depths of witchcraft’s art, &amp;lt;strong&amp;gt;a matron&amp;lt;/strong&amp;gt; wise and bold,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.&amp;lt;BR&amp;gt; &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Yet far within the twilight’s grasp, &amp;lt;strong&amp;gt;a noble count&amp;lt;/strong&amp;gt; remains,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The CdV has a part to play&amp;lt;BR&amp;gt;&lt;br /&gt;
There is some diabolic interest.&amp;lt;BR&amp;gt; &lt;br /&gt;
Find CdV, get him to do something and that will tell us that is going on&amp;lt;BR&amp;gt; &lt;br /&gt;
Our leverage against CdV is the fact he has been freed from the serpents mark - he has a debt/obligation to pay.&amp;lt;BR&amp;gt; &lt;br /&gt;
Has a special defence against the bad thing  = Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt;&lt;br /&gt;
The CdV&#039;s quest involves discovering the role of the original orcs (first elves) in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
Party may need to take an undiplomatic with the CdV to get him to assist.&amp;lt;BR&amp;gt;  &lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;strong&amp;gt;A seer&amp;lt;/strong&amp;gt;, veiled in mystic shroud, with visions deep and true,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This mission bears a humble quest to seek the &amp;lt;u&amp;gt;noble’s aid&amp;lt;/u&amp;gt;,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To glean what truths &amp;lt;u&amp;gt;the count&amp;lt;/u&amp;gt; might hold, in the murk where shadows played.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The Count may refer to a countdown&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,&amp;lt;BR&amp;gt; &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.&amp;lt;BR&amp;gt; &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
Cleave could be read as splitting apart or joining together&amp;lt;BR&amp;gt;&lt;br /&gt;
Papal = the pope = which resides on the plane of Nualis&amp;lt;BR&amp;gt;&lt;br /&gt;
There is a family of schemers Giovani de Craschenti. They are the &amp;quot;Eye of Discord,&amp;quot; and extreme caution must be taken when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
The current pope, Turgius is a smart puppet of the GdC&amp;lt;BR&amp;gt;&lt;br /&gt;
Three things to look at;&amp;lt;BR&amp;gt;&lt;br /&gt;
•	Enterprising scheme&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Cunning gaze = eye of discord&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Coming Trials&amp;lt;BR&amp;gt; &lt;br /&gt;
hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
Might require us to influence papal ties, either strengthening or severing them.&lt;br /&gt;
&amp;lt;span&amp;gt; &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The forces of the dark and light will clash with potent will.&amp;lt;BR&amp;gt; &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,&amp;lt;BR&amp;gt; &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==== Crescenti Family Details ====&lt;br /&gt;
&lt;br /&gt;
===== Influence in the Church =====&lt;br /&gt;
* The Crescenti family has notable influence within the church hierarchy. Giovanni de Crescenti, a key figure in the family, was instrumental in ensuring that his nephew, Sergius, ascended to a position of power within the church after a &amp;quot;purge in the Curia&amp;quot; in which many cardinals were killed.{{quote|1}}&lt;br /&gt;
* Sergius, who replaced the previous leader, is described as an &amp;quot;intelligent puppet&amp;quot; of Giovanni de Crescenti, suggesting that while he held authority, he was largely controlled by Giovanni, allowing the Crescenti to maintain their influence within the church.&lt;br /&gt;
&lt;br /&gt;
===== Character and Motivation of Sergius =====&lt;br /&gt;
* Sergius appears to have been selected because he would not oppose Giovanni&#039;s manipulations. He valued a secure and wealthy life more than any real authority over doctrinal matters, implying that his loyalty lay more with his comfort and safety than with the spiritual mission of the church.&lt;br /&gt;
* Under his leadership, the church flourished as a &amp;quot;financial empire,&amp;quot; which suggests that the Crescenti were using the church&#039;s influence to increase their wealth and economic power.&lt;br /&gt;
&lt;br /&gt;
===== Papal Ties and Manipulation =====&lt;br /&gt;
* There is an ongoing effort to either &amp;quot;split or join&amp;quot; the connection between the church and the Crescenti family, depending on interpretation. The prophecy mentioned in the transcript seems to imply some destiny regarding the Crescenti&#039;s influence over the papacy, suggesting a significant impact on future political or religious directions.&lt;br /&gt;
&lt;br /&gt;
===== Giovanni de Crescenti&#039;s Role =====&lt;br /&gt;
* Giovanni de Crescenti is directly referred to as being involved with and possibly orchestrating changes in church leadership. His role in finding a replacement for his nephew implies a strong, perhaps Machiavellian, influence within both secular and ecclesiastical circles.&lt;br /&gt;
* Giovanni is associated with a &amp;quot;merchant empire,&amp;quot; indicating that his influence is not only ecclesiastical but also rooted in extensive financial and commercial power.&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Immolation&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Def +20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; 63&lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt; Meeting Lord Tirwh and Lady Suneth&lt;br /&gt;
| class=day |  2 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  3 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  4 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  5 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  6 || Travel the Heights of Chaos. &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || Drive carriage to Surah&lt;br /&gt;
| class=day |  8 || Arrive in Surah fight. Rescue family. &lt;br /&gt;
| class=day |  9 || Rest in Surah &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; id=&amp;quot;Summer&amp;quot; class=&amp;quot;Season&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Meadow 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &#039;&#039;[[Beltane]] Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || C32 - training &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || C33/34 - Rome&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || C34 - Sir Andrew&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || Travel north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || Travel north &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || Travel north&amp;lt;BR&amp;gt;C35 - fight&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || C36 - evade storm. Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || Ride north. Arrive Bjarmaland. Search for Middlemarch&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Heat 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Breeze 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &#039;&#039;Day of Death&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=102645</id>
		<title>Red Laughter - The Hunt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=102645"/>
		<updated>2025-03-13T11:40:39Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Chapter 36: Stormy days */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High+]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Callas]]&lt;br /&gt;
*[[Turf]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
* Archibald &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
* Tyndalos&lt;br /&gt;
* [[Tulip]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Follow up a Prophecy&lt;br /&gt;
 &lt;br /&gt;
; Pay&lt;br /&gt;
The friends we made along the way.&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
====Chapter 1: Lady Suneth&#039;s prophecy====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LadySuneth.jpg|100px|thumb|Right|Lady Suneth]]&lt;br /&gt;
&lt;br /&gt;
The party gathers to discuss Lady Suneth&#039;s prophecy. Lady Suneth, a Kerberite from House Kerberoth, has received intelligence from &amp;quot;the black&amp;quot; and composed a prophecy. The prophecy speaks of a shadowed realm, a wraith of dread, and a noble count freed from the serpent&#039;s mark. It mentions three agents, a wise matron, and a veiled seer. The party speculates on the meaning, noting they have three months to act. There will be untold death if we fail.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party consults with Lord Tirwh, ruler of House Kerberoth, he expresses concern about the situation in the Land of Nod and the potential world-threatening nature of the events. We ask about reaching the Land of Nod. Warious routes are discussed, including through House Tintagel and past the Keep of Five Faces. Tirwh offers little direct assistance but provides information about the political landscape and potential dangers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LordTirwh.jpg|100px|thumb|left|Lord Tirwh]]&lt;br /&gt;
&lt;br /&gt;
The party begins preparations for the journey ahead, visiting Henry the Toymaker, a somewhat eccentric character, to see if he has any useful magical items. After some dramatic bargaining from Henry, which consists of feigned distress and appeals to the suffering of his children, the party acquire the following items;&lt;br /&gt;
* Water General Spell Rack: A bracer-like item with a large blue gem. It can store Water General spells equal to the user&#039;s rank in Water General Counterspell.&lt;br /&gt;
* Magical Pass Action Storage: An egg timer-like device that can store magical pass actions in exchange for life energy.&lt;br /&gt;
* Figurine for Corniger: a figurine made of diorite for his horse, Corniger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Chapter 2: Journey to Jiroth====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Callas&#039;s guides the party, using a route she knows, to the Heights of Chaos, which takes about five days. Along the way, they discover the Gardens, a special location where they can find a rare herb once in their lifetime. They choose not to use this opportunity yet, saving it for when they have higher herbalist skills.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From the Heights of Chaos, they can see Jiroth in the distance. The party uses Earth Door to travel quickly down the mountain, reduce the treacherous travel to reach Jiroth from a day to an hour. They arrive at the walled city with ramparts rather than proper walls and note the stream running through the middle of the town, which seems to have magically enhanced sewage treatment.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The group visits the Temple of the Singing Bees and makes an obeisance to gain access to normal mana levels in the area. They learn from the guards that people have been disappearing, possibly due to Nephilim activity in the mountains. The party decides to investigate, heading northeast into the mountainous terrain.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 3: Calamity at Surah====&lt;br /&gt;
&lt;br /&gt;
On their way to Surah, the party are ambushed by three blue, devil-like creatures with backwards-bending legs and tridents. A brief but intense fight ensues and the party quickly dispatch the devils, which which disappear in smoke upon defeat.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, they continue tracking and discover a blasted section of hillside with a summoning circle, triangle, and stone altar. On the altar lies the body of a sacrificed child, less than 24 hours old. Investigation reveals the altar is dedicated to &amp;quot;the Beautiful Marquis.&amp;quot; An Ancient Divination reveals that the child&#039;s soul was used in a ritual to make the summoned devils chthonic, meaning they cannot be banished from the realm.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They discover tracks leading away from the altar, belonging to a woman wearing soft shoes. The tracks disappear after about 20 feet, suggesting some form of magical transportation. The party debates their next move and, which no leads, decides to return to Sura to inform the authorities. In Sura, the high priest is alarmed by their findings. He provides limited information about the Beautiful Marquis, describing them as a powerful sorcerer of the Mind college with control over white magic and a focus on calculation and measurement. The party learns that families have been going missing from the outskirts of Surah. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 4: The Hunt====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2onTheTrail.jpg|200px|thumb|left|On the trail]]&lt;br /&gt;
&lt;br /&gt;
They decide to investigate a farm where a family disappeared three days ago. Afters some hours of trekking with a guide they reach with farm and find some tracking from the farm, the family and other individuals, one using magical concealment. The magically concealed tracks likely belong to the same woman from the altar and the the family&#039;s tracks lead in a different direction from the concealed ones.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As night falls, the party decides to follow the family&#039;s tracks, hoping to rescue them from their captors, tracking the missing family along a ridge line, with a deep river to their right and a heavily beaten game trail to their left. They estimate the tracks to be less than three days old. Aware of their visibility against the skyline, Turf uses his name change spell to disguise himself as a horse to reduce their profile.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As darkness falls Callas and Turf detect several creatures sneaking up towards them, about 150 feet away initially but closing quickly. The party quietly prepares for a potential ambush, preparing weapons discreetly, not wanting the ambushers to know they have been seen.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 5: Ambush====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Mariliths.jpg|150px|thumb|Right|Ambush]]&lt;br /&gt;
&lt;br /&gt;
Three Mariliths, blue devil-like creatures with four arms, backwards-bending legs, and wielding glaives and shields, charge the party. A fierce battle ensues. The fight is swift and decisive, Turf&#039;s powerful blows with Snickersnee and his Soul Blade quickly dispatch two of the Mariliths, Archibald&#039;s Hellfire spell damages the remaining devil. Then to deadly Slaad enter the battle, One is pitch black, the other mottled green and brown. Their skin is like stone and Turfs blows, that would kill a nomrmal person, barely hurt them. Corniger, Archibald&#039;s horse, delivers the deadly blow with a devastating charge and horn attack.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, the party discovers some magical components on the Mariliths&#039; bodies, including copper nails that can enhance the Sinking Doom spell, and bronze horseshoe-like items useful for gem creation spells. Examining the bodies the party are able to work our they are resistant to slashing weapons but vulnerable to crushing attacks.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 6: Pursuit====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2OgreMagi.jpg|150px|thumb|left|Chase]]&lt;br /&gt;
&lt;br /&gt;
As the group examines the Slaad corpses, Callas spots a female figure about 150 feet away, sitting on what appears to be an invisible mount about 70 feet off the ground. Recognizing her as likely responsible for summoning the creatures they just fought, the party springs into action.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf windwalks after the figure, which flees from the party. In a daring maneuver, he materializes directly above her, attempting to grab her mid-flight. Despite the woman&#039;s impressive defenses, Turf manages to grapple her. A mid-air struggle ensues as Turf repeatedly stabs the woman, who is revealed to be an Ogress. The Ogress has powerful defences which Turf overwhelms with his powerful attacks and they both plummet towards the ground. &lt;br /&gt;
&lt;br /&gt;
Turf grabs a wand from her belt before letting  her unconscious body call to the ground. The Ogress crashes to the ground, not surviving the impact. The party regroup and they search the body. Turf uses a ritual to bind her soul into a nearby rock, preventing any chance of resurrection or escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 7: Rescue====&lt;br /&gt;
&lt;br /&gt;
Regrouping, they continue tracking their original quarry - the missing family. After about an hour of searching, they discover an artificially created cave. Inside, they find the family of five (two parents and three children) being guarded by an Ogre Mage. The party are able to sneak in and launches a surprise attack, the Ogre Mage is quickly overwhelmed and defeated without being able to retaliate. The party frees the family and debates their next move, concerned about a possible second Ogre Mage in the area.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deciding the family&#039;s safety is the priority, the group escorts them back to Surah. They use magic to enhance the adults&#039; strength, allowing them to carry the children and travel faster. Callas hides the Ogre Mage&#039;s body using her tunnelling spell.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They arrive in Surah as the sun rises, presenting their findings to the high priest. The party reports on the various creatures they encountered - blue devils, Mariliths, Slaads, and Ogres. They also mention the bound soul of the Ogress and the altar that needs cleansing.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The high priest and townsfolk praise the party for their actions, particularly eliminating the Ogress and Ogre Magi threat. There&#039;s some concern about the remaining Ogre Mage, but it&#039;s believed he&#039;s more likely to flee than cause further trouble. The party being offered accommodations in Surah for a week, with a celebration planned to honour their deeds. However, the group is aware of their time constraints and plans to move on soon to address other pressing matters in their quest.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chapter 8: Lady Callas, the Wonder Worker ====&lt;br /&gt;
&lt;br /&gt;
In Jesurea they seek access to the Astral Gate. The priests require a service in exchange, and Callas offers her healing abilities. She treats several locals, including a man with a gangrenous wound, saving his life. Her exceptional healing earns her the title of &amp;quot;Lady Callas, the wonder worker,&amp;quot; and this service secures the party access to the Astral Gate.&lt;br /&gt;
&lt;br /&gt;
The party continues their journey north using Turf’s magical carriage. They stop at a Carchemish to rest and gather information. While speaking with the locals, they learn about the rising threat of gorgons in the area. During their stay, they encounter a group of black-armored mercenaries. Black arranges for future contact with a Mind Mage among the mercenaries.&lt;br /&gt;
&lt;br /&gt;
The next two days are uneventful as the party travel as the party travel to Hurrian, and then across the sea to Al-Marhirbah and to Aeaea - the city of Witches.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 9: Revelations ====&lt;br /&gt;
&lt;br /&gt;
Aeaea is a city of Witches, Archibald and Turf can see an enormous thorn wall surrounding the city, however Callus sees nothing. Callas head into the bustling city, there is lots of trade in fabric, she makes enquiries and is directed to the residence of Lady Cerise. Cerise, a figure of authority in the Crimson Sisterhood, happily greet Callus. Lady Cerise discloses her role as Matron of the Crimson Sisterhood.&lt;br /&gt;
&lt;br /&gt;
After hearing the prophesy Cerise believes the &amp;quot;Noble Count&amp;quot; is the Comte de Versillac, who was once undead but restored to life by a holy man. The Comte, now deeply hostile toward the Church. She also believes &amp;quot;A seer, veiled in mystic shroud&amp;quot; is Jade Rain, whom is known to Callus, and advises we visit immediately. She gives Callus a magic scroll in exchange for taking a letter to Jade Rein. Cerise warns of dark forces at work, urging caution as the party proceeds on their journey.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 10: The better part of Valour ====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Shoggoth.jpg|150px|thumb|right|Shoggoth]]&lt;br /&gt;
&lt;br /&gt;
After travelling for almost a week the party finds themselves in a deep part of the Abyss, near a lake-like area. They hear a slithering sound approaching and prepare themselves for a fight. As the sound grows closer, they feel the ground heaving beneath them.&lt;br /&gt;
&lt;br /&gt;
Black Archibald sees cracks forming in the ground coming from the north. The party realizes they&#039;re facing an enormous creature, something that makes the earth shake must be an enormous size. Realizing the potential danger, the group decides to retreat rather than confront the creature. Callas uses Earth Door to transport the party away from the immediate threat. &lt;br /&gt;
&lt;br /&gt;
Upon reaching safety, Turf uses a Crystal of Vision to look back at where they were. He sees an enormous lenticular-shaped creature, about 22-23 meters long and 3 meters across at its widest point. The party concludes it was likely a Shoggoth, a powerful and dangerous entity in the Abyss. Marking the location on the map as &amp;quot;Shoggoth Point&amp;quot; the party choose a different route to reach Jade Rain.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 11: Tea with Jade Rain ====&lt;br /&gt;
&lt;br /&gt;
Travel to Jade Rain&#039;s residence takes around a week. The cave is appointed with various comforts. Jade Rain, described as having pale green, almost translucent skin, welcomes them and offers tea. Turf and Archibald are provided a simple tea while Callus is served one with an exquisite flavour. &lt;br /&gt;
&lt;br /&gt;
As they settle in, Turf presents the prophecy written by Lady Suneth. Jade Rain analyzes it, providing insights:&lt;br /&gt;
&lt;br /&gt;
1. She identifies a section referring to the &amp;quot;Comte de Versillac,&amp;quot; suggesting he has a crucial role to play.&amp;lt;BR&amp;gt;&lt;br /&gt;
2. Jade Rain explains that the Count&#039;s quest involves discovering the role of the original orcs in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
3. She points out the phrase &amp;quot;with papal ties to cleave,&amp;quot; noting its ambiguity—it could mean either to split apart or join together.&amp;lt;BR&amp;gt;&lt;br /&gt;
4. Jade Rain suggests the prophecy might be directing them to influence papal ties, either strengthening or severing them.&amp;lt;BR&amp;gt;&lt;br /&gt;
5. She draws attention to phrases like &amp;quot;enterprising schemer,&amp;quot; &amp;quot;cunning gaze,&amp;quot; and &amp;quot;steer the course of coming trials,&amp;quot; hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
6. Jade Rain warns about the &amp;quot;Eye of Discord,&amp;quot; suggesting extreme caution when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
7. She recommends speaking to &amp;quot;Moonlight Sleeping on a Midnight Lake&amp;quot; for more information, but cautions that this being is a demon lord and would require proper compensation for any aid.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the conversation, Jade Rain provides cryptic hints and warnings, emphasizing the complexity and danger of the situation the party faces.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 12: The Prince of Demons ====&lt;br /&gt;
&lt;br /&gt;
Returning to House Kerberoth they await the arrival of Damien, the Prince of Demons. His approach is heralded by trumpets from the Abyss, and he arrives with a procession of 3,600 demons. It takes a day for the procession to reach the castle. Lady Suneth is flustered with the arrival of a Prince, and insist the party assist to clean the castle, which already appears immaculate.  &lt;br /&gt;
&lt;br /&gt;
Damien is described as wearing baroque armour that seems to be moving. He carries a halberd and shield strapped to his back. After a three hour feast, where Turf spend the entire time drumming his fingers. Post dinner the party is invited to join Damien in the green chamber for brandy and cigars.&lt;br /&gt;
&lt;br /&gt;
Each character chooses a uniquely described cigar, which upon smoking, seems to have magical properties. They create various &amp;quot;pools&amp;quot; for the characters:&lt;br /&gt;
* Callas gains a sanity pool.&lt;br /&gt;
* Turf gains an impatience pool.&lt;br /&gt;
* Black Archibald gains a doom pool.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 13: Schemes and the Missal ====&lt;br /&gt;
&lt;br /&gt;
Turf is particularly eager to cut through the pleasantries and focus on the heart of the matter, prompting Damien to discuss a figure connected to the church, Giovanni de Crescenti. There is some confusion about Giovanni&#039;s role, with suggestions that he was a power broker rather than a direct agent of the church. The group learns that Giovanni was heavily involved in raising Pope Sylvester II to the papal throne, only for the pope to later flee in fear of a prophesied apocalypse at the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
During the discussion, Damien gives the party an ancient Missal. He mentions that the Comte de Versillac might be willing to trade a service in exchange for the Missal, though its exact value and significance are unclear. The group takes the Missal, recognizing it could be a useful bargaining chip when they eventually meet the Comte.&lt;br /&gt;
&lt;br /&gt;
With this new item in their possession, the party&#039;s path becomes clearer. Their focus now shifts to securing the Comte’s assistance, knowing that they may need to offer the Missal as part of their negotiations.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 14: Farewell and a Chance Encounter ====&lt;br /&gt;
&lt;br /&gt;
After concluding their meeting with Damien at House Kerberoth, the party sets off to traverse the Abyss. The journey is perilous, and they know the dangers of this shadowy realm well. The Abyss, with its dark, oppressive atmosphere and strange, unpredictable forces, stretches before them as they leave the relative safety of House Kerberoth. They proceed cautiously, aware that while the Abyss can be eerily quiet at times, it can quickly become the stage for catastrophic events.&lt;br /&gt;
&lt;br /&gt;
As they make their way deeper into the Abyss, they encounter &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;. He approaches the group in a careful, civil manner, not rushing or displaying hostility. Sir Black Archibald, recognizing &#039;&#039;&#039;Midnight&#039;&#039;&#039; from previous encounters, chooses to meet him halfway. The conversation is cordial, though brief, as &#039;&#039;&#039;Midnight&#039;&#039;&#039; does not appear to be accompanied by his mistress, and he seems to be on a personal journey deeper into the Abyss.&lt;br /&gt;
&lt;br /&gt;
During the encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; mentions that he is looking for Sweet Regret,  offers his assistance, stating that the party need only call on him if they require his help. He gives Callas an intricately carved ivory plaque, which appears more three-dimensional the longer one looks at it. The plaque holds a special significance, though its exact purpose remains unclear to the group. After this encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; continues on his way, leaving the party to reflect on the nature of their meeting.&lt;br /&gt;
&lt;br /&gt;
The group resumes their journey, and though the Abyss holds many dangers, they are unmolested for the rest of the way. Their thoughts now turn to the next stage of their mission, knowing they have gained a potential ally in &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 15: Sir Andrew and Venice ====&lt;br /&gt;
&lt;br /&gt;
The party reaches the estate of Sir Andrew, the Lord of Chivalry, who resides in the hills north of Venice. Upon arrival, Sir Black Archibald explains their mission and requests the use of Sir Andrew’s **Astral Gate**. The gate would allow the group to fully cross into the Plane of Nualis, leaving behind the dangers of the Abyss. Sir Andrew, without hesitation, grants them permission to use the gate.&lt;br /&gt;
&lt;br /&gt;
Once the group passes through the gate and firmly enters Nualis, they express their gratitude to Sir Andrew and prepare for their next move. However, they first make their way to Venice to complete a task on behalf of **Henry the Toymaker** and to explore further leads regarding their quest.&lt;br /&gt;
&lt;br /&gt;
In Venice, an enormous walled city bustling with activity, the group quickly catches the attention of the gate guards, but they are allowed through without much scrutiny, aided by the imposing presence of Sir Black Archibald’s warhorse. Their first stop is St. Mark&#039;s Square, where they notice an odd reaction from the Missal they carry when near the statue of St. Mark. The book seems to resonate faintly with the religious aura of the square, but the group decides to focus on their main task and move on.&lt;br /&gt;
&lt;br /&gt;
The party then seeks out **Giuseppe Briati**, a famous craftsman known for his expertise in glass and metalwork. They deliver a special musket for repairs, as per Henry the Toymaker’s request. Giuseppe inspects the unusual firearm, noting its peculiar design, which resembles a large pistol, and agrees to repair it within a season. The party thanks him, satisfied that their business in Venice is now complete.&lt;br /&gt;
&lt;br /&gt;
With their task finished and further intrigued by the Missal&#039;s behavior, the group prepares to leave Venice and continue their mission to stop the Eye of Discord.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: The Comte&#039;s Domain ====&lt;br /&gt;
&lt;br /&gt;
The party arrives at the outskirts of the Comte de Versillac’s domain. The landscape around the estate is a mix of fertile wheat fields and orchards. As they approach, they see the Comte’s imposing black castle in the distance, standing stark against the surrounding plains. The scale of the castle is immense, and its black stone construction is unusual for the region, where limestone or marble would typically be used.&lt;br /&gt;
&lt;br /&gt;
A river encircles the estate, serving as a natural moat, with a drawbridge leading to the castle&#039;s entrance. Beyond the drawbridge, the party notices two sets of defensive walls: the outer wall, which is massive and fortified, and a barely visible inner wall that adds another layer of protection.&lt;br /&gt;
&lt;br /&gt;
As they pass through the nearby town, the group sees villagers working the fields. The town itself is unfortified, unlike the heavily defended castle that looms over it. Callas observes the strange use of black stone for the castle, which stands out against the otherwise typical landscape.&lt;br /&gt;
&lt;br /&gt;
With the fertile land contrasting sharply with the castle’s formidable appearance, the party makes their way towards the stronghold, preparing for their next challenge as they seek an audience with the Comte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: A Short History Lesson==== &lt;br /&gt;
&lt;br /&gt;
They are greeted by Alois, a tall, strapping man of noble bearing who introduces himself as the Comte’s equerry and escorts them inside.&lt;br /&gt;
&lt;br /&gt;
In a small, book-lined withdrawing room lit by massive bronze and wooden candlesticks, the group meets the Comte, who welcomes them graciously. He is a striking figure—strong and refined, with a bearing that suggests both elegance and hidden strength. After brief introductions, he offers them a rare wine, amber in color, said to be the work of an alchemist vintner. As they taste it, they experience a curious sensation of time stretching, each sip lingering as if time itself had slowed. Black, Callas, and Turf analyze the drink, realizing it holds a unique temporal quality from the aged grapes.&lt;br /&gt;
&lt;br /&gt;
Conversation shifts as the Comte grows somber, listening to the prophecy they’ve brought with them. Turf reads aloud a section, and the Comte’s reaction is palpable; he seems shaken, deeply affected by the words. He shares the story of a mysterious sorcerer from the church who once visited him with a strange mission: to &amp;quot;redeem&amp;quot; him by instilling a powerful remorse—a ritual that allowed the Comte to survive and continue on his unique path. This process, the Comte reveals, was transformative, setting him on his journey toward a strange immortality. Yet he wonders what became of the man who sacrificed himself to perform this ritual, unsure if the man&#039;s fate brought him peace or torment.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 17: Desert of White==== &lt;br /&gt;
&lt;br /&gt;
The discussion soon turns to otherworldly threats tied to their prophecy. Black and Callas consider the &amp;quot;Sea of White&amp;quot; as possibly pointing to the White Sea in northern Siberia. Recalling various past encounters, they discuss old powers and ominous forces, connecting the prophecy&#039;s references to shadowed lands with the possibility of a return of beings such as Morgoth or Sauron.&lt;br /&gt;
&lt;br /&gt;
Intent on discovering the fate of the Comte’s lost acquaintance, they propose a ritual to summon the man&#039;s spirit. Preparing carefully, they make their way to the chateau&#039;s basement, where they find a space ready for summoning, lined with engraved sigils and surrounded by protective barriers. The Comte provides hydragerum to complete the ritual, which Black notes with admiration.&lt;br /&gt;
&lt;br /&gt;
With everything prepared, they proceed with the summoning, casting spells and layering protections around the circle. As the ritual builds, they await any sign of a presence—but none arrives. Turf realizes that the summoning has failed; the man&#039;s true name has changed, suggesting he has ascended rather than fallen. The group shares this result with the Comte, whose tension eases slightly as he absorbs the news. His friend, it seems, has not been condemned.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 18: Continuing the Investigation==== &lt;br /&gt;
&lt;br /&gt;
After the failed summoning, the party remains in the chateau&#039;s basement, contemplating their next steps. They discuss the implications of the sorcerer&#039;s apparent ascension and what it means for their quest. The conversation circles back to the prophecy and its ominous references. Callas suggests that the &amp;quot;Sea of White&amp;quot; could indeed refer to the White Sea in northern Siberia, a place of ancient mysteries and chilling cold.&lt;br /&gt;
&lt;br /&gt;
Black recalls past encounters involving sealing horrors in Siberia and mentions connections to Middle Earth and ancient evils like Morgoth. They debate the possible awakening of old powers and the threats that could emerge from the &amp;quot;Sea of White.&amp;quot; The group references various entities and events, including the Star Vampire, and the Doors of Night—a term that stirs concern about barriers between worlds weakening.&lt;br /&gt;
&lt;br /&gt;
Realizing the gravity of their situation, they acknowledge that more information is needed. The Comte listens intently, offering his insights where possible. He seems both intrigued and troubled by the possibilities they discuss. The party decides they must investigate further, perhaps even journeying to the White Sea to uncover the truth behind the prophecy&#039;s warnings. In the meantime the Count will look into some of the other things mentioned in the prophecy.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 19: Journey to the White Sea==== &lt;br /&gt;
&lt;br /&gt;
As the party continues northward toward the White Sea, they arrive in the city of Arkhangelsk, a stark coastal port surrounded by snow and ice. Along the way, they had received scattered accounts from locals about the “Sea of White,” a place steeped in eerie tales and whispered rumors. Once they arrive, Callas senses something unusual about their surroundings, a shift that feels distinctly otherworldly. She soon realizes that they have crossed into a Middlemarch—a deliberately constructed, liminal boundary that does not occur naturally. The party understands that this crafted space obscures its edges, making it impossible to pinpoint exactly where or when they crossed into it.&lt;br /&gt;
&lt;br /&gt;
Aware now that they are within a hidden, possibly dangerous area, they proceed cautiously, searching the coast and nearby landmarks for any clues. As they explore, they come upon a peculiar sight—what they initially thought was chalk in the landscape appears, under closer examination, to be bone, ancient and imbued with a faint magical aura. They note that the coastline itself forms a shape that resembles a massive paw print, with bays and inlets appearing as pads and claws carved into the land.&lt;br /&gt;
&lt;br /&gt;
With a mixture of curiosity and caution, they take samples and perform various checks, confirming the presence of a magical aura lingering faintly on the bones. Callas uses a crystal of vision spell to gain a broader view, observing the landscape from above and confirming that the peculiar “paw print” pattern stretches nearly twenty-five miles across the coast. The enormity and ancient nature of this discovery suggest that the “Sea of White” holds more mysteries than they initially expected, potentially connected to the prophecy’s dark warnings.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 20: Hidden Jewels ====&lt;br /&gt;
&lt;br /&gt;
Turf divines the bones and uncovers a GTN of Urulókir (Middle-earth fire-drakes or fire-breathing dragons, such as Glaurung). However, he notices that this essence or attribute has been superimposed on a previous GTN. Callas is able to identify the underlying GTN but does not recognize it. By collaborating, they establish a shared understanding of their DA&#039;s, allowing Turf to apply his expertise in Naming to what Callas perceives. Through this, they determine that the underlying GTN is Ur Sea Serpent. They conclude that a process is underway that will eventually transform the GTN entirely into Urulókir. There are also indications that this transformation could be catalyzed, leading to the full resurrection of a wingless Middle-earth dragon or drake.&lt;br /&gt;
&lt;br /&gt;
The party continues to the southern end of the sub-arctic sea, where Turf experiences the loss of some quality and observes a star reflected on the sea during the day. After some investigation, they determine that this star is a jewel of great historical significance to Turf&#039;s people. The party sets out on fire steeds, riding across the waves, and Turf descends into the depths as a shark. He encounters ancient sharks of immense size and fortunately they leave him alone. Locating the radiance of pure light, which is surrounded by plant growth on an otherwise barren sea bed. He retrieves the jewel, accidentally swallowing it in the process.&lt;br /&gt;
&lt;br /&gt;
Back on shore, Black retrieves the jewel by reaching into Shark/Turf&#039;s stomach. Fortunately, Turf suppresses the urge to bite Black&#039;s arm off, and the jewel is successfully recovered. Turf heals from the intestinal damage that occurred. That night, Turf has a vision or dream, which he conveys in the following form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Beneath the waves where light refrains,&lt;br /&gt;
 A gem of fire in shadow reigns.&lt;br /&gt;
 Its gleam is caught by restless foam,&lt;br /&gt;
 Yet none can claim it as their home.&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 The waters guard with jealous pride,&lt;br /&gt;
 A secret star where echoes hide.&lt;br /&gt;
 Its blaze unquenched, though sunk and still,&lt;br /&gt;
 A silent hymn, a timeless thrill.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Black interprets this as a reference to Ungoliant and the party become visibly unsettled. Concluding that their work here is sufficient, the party travel the previous path and return to the Compte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 21: What next? ====&lt;br /&gt;
&lt;br /&gt;
The Compte agrees with Black’s interpretation and becomes even more hesitant to be involved. With some gentle persuasion about the gravity of the quest, he suggests they consult someone knowledgeable about gates. Additionally, he shares his findings: the Crescenti family is attempting to gain greater control over the Church by organizing a crusade against the Compte, thereby promoting their own candidates and influencers within the Church. This would give them significant influence over the selection of the next pope.&lt;br /&gt;
&lt;br /&gt;
The Compte believes the most effective course of action, assuming direct confrontation with Ungoliant is not feasible, would be to eradicate the Crescenti family entirely. The family seems to be based in Ravenna, with origins in Austria, where they still maintain a presence. The exarch of Ravenna is completely under their influence. Moreover, the Crescenti family has strong ties to the Eye of Discord. The Compte theorizes that the Crescenti may represent the mortal lineage or offspring of the Eye of Discord. He offers a reward of 50 white points to the party if they undertake this task.&lt;br /&gt;
&lt;br /&gt;
The party decides that consulting a library, either in Leng or Alexandria, might be the best next step. From there, they can determine which urgent task to undertake first; address Ungoliant or if they should focus on the Compte’s request in the meantime.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 22: Alexandria ====&lt;br /&gt;
&lt;br /&gt;
In Alexandria the party tries various methods to locate the library. Eventually Black uses a void detection ritual to try to locate the library. During this, he unexpectedly detects two things: the library&#039;s presence (which has a connection through the abyss as it seems this is how it is able to appear on different planes at different times) and a creature that moves through the void, associated with a particular type of &amp;quot;red&amp;quot; that reminds them of &amp;quot;Red Laughter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The group discusses various approaches to finding both the library and tracking Red Laughter, including seeking help from local scholars (which is deemed too risky given the period&#039;s attitude toward magic) and using Callas&#039;s &amp;quot;Wild Hunt&amp;quot; ability as a last resort.&lt;br /&gt;
&lt;br /&gt;
They explore Alexandria, and through Black&#039;s feeble tracking abilities and the lingering &amp;quot;taste&amp;quot; (of burning human feces) from his void detection, they follow the trail. During this, they encounter a young priest (appearing around 13 but actually in his early 20s) being followed by nine nuns. Callas&#039;s spy craft and Turf&#039;s magical detection abilities reveal these are &amp;quot;Poor Clares&amp;quot; - highly trained church operatives who serve as assassins and protectors. The priest himself appears to be a philosopher of some significance, potentially useful for their library search, but currently under protection.&lt;br /&gt;
&lt;br /&gt;
As they continue tracking, Black detects writing on a purple wall which reeks of burning human feces. When Turf DA&#039;s it, he discovers it&#039;s connected to a powerful entity of &amp;quot;avatar level&amp;quot; - a greater fiend. Combat ensues.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 23: Imprisoned ====&lt;br /&gt;
Turf activated his Holy Aura, providing bonuses against fear and affecting certain creatures, while they took positions near the wall where Red Laughter, appeared as a two-dimensional image. The nuns&#039; Mother Superior began issuing tactical commands in church Latin, including &amp;quot;maneuver 37A.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The nuns executed complex maneuvers, hurdling hedges with spectacular athleticism, their flexible chain weapons whirling. Some formed a protective ring around Lord Tarquin, while others moved to engage the threat. When they spotted the possessed spellcaster stepping behind the wall, one of the nuns sacrificed herself bravely, moving to block any direct magical attacks.&lt;br /&gt;
&lt;br /&gt;
A possessed spellcaster launched fire magic at Turf, though his amulet of iron helped him resist. His magic resistance wasn&#039;t halved due to his amulet, and the damage he took was absorbed by his Spell Armor.&lt;br /&gt;
&lt;br /&gt;
Black Archibald charged with his lance at Red Laughter&#039;s image, landing a solid hit. Upon striking the wall, they discovered damaging the surface itself could harm the devil - though any damage would be significantly reduced, it wouldn&#039;t be protected by its usual defenses. The lance, made of lignum vitae, withstood the impact. Meanwhile, Lady Callas supported with Trollskin spells to protect her allies, and Turf deployed powerful fire counterspells in strategic locations.&lt;br /&gt;
&lt;br /&gt;
Angular runes began cutting their way through Black Archibald&#039;s lance toward him. He wisely dropped the weapon, and the Mother Superior immediately attacked the runed lance with her chain weapon, striking with remarkable effectiveness. The other nuns moved up in support of their leader, unwrapping their own weapons.&lt;br /&gt;
&lt;br /&gt;
Turf tracked down the possessed individual (a suspiciously ordinary looking person) and struck him with his soul blade, landing a devastating hit. The blade ignors armor and passes through non-living materials. The possessed person, lacking significant protection beyond basic clothing, collapsed from the blow.&lt;br /&gt;
&lt;br /&gt;
Lady Callas then cast Smoking Magma beneath Red Laughter&#039;s position, trapping the devil in searing heat. Black Archibald followed up with Hellfire, and while the devil initially resisted, the combined assault proved effective. The Mother Superior declared she would push the devil back into the magma if it tried to escape. With Red Laughter weakened by these attacks, Turf was able to successfully imprison the devil using his Prison of Zygig.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 24: Delphic Riddles ====&lt;br /&gt;
Investigation revealed the possessed person wore a cinnabar ring that tainted all magic with a diabolical appearance. They suffered from dual madnesses - one relating to diabolic dealings, the other inducing violent urges.&lt;br /&gt;
&lt;br /&gt;
The party then spoke with Lord Tarquin, the young noble academic whom the nuns had been protecting. While discussing their captives - both Red Laughter and the possessed person - Lady Callas attempted a cure for a madness Lord Tarquin seemed to be suffering from, requiring a sacrifice of sanity points and taking several weeks to fully heal.&lt;br /&gt;
&lt;br /&gt;
During their encounter, another diabolic name emerged: &amp;quot;Titvilius,&amp;quot; though its connection remained unclear. Furthermore, another piece of the puzzle is revealed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Veiled beneath the earth, where shadows creep,&lt;br /&gt;
 Amidst the coils of serpents, silence sings.&lt;br /&gt;
 They guard the balance born of fractured rings,&lt;br /&gt;
 In secret chambers, buried thoughts they keep.&lt;br /&gt;
 Concerned with chaos none may dare to see,&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Obsidian tongues taste echoes in the air.&lt;br /&gt;
 Refrained from sight, they weave a subtle care,&lt;br /&gt;
 Attuned to whispers writ in mystery.&lt;br /&gt;
 Conducting rites in scales of shadowed light,&lt;br /&gt;
 Lamenting paths that discord dares to tread,&lt;br /&gt;
 Eternal watchers, bound by sacred night.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf realises that the first letter of each sentence reveals something important: VATIC ORACLE. A reference to an oracle supposedly buried/residing beneath the hills of Rome.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 25: White towers====&lt;br /&gt;
In his enfeebled state Lord Tarquin readily agrees to take gain entry to the Library for the party. Inside the library, Black Archibald, Turf, and Callas search for an astral gate. The party encounters a room with scholars and a group of six people holding a large silver cross, wearing liver-colored clothing and masks. These people appear to be dealing with some form of &amp;quot;abstract undead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party discovers a source of &amp;quot;processed tortured light&amp;quot; and several magical features, including bronze spheres mounted high on pillars. The light seems to keep future light at bay and protect the scrolls etc from wear/decay. When Callas is exposed to this light, she gains crystal-related magical abilities and a special trait.&lt;br /&gt;
&lt;br /&gt;
Turf and Black Archibald help locate two astral gates in the library. Using one, the party travels to a White Tower located on a massive mountain in a semi-arid region. This White Tower is described as being on a mountain the size of Ireland, though only about 4 kilometers high. The tower itself is relatively empty but shows views of different points around the mountain at different levels. Investigation reveals the Tower is on Mt Seir in the Land of Nod on Tanual.&lt;br /&gt;
&lt;br /&gt;
After exploring the White Tower, the party returns to the starting library and uses another astral gate to gain entry to the astral and from there travel to Venice via Sir Andrews astral gate. From there they plan to travel to Rome to seek something called the Vatic Oracle, which is apparently beneath one of Rome&#039;s hills. Through Sir Andrew, they learn about Sibyls - Roman women with prophetic abilities - who are associated with these oracles.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 26: Overly Inquisitive ====&lt;br /&gt;
After reuniting at Sir Andrew Witherspoon&#039;s residence, where Black, Callas, and Turf introduced their new companions Tyndalos and Tulip to the quest, the expanded party made their way toward Rome. The journey took about ten hours, with the group riding Turf&#039;s conjured magical steeds, arriving in the city after nightfall.&lt;br /&gt;
&lt;br /&gt;
Their first stop was a gypsy fortune teller&#039;s ornate tent in Rome&#039;s slums. While there, Tulip, demonstrated her herbalist skills by identifying and harvesting valuable saltbush from the polluted marshland. The fortune teller directed them toward the Vatican as the location of the Vatic Oracle they sought.&lt;br /&gt;
&lt;br /&gt;
The following morning saw them attempting to gain entry to the Vatican proper. Callas, drawing on her previous diplomatic experience, tried leveraging her noble status and bureaucratic skills, addressing the guards in Church Latin. While they were indeed escorted inside, it was to face the Holy Office of the Inquisition - three priests backed by two dozen crossbowmen!&lt;br /&gt;
&lt;br /&gt;
The encounter swiftly turned violent when the Inquisitors deemed them heretics. In the ensuing battle, both old and new party members demonstrated their capabilities - Tyndalos unleashing mental attacks that drove some opponents to madness, Callas deploying devastating magical assaults including a lake of magma, Turf engaging in direct combat, Black providing support, and Tulip wielding earth magic. Many of their opponents perished in Callas&#039;s magical flames.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, they managed to charm one of the surviving priests for questioning. He claimed no knowledge regarding the Oracle, however readily agreed to provide his new best friend Turf with access to the Vatican&#039;s dungeons. There they found thirty imprisoned heretics, none of whom could provide specific information about the Vatic Oracle&#039;s whereabouts.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 27: Even more Prophecies!!!! ====&lt;br /&gt;
&lt;br /&gt;
After considering whether to search for underground areas, the party decided against it as their research suggested the Oracle they sought was likely not held captive by the church. Instead, they decided to seek the Tiburtine Sibyl where she was historically based - in Tibur (modern Tivoli), about 19 miles northeast of Rome. The party traveled there, arriving in the afternoon at a small but civilized city of around 12,000 people.&lt;br /&gt;
&lt;br /&gt;
In Tivoli, they located a convent with an orphanage that contained a small temple. The nuns directed them to return the next morning after morning mass and suggested they stay at an inn called the Pheasant and Lamb. During the evening, Callas detected someone scrying on them and traced the magic back to the convent.&lt;br /&gt;
&lt;br /&gt;
The next morning, they returned to the temple, a small shed-like structure carved from ancient dolomite stone, containing maternal figures in recesses. Black performed a vigil and received a cryptic prophecy about the Mirror of Cyprian. Tyndalos used his occult knowledge to determine this mirror could be used to see into the void but at the risk of mental damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Malevolent webs stretch dark and thin&lt;br /&gt;
 In shadows where no light can pass&lt;br /&gt;
 Realms beyond our world begin&lt;br /&gt;
 Reaching through the shattered glass&lt;br /&gt;
 Onward through the ancient deep&lt;br /&gt;
 Rushing spirits start to rise&lt;br /&gt;
 &lt;br /&gt;
 Obscure visions make us weep&lt;br /&gt;
 Fragmented through crystal eyes&lt;br /&gt;
 &lt;br /&gt;
 Coiled serpents twist through time&lt;br /&gt;
 Yielding to the spider&#039;s call&lt;br /&gt;
 Precious moments lost sublime&lt;br /&gt;
 Rippling through the mirror&#039;s fall&lt;br /&gt;
 Insanity claims those who dare&lt;br /&gt;
 Angles bend through spider&#039;s lair&lt;br /&gt;
 Nested in the dragon&#039;s glare&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before departing, Black left a valuable onyx gemstone as a donation for the orphans. Upon returning to Rome, they found the Vatican crawling with Swiss Guard and mysterious monks in black robes with white sleeves. Tulip and Callas noticed a woman they identified as a Medianite sorceress, though she appeared as a simple nun to the male party members. She wore an elaborate crimson dress and a choker with ruby decorations, though these details were only visible to the female party members.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 28: Warped Crypts ====&lt;br /&gt;
Tyndalos concealed the party while they snuck into St. Anne&#039;s Chapel, having chosen it for its accessible city gates rather than attempting to enter the more heavily guarded basilica. The group descended into the chapel&#039;s crypt via a narrow wooden stairwell. In the ossuary, Callas detected a hidden space behind shelves of bones. The party successfully removed a stone block to reveal a hidden passage system.&lt;br /&gt;
&lt;br /&gt;
The corridors possessed unusual geometric properties, with 135-degree angles that only Tyndalos could properly perceive. During their exploration, they encountered a creature described as having a human upper body, a bird-like head, and a serpentine lower half covered in iridescent blue-green feathers. When confronted, the creature escaped by rotating through a wall. Tyndalos gave pursuit, facilitating the rest of the party&#039;s movement through strange angles.&lt;br /&gt;
&lt;br /&gt;
Black Archibald&#039;s temporarily trapped the entity in a block of ice, but the creature managed to escape before the party could permanently restrain it.  Thwarted, the party decided to continue exploring the passage system.&lt;br /&gt;
&lt;br /&gt;
A notable incident occurred when Tyndalos was affected by some form of amnesia while navigating these passages. Black Archibald remedied this condition using brain serum administered via spinal injection. Shortly thereafter Turf detected something and felt the presence, or passage of, a great curse (we believe this was the Noldoran curse to do with the Silmarils). Exposing his Silmaril seemed to reveal a different view of the environment. It seemed to have cracks riven through it which healed in the light of the Silmaril. Furthermore the creature was revealed trapped in amber-colored light within one of the walls.&lt;br /&gt;
&lt;br /&gt;
After multiple attempts, Turf successfully charmed this being, revealing it to be a Nephil from the Land of Nod. Through conversation, they learned that twelve such creatures were seeking refuge from serpents and Kenites. The Nephil also revealed that the passages were constructed by someone else and that both a powerful curse and a fire-breathing worm had previously passed through the area.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 29: Search for the Mirror ====&lt;br /&gt;
&lt;br /&gt;
Talking more with the Nephil, the party found they were within an ancient Janusite temple and were corrected about their assumption of the Vatic Oracle - he is not a sibyl. Despite spending several days search the temple&#039;s peculiar geometry, the party found little of note. The Nephil suggested that while the Oracle might indeed be present, they had not yet met the necessary conditions to locate him. They suggested seeing a sibyl.&lt;br /&gt;
&lt;br /&gt;
The party headed southward to Campania, where another sibyl might provide guidance. Turf used his Crystals of Vision to help us find where the sibyl is location in Campania. The crystals revealed a prophetic verse:&lt;br /&gt;
&lt;br /&gt;
 In twilight&#039;s glow, a cavern waits,&lt;br /&gt;
 Near where the earth and heavens meet.&lt;br /&gt;
 Cool winds slip through the shadowed gates,&lt;br /&gt;
 Underneath the hillside&#039;s seat.&lt;br /&gt;
 &lt;br /&gt;
 Murmurs rise where secrets keep,&lt;br /&gt;
 Ancient whispers guide the way,&lt;br /&gt;
 Echoes dwell where prophets sleep.&lt;br /&gt;
&lt;br /&gt;
Callas quickly identified the location we needed to go as Cumae. We went to the Temple of Apollo there and on to the Cave of the Sibyl. There was a dozen Dominican monks there, distinguished by their black cloaks with white sleeves in the cave, along with cleaners.&lt;br /&gt;
&lt;br /&gt;
Rather than rushing in, the party retreated to a nearby inn to cast buffs. Upon their return, they engaged the monks in combat. The battle was decisive - seven monks fell, while the remaining five surrendered. Turf transported the survivors to Jiroth via magical means so they couldn&#039;t give us away, and the party disposed of the fallen monks&#039; remains through cremation. Among the monks&#039; possessions, they discovered exceptional black bronze chain mail, tabards, and rank 6 weapons.&lt;br /&gt;
&lt;br /&gt;
The surviving sibyl proved forthcoming with information. She revealed that locating the Oracle would require the Mirror of Cyprian, specifically one bearing a face of Janus. This particular artifact, she informed them, was located on the island of Cyprus.&lt;br /&gt;
&lt;br /&gt;
The party secured passage by sea to Cyprus, a journey lasting approximately twelve days. Upon making port in Paphos, they set their sights on the Sanctuary of Aphrodite, reasoning that the goddess&#039;s association with beauty might make her temple a reasonable place to start.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 30: There and Back again ====&lt;br /&gt;
The party traveled to Paphos, a port city with a curving bay in Cyprus. They journeyed to a sanctuary of Aphrodite, located on a spit of land protecting the harbor. Upon arrival, they found the area was more like a cultured orchard than a temple, with trellises of fruit trees and vergers maintaining the grounds. Callas notes a number of familiar looking monks in white robes with black sleeves.&lt;br /&gt;
&lt;br /&gt;
Tulip approached the vergers working in the garden, requiring Callas to translate their vulgar Latin. She discovered they maintained an impressive collection of rare herbs, including a special broad-leafed parsley and a distinctive yellow flower with orange centers that attracted bees even in winter. The monastery maintained an apiary that produced several types of honey, including one with special properties for cleaning septic wounds. The vergers were happy to share cuttings and seeds with Tulip, who stored them in her special preserving box, and she was able to purchase some of their honey.&lt;br /&gt;
&lt;br /&gt;
Feeling they were getting nowhere, the party turned their eyes to the local lord but decided first to scale Mount Olympus in the hope that they would learn more there, before having to deal with the locals. They set off but were startled by cackling from the west around 11 AM, Callas used a crystal of vision and saw an unusual vision of the sun setting. They later learned this was related to hyenas sent by the Great Beast Dog, rather than jackals as initially suspected.&lt;br /&gt;
&lt;br /&gt;
The party then Earth Door&#039;d to Mount Olympus, arriving on a large ledge where they began their ascent. After 2 hours they reached a monastery of Benedictine monks on a plateau. The monastery maintained extensive agricultural fields growing root crops, particularly beets. They were welcomed and encouraged to stay the night.&lt;br /&gt;
&lt;br /&gt;
The next day, they climbed to Mount Olympus&#039;s peak, discovering its unusual hexagonal shape. There they encountered Traoticus, a dormant agricultural deity sustained by the monks&#039; activities. Through conversation with Traoticus, they learned the mirror they sought was located back at the sanctuary of Aphrodite in Paphos. Several party members acquired new abilities from Traoticus in exchange for experience points.&lt;br /&gt;
&lt;br /&gt;
After another night at the monastery, where they were served roasted chicken and barley-based meals, the party began their journey back to Paphos. Upon returning to the sanctuary after nearly a week away, they found it occupied by approximately 20 Dominican spellcasters and 6 armored Dominican warriors. The sanctuary was revealed to be a complex of buildings, with the actual sanctuary building located in the center opposite a well.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 31: No! We are not Dominicans! ====&lt;br /&gt;
The party arrived at the secluded temple complex under cover of night. Surveying the layout—infirmaries, gardens, livestock pens, and administrative buildings—they debated their approach. Tyndalos suggested stealth over confrontation, dismissing his earlier violent impulse due to the presence of children. Using his invisibility near corners, the group infiltrated a terracotta-roofed administrative building. Inside, they uncovered records exposing the monks as clandestine followers of Aphrodite and Eros, disguised as Benedictines to evade Dominican hunters. They seemed to be keeping tabs on the followers / agents of Eris.&lt;br /&gt;
&lt;br /&gt;
The party repositioned to the east and confronted the temple’s leader, after initially panicking the monks behalf. Turf and Black negotiated with the panicked primate, after convincing him the party were not the Dominicans, leveraging their knowledge of the cult’s secrets to secure an ancient Etruscan scroll. The document referenced the Mirror of Cyprian, though its cryptic verses required translation by a priest of Janus. They knew of such a priest residing in Ravenna, which unfortunately was a known bastion of the Crescenti family. The primate further revealed his suspicion that agents of Eris were infiltrating the church.&lt;br /&gt;
&lt;br /&gt;
Travelling through the astral to Sir Andrew&#039;s house and then to Ravenna, the party noted armoured hounds, on leashes, being walked by what they decided were &#039;the gentry&#039; - some visible form of status presumably. Tyndalos detected an astral gate beneath the city using his lantern’s eerie light. Upon exploring an underground canal, which seemed to lead towards the gate, they chanced upon a chamber, where they discovered robed figures chanting to a leader wielding a staff topped with a head. Callas identified the man as a priest of Janus, confirming their path.&lt;br /&gt;
&lt;br /&gt;
More panic ensued until Turf again proved he was not a Dominican. The priest was persuaded to translate the scroll and further provide a Mirror of Cyprian with the appropriate image of Janus the party required.&lt;br /&gt;
&lt;br /&gt;
===== Decyphered scroll =====&lt;br /&gt;
&lt;br /&gt;
 Read the sky at twilight&#039;s hue,&lt;br /&gt;
 Only mix petals of the golden flower.&lt;br /&gt;
 The leaves must glisten with morning dew,&lt;br /&gt;
 First add a sprig of moonlit power.&lt;br /&gt;
 &lt;br /&gt;
 Word your spell as the draught is stirred,&lt;br /&gt;
 To give it strength, chant thrice the name.&lt;br /&gt;
 Find the roots of the whispering bird,&lt;br /&gt;
 The elixir burns with a cooling flame.&lt;br /&gt;
 &lt;br /&gt;
 Truth.&lt;br /&gt;
 &lt;br /&gt;
 The brew will clear a muddled mind,&lt;br /&gt;
 Twisted dreams it will gently untie.&lt;br /&gt;
 Sister wisdom it lets you find,&lt;br /&gt;
 Of truths unveiled beneath the sky.&lt;br /&gt;
 &lt;br /&gt;
 Arachne spoke of shadows where&lt;br /&gt;
 Lies dark petals in hidden glade.&lt;br /&gt;
 In boiling water, buds will air,&lt;br /&gt;
 Wait till colours start to fade.&lt;br /&gt;
 &lt;br /&gt;
 Beyond the forest, nettle’s sting,&lt;br /&gt;
 And dry it sere beneath the sun.&lt;br /&gt;
 The adder’s hiss the mix will bring,&lt;br /&gt;
 Golden figments show it’s done.&lt;br /&gt;
 &lt;br /&gt;
 Serpent lore the brew will hide,&lt;br /&gt;
 Attends the mind with steady glow.&lt;br /&gt;
 It sharpens sight as thoughts collide,&lt;br /&gt;
 On meadows where the shadows grow.&lt;br /&gt;
 &lt;br /&gt;
 The leaves of crimson ash begin,&lt;br /&gt;
 Shores of oceans touched by wine&lt;br /&gt;
 Of civet musk and coloured sin,&lt;br /&gt;
 The brew must boil with slivered vine.&lt;br /&gt;
 &lt;br /&gt;
 White her arms and long her reach,&lt;br /&gt;
 Sea for salt, and river&#039;s border&lt;br /&gt;
 Beware the lesson that flames teach&lt;br /&gt;
 His turning dance of broken order&lt;br /&gt;
 &lt;br /&gt;
 Burning bright as dragon’s heart.&lt;br /&gt;
 Eyes will see where shadows roll,&lt;br /&gt;
 And fires within must soon depart.&lt;br /&gt;
 Breath of oak to spare the soul&lt;br /&gt;
 &lt;br /&gt;
 Of grief, sorrow and searing pain&lt;br /&gt;
 Flame can bring to mortal coil&lt;br /&gt;
 For ever be its fearful rain&lt;br /&gt;
 He calls its name to fall from high&lt;br /&gt;
 &lt;br /&gt;
 Knoweth the reaper in the green&lt;br /&gt;
 The worker in the brush&lt;br /&gt;
 Lay in furze its fruit to glean&lt;br /&gt;
 Of bounty rich and lush&lt;br /&gt;
 &lt;br /&gt;
 Your toil returns a harvest rich&lt;br /&gt;
 Mind and body twinned,&lt;br /&gt;
 And quiet, whispered pitch&lt;br /&gt;
 Can set dreams upon the wind.&lt;br /&gt;
 &lt;br /&gt;
 Bend the will of the ebbing tide,&lt;br /&gt;
 It shapes the shore with quiet hand.&lt;br /&gt;
 By moon&#039;s pale light, the stars confide,&lt;br /&gt;
 His crafted patterns on the sand &lt;br /&gt;
 &lt;br /&gt;
 Song of the wood where harts are flayed,&lt;br /&gt;
 He walks unseen on unreal road,&lt;br /&gt;
 Is he a ghost or restless shade&lt;br /&gt;
 Hiding the debt that nature&#039;s owed&lt;br /&gt;
 &lt;br /&gt;
 In bitter heaths where sorrows sleep,&lt;br /&gt;
 The cavern&#039;s throat rings out the knell.&lt;br /&gt;
 Memories linger, cold and deep,&lt;br /&gt;
 Of secrets lost where shadows dwell.&lt;br /&gt;
 &lt;br /&gt;
 The song that whispers through the trees,&lt;br /&gt;
 People lose the fire’s glow.&lt;br /&gt;
 That chill which haunts the warmest breeze,&lt;br /&gt;
 Live hearts yet beating, ebb and slow.&lt;br /&gt;
 &lt;br /&gt;
 There lies a path through shadowed glen,&lt;br /&gt;
 And whispers guide the steps we take.&lt;br /&gt;
 Can courage rise within us then?&lt;br /&gt;
 Be strong, though wills may bend or break.&lt;br /&gt;
 &lt;br /&gt;
 Called from the Void to breach the shore,&lt;br /&gt;
 Forth he strides when spiders call,&lt;br /&gt;
 By darkling paths and oaths of yore,&lt;br /&gt;
 His fate entwined with threads of gall,&lt;br /&gt;
 Name whispered soft, yet feared by all.&lt;br /&gt;
&lt;br /&gt;
By reading the first word of each line, the following was revealed:&lt;br /&gt;
&lt;br /&gt;
 Read only the first word to find the Truth.&lt;br /&gt;
 &lt;br /&gt;
 The twisted sister of Arachne lies in wait beyond, and the golden serpent attends it on the shores of the White Sea.&lt;br /&gt;
 Beware his burning eyes and breath of flame, for he knoweth the lay of your mind and can bend it by his song.&lt;br /&gt;
 He is hiding in the memories of the people that live there and can be called forth by his name.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 32: Of Ossuaries and the Underworld ====&lt;br /&gt;
After decyphering the poem / prophecy the party discussed their next steps, settling upon a return to the serifs / nephlim at the vatican and making use of the Mirror of Cyprian.&lt;br /&gt;
&lt;br /&gt;
Before leaving however, the priest let slip that he was able to &amp;quot;replay&amp;quot; January, allowing two months of uninterrupted training while confined to the temple. The group meticulously calculated timelines, realizing they were nearing the end of the current season (&amp;quot;Blossom&amp;quot;) and could exploit the temporal reset for extended preparation.&lt;br /&gt;
&lt;br /&gt;
Exploring Ravenna’s underground network, the party discovered an ancient astral gate buried beneath layers of rubble. Callas summoned an earth elemental to excavate the area, revealing a hidden ossuary filled with Christian remains. Upon investigation, they found skeletons whose souls had been forcibly severed. Callas performed a risky ritual to release the trapped souls, attracting phantasms from the underworld but ultimately succeeding in freeing them.&lt;br /&gt;
&lt;br /&gt;
The elemental further uncovered two copper scrolls (incantations for &amp;quot;Coruscade&amp;quot; and &amp;quot;Slowness&amp;quot;) and a greenish stone. The stone, when activated by sacrificing endurance, transforma into a toad-like familiar named Hordling, capable of storing items and spitting ingested poisons.&lt;br /&gt;
&lt;br /&gt;
Later, Tyndalos crafted some topacious stones, producing two magical stones (one blue, one green) and 14 spider-eye stones.&lt;br /&gt;
&lt;br /&gt;
The session concluded with plans to return to Rome’s catacombs to consult an oracle via the acquired mirror. The party sealed the underground astral gate, wary of its connection to the underworld, and prepared to depart Ravenna after securing supplies and completing their training regimens.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 33: Deceived! ====&lt;br /&gt;
Black Archibald expressed interest in acquiring some war hounds, making arrangements to purchase breeding pairs for 200 gold pieces, planning to return for them later.&lt;br /&gt;
&lt;br /&gt;
The group traveled to their destination using magical fire steeds, making a journey of about 450km in approximately 10 hours. Upon arriving at the gates late at night, they were questioned by guards about their late arrival. During their entry, Turf sensed that their names were being magically recorded when written down by the guards.&lt;br /&gt;
The party proceeded into some catacombs, where they encountered snake-like beings called Nephilim. They presented a mirror and an imago to what appeared to be the god Janus, who indicated a path for them to follow using a line of light. The god also showed interest in a cage containing an entity called the Red Laughter, but the party declined to hand it over.&lt;br /&gt;
&lt;br /&gt;
Following the light, they encountered a copper plate bearing two faces - revealed to be Befrons, an Earl of the Dead. This turned out to be a trap, as Befrons attacked them. The demon cast necrosis and engaged in physical combat, particularly targeting Turf. Black Archibald landed significant blows against the demon, while dealing with a death curse that he managed to resist. The party eventually defeated Befrons, whose construct body left behind several magical items including a fox fur that animated into a fox named Sienna and a protective teal chiffon shawl.&lt;br /&gt;
&lt;br /&gt;
The party concluded that the path they were following was a trap and decided to return to the Nephilim for further guidance.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 34: Revelations ====&lt;br /&gt;
The party informed the Nephilim that they had, in fact, been manipulated by a demon. The Nephilim had not considered the entity to be God with a capital G, but rather a kind of urban spirit or localized deity and had not considered that they may have been deceived. The party continued to discuss the implications of this revelation, and Turf noted that their names had been observed by an unknown entity. Black speculated on whether the messages they received were part of a larger trap.&lt;br /&gt;
&lt;br /&gt;
The conversation then turned to the Vatic Oracle, whom the party had planned to contact using the mirror. After confirming that the mirror was still in their possession, Turf attempted to activate it through divination. The mirror&#039;s surface darkened, a mist formed within it, eventually giving way to a translucent face that slowly acquired color. The Nephilim reacted with awe to the display of magic.&lt;br /&gt;
&lt;br /&gt;
Turf addressed the image in the mirror, and the entity identified itself as Mario, the Vatic Oracle. Recognizing Turf, Mario commented that he had read about him &amp;quot;in the stars.&amp;quot; When asked where he was, Mario confirmed that he was in the Underworld, noting that being an Oracle was not a particularly safe profession. The party questioned him about his condition, confirming that he was fully dead and content in the Elysian Fields.&lt;br /&gt;
&lt;br /&gt;
The conversation moved to prophecy interpretation. The party presented the long prophecy, which they had been working through for some time. Mario acknowledged the complexity of the text and gave his insights.&lt;br /&gt;
&lt;br /&gt;
Upon questioning Mario about the Silmaril, he described it as a &amp;quot;seed&amp;quot;, likening it to a star or even the Big Bang. Mario warned them not to get too close, as it could &amp;quot;go off at any moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The conversation shifted to the White Sea. Mario revealed that the Northmen called it Bjarmaland. The party debated whether their previous journey had actually taken them there, but Mario’s insight suggested they had not yet reached the true location. Black recalled that during their previous journey, when the moon was absent, the Void had felt particularly close. Mario reacted with alarm, confirming that this was a very bad sign.&lt;br /&gt;
&lt;br /&gt;
With two major paths before them—investigating the White Sea (Bjarmaland) or searching for Sweet Regret and the Chalice—they debated their course of action. Ultimately, they decided to seek out Sir Andrew to gather further information.&lt;br /&gt;
&lt;br /&gt;
The party met with Sir Andrew, who provided additional insight into the White Sea. He referred to the region by another name, suggesting that it was known as &amp;quot;Bjarmaland&amp;quot; to the Northmen. His knowledge of the area helped confirm the Oracle’s claim that the party had not actually reached the true White Sea during their previous journey.&lt;br /&gt;
&lt;br /&gt;
The party set out on their journey toward the White Sea, following the directions provided by Sir Andrew. The trip was uneventful at first, but as they traveled deeper into the northern wilderness, the landscape grew harsher and more desolate.&lt;br /&gt;
&lt;br /&gt;
After some time, they came upon a small village with a broken palisade wall. The settlement, which had once held a few hundred people, appeared to have been attacked. The damage to the fortifications was severe, with sections of the palisade shattered and structures within the village partially destroyed.&lt;br /&gt;
&lt;br /&gt;
Callas used a Crystal of Vision to scout the village, noticing a number of Frost Giants and Polar bears. After some buffing and discussion she Earth Door&#039;ed the party into the area the Giants were lounging in, surprising them!&lt;br /&gt;
&lt;br /&gt;
==== Chapter 35: Round One ====&lt;br /&gt;
The party gathered at the entrance to the village, meticulously planning their strategy. Callas and Tulip discussed where to place protective walls once inside, while the others determined their combat roles. After finalizing their approach, they teleported into the frigid landscape populated by towering frost giants, massive ice elementals, and ferocious polar bears.&lt;br /&gt;
&lt;br /&gt;
As they materialized in the frozen terrain, the party struck without hesitation. Turf uncorked a dark potion that shrouded him in death magic, then lunged at the nearest frost giant. His enchanted blade bit deep into the creature&#039;s flesh, followed by a devastating strike with his soul weapon that left the giant reeling.&lt;br /&gt;
&lt;br /&gt;
Tyndalos, his tentacles writhing, summoned arcane energy that erupted as Yellow Fire, forming a tetrahedron of destruction that washed over several enemies. One frost giant caught the full force of the blast, its icy flesh searing under the magical flames, while a polar bear managed to partially resist the spell&#039;s fury.&lt;br /&gt;
&lt;br /&gt;
Black Archibald, his armor gleaming even in the dim light, activated his Blood Amulet of the Crimson Oak. The ancient artifact pulsed with power as he delivered a crushing blow to the same giant Turf had wounded, driving his mace deep into the creature&#039;s torso.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Callas focused her earth magic, causing stone to surge upward behind the party in a protective barrier that reached thirty-five feet high. Tulip followed suit, erecting another wall of stone along their flank, strategically creating a defensive position against the eighteen-foot giants.&lt;br /&gt;
&lt;br /&gt;
With their defenses established, Tyndalos fixed his otherworldly gaze upon one of the giants and launched a presence attack. The giant&#039;s eyes widened in terror as it beheld Tyndalos&#039; true form, and it turned to flee in panic.&lt;br /&gt;
&lt;br /&gt;
As the surprise round concluded, Turf&#039;s martial prowess allowed him additional strikes. He whirled in a deadly dance, his weapon &amp;quot;Snicker-snee&amp;quot; slashing repeatedly at the wounded giant. Blood cascaded from multiple wounds as the giant toppled backward, gravely injured and barely clinging to life.&lt;br /&gt;
&lt;br /&gt;
The battle proper began with terrifying swiftness. An ice elemental, standing over twenty-five feet tall, materialized behind Black Archibald and launched a savage attack. Shards of ice tore through Black&#039;s armor, delivering a wicked slash that crippled his primary arm. Another blow hammered his shoulder, followed by a vicious puncture wound to his groin. The knight staggered, momentarily stunned by the brutal assault.&lt;br /&gt;
&lt;br /&gt;
Across the battlefield, another giant hurled an enormous ice ball that shattered against the wall behind the party. The explosion sent frozen shrapnel flying in all directions, tearing through two polar bears and striking Tyndalos, who winced as the ice fragments lacerated his form.&lt;br /&gt;
&lt;br /&gt;
Turf, seeing the danger posed by one of the ice elementals, gathered his strength and executed a tremendous leap that carried him twenty-five feet through the air. Landing with perfect balance, he immediately launched into an attack, his weapon of flames biting into the elemental&#039;s frozen body and causing parts of it to steam and melt away.&lt;br /&gt;
&lt;br /&gt;
A new threat emerged as a different type of elemental—something akin to a salamander—crafted a pillar of ice and climbed atop the party&#039;s stone wall. From this vantage point, it inhaled deeply before exhaling a devastating cone of cold that washed over the battlefield. Several party members managed to resist the worst of the magical frost through innate spell resistance, but all felt the biting cold seep into their bones.&lt;br /&gt;
&lt;br /&gt;
The polar bears, seemingly undeterred by the magical chaos, continued their advance, navigating around obstacles with predatory intent.&lt;br /&gt;
&lt;br /&gt;
One particularly massive frost giant hefted a boulder-sized chunk of ice and hurled it with tremendous force. The projectile exploded on impact, sending lethal ice shards in all directions. Black Archibald, drawing on remarkable reflexes, managed to lurch out of the deadly zone. Tyndalos was less fortunate, suffering grievous wounds that sent him reeling, though he managed to remain conscious. Callas activated a powerful defensive magic at the last second, avoiding the damage entirely. Tulip, caught unprepared, was struck repeatedly and collapsed unconscious as her blood stained the snow.&lt;br /&gt;
&lt;br /&gt;
With multiple party members gravely injured and their position compromised, the decision to retreat was made without debate. Callas began preparations for an Earth Door spell as the others gathered around her, bringing Tulip&#039;s unconscious form.&lt;br /&gt;
&lt;br /&gt;
As they prepared to flee, an unsettling sight drew their attention skyward—six pale dwarven forms rocketing into the heavens, carried aloft by magical javelins.&lt;br /&gt;
&lt;br /&gt;
The party formed up around Callas with Tulip&#039;s unconscious body. Callas cast Earth Door and teleported with Black Archibald, Tyndalos, and Tulip&#039;s unconscious form about four miles away from the battlefield. Turf, meanwhile, triggered his Wind Walk ability, becoming mist-like as he flowed away from the combat, eventually reuniting with his companions at their retreat point.&lt;br /&gt;
&lt;br /&gt;
Once safely distanced, they administered emergency healing to Tulip using Troll Skin magic, stabilizing her condition. The party then assessed their injuries: Black Archibald&#039;s plate armor bore a significant hole at the shoulder, Tulip&#039;s magical armor had been similarly damaged, and Tyndalos suffered wounds to both his natural armor and his mystical raiment.&lt;br /&gt;
&lt;br /&gt;
As they tended their wounds and contemplated their next move, the party knew they had narrowly escaped a battle that could have claimed all their lives.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 36: Stormy days ====&lt;br /&gt;
Following their hasty retreat from the skirmish with frost giants, the party established a safe vantage point from which to observe the aftermath. Using a scrying crystal, they witnessed a commanding frost giant wielding a halberd-like weapon overseeing the enemy forces, attended by the odd looking elemental. This leader was performing a ritual upon the bodies of two fallen frost giants, which had been frozen solid.&lt;br /&gt;
&lt;br /&gt;
Tyndalos&#039;s occult knowledge determined the ritual would require approximately two hours to complete. After assessing their injured state and the formidable opposition, the party wisely elected to abstain from re-engagement. While observing, they documented pale dwarven entities ascending skyward upon what appeared to be magical javelins.&lt;br /&gt;
&lt;br /&gt;
Weather conditions rapidly deteriorated as fog enveloped the area, followed by stillness and snowfall. The ambient temperature began descending to dangerous levels. Lady Callas Earth Doored the party another 16 miles, tho it was difficult to maintain a constant direction due to the snowfall and overcast sky. The party constructed a defensive shelter in the snow, with Lady Callas erecting a stone dome. Mistress Callas employed her earth magic to conjure smoking magma within the shelter, providing essential warmth as temperatures fell below minus twenty degrees Celsius.&lt;br /&gt;
&lt;br /&gt;
Turf maintained vigilance, patrolling the perimeter despite the bitter cold, his resistance to extreme temperatures proving invaluable. During one such patrol, he observed an ice elemental passing at approximately one hundred meters distance. The elemental did not detect the party&#039;s presence and continued onward.&lt;br /&gt;
Overnight precipitation intensified considerably. By morning, snow accumulation exceeded half a meter and continued to increase. Further scrying revealed the previously fallen frost giants had been resurrected through the leader&#039;s ritual, though they appeared to be recuperating, as evidenced by their ragged state. The giants were observed employing wind magic to direct forest fires with apparent purpose.&lt;br /&gt;
&lt;br /&gt;
The party enacted their withdrawal strategy, utilizing Mistress Callas&#039;s Earth Door enchantments to transport themselves multiple times in succession, achieving considerable distance from the area of conflict. The massive storm created by the frost giants extended approximately twenty miles from the village, with cloud formations reaching several miles in height. The party then resumed their original journey, successfully circumnavigated this meteorological disturbance.&lt;br /&gt;
Their journey proceeded for several days, bringing them to the trading hub of St. Petersburg. This thriving port city, positioned between Finnish territories and Estonian lands, provided opportunity to replenish supplies. Winter conditions had elevated prices for provisions, particularly foodstuffs, though the party secured necessary preserved meats and other essentials. Lady Tulip acquired specimens of specialized kelp known for its salt-concentrating properties, noting its capability to reduce salinity in brackish water when harvested with regularity.&lt;br /&gt;
&lt;br /&gt;
Continuing their expedition, the party arrived at Arkhangelsk, known in Viking nomenclature as Biarmaland. This settlement is situated within a marshy delta region characterized by flat terrain. Recognizing this location as their primary investigative target, the party commenced searches for dimensional anomalies, referred to as &amp;quot;middlemarches.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tyndalos summoned his trained hound, Buskerville, to assist in tracking these anomalies. The animal successfully located one such phenomenon, which investigation revealed to be conditional rather than positional in nature – requiring specific conditions to be met for entry rather than merely locating the correct physical position.&lt;br /&gt;
&lt;br /&gt;
Turf attempted multiple divination enchantments upon this anomaly, encountering significant resistance suggestive of anti-divinatory protections. Persistence yielded results, however, with the revelation that access to this particular anomaly requires utterance of a specific individual&#039;s true name. The party catalogued this information but prudently elected not to attempt entry, suspecting that this might be the name referenced in the last prophecy and were reluctant to summon/release anything.&lt;br /&gt;
&lt;br /&gt;
Further exploration revealed Arkhangelsk&#039;s geographical position resembles the base of a parabola with multiple recesses. At a location identified as Kubula, positioned at the focal point of this parabolic formation, the party discovered a specialized anomaly. This phenomenon exhibits the extraordinary property of receiving multiple middlemarches simultaneously, causing dimensional overlap where separate realities share a single geographical point.&lt;br /&gt;
The significance of this discovery remains under investigation. The party continues to document these anomalies while maintaining appropriate caution regarding potential extra-dimensional entities.&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
&lt;br /&gt;
* [[Jade Rain]] - an enigmatic figure familiar to both Cerise and Callas. Lives in the Abyss.&lt;br /&gt;
* Comte de Versillac - who was once undead but restored to life by a holy man, and as a consequence has a serpent mark on his brow. He is deeply hostile toward the Church.&lt;br /&gt;
* Lady Cerise - Matron of the Crimson Sisterhood. Lives in Aeaea, a city of Witches&lt;br /&gt;
* [[Sir Andrew Witherspoon]] - The Lord of Chivalry&lt;br /&gt;
&lt;br /&gt;
=== Prophecy Interpretations by the Vatic Oracle (Mario)===&lt;br /&gt;
&lt;br /&gt;
==== 1. The Setting of the Prophecy====&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,  &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design.  &lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play,  &lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;tale of dark and light&#039;&#039;&#039; represents the &#039;&#039;ongoing struggle between the fiends (devils, masterminds) and those opposing them&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 2. The Wraith of Dread &amp;amp; The Darkened Lord====&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,  &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.  &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,  &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Wraith of Dread with Burning Eyes&#039;&#039;&#039; is &#039;&#039;a powerful undead entity&#039;&#039;, but its &#039;&#039;identity is obscured by dark magic&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Darkened Lord&#039;&#039; is &#039;&#039;not a demon, devil, god, or immortal, but rather a &#039;&#039;&#039;power&#039;&#039;&#039; of some kind.&#039;&#039;. He resides in the Outer Darkness.&lt;br /&gt;
* The Oracle suspected he was one of the &#039;&#039;&#039;bad old ones&#039;&#039;&#039;, meaning he has been around since the early days of the world.&lt;br /&gt;
* The &#039;&#039;&#039;hearts of men betrayed&#039;&#039;&#039; refers to groups/factions/people that has suffered betrayal.&lt;br /&gt;
* The &#039;&#039;&#039;land where sorrow’s seeds are sown&#039;&#039;&#039; refers to the &#039;&#039;Land of Nod&#039;&#039;, where the &#039;&#039;Red Laughter’s infernal scheme was enacted&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 3. The Matron &amp;amp; The Agents Three====&lt;br /&gt;
 In the murky depths of witchcraft’s art, a matron wise and bold,  &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.  &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,  &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Matron&#039;&#039; is &#039;&#039;Lady Cerise&#039;&#039;, a &#039;&#039;Medianite Witch&#039;&#039; who was involved in initiating the investigation&lt;br /&gt;
* The &#039;&#039;Agents Three&#039;&#039; were &#039;&#039;Tell, Jedberg, and Uzi&#039;&#039;, who were &#039;&#039;sent on a mission related to the prophecy&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;the devil’s schemes&#039;&#039;&#039; were &#039;&#039;confirmed as the Red Laughter’s plan in the Land of Nod&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 4. The Count &amp;amp; The Chalice====&lt;br /&gt;
 Yet far within the twilight’s grasp, a noble count remains,  &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.  &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,  &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Count&#039;&#039; is the &#039;&#039;Comte de Versillac&#039;&#039;, a former &#039;&#039;vampire&#039;&#039; seeking &#039;&#039;redemption&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Freed from the serpent’s mark&#039;&#039;&#039; means he &#039;&#039;no longer serves darkness/death&#039;&#039;, but &#039;&#039;his past haunts him&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the Count is seeking the Chalice and Sweet Regret&#039;&#039;, which might be &#039;&#039;the key to stopping the Red Laughter.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;&#039;May thwart the devil’s ruthless hand&#039;&#039;&#039; suggests that &#039;&#039;if the Chalice and Sweet Regret are used correctly, they could banish the Red Laughter to Hell&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 5. The Seer &amp;amp; the Embassy====&lt;br /&gt;
 A seer, veiled in mystic shroud, with visions deep and true,  &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.  &lt;br /&gt;
 This mission bears a humble quest to seek the noble’s aid,  &lt;br /&gt;
 To glean what truths the count might hold, in the murk where shadows played. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Seer&#039;&#039; is &#039;&#039;Jade Rain&#039;&#039;, a &#039;&#039;mystic figure&#039;&#039; who directed &#039;&#039;the party toward the Count&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed the Count may have crucial knowledge&#039;&#039; about &#039;&#039;the unfolding plot.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 6. The Enterprising Schemer (Machiavelli)====&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,  &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.  &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,  &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;distant coasts&#039;&#039;&#039; refer to &#039;&#039;Ravenna&#039;&#039;, where &#039;&#039;merchants and power brokers operate&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;&#039;enterprising schemer&#039;&#039;&#039; is &#039;&#039;Niccolò Machiavelli, an immortal mastermind - &#039;&#039;&#039;The Eye of Discord&#039;&#039;&#039; &#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;With papal ties to cleave&#039;&#039;&#039; confirms &#039;&#039;he is working with or against the Papacy&#039;&#039; in secret.  &lt;br /&gt;
* Masterminds manipulates fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039;, setting &#039;&#039;long-term plans into motion&#039;&#039;.  &lt;br /&gt;
* His &#039;&#039;true goals remain unknown&#039;&#039;, but he &#039;&#039;is actively influencing events&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 7. The Grand Conflict of Fate &amp;amp; Destiny====&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,  &lt;br /&gt;
 The forces of the dark and light will clash with potent will.  &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,  &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.   &lt;br /&gt;
&lt;br /&gt;
* This stanza &#039;&#039;reinforces the ongoing cosmic struggle&#039;&#039;, with &#039;&#039;mortals and immortals caught in the battle&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that both fate (mortals) and destiny (immortals) are in play&#039;&#039; (and both are in fact required to successfuly oppose this evil plot), and one or more &#039;&#039;Masterminds are actively working to steer the outcome.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 8. The Unfolding of Fate====&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,  &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.  &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,  &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.   &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Oracle warned that events are unfolding according to someone’s design.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;Mastermind’s influence means the party may be pawns in a larger scheme.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;There is a major battle between mortal choices (fate) and divine manipulations (destiny).&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=== Additional Discoveries &amp;amp; Actionable Points===&lt;br /&gt;
==== The Silmaril====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the &#039;&#039;&#039;gem of fire&#039;&#039;&#039; in the prophecy refers to the Silmaril.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;It is a seed, like a star, or even like the Big Bang itself.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;party knows where at least one Silmaril is&#039;&#039;, but the Oracle thinks &#039;&#039;it is dangerous to get close to it, as it could &#039;&#039;&#039;go off.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The White Sea / Bjarne Land====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the White Sea is called &#039;&#039;&#039;Bjarne Land&#039;&#039;&#039; by the Northmen&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;party may not have actually reached the real White Sea&#039;&#039; during their previous travels.  &lt;br /&gt;
* &#039;&#039;The Void being close when the moon is absent is a serious warning.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The Vatic Oracle’s Take on Machiavelli====&lt;br /&gt;
* Niccolò Machiavelli is an immortal mastermind capable of manipulating fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039; in time.&lt;br /&gt;
* These &#039;&#039;&#039;anchor points&#039;&#039;&#039; act like wards but set in time rather than space—triggering certain events when conditions are met.&lt;br /&gt;
* There is no easy way to detect if one is caught in his web of manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Original Prophesy ===&lt;br /&gt;
* &amp;quot;A seer, veiled in mystic shroud, with visions deep and true&amp;quot; = Jade Rain&lt;br /&gt;
* &amp;quot;Yet far within the twilight’s grasp, a noble count remains&amp;quot; = Comte de Versillac&lt;br /&gt;
* &amp;quot;a matron wise and bold&amp;quot; = Lady Cerise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
These comments represent info from Jade Rain&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design. &amp;lt;BR&amp;gt;&lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play, &amp;lt;BR&amp;gt;&lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,&amp;lt;BR&amp;gt; &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In the murky depths of witchcraft’s art, &amp;lt;strong&amp;gt;a matron&amp;lt;/strong&amp;gt; wise and bold,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.&amp;lt;BR&amp;gt; &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Yet far within the twilight’s grasp, &amp;lt;strong&amp;gt;a noble count&amp;lt;/strong&amp;gt; remains,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The CdV has a part to play&amp;lt;BR&amp;gt;&lt;br /&gt;
There is some diabolic interest.&amp;lt;BR&amp;gt; &lt;br /&gt;
Find CdV, get him to do something and that will tell us that is going on&amp;lt;BR&amp;gt; &lt;br /&gt;
Our leverage against CdV is the fact he has been freed from the serpents mark - he has a debt/obligation to pay.&amp;lt;BR&amp;gt; &lt;br /&gt;
Has a special defence against the bad thing  = Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt;&lt;br /&gt;
The CdV&#039;s quest involves discovering the role of the original orcs (first elves) in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
Party may need to take an undiplomatic with the CdV to get him to assist.&amp;lt;BR&amp;gt;  &lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;strong&amp;gt;A seer&amp;lt;/strong&amp;gt;, veiled in mystic shroud, with visions deep and true,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This mission bears a humble quest to seek the &amp;lt;u&amp;gt;noble’s aid&amp;lt;/u&amp;gt;,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To glean what truths &amp;lt;u&amp;gt;the count&amp;lt;/u&amp;gt; might hold, in the murk where shadows played.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The Count may refer to a countdown&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,&amp;lt;BR&amp;gt; &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.&amp;lt;BR&amp;gt; &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
Cleave could be read as splitting apart or joining together&amp;lt;BR&amp;gt;&lt;br /&gt;
Papal = the pope = which resides on the plane of Nualis&amp;lt;BR&amp;gt;&lt;br /&gt;
There is a family of schemers Giovani de Craschenti. They are the &amp;quot;Eye of Discord,&amp;quot; and extreme caution must be taken when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
The current pope, Turgius is a smart puppet of the GdC&amp;lt;BR&amp;gt;&lt;br /&gt;
Three things to look at;&amp;lt;BR&amp;gt;&lt;br /&gt;
•	Enterprising scheme&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Cunning gaze = eye of discord&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Coming Trials&amp;lt;BR&amp;gt; &lt;br /&gt;
hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
Might require us to influence papal ties, either strengthening or severing them.&lt;br /&gt;
&amp;lt;span&amp;gt; &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The forces of the dark and light will clash with potent will.&amp;lt;BR&amp;gt; &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,&amp;lt;BR&amp;gt; &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==== Crescenti Family Details ====&lt;br /&gt;
&lt;br /&gt;
===== Influence in the Church =====&lt;br /&gt;
* The Crescenti family has notable influence within the church hierarchy. Giovanni de Crescenti, a key figure in the family, was instrumental in ensuring that his nephew, Sergius, ascended to a position of power within the church after a &amp;quot;purge in the Curia&amp;quot; in which many cardinals were killed.{{quote|1}}&lt;br /&gt;
* Sergius, who replaced the previous leader, is described as an &amp;quot;intelligent puppet&amp;quot; of Giovanni de Crescenti, suggesting that while he held authority, he was largely controlled by Giovanni, allowing the Crescenti to maintain their influence within the church.&lt;br /&gt;
&lt;br /&gt;
===== Character and Motivation of Sergius =====&lt;br /&gt;
* Sergius appears to have been selected because he would not oppose Giovanni&#039;s manipulations. He valued a secure and wealthy life more than any real authority over doctrinal matters, implying that his loyalty lay more with his comfort and safety than with the spiritual mission of the church.&lt;br /&gt;
* Under his leadership, the church flourished as a &amp;quot;financial empire,&amp;quot; which suggests that the Crescenti were using the church&#039;s influence to increase their wealth and economic power.&lt;br /&gt;
&lt;br /&gt;
===== Papal Ties and Manipulation =====&lt;br /&gt;
* There is an ongoing effort to either &amp;quot;split or join&amp;quot; the connection between the church and the Crescenti family, depending on interpretation. The prophecy mentioned in the transcript seems to imply some destiny regarding the Crescenti&#039;s influence over the papacy, suggesting a significant impact on future political or religious directions.&lt;br /&gt;
&lt;br /&gt;
===== Giovanni de Crescenti&#039;s Role =====&lt;br /&gt;
* Giovanni de Crescenti is directly referred to as being involved with and possibly orchestrating changes in church leadership. His role in finding a replacement for his nephew implies a strong, perhaps Machiavellian, influence within both secular and ecclesiastical circles.&lt;br /&gt;
* Giovanni is associated with a &amp;quot;merchant empire,&amp;quot; indicating that his influence is not only ecclesiastical but also rooted in extensive financial and commercial power.&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Immolation&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Def +20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; 63&lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt; Meeting Lord Tirwh and Lady Suneth&lt;br /&gt;
| class=day |  2 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  3 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  4 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  5 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  6 || Travel the Heights of Chaos. &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || Drive carriage to Surah&lt;br /&gt;
| class=day |  8 || Arrive in Surah fight. Rescue family. &lt;br /&gt;
| class=day |  9 || Rest in Surah &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; id=&amp;quot;Summer&amp;quot; class=&amp;quot;Season&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Meadow 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &#039;&#039;[[Beltane]] Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || C32 - training &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || C33/34 - Rome&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || C34 - Sir Andrew&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || Travel north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || Travel north &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || Travel north&amp;lt;BR&amp;gt;C35 - fight&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || C36 - evade storm. Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || Ride north. Arrive Bjarmaland. Search for Middlemarch&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Heat 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Breeze 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &#039;&#039;Day of Death&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=102632</id>
		<title>Red Laughter - The Hunt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=102632"/>
		<updated>2025-03-12T10:09:42Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Chapter 35: Round One */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High+]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Callas]]&lt;br /&gt;
*[[Turf]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
* Archibald &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
* Tyndalos&lt;br /&gt;
* [[Tulip]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Follow up a Prophecy&lt;br /&gt;
 &lt;br /&gt;
; Pay&lt;br /&gt;
The friends we made along the way.&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
====Chapter 1: Lady Suneth&#039;s prophecy====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LadySuneth.jpg|100px|thumb|Right|Lady Suneth]]&lt;br /&gt;
&lt;br /&gt;
The party gathers to discuss Lady Suneth&#039;s prophecy. Lady Suneth, a Kerberite from House Kerberoth, has received intelligence from &amp;quot;the black&amp;quot; and composed a prophecy. The prophecy speaks of a shadowed realm, a wraith of dread, and a noble count freed from the serpent&#039;s mark. It mentions three agents, a wise matron, and a veiled seer. The party speculates on the meaning, noting they have three months to act. There will be untold death if we fail.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party consults with Lord Tirwh, ruler of House Kerberoth, he expresses concern about the situation in the Land of Nod and the potential world-threatening nature of the events. We ask about reaching the Land of Nod. Warious routes are discussed, including through House Tintagel and past the Keep of Five Faces. Tirwh offers little direct assistance but provides information about the political landscape and potential dangers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LordTirwh.jpg|100px|thumb|left|Lord Tirwh]]&lt;br /&gt;
&lt;br /&gt;
The party begins preparations for the journey ahead, visiting Henry the Toymaker, a somewhat eccentric character, to see if he has any useful magical items. After some dramatic bargaining from Henry, which consists of feigned distress and appeals to the suffering of his children, the party acquire the following items;&lt;br /&gt;
* Water General Spell Rack: A bracer-like item with a large blue gem. It can store Water General spells equal to the user&#039;s rank in Water General Counterspell.&lt;br /&gt;
* Magical Pass Action Storage: An egg timer-like device that can store magical pass actions in exchange for life energy.&lt;br /&gt;
* Figurine for Corniger: a figurine made of diorite for his horse, Corniger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Chapter 2: Journey to Jiroth====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Callas&#039;s guides the party, using a route she knows, to the Heights of Chaos, which takes about five days. Along the way, they discover the Gardens, a special location where they can find a rare herb once in their lifetime. They choose not to use this opportunity yet, saving it for when they have higher herbalist skills.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From the Heights of Chaos, they can see Jiroth in the distance. The party uses Earth Door to travel quickly down the mountain, reduce the treacherous travel to reach Jiroth from a day to an hour. They arrive at the walled city with ramparts rather than proper walls and note the stream running through the middle of the town, which seems to have magically enhanced sewage treatment.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The group visits the Temple of the Singing Bees and makes an obeisance to gain access to normal mana levels in the area. They learn from the guards that people have been disappearing, possibly due to Nephilim activity in the mountains. The party decides to investigate, heading northeast into the mountainous terrain.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 3: Calamity at Surah====&lt;br /&gt;
&lt;br /&gt;
On their way to Surah, the party are ambushed by three blue, devil-like creatures with backwards-bending legs and tridents. A brief but intense fight ensues and the party quickly dispatch the devils, which which disappear in smoke upon defeat.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, they continue tracking and discover a blasted section of hillside with a summoning circle, triangle, and stone altar. On the altar lies the body of a sacrificed child, less than 24 hours old. Investigation reveals the altar is dedicated to &amp;quot;the Beautiful Marquis.&amp;quot; An Ancient Divination reveals that the child&#039;s soul was used in a ritual to make the summoned devils chthonic, meaning they cannot be banished from the realm.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They discover tracks leading away from the altar, belonging to a woman wearing soft shoes. The tracks disappear after about 20 feet, suggesting some form of magical transportation. The party debates their next move and, which no leads, decides to return to Sura to inform the authorities. In Sura, the high priest is alarmed by their findings. He provides limited information about the Beautiful Marquis, describing them as a powerful sorcerer of the Mind college with control over white magic and a focus on calculation and measurement. The party learns that families have been going missing from the outskirts of Surah. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 4: The Hunt====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2onTheTrail.jpg|200px|thumb|left|On the trail]]&lt;br /&gt;
&lt;br /&gt;
They decide to investigate a farm where a family disappeared three days ago. Afters some hours of trekking with a guide they reach with farm and find some tracking from the farm, the family and other individuals, one using magical concealment. The magically concealed tracks likely belong to the same woman from the altar and the the family&#039;s tracks lead in a different direction from the concealed ones.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As night falls, the party decides to follow the family&#039;s tracks, hoping to rescue them from their captors, tracking the missing family along a ridge line, with a deep river to their right and a heavily beaten game trail to their left. They estimate the tracks to be less than three days old. Aware of their visibility against the skyline, Turf uses his name change spell to disguise himself as a horse to reduce their profile.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As darkness falls Callas and Turf detect several creatures sneaking up towards them, about 150 feet away initially but closing quickly. The party quietly prepares for a potential ambush, preparing weapons discreetly, not wanting the ambushers to know they have been seen.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 5: Ambush====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Mariliths.jpg|150px|thumb|Right|Ambush]]&lt;br /&gt;
&lt;br /&gt;
Three Mariliths, blue devil-like creatures with four arms, backwards-bending legs, and wielding glaives and shields, charge the party. A fierce battle ensues. The fight is swift and decisive, Turf&#039;s powerful blows with Snickersnee and his Soul Blade quickly dispatch two of the Mariliths, Archibald&#039;s Hellfire spell damages the remaining devil. Then to deadly Slaad enter the battle, One is pitch black, the other mottled green and brown. Their skin is like stone and Turfs blows, that would kill a nomrmal person, barely hurt them. Corniger, Archibald&#039;s horse, delivers the deadly blow with a devastating charge and horn attack.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, the party discovers some magical components on the Mariliths&#039; bodies, including copper nails that can enhance the Sinking Doom spell, and bronze horseshoe-like items useful for gem creation spells. Examining the bodies the party are able to work our they are resistant to slashing weapons but vulnerable to crushing attacks.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 6: Pursuit====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2OgreMagi.jpg|150px|thumb|left|Chase]]&lt;br /&gt;
&lt;br /&gt;
As the group examines the Slaad corpses, Callas spots a female figure about 150 feet away, sitting on what appears to be an invisible mount about 70 feet off the ground. Recognizing her as likely responsible for summoning the creatures they just fought, the party springs into action.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf windwalks after the figure, which flees from the party. In a daring maneuver, he materializes directly above her, attempting to grab her mid-flight. Despite the woman&#039;s impressive defenses, Turf manages to grapple her. A mid-air struggle ensues as Turf repeatedly stabs the woman, who is revealed to be an Ogress. The Ogress has powerful defences which Turf overwhelms with his powerful attacks and they both plummet towards the ground. &lt;br /&gt;
&lt;br /&gt;
Turf grabs a wand from her belt before letting  her unconscious body call to the ground. The Ogress crashes to the ground, not surviving the impact. The party regroup and they search the body. Turf uses a ritual to bind her soul into a nearby rock, preventing any chance of resurrection or escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 7: Rescue====&lt;br /&gt;
&lt;br /&gt;
Regrouping, they continue tracking their original quarry - the missing family. After about an hour of searching, they discover an artificially created cave. Inside, they find the family of five (two parents and three children) being guarded by an Ogre Mage. The party are able to sneak in and launches a surprise attack, the Ogre Mage is quickly overwhelmed and defeated without being able to retaliate. The party frees the family and debates their next move, concerned about a possible second Ogre Mage in the area.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deciding the family&#039;s safety is the priority, the group escorts them back to Surah. They use magic to enhance the adults&#039; strength, allowing them to carry the children and travel faster. Callas hides the Ogre Mage&#039;s body using her tunnelling spell.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They arrive in Surah as the sun rises, presenting their findings to the high priest. The party reports on the various creatures they encountered - blue devils, Mariliths, Slaads, and Ogres. They also mention the bound soul of the Ogress and the altar that needs cleansing.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The high priest and townsfolk praise the party for their actions, particularly eliminating the Ogress and Ogre Magi threat. There&#039;s some concern about the remaining Ogre Mage, but it&#039;s believed he&#039;s more likely to flee than cause further trouble. The party being offered accommodations in Surah for a week, with a celebration planned to honour their deeds. However, the group is aware of their time constraints and plans to move on soon to address other pressing matters in their quest.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chapter 8: Lady Callas, the Wonder Worker ====&lt;br /&gt;
&lt;br /&gt;
In Jesurea they seek access to the Astral Gate. The priests require a service in exchange, and Callas offers her healing abilities. She treats several locals, including a man with a gangrenous wound, saving his life. Her exceptional healing earns her the title of &amp;quot;Lady Callas, the wonder worker,&amp;quot; and this service secures the party access to the Astral Gate.&lt;br /&gt;
&lt;br /&gt;
The party continues their journey north using Turf’s magical carriage. They stop at a Carchemish to rest and gather information. While speaking with the locals, they learn about the rising threat of gorgons in the area. During their stay, they encounter a group of black-armored mercenaries. Black arranges for future contact with a Mind Mage among the mercenaries.&lt;br /&gt;
&lt;br /&gt;
The next two days are uneventful as the party travel as the party travel to Hurrian, and then across the sea to Al-Marhirbah and to Aeaea - the city of Witches.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 9: Revelations ====&lt;br /&gt;
&lt;br /&gt;
Aeaea is a city of Witches, Archibald and Turf can see an enormous thorn wall surrounding the city, however Callus sees nothing. Callas head into the bustling city, there is lots of trade in fabric, she makes enquiries and is directed to the residence of Lady Cerise. Cerise, a figure of authority in the Crimson Sisterhood, happily greet Callus. Lady Cerise discloses her role as Matron of the Crimson Sisterhood.&lt;br /&gt;
&lt;br /&gt;
After hearing the prophesy Cerise believes the &amp;quot;Noble Count&amp;quot; is the Comte de Versillac, who was once undead but restored to life by a holy man. The Comte, now deeply hostile toward the Church. She also believes &amp;quot;A seer, veiled in mystic shroud&amp;quot; is Jade Rain, whom is known to Callus, and advises we visit immediately. She gives Callus a magic scroll in exchange for taking a letter to Jade Rein. Cerise warns of dark forces at work, urging caution as the party proceeds on their journey.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 10: The better part of Valour ====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Shoggoth.jpg|150px|thumb|right|Shoggoth]]&lt;br /&gt;
&lt;br /&gt;
After travelling for almost a week the party finds themselves in a deep part of the Abyss, near a lake-like area. They hear a slithering sound approaching and prepare themselves for a fight. As the sound grows closer, they feel the ground heaving beneath them.&lt;br /&gt;
&lt;br /&gt;
Black Archibald sees cracks forming in the ground coming from the north. The party realizes they&#039;re facing an enormous creature, something that makes the earth shake must be an enormous size. Realizing the potential danger, the group decides to retreat rather than confront the creature. Callas uses Earth Door to transport the party away from the immediate threat. &lt;br /&gt;
&lt;br /&gt;
Upon reaching safety, Turf uses a Crystal of Vision to look back at where they were. He sees an enormous lenticular-shaped creature, about 22-23 meters long and 3 meters across at its widest point. The party concludes it was likely a Shoggoth, a powerful and dangerous entity in the Abyss. Marking the location on the map as &amp;quot;Shoggoth Point&amp;quot; the party choose a different route to reach Jade Rain.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 11: Tea with Jade Rain ====&lt;br /&gt;
&lt;br /&gt;
Travel to Jade Rain&#039;s residence takes around a week. The cave is appointed with various comforts. Jade Rain, described as having pale green, almost translucent skin, welcomes them and offers tea. Turf and Archibald are provided a simple tea while Callus is served one with an exquisite flavour. &lt;br /&gt;
&lt;br /&gt;
As they settle in, Turf presents the prophecy written by Lady Suneth. Jade Rain analyzes it, providing insights:&lt;br /&gt;
&lt;br /&gt;
1. She identifies a section referring to the &amp;quot;Comte de Versillac,&amp;quot; suggesting he has a crucial role to play.&amp;lt;BR&amp;gt;&lt;br /&gt;
2. Jade Rain explains that the Count&#039;s quest involves discovering the role of the original orcs in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
3. She points out the phrase &amp;quot;with papal ties to cleave,&amp;quot; noting its ambiguity—it could mean either to split apart or join together.&amp;lt;BR&amp;gt;&lt;br /&gt;
4. Jade Rain suggests the prophecy might be directing them to influence papal ties, either strengthening or severing them.&amp;lt;BR&amp;gt;&lt;br /&gt;
5. She draws attention to phrases like &amp;quot;enterprising schemer,&amp;quot; &amp;quot;cunning gaze,&amp;quot; and &amp;quot;steer the course of coming trials,&amp;quot; hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
6. Jade Rain warns about the &amp;quot;Eye of Discord,&amp;quot; suggesting extreme caution when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
7. She recommends speaking to &amp;quot;Moonlight Sleeping on a Midnight Lake&amp;quot; for more information, but cautions that this being is a demon lord and would require proper compensation for any aid.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the conversation, Jade Rain provides cryptic hints and warnings, emphasizing the complexity and danger of the situation the party faces.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 12: The Prince of Demons ====&lt;br /&gt;
&lt;br /&gt;
Returning to House Kerberoth they await the arrival of Damien, the Prince of Demons. His approach is heralded by trumpets from the Abyss, and he arrives with a procession of 3,600 demons. It takes a day for the procession to reach the castle. Lady Suneth is flustered with the arrival of a Prince, and insist the party assist to clean the castle, which already appears immaculate.  &lt;br /&gt;
&lt;br /&gt;
Damien is described as wearing baroque armour that seems to be moving. He carries a halberd and shield strapped to his back. After a three hour feast, where Turf spend the entire time drumming his fingers. Post dinner the party is invited to join Damien in the green chamber for brandy and cigars.&lt;br /&gt;
&lt;br /&gt;
Each character chooses a uniquely described cigar, which upon smoking, seems to have magical properties. They create various &amp;quot;pools&amp;quot; for the characters:&lt;br /&gt;
* Callas gains a sanity pool.&lt;br /&gt;
* Turf gains an impatience pool.&lt;br /&gt;
* Black Archibald gains a doom pool.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 13: Schemes and the Missal ====&lt;br /&gt;
&lt;br /&gt;
Turf is particularly eager to cut through the pleasantries and focus on the heart of the matter, prompting Damien to discuss a figure connected to the church, Giovanni de Crescenti. There is some confusion about Giovanni&#039;s role, with suggestions that he was a power broker rather than a direct agent of the church. The group learns that Giovanni was heavily involved in raising Pope Sylvester II to the papal throne, only for the pope to later flee in fear of a prophesied apocalypse at the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
During the discussion, Damien gives the party an ancient Missal. He mentions that the Comte de Versillac might be willing to trade a service in exchange for the Missal, though its exact value and significance are unclear. The group takes the Missal, recognizing it could be a useful bargaining chip when they eventually meet the Comte.&lt;br /&gt;
&lt;br /&gt;
With this new item in their possession, the party&#039;s path becomes clearer. Their focus now shifts to securing the Comte’s assistance, knowing that they may need to offer the Missal as part of their negotiations.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 14: Farewell and a Chance Encounter ====&lt;br /&gt;
&lt;br /&gt;
After concluding their meeting with Damien at House Kerberoth, the party sets off to traverse the Abyss. The journey is perilous, and they know the dangers of this shadowy realm well. The Abyss, with its dark, oppressive atmosphere and strange, unpredictable forces, stretches before them as they leave the relative safety of House Kerberoth. They proceed cautiously, aware that while the Abyss can be eerily quiet at times, it can quickly become the stage for catastrophic events.&lt;br /&gt;
&lt;br /&gt;
As they make their way deeper into the Abyss, they encounter &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;. He approaches the group in a careful, civil manner, not rushing or displaying hostility. Sir Black Archibald, recognizing &#039;&#039;&#039;Midnight&#039;&#039;&#039; from previous encounters, chooses to meet him halfway. The conversation is cordial, though brief, as &#039;&#039;&#039;Midnight&#039;&#039;&#039; does not appear to be accompanied by his mistress, and he seems to be on a personal journey deeper into the Abyss.&lt;br /&gt;
&lt;br /&gt;
During the encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; mentions that he is looking for Sweet Regret,  offers his assistance, stating that the party need only call on him if they require his help. He gives Callas an intricately carved ivory plaque, which appears more three-dimensional the longer one looks at it. The plaque holds a special significance, though its exact purpose remains unclear to the group. After this encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; continues on his way, leaving the party to reflect on the nature of their meeting.&lt;br /&gt;
&lt;br /&gt;
The group resumes their journey, and though the Abyss holds many dangers, they are unmolested for the rest of the way. Their thoughts now turn to the next stage of their mission, knowing they have gained a potential ally in &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 15: Sir Andrew and Venice ====&lt;br /&gt;
&lt;br /&gt;
The party reaches the estate of Sir Andrew, the Lord of Chivalry, who resides in the hills north of Venice. Upon arrival, Sir Black Archibald explains their mission and requests the use of Sir Andrew’s **Astral Gate**. The gate would allow the group to fully cross into the Plane of Nualis, leaving behind the dangers of the Abyss. Sir Andrew, without hesitation, grants them permission to use the gate.&lt;br /&gt;
&lt;br /&gt;
Once the group passes through the gate and firmly enters Nualis, they express their gratitude to Sir Andrew and prepare for their next move. However, they first make their way to Venice to complete a task on behalf of **Henry the Toymaker** and to explore further leads regarding their quest.&lt;br /&gt;
&lt;br /&gt;
In Venice, an enormous walled city bustling with activity, the group quickly catches the attention of the gate guards, but they are allowed through without much scrutiny, aided by the imposing presence of Sir Black Archibald’s warhorse. Their first stop is St. Mark&#039;s Square, where they notice an odd reaction from the Missal they carry when near the statue of St. Mark. The book seems to resonate faintly with the religious aura of the square, but the group decides to focus on their main task and move on.&lt;br /&gt;
&lt;br /&gt;
The party then seeks out **Giuseppe Briati**, a famous craftsman known for his expertise in glass and metalwork. They deliver a special musket for repairs, as per Henry the Toymaker’s request. Giuseppe inspects the unusual firearm, noting its peculiar design, which resembles a large pistol, and agrees to repair it within a season. The party thanks him, satisfied that their business in Venice is now complete.&lt;br /&gt;
&lt;br /&gt;
With their task finished and further intrigued by the Missal&#039;s behavior, the group prepares to leave Venice and continue their mission to stop the Eye of Discord.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: The Comte&#039;s Domain ====&lt;br /&gt;
&lt;br /&gt;
The party arrives at the outskirts of the Comte de Versillac’s domain. The landscape around the estate is a mix of fertile wheat fields and orchards. As they approach, they see the Comte’s imposing black castle in the distance, standing stark against the surrounding plains. The scale of the castle is immense, and its black stone construction is unusual for the region, where limestone or marble would typically be used.&lt;br /&gt;
&lt;br /&gt;
A river encircles the estate, serving as a natural moat, with a drawbridge leading to the castle&#039;s entrance. Beyond the drawbridge, the party notices two sets of defensive walls: the outer wall, which is massive and fortified, and a barely visible inner wall that adds another layer of protection.&lt;br /&gt;
&lt;br /&gt;
As they pass through the nearby town, the group sees villagers working the fields. The town itself is unfortified, unlike the heavily defended castle that looms over it. Callas observes the strange use of black stone for the castle, which stands out against the otherwise typical landscape.&lt;br /&gt;
&lt;br /&gt;
With the fertile land contrasting sharply with the castle’s formidable appearance, the party makes their way towards the stronghold, preparing for their next challenge as they seek an audience with the Comte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: A Short History Lesson==== &lt;br /&gt;
&lt;br /&gt;
They are greeted by Alois, a tall, strapping man of noble bearing who introduces himself as the Comte’s equerry and escorts them inside.&lt;br /&gt;
&lt;br /&gt;
In a small, book-lined withdrawing room lit by massive bronze and wooden candlesticks, the group meets the Comte, who welcomes them graciously. He is a striking figure—strong and refined, with a bearing that suggests both elegance and hidden strength. After brief introductions, he offers them a rare wine, amber in color, said to be the work of an alchemist vintner. As they taste it, they experience a curious sensation of time stretching, each sip lingering as if time itself had slowed. Black, Callas, and Turf analyze the drink, realizing it holds a unique temporal quality from the aged grapes.&lt;br /&gt;
&lt;br /&gt;
Conversation shifts as the Comte grows somber, listening to the prophecy they’ve brought with them. Turf reads aloud a section, and the Comte’s reaction is palpable; he seems shaken, deeply affected by the words. He shares the story of a mysterious sorcerer from the church who once visited him with a strange mission: to &amp;quot;redeem&amp;quot; him by instilling a powerful remorse—a ritual that allowed the Comte to survive and continue on his unique path. This process, the Comte reveals, was transformative, setting him on his journey toward a strange immortality. Yet he wonders what became of the man who sacrificed himself to perform this ritual, unsure if the man&#039;s fate brought him peace or torment.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 17: Desert of White==== &lt;br /&gt;
&lt;br /&gt;
The discussion soon turns to otherworldly threats tied to their prophecy. Black and Callas consider the &amp;quot;Sea of White&amp;quot; as possibly pointing to the White Sea in northern Siberia. Recalling various past encounters, they discuss old powers and ominous forces, connecting the prophecy&#039;s references to shadowed lands with the possibility of a return of beings such as Morgoth or Sauron.&lt;br /&gt;
&lt;br /&gt;
Intent on discovering the fate of the Comte’s lost acquaintance, they propose a ritual to summon the man&#039;s spirit. Preparing carefully, they make their way to the chateau&#039;s basement, where they find a space ready for summoning, lined with engraved sigils and surrounded by protective barriers. The Comte provides hydragerum to complete the ritual, which Black notes with admiration.&lt;br /&gt;
&lt;br /&gt;
With everything prepared, they proceed with the summoning, casting spells and layering protections around the circle. As the ritual builds, they await any sign of a presence—but none arrives. Turf realizes that the summoning has failed; the man&#039;s true name has changed, suggesting he has ascended rather than fallen. The group shares this result with the Comte, whose tension eases slightly as he absorbs the news. His friend, it seems, has not been condemned.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 18: Continuing the Investigation==== &lt;br /&gt;
&lt;br /&gt;
After the failed summoning, the party remains in the chateau&#039;s basement, contemplating their next steps. They discuss the implications of the sorcerer&#039;s apparent ascension and what it means for their quest. The conversation circles back to the prophecy and its ominous references. Callas suggests that the &amp;quot;Sea of White&amp;quot; could indeed refer to the White Sea in northern Siberia, a place of ancient mysteries and chilling cold.&lt;br /&gt;
&lt;br /&gt;
Black recalls past encounters involving sealing horrors in Siberia and mentions connections to Middle Earth and ancient evils like Morgoth. They debate the possible awakening of old powers and the threats that could emerge from the &amp;quot;Sea of White.&amp;quot; The group references various entities and events, including the Star Vampire, and the Doors of Night—a term that stirs concern about barriers between worlds weakening.&lt;br /&gt;
&lt;br /&gt;
Realizing the gravity of their situation, they acknowledge that more information is needed. The Comte listens intently, offering his insights where possible. He seems both intrigued and troubled by the possibilities they discuss. The party decides they must investigate further, perhaps even journeying to the White Sea to uncover the truth behind the prophecy&#039;s warnings. In the meantime the Count will look into some of the other things mentioned in the prophecy.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 19: Journey to the White Sea==== &lt;br /&gt;
&lt;br /&gt;
As the party continues northward toward the White Sea, they arrive in the city of Arkhangelsk, a stark coastal port surrounded by snow and ice. Along the way, they had received scattered accounts from locals about the “Sea of White,” a place steeped in eerie tales and whispered rumors. Once they arrive, Callas senses something unusual about their surroundings, a shift that feels distinctly otherworldly. She soon realizes that they have crossed into a Middlemarch—a deliberately constructed, liminal boundary that does not occur naturally. The party understands that this crafted space obscures its edges, making it impossible to pinpoint exactly where or when they crossed into it.&lt;br /&gt;
&lt;br /&gt;
Aware now that they are within a hidden, possibly dangerous area, they proceed cautiously, searching the coast and nearby landmarks for any clues. As they explore, they come upon a peculiar sight—what they initially thought was chalk in the landscape appears, under closer examination, to be bone, ancient and imbued with a faint magical aura. They note that the coastline itself forms a shape that resembles a massive paw print, with bays and inlets appearing as pads and claws carved into the land.&lt;br /&gt;
&lt;br /&gt;
With a mixture of curiosity and caution, they take samples and perform various checks, confirming the presence of a magical aura lingering faintly on the bones. Callas uses a crystal of vision spell to gain a broader view, observing the landscape from above and confirming that the peculiar “paw print” pattern stretches nearly twenty-five miles across the coast. The enormity and ancient nature of this discovery suggest that the “Sea of White” holds more mysteries than they initially expected, potentially connected to the prophecy’s dark warnings.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 20: Hidden Jewels ====&lt;br /&gt;
&lt;br /&gt;
Turf divines the bones and uncovers a GTN of Urulókir (Middle-earth fire-drakes or fire-breathing dragons, such as Glaurung). However, he notices that this essence or attribute has been superimposed on a previous GTN. Callas is able to identify the underlying GTN but does not recognize it. By collaborating, they establish a shared understanding of their DA&#039;s, allowing Turf to apply his expertise in Naming to what Callas perceives. Through this, they determine that the underlying GTN is Ur Sea Serpent. They conclude that a process is underway that will eventually transform the GTN entirely into Urulókir. There are also indications that this transformation could be catalyzed, leading to the full resurrection of a wingless Middle-earth dragon or drake.&lt;br /&gt;
&lt;br /&gt;
The party continues to the southern end of the sub-arctic sea, where Turf experiences the loss of some quality and observes a star reflected on the sea during the day. After some investigation, they determine that this star is a jewel of great historical significance to Turf&#039;s people. The party sets out on fire steeds, riding across the waves, and Turf descends into the depths as a shark. He encounters ancient sharks of immense size and fortunately they leave him alone. Locating the radiance of pure light, which is surrounded by plant growth on an otherwise barren sea bed. He retrieves the jewel, accidentally swallowing it in the process.&lt;br /&gt;
&lt;br /&gt;
Back on shore, Black retrieves the jewel by reaching into Shark/Turf&#039;s stomach. Fortunately, Turf suppresses the urge to bite Black&#039;s arm off, and the jewel is successfully recovered. Turf heals from the intestinal damage that occurred. That night, Turf has a vision or dream, which he conveys in the following form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Beneath the waves where light refrains,&lt;br /&gt;
 A gem of fire in shadow reigns.&lt;br /&gt;
 Its gleam is caught by restless foam,&lt;br /&gt;
 Yet none can claim it as their home.&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 The waters guard with jealous pride,&lt;br /&gt;
 A secret star where echoes hide.&lt;br /&gt;
 Its blaze unquenched, though sunk and still,&lt;br /&gt;
 A silent hymn, a timeless thrill.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Black interprets this as a reference to Ungoliant and the party become visibly unsettled. Concluding that their work here is sufficient, the party travel the previous path and return to the Compte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 21: What next? ====&lt;br /&gt;
&lt;br /&gt;
The Compte agrees with Black’s interpretation and becomes even more hesitant to be involved. With some gentle persuasion about the gravity of the quest, he suggests they consult someone knowledgeable about gates. Additionally, he shares his findings: the Crescenti family is attempting to gain greater control over the Church by organizing a crusade against the Compte, thereby promoting their own candidates and influencers within the Church. This would give them significant influence over the selection of the next pope.&lt;br /&gt;
&lt;br /&gt;
The Compte believes the most effective course of action, assuming direct confrontation with Ungoliant is not feasible, would be to eradicate the Crescenti family entirely. The family seems to be based in Ravenna, with origins in Austria, where they still maintain a presence. The exarch of Ravenna is completely under their influence. Moreover, the Crescenti family has strong ties to the Eye of Discord. The Compte theorizes that the Crescenti may represent the mortal lineage or offspring of the Eye of Discord. He offers a reward of 50 white points to the party if they undertake this task.&lt;br /&gt;
&lt;br /&gt;
The party decides that consulting a library, either in Leng or Alexandria, might be the best next step. From there, they can determine which urgent task to undertake first; address Ungoliant or if they should focus on the Compte’s request in the meantime.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 22: Alexandria ====&lt;br /&gt;
&lt;br /&gt;
In Alexandria the party tries various methods to locate the library. Eventually Black uses a void detection ritual to try to locate the library. During this, he unexpectedly detects two things: the library&#039;s presence (which has a connection through the abyss as it seems this is how it is able to appear on different planes at different times) and a creature that moves through the void, associated with a particular type of &amp;quot;red&amp;quot; that reminds them of &amp;quot;Red Laughter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The group discusses various approaches to finding both the library and tracking Red Laughter, including seeking help from local scholars (which is deemed too risky given the period&#039;s attitude toward magic) and using Callas&#039;s &amp;quot;Wild Hunt&amp;quot; ability as a last resort.&lt;br /&gt;
&lt;br /&gt;
They explore Alexandria, and through Black&#039;s feeble tracking abilities and the lingering &amp;quot;taste&amp;quot; (of burning human feces) from his void detection, they follow the trail. During this, they encounter a young priest (appearing around 13 but actually in his early 20s) being followed by nine nuns. Callas&#039;s spy craft and Turf&#039;s magical detection abilities reveal these are &amp;quot;Poor Clares&amp;quot; - highly trained church operatives who serve as assassins and protectors. The priest himself appears to be a philosopher of some significance, potentially useful for their library search, but currently under protection.&lt;br /&gt;
&lt;br /&gt;
As they continue tracking, Black detects writing on a purple wall which reeks of burning human feces. When Turf DA&#039;s it, he discovers it&#039;s connected to a powerful entity of &amp;quot;avatar level&amp;quot; - a greater fiend. Combat ensues.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 23: Imprisoned ====&lt;br /&gt;
Turf activated his Holy Aura, providing bonuses against fear and affecting certain creatures, while they took positions near the wall where Red Laughter, appeared as a two-dimensional image. The nuns&#039; Mother Superior began issuing tactical commands in church Latin, including &amp;quot;maneuver 37A.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The nuns executed complex maneuvers, hurdling hedges with spectacular athleticism, their flexible chain weapons whirling. Some formed a protective ring around Lord Tarquin, while others moved to engage the threat. When they spotted the possessed spellcaster stepping behind the wall, one of the nuns sacrificed herself bravely, moving to block any direct magical attacks.&lt;br /&gt;
&lt;br /&gt;
A possessed spellcaster launched fire magic at Turf, though his amulet of iron helped him resist. His magic resistance wasn&#039;t halved due to his amulet, and the damage he took was absorbed by his Spell Armor.&lt;br /&gt;
&lt;br /&gt;
Black Archibald charged with his lance at Red Laughter&#039;s image, landing a solid hit. Upon striking the wall, they discovered damaging the surface itself could harm the devil - though any damage would be significantly reduced, it wouldn&#039;t be protected by its usual defenses. The lance, made of lignum vitae, withstood the impact. Meanwhile, Lady Callas supported with Trollskin spells to protect her allies, and Turf deployed powerful fire counterspells in strategic locations.&lt;br /&gt;
&lt;br /&gt;
Angular runes began cutting their way through Black Archibald&#039;s lance toward him. He wisely dropped the weapon, and the Mother Superior immediately attacked the runed lance with her chain weapon, striking with remarkable effectiveness. The other nuns moved up in support of their leader, unwrapping their own weapons.&lt;br /&gt;
&lt;br /&gt;
Turf tracked down the possessed individual (a suspiciously ordinary looking person) and struck him with his soul blade, landing a devastating hit. The blade ignors armor and passes through non-living materials. The possessed person, lacking significant protection beyond basic clothing, collapsed from the blow.&lt;br /&gt;
&lt;br /&gt;
Lady Callas then cast Smoking Magma beneath Red Laughter&#039;s position, trapping the devil in searing heat. Black Archibald followed up with Hellfire, and while the devil initially resisted, the combined assault proved effective. The Mother Superior declared she would push the devil back into the magma if it tried to escape. With Red Laughter weakened by these attacks, Turf was able to successfully imprison the devil using his Prison of Zygig.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 24: Delphic Riddles ====&lt;br /&gt;
Investigation revealed the possessed person wore a cinnabar ring that tainted all magic with a diabolical appearance. They suffered from dual madnesses - one relating to diabolic dealings, the other inducing violent urges.&lt;br /&gt;
&lt;br /&gt;
The party then spoke with Lord Tarquin, the young noble academic whom the nuns had been protecting. While discussing their captives - both Red Laughter and the possessed person - Lady Callas attempted a cure for a madness Lord Tarquin seemed to be suffering from, requiring a sacrifice of sanity points and taking several weeks to fully heal.&lt;br /&gt;
&lt;br /&gt;
During their encounter, another diabolic name emerged: &amp;quot;Titvilius,&amp;quot; though its connection remained unclear. Furthermore, another piece of the puzzle is revealed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Veiled beneath the earth, where shadows creep,&lt;br /&gt;
 Amidst the coils of serpents, silence sings.&lt;br /&gt;
 They guard the balance born of fractured rings,&lt;br /&gt;
 In secret chambers, buried thoughts they keep.&lt;br /&gt;
 Concerned with chaos none may dare to see,&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Obsidian tongues taste echoes in the air.&lt;br /&gt;
 Refrained from sight, they weave a subtle care,&lt;br /&gt;
 Attuned to whispers writ in mystery.&lt;br /&gt;
 Conducting rites in scales of shadowed light,&lt;br /&gt;
 Lamenting paths that discord dares to tread,&lt;br /&gt;
 Eternal watchers, bound by sacred night.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf realises that the first letter of each sentence reveals something important: VATIC ORACLE. A reference to an oracle supposedly buried/residing beneath the hills of Rome.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 25: White towers====&lt;br /&gt;
In his enfeebled state Lord Tarquin readily agrees to take gain entry to the Library for the party. Inside the library, Black Archibald, Turf, and Callas search for an astral gate. The party encounters a room with scholars and a group of six people holding a large silver cross, wearing liver-colored clothing and masks. These people appear to be dealing with some form of &amp;quot;abstract undead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party discovers a source of &amp;quot;processed tortured light&amp;quot; and several magical features, including bronze spheres mounted high on pillars. The light seems to keep future light at bay and protect the scrolls etc from wear/decay. When Callas is exposed to this light, she gains crystal-related magical abilities and a special trait.&lt;br /&gt;
&lt;br /&gt;
Turf and Black Archibald help locate two astral gates in the library. Using one, the party travels to a White Tower located on a massive mountain in a semi-arid region. This White Tower is described as being on a mountain the size of Ireland, though only about 4 kilometers high. The tower itself is relatively empty but shows views of different points around the mountain at different levels. Investigation reveals the Tower is on Mt Seir in the Land of Nod on Tanual.&lt;br /&gt;
&lt;br /&gt;
After exploring the White Tower, the party returns to the starting library and uses another astral gate to gain entry to the astral and from there travel to Venice via Sir Andrews astral gate. From there they plan to travel to Rome to seek something called the Vatic Oracle, which is apparently beneath one of Rome&#039;s hills. Through Sir Andrew, they learn about Sibyls - Roman women with prophetic abilities - who are associated with these oracles.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 26: Overly Inquisitive ====&lt;br /&gt;
After reuniting at Sir Andrew Witherspoon&#039;s residence, where Black, Callas, and Turf introduced their new companions Tyndalos and Tulip to the quest, the expanded party made their way toward Rome. The journey took about ten hours, with the group riding Turf&#039;s conjured magical steeds, arriving in the city after nightfall.&lt;br /&gt;
&lt;br /&gt;
Their first stop was a gypsy fortune teller&#039;s ornate tent in Rome&#039;s slums. While there, Tulip, demonstrated her herbalist skills by identifying and harvesting valuable saltbush from the polluted marshland. The fortune teller directed them toward the Vatican as the location of the Vatic Oracle they sought.&lt;br /&gt;
&lt;br /&gt;
The following morning saw them attempting to gain entry to the Vatican proper. Callas, drawing on her previous diplomatic experience, tried leveraging her noble status and bureaucratic skills, addressing the guards in Church Latin. While they were indeed escorted inside, it was to face the Holy Office of the Inquisition - three priests backed by two dozen crossbowmen!&lt;br /&gt;
&lt;br /&gt;
The encounter swiftly turned violent when the Inquisitors deemed them heretics. In the ensuing battle, both old and new party members demonstrated their capabilities - Tyndalos unleashing mental attacks that drove some opponents to madness, Callas deploying devastating magical assaults including a lake of magma, Turf engaging in direct combat, Black providing support, and Tulip wielding earth magic. Many of their opponents perished in Callas&#039;s magical flames.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, they managed to charm one of the surviving priests for questioning. He claimed no knowledge regarding the Oracle, however readily agreed to provide his new best friend Turf with access to the Vatican&#039;s dungeons. There they found thirty imprisoned heretics, none of whom could provide specific information about the Vatic Oracle&#039;s whereabouts.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 27: Even more Prophecies!!!! ====&lt;br /&gt;
&lt;br /&gt;
After considering whether to search for underground areas, the party decided against it as their research suggested the Oracle they sought was likely not held captive by the church. Instead, they decided to seek the Tiburtine Sibyl where she was historically based - in Tibur (modern Tivoli), about 19 miles northeast of Rome. The party traveled there, arriving in the afternoon at a small but civilized city of around 12,000 people.&lt;br /&gt;
&lt;br /&gt;
In Tivoli, they located a convent with an orphanage that contained a small temple. The nuns directed them to return the next morning after morning mass and suggested they stay at an inn called the Pheasant and Lamb. During the evening, Callas detected someone scrying on them and traced the magic back to the convent.&lt;br /&gt;
&lt;br /&gt;
The next morning, they returned to the temple, a small shed-like structure carved from ancient dolomite stone, containing maternal figures in recesses. Black performed a vigil and received a cryptic prophecy about the Mirror of Cyprian. Tyndalos used his occult knowledge to determine this mirror could be used to see into the void but at the risk of mental damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Malevolent webs stretch dark and thin&lt;br /&gt;
 In shadows where no light can pass&lt;br /&gt;
 Realms beyond our world begin&lt;br /&gt;
 Reaching through the shattered glass&lt;br /&gt;
 Onward through the ancient deep&lt;br /&gt;
 Rushing spirits start to rise&lt;br /&gt;
 &lt;br /&gt;
 Obscure visions make us weep&lt;br /&gt;
 Fragmented through crystal eyes&lt;br /&gt;
 &lt;br /&gt;
 Coiled serpents twist through time&lt;br /&gt;
 Yielding to the spider&#039;s call&lt;br /&gt;
 Precious moments lost sublime&lt;br /&gt;
 Rippling through the mirror&#039;s fall&lt;br /&gt;
 Insanity claims those who dare&lt;br /&gt;
 Angles bend through spider&#039;s lair&lt;br /&gt;
 Nested in the dragon&#039;s glare&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before departing, Black left a valuable onyx gemstone as a donation for the orphans. Upon returning to Rome, they found the Vatican crawling with Swiss Guard and mysterious monks in black robes with white sleeves. Tulip and Callas noticed a woman they identified as a Medianite sorceress, though she appeared as a simple nun to the male party members. She wore an elaborate crimson dress and a choker with ruby decorations, though these details were only visible to the female party members.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 28: Warped Crypts ====&lt;br /&gt;
Tyndalos concealed the party while they snuck into St. Anne&#039;s Chapel, having chosen it for its accessible city gates rather than attempting to enter the more heavily guarded basilica. The group descended into the chapel&#039;s crypt via a narrow wooden stairwell. In the ossuary, Callas detected a hidden space behind shelves of bones. The party successfully removed a stone block to reveal a hidden passage system.&lt;br /&gt;
&lt;br /&gt;
The corridors possessed unusual geometric properties, with 135-degree angles that only Tyndalos could properly perceive. During their exploration, they encountered a creature described as having a human upper body, a bird-like head, and a serpentine lower half covered in iridescent blue-green feathers. When confronted, the creature escaped by rotating through a wall. Tyndalos gave pursuit, facilitating the rest of the party&#039;s movement through strange angles.&lt;br /&gt;
&lt;br /&gt;
Black Archibald&#039;s temporarily trapped the entity in a block of ice, but the creature managed to escape before the party could permanently restrain it.  Thwarted, the party decided to continue exploring the passage system.&lt;br /&gt;
&lt;br /&gt;
A notable incident occurred when Tyndalos was affected by some form of amnesia while navigating these passages. Black Archibald remedied this condition using brain serum administered via spinal injection. Shortly thereafter Turf detected something and felt the presence, or passage of, a great curse (we believe this was the Noldoran curse to do with the Silmarils). Exposing his Silmaril seemed to reveal a different view of the environment. It seemed to have cracks riven through it which healed in the light of the Silmaril. Furthermore the creature was revealed trapped in amber-colored light within one of the walls.&lt;br /&gt;
&lt;br /&gt;
After multiple attempts, Turf successfully charmed this being, revealing it to be a Nephil from the Land of Nod. Through conversation, they learned that twelve such creatures were seeking refuge from serpents and Kenites. The Nephil also revealed that the passages were constructed by someone else and that both a powerful curse and a fire-breathing worm had previously passed through the area.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 29: Search for the Mirror ====&lt;br /&gt;
&lt;br /&gt;
Talking more with the Nephil, the party found they were within an ancient Janusite temple and were corrected about their assumption of the Vatic Oracle - he is not a sibyl. Despite spending several days search the temple&#039;s peculiar geometry, the party found little of note. The Nephil suggested that while the Oracle might indeed be present, they had not yet met the necessary conditions to locate him. They suggested seeing a sibyl.&lt;br /&gt;
&lt;br /&gt;
The party headed southward to Campania, where another sibyl might provide guidance. Turf used his Crystals of Vision to help us find where the sibyl is location in Campania. The crystals revealed a prophetic verse:&lt;br /&gt;
&lt;br /&gt;
 In twilight&#039;s glow, a cavern waits,&lt;br /&gt;
 Near where the earth and heavens meet.&lt;br /&gt;
 Cool winds slip through the shadowed gates,&lt;br /&gt;
 Underneath the hillside&#039;s seat.&lt;br /&gt;
 &lt;br /&gt;
 Murmurs rise where secrets keep,&lt;br /&gt;
 Ancient whispers guide the way,&lt;br /&gt;
 Echoes dwell where prophets sleep.&lt;br /&gt;
&lt;br /&gt;
Callas quickly identified the location we needed to go as Cumae. We went to the Temple of Apollo there and on to the Cave of the Sibyl. There was a dozen Dominican monks there, distinguished by their black cloaks with white sleeves in the cave, along with cleaners.&lt;br /&gt;
&lt;br /&gt;
Rather than rushing in, the party retreated to a nearby inn to cast buffs. Upon their return, they engaged the monks in combat. The battle was decisive - seven monks fell, while the remaining five surrendered. Turf transported the survivors to Jiroth via magical means so they couldn&#039;t give us away, and the party disposed of the fallen monks&#039; remains through cremation. Among the monks&#039; possessions, they discovered exceptional black bronze chain mail, tabards, and rank 6 weapons.&lt;br /&gt;
&lt;br /&gt;
The surviving sibyl proved forthcoming with information. She revealed that locating the Oracle would require the Mirror of Cyprian, specifically one bearing a face of Janus. This particular artifact, she informed them, was located on the island of Cyprus.&lt;br /&gt;
&lt;br /&gt;
The party secured passage by sea to Cyprus, a journey lasting approximately twelve days. Upon making port in Paphos, they set their sights on the Sanctuary of Aphrodite, reasoning that the goddess&#039;s association with beauty might make her temple a reasonable place to start.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 30: There and Back again ====&lt;br /&gt;
The party traveled to Paphos, a port city with a curving bay in Cyprus. They journeyed to a sanctuary of Aphrodite, located on a spit of land protecting the harbor. Upon arrival, they found the area was more like a cultured orchard than a temple, with trellises of fruit trees and vergers maintaining the grounds. Callas notes a number of familiar looking monks in white robes with black sleeves.&lt;br /&gt;
&lt;br /&gt;
Tulip approached the vergers working in the garden, requiring Callas to translate their vulgar Latin. She discovered they maintained an impressive collection of rare herbs, including a special broad-leafed parsley and a distinctive yellow flower with orange centers that attracted bees even in winter. The monastery maintained an apiary that produced several types of honey, including one with special properties for cleaning septic wounds. The vergers were happy to share cuttings and seeds with Tulip, who stored them in her special preserving box, and she was able to purchase some of their honey.&lt;br /&gt;
&lt;br /&gt;
Feeling they were getting nowhere, the party turned their eyes to the local lord but decided first to scale Mount Olympus in the hope that they would learn more there, before having to deal with the locals. They set off but were startled by cackling from the west around 11 AM, Callas used a crystal of vision and saw an unusual vision of the sun setting. They later learned this was related to hyenas sent by the Great Beast Dog, rather than jackals as initially suspected.&lt;br /&gt;
&lt;br /&gt;
The party then Earth Door&#039;d to Mount Olympus, arriving on a large ledge where they began their ascent. After 2 hours they reached a monastery of Benedictine monks on a plateau. The monastery maintained extensive agricultural fields growing root crops, particularly beets. They were welcomed and encouraged to stay the night.&lt;br /&gt;
&lt;br /&gt;
The next day, they climbed to Mount Olympus&#039;s peak, discovering its unusual hexagonal shape. There they encountered Traoticus, a dormant agricultural deity sustained by the monks&#039; activities. Through conversation with Traoticus, they learned the mirror they sought was located back at the sanctuary of Aphrodite in Paphos. Several party members acquired new abilities from Traoticus in exchange for experience points.&lt;br /&gt;
&lt;br /&gt;
After another night at the monastery, where they were served roasted chicken and barley-based meals, the party began their journey back to Paphos. Upon returning to the sanctuary after nearly a week away, they found it occupied by approximately 20 Dominican spellcasters and 6 armored Dominican warriors. The sanctuary was revealed to be a complex of buildings, with the actual sanctuary building located in the center opposite a well.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 31: No! We are not Dominicans! ====&lt;br /&gt;
The party arrived at the secluded temple complex under cover of night. Surveying the layout—infirmaries, gardens, livestock pens, and administrative buildings—they debated their approach. Tyndalos suggested stealth over confrontation, dismissing his earlier violent impulse due to the presence of children. Using his invisibility near corners, the group infiltrated a terracotta-roofed administrative building. Inside, they uncovered records exposing the monks as clandestine followers of Aphrodite and Eros, disguised as Benedictines to evade Dominican hunters. They seemed to be keeping tabs on the followers / agents of Eris.&lt;br /&gt;
&lt;br /&gt;
The party repositioned to the east and confronted the temple’s leader, after initially panicking the monks behalf. Turf and Black negotiated with the panicked primate, after convincing him the party were not the Dominicans, leveraging their knowledge of the cult’s secrets to secure an ancient Etruscan scroll. The document referenced the Mirror of Cyprian, though its cryptic verses required translation by a priest of Janus. They knew of such a priest residing in Ravenna, which unfortunately was a known bastion of the Crescenti family. The primate further revealed his suspicion that agents of Eris were infiltrating the church.&lt;br /&gt;
&lt;br /&gt;
Travelling through the astral to Sir Andrew&#039;s house and then to Ravenna, the party noted armoured hounds, on leashes, being walked by what they decided were &#039;the gentry&#039; - some visible form of status presumably. Tyndalos detected an astral gate beneath the city using his lantern’s eerie light. Upon exploring an underground canal, which seemed to lead towards the gate, they chanced upon a chamber, where they discovered robed figures chanting to a leader wielding a staff topped with a head. Callas identified the man as a priest of Janus, confirming their path.&lt;br /&gt;
&lt;br /&gt;
More panic ensued until Turf again proved he was not a Dominican. The priest was persuaded to translate the scroll and further provide a Mirror of Cyprian with the appropriate image of Janus the party required.&lt;br /&gt;
&lt;br /&gt;
===== Decyphered scroll =====&lt;br /&gt;
&lt;br /&gt;
 Read the sky at twilight&#039;s hue,&lt;br /&gt;
 Only mix petals of the golden flower.&lt;br /&gt;
 The leaves must glisten with morning dew,&lt;br /&gt;
 First add a sprig of moonlit power.&lt;br /&gt;
 &lt;br /&gt;
 Word your spell as the draught is stirred,&lt;br /&gt;
 To give it strength, chant thrice the name.&lt;br /&gt;
 Find the roots of the whispering bird,&lt;br /&gt;
 The elixir burns with a cooling flame.&lt;br /&gt;
 &lt;br /&gt;
 Truth.&lt;br /&gt;
 &lt;br /&gt;
 The brew will clear a muddled mind,&lt;br /&gt;
 Twisted dreams it will gently untie.&lt;br /&gt;
 Sister wisdom it lets you find,&lt;br /&gt;
 Of truths unveiled beneath the sky.&lt;br /&gt;
 &lt;br /&gt;
 Arachne spoke of shadows where&lt;br /&gt;
 Lies dark petals in hidden glade.&lt;br /&gt;
 In boiling water, buds will air,&lt;br /&gt;
 Wait till colours start to fade.&lt;br /&gt;
 &lt;br /&gt;
 Beyond the forest, nettle’s sting,&lt;br /&gt;
 And dry it sere beneath the sun.&lt;br /&gt;
 The adder’s hiss the mix will bring,&lt;br /&gt;
 Golden figments show it’s done.&lt;br /&gt;
 &lt;br /&gt;
 Serpent lore the brew will hide,&lt;br /&gt;
 Attends the mind with steady glow.&lt;br /&gt;
 It sharpens sight as thoughts collide,&lt;br /&gt;
 On meadows where the shadows grow.&lt;br /&gt;
 &lt;br /&gt;
 The leaves of crimson ash begin,&lt;br /&gt;
 Shores of oceans touched by wine&lt;br /&gt;
 Of civet musk and coloured sin,&lt;br /&gt;
 The brew must boil with slivered vine.&lt;br /&gt;
 &lt;br /&gt;
 White her arms and long her reach,&lt;br /&gt;
 Sea for salt, and river&#039;s border&lt;br /&gt;
 Beware the lesson that flames teach&lt;br /&gt;
 His turning dance of broken order&lt;br /&gt;
 &lt;br /&gt;
 Burning bright as dragon’s heart.&lt;br /&gt;
 Eyes will see where shadows roll,&lt;br /&gt;
 And fires within must soon depart.&lt;br /&gt;
 Breath of oak to spare the soul&lt;br /&gt;
 &lt;br /&gt;
 Of grief, sorrow and searing pain&lt;br /&gt;
 Flame can bring to mortal coil&lt;br /&gt;
 For ever be its fearful rain&lt;br /&gt;
 He calls its name to fall from high&lt;br /&gt;
 &lt;br /&gt;
 Knoweth the reaper in the green&lt;br /&gt;
 The worker in the brush&lt;br /&gt;
 Lay in furze its fruit to glean&lt;br /&gt;
 Of bounty rich and lush&lt;br /&gt;
 &lt;br /&gt;
 Your toil returns a harvest rich&lt;br /&gt;
 Mind and body twinned,&lt;br /&gt;
 And quiet, whispered pitch&lt;br /&gt;
 Can set dreams upon the wind.&lt;br /&gt;
 &lt;br /&gt;
 Bend the will of the ebbing tide,&lt;br /&gt;
 It shapes the shore with quiet hand.&lt;br /&gt;
 By moon&#039;s pale light, the stars confide,&lt;br /&gt;
 His crafted patterns on the sand &lt;br /&gt;
 &lt;br /&gt;
 Song of the wood where harts are flayed,&lt;br /&gt;
 He walks unseen on unreal road,&lt;br /&gt;
 Is he a ghost or restless shade&lt;br /&gt;
 Hiding the debt that nature&#039;s owed&lt;br /&gt;
 &lt;br /&gt;
 In bitter heaths where sorrows sleep,&lt;br /&gt;
 The cavern&#039;s throat rings out the knell.&lt;br /&gt;
 Memories linger, cold and deep,&lt;br /&gt;
 Of secrets lost where shadows dwell.&lt;br /&gt;
 &lt;br /&gt;
 The song that whispers through the trees,&lt;br /&gt;
 People lose the fire’s glow.&lt;br /&gt;
 That chill which haunts the warmest breeze,&lt;br /&gt;
 Live hearts yet beating, ebb and slow.&lt;br /&gt;
 &lt;br /&gt;
 There lies a path through shadowed glen,&lt;br /&gt;
 And whispers guide the steps we take.&lt;br /&gt;
 Can courage rise within us then?&lt;br /&gt;
 Be strong, though wills may bend or break.&lt;br /&gt;
 &lt;br /&gt;
 Called from the Void to breach the shore,&lt;br /&gt;
 Forth he strides when spiders call,&lt;br /&gt;
 By darkling paths and oaths of yore,&lt;br /&gt;
 His fate entwined with threads of gall,&lt;br /&gt;
 Name whispered soft, yet feared by all.&lt;br /&gt;
&lt;br /&gt;
By reading the first word of each line, the following was revealed:&lt;br /&gt;
&lt;br /&gt;
 Read only the first word to find the Truth.&lt;br /&gt;
 &lt;br /&gt;
 The twisted sister of Arachne lies in wait beyond, and the golden serpent attends it on the shores of the White Sea.&lt;br /&gt;
 Beware his burning eyes and breath of flame, for he knoweth the lay of your mind and can bend it by his song.&lt;br /&gt;
 He is hiding in the memories of the people that live there and can be called forth by his name.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 32: Of Ossuaries and the Underworld ====&lt;br /&gt;
After decyphering the poem / prophecy the party discussed their next steps, settling upon a return to the serifs / nephlim at the vatican and making use of the Mirror of Cyprian.&lt;br /&gt;
&lt;br /&gt;
Before leaving however, the priest let slip that he was able to &amp;quot;replay&amp;quot; January, allowing two months of uninterrupted training while confined to the temple. The group meticulously calculated timelines, realizing they were nearing the end of the current season (&amp;quot;Blossom&amp;quot;) and could exploit the temporal reset for extended preparation.&lt;br /&gt;
&lt;br /&gt;
Exploring Ravenna’s underground network, the party discovered an ancient astral gate buried beneath layers of rubble. Callas summoned an earth elemental to excavate the area, revealing a hidden ossuary filled with Christian remains. Upon investigation, they found skeletons whose souls had been forcibly severed. Callas performed a risky ritual to release the trapped souls, attracting phantasms from the underworld but ultimately succeeding in freeing them.&lt;br /&gt;
&lt;br /&gt;
The elemental further uncovered two copper scrolls (incantations for &amp;quot;Coruscade&amp;quot; and &amp;quot;Slowness&amp;quot;) and a greenish stone. The stone, when activated by sacrificing endurance, transforma into a toad-like familiar named Hordling, capable of storing items and spitting ingested poisons.&lt;br /&gt;
&lt;br /&gt;
Later, Tyndalos crafted some topacious stones, producing two magical stones (one blue, one green) and 14 spider-eye stones.&lt;br /&gt;
&lt;br /&gt;
The session concluded with plans to return to Rome’s catacombs to consult an oracle via the acquired mirror. The party sealed the underground astral gate, wary of its connection to the underworld, and prepared to depart Ravenna after securing supplies and completing their training regimens.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 33: Deceived! ====&lt;br /&gt;
Black Archibald expressed interest in acquiring some war hounds, making arrangements to purchase breeding pairs for 200 gold pieces, planning to return for them later.&lt;br /&gt;
&lt;br /&gt;
The group traveled to their destination using magical fire steeds, making a journey of about 450km in approximately 10 hours. Upon arriving at the gates late at night, they were questioned by guards about their late arrival. During their entry, Turf sensed that their names were being magically recorded when written down by the guards.&lt;br /&gt;
The party proceeded into some catacombs, where they encountered snake-like beings called Nephilim. They presented a mirror and an imago to what appeared to be the god Janus, who indicated a path for them to follow using a line of light. The god also showed interest in a cage containing an entity called the Red Laughter, but the party declined to hand it over.&lt;br /&gt;
&lt;br /&gt;
Following the light, they encountered a copper plate bearing two faces - revealed to be Befrons, an Earl of the Dead. This turned out to be a trap, as Befrons attacked them. The demon cast necrosis and engaged in physical combat, particularly targeting Turf. Black Archibald landed significant blows against the demon, while dealing with a death curse that he managed to resist. The party eventually defeated Befrons, whose construct body left behind several magical items including a fox fur that animated into a fox named Sienna and a protective teal chiffon shawl.&lt;br /&gt;
&lt;br /&gt;
The party concluded that the path they were following was a trap and decided to return to the Nephilim for further guidance.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 34: Revelations ====&lt;br /&gt;
The party informed the Nephilim that they had, in fact, been manipulated by a demon. The Nephilim had not considered the entity to be God with a capital G, but rather a kind of urban spirit or localized deity and had not considered that they may have been deceived. The party continued to discuss the implications of this revelation, and Turf noted that their names had been observed by an unknown entity. Black speculated on whether the messages they received were part of a larger trap.&lt;br /&gt;
&lt;br /&gt;
The conversation then turned to the Vatic Oracle, whom the party had planned to contact using the mirror. After confirming that the mirror was still in their possession, Turf attempted to activate it through divination. The mirror&#039;s surface darkened, a mist formed within it, eventually giving way to a translucent face that slowly acquired color. The Nephilim reacted with awe to the display of magic.&lt;br /&gt;
&lt;br /&gt;
Turf addressed the image in the mirror, and the entity identified itself as Mario, the Vatic Oracle. Recognizing Turf, Mario commented that he had read about him &amp;quot;in the stars.&amp;quot; When asked where he was, Mario confirmed that he was in the Underworld, noting that being an Oracle was not a particularly safe profession. The party questioned him about his condition, confirming that he was fully dead and content in the Elysian Fields.&lt;br /&gt;
&lt;br /&gt;
The conversation moved to prophecy interpretation. The party presented the long prophecy, which they had been working through for some time. Mario acknowledged the complexity of the text and gave his insights.&lt;br /&gt;
&lt;br /&gt;
Upon questioning Mario about the Silmaril, he described it as a &amp;quot;seed&amp;quot;, likening it to a star or even the Big Bang. Mario warned them not to get too close, as it could &amp;quot;go off at any moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The conversation shifted to the White Sea. Mario revealed that the Northmen called it Bjarmaland. The party debated whether their previous journey had actually taken them there, but Mario’s insight suggested they had not yet reached the true location. Black recalled that during their previous journey, when the moon was absent, the Void had felt particularly close. Mario reacted with alarm, confirming that this was a very bad sign.&lt;br /&gt;
&lt;br /&gt;
With two major paths before them—investigating the White Sea (Bjarmaland) or searching for Sweet Regret and the Chalice—they debated their course of action. Ultimately, they decided to seek out Sir Andrew to gather further information.&lt;br /&gt;
&lt;br /&gt;
The party met with Sir Andrew, who provided additional insight into the White Sea. He referred to the region by another name, suggesting that it was known as &amp;quot;Bjarmaland&amp;quot; to the Northmen. His knowledge of the area helped confirm the Oracle’s claim that the party had not actually reached the true White Sea during their previous journey.&lt;br /&gt;
&lt;br /&gt;
The party set out on their journey toward the White Sea, following the directions provided by Sir Andrew. The trip was uneventful at first, but as they traveled deeper into the northern wilderness, the landscape grew harsher and more desolate.&lt;br /&gt;
&lt;br /&gt;
After some time, they came upon a small village with a broken palisade wall. The settlement, which had once held a few hundred people, appeared to have been attacked. The damage to the fortifications was severe, with sections of the palisade shattered and structures within the village partially destroyed.&lt;br /&gt;
&lt;br /&gt;
Callas used a Crystal of Vision to scout the village, noticing a number of Frost Giants and Polar bears. After some buffing and discussion she Earth Door&#039;ed the party into the area the Giants were lounging in, surprising them!&lt;br /&gt;
&lt;br /&gt;
==== Chapter 35: Round One ====&lt;br /&gt;
The party gathered at the entrance to the village, meticulously planning their strategy. Callas and Tulip discussed where to place protective walls once inside, while the others determined their combat roles. After finalizing their approach, they teleported into the frigid landscape populated by towering frost giants, massive ice elementals, and ferocious polar bears.&lt;br /&gt;
&lt;br /&gt;
As they materialized in the frozen terrain, the party struck without hesitation. Turf uncorked a dark potion that shrouded him in death magic, then lunged at the nearest frost giant. His enchanted blade bit deep into the creature&#039;s flesh, followed by a devastating strike with his soul weapon that left the giant reeling.&lt;br /&gt;
&lt;br /&gt;
Tyndalos, his tentacles writhing, summoned arcane energy that erupted as Yellow Fire, forming a tetrahedron of destruction that washed over several enemies. One frost giant caught the full force of the blast, its icy flesh searing under the magical flames, while a polar bear managed to partially resist the spell&#039;s fury.&lt;br /&gt;
&lt;br /&gt;
Black Archibald, his armor gleaming even in the dim light, activated his Blood Amulet of the Crimson Oak. The ancient artifact pulsed with power as he delivered a crushing blow to the same giant Turf had wounded, driving his mace deep into the creature&#039;s torso.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Callas focused her earth magic, causing stone to surge upward behind the party in a protective barrier that reached thirty-five feet high. Tulip followed suit, erecting another wall of stone along their flank, strategically creating a defensive position against the eighteen-foot giants.&lt;br /&gt;
&lt;br /&gt;
With their defenses established, Tyndalos fixed his otherworldly gaze upon one of the giants and launched a presence attack. The giant&#039;s eyes widened in terror as it beheld Tyndalos&#039; true form, and it turned to flee in panic.&lt;br /&gt;
&lt;br /&gt;
As the surprise round concluded, Turf&#039;s martial prowess allowed him additional strikes. He whirled in a deadly dance, his weapon &amp;quot;Snicker-snee&amp;quot; slashing repeatedly at the wounded giant. Blood cascaded from multiple wounds as the giant toppled backward, gravely injured and barely clinging to life.&lt;br /&gt;
&lt;br /&gt;
The battle proper began with terrifying swiftness. An ice elemental, standing over twenty-five feet tall, materialized behind Black Archibald and launched a savage attack. Shards of ice tore through Black&#039;s armor, delivering a wicked slash that crippled his primary arm. Another blow hammered his shoulder, followed by a vicious puncture wound to his groin. The knight staggered, momentarily stunned by the brutal assault.&lt;br /&gt;
&lt;br /&gt;
Across the battlefield, another giant hurled an enormous ice ball that shattered against the wall behind the party. The explosion sent frozen shrapnel flying in all directions, tearing through two polar bears and striking Tyndalos, who winced as the ice fragments lacerated his form.&lt;br /&gt;
&lt;br /&gt;
Turf, seeing the danger posed by one of the ice elementals, gathered his strength and executed a tremendous leap that carried him twenty-five feet through the air. Landing with perfect balance, he immediately launched into an attack, his weapon of flames biting into the elemental&#039;s frozen body and causing parts of it to steam and melt away.&lt;br /&gt;
&lt;br /&gt;
A new threat emerged as a different type of elemental—something akin to a salamander—crafted a pillar of ice and climbed atop the party&#039;s stone wall. From this vantage point, it inhaled deeply before exhaling a devastating cone of cold that washed over the battlefield. Several party members managed to resist the worst of the magical frost through innate spell resistance, but all felt the biting cold seep into their bones.&lt;br /&gt;
&lt;br /&gt;
The polar bears, seemingly undeterred by the magical chaos, continued their advance, navigating around obstacles with predatory intent.&lt;br /&gt;
&lt;br /&gt;
One particularly massive frost giant hefted a boulder-sized chunk of ice and hurled it with tremendous force. The projectile exploded on impact, sending lethal ice shards in all directions. Black Archibald, drawing on remarkable reflexes, managed to lurch out of the deadly zone. Tyndalos was less fortunate, suffering grievous wounds that sent him reeling, though he managed to remain conscious. Callas activated a powerful defensive magic at the last second, avoiding the damage entirely. Tulip, caught unprepared, was struck repeatedly and collapsed unconscious as her blood stained the snow.&lt;br /&gt;
&lt;br /&gt;
With multiple party members gravely injured and their position compromised, the decision to retreat was made without debate. Callas began preparations for an Earth Door spell as the others gathered around her, bringing Tulip&#039;s unconscious form.&lt;br /&gt;
&lt;br /&gt;
As they prepared to flee, an unsettling sight drew their attention skyward—six pale dwarven forms rocketing into the heavens, carried aloft by magical javelins.&lt;br /&gt;
&lt;br /&gt;
The party formed up around Callas with Tulip&#039;s unconscious body. Callas cast Earth Door and teleported with Black Archibald, Tyndalos, and Tulip&#039;s unconscious form about four miles away from the battlefield. Turf, meanwhile, triggered his Wind Walk ability, becoming mist-like as he flowed away from the combat, eventually reuniting with his companions at their retreat point.&lt;br /&gt;
&lt;br /&gt;
Once safely distanced, they administered emergency healing to Tulip using Troll Skin magic, stabilizing her condition. The party then assessed their injuries: Black Archibald&#039;s plate armor bore a significant hole at the shoulder, Tulip&#039;s magical armor had been similarly damaged, and Tyndalos suffered wounds to both his natural armor and his mystical raiment.&lt;br /&gt;
&lt;br /&gt;
As they tended their wounds and contemplated their next move, the party knew they had narrowly escaped a battle that could have claimed all their lives.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 36: Stormy days ====&lt;br /&gt;
Following their hasty retreat from the skirmish with frost giants, the party established a safe vantage point from which to observe the aftermath. Using a scrying crystal, they witnessed a commanding frost giant wielding a halberd-like weapon overseeing the enemy forces, attended by the odd looking elemental. This leader was performing a ritual upon the bodies of two fallen frost giants, which had been frozen solid.&lt;br /&gt;
&lt;br /&gt;
Tyndalos&#039;s occult knowledge determined the ritual would require approximately two hours to complete. After assessing their injured state and the formidable opposition, the party wisely elected to abstain from re-engagement. While observing, they documented pale dwarven entities ascending skyward upon what appeared to be magical javelins.&lt;br /&gt;
&lt;br /&gt;
Weather conditions rapidly deteriorated as fog enveloped the area, followed by stillness and snowfall. The ambient temperature began descending to dangerous levels. Lady Callas Earth doored the party another 16 miles, tho it was difficult to maintain a constant direction due to the snowfall and overcast sky. The party constructed a defensive shelter in the snow, with Lady Callas erecting a stone dome. Mistress Callas employed her earth magic to conjure smoking magma within the shelter, providing essential warmth as temperatures fell below minus twenty degrees Celsius.&lt;br /&gt;
&lt;br /&gt;
Turf maintained vigilance, patrolling the perimeter despite the bitter cold, his resistance to extreme temperatures proving invaluable. During one such patrol, he observed an ice elemental passing at approximately one hundred meters distance. The elemental did not detect the party&#039;s presence and continued onward.&lt;br /&gt;
Overnight precipitation intensified considerably. By morning, snow accumulation exceeded half a meter and continued to increase. Further scrying revealed the previously fallen frost giants had been resurrected through the leader&#039;s ritual, though they appeared to be recuperating, as evidenced by their ragged state. The giants were observed employing wind magic to direct forest fires with apparent purpose.&lt;br /&gt;
&lt;br /&gt;
The party enacted their withdrawal strategy, utilizing Mistress Callas&#039;s Earth Door enchantments to transport themselves multiple times in succession, achieving considerable distance from the area of conflict. The massive storm created by the frost giants extended approximately twenty miles from the village, with cloud formations reaching several miles in height. The party then resumed their original journey, successfully circumnavigated this meteorological disturbance.&lt;br /&gt;
Their journey proceeded for several days, bringing them to the trading hub of St. Petersburg. This thriving port city, positioned between Finnish territories and Estonian lands, provided opportunity to replenish supplies. Winter conditions had elevated prices for provisions, particularly foodstuffs, though the party secured necessary preserved meats and other essentials. Lady Tulip acquired specimens of specialized kelp known for its salt-concentrating properties, noting its capability to reduce salinity in brackish water when harvested with regularity.&lt;br /&gt;
&lt;br /&gt;
Continuing their expedition, the party arrived at Arkhangelsk, known in Viking nomenclature as Biarmaland. This settlement is situated within a marshy delta region characterized by flat terrain. Recognizing this location as their primary investigative target, the party commenced searches for dimensional anomalies, referred to as &amp;quot;middlemarches.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tyndalos summoned his trained hound, Buskerville, to assist in tracking these anomalies. The animal successfully located one such phenomenon, which investigation revealed to be conditional rather than positional in nature – requiring specific conditions to be met for entry rather than merely locating the correct physical position.&lt;br /&gt;
&lt;br /&gt;
Turf attempted multiple divination enchantments upon this anomaly, encountering significant resistance suggestive of anti-divinatory protections. Persistence yielded results, however, with the revelation that access to this particular anomaly requires utterance of a specific individual&#039;s true name. The party catalogued this information but prudently elected not to attempt entry, suspecting that this might be the name referenced in the last prophecy and were reluctant to summon/release anything.&lt;br /&gt;
&lt;br /&gt;
Further exploration revealed Arkhangelsk&#039;s geographical position resembles the base of a parabola with multiple recesses. At a location identified as Kubula, positioned at the focal point of this parabolic formation, the party discovered a specialized anomaly. This phenomenon exhibits the extraordinary property of receiving multiple middlemarches simultaneously, causing dimensional overlap where separate realities share a single geographical point.&lt;br /&gt;
The significance of this discovery remains under investigation. The party continues to document these anomalies while maintaining appropriate caution regarding potential extra-dimensional entities.&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
&lt;br /&gt;
* [[Jade Rain]] - an enigmatic figure familiar to both Cerise and Callas. Lives in the Abyss.&lt;br /&gt;
* Comte de Versillac - who was once undead but restored to life by a holy man, and as a consequence has a serpent mark on his brow. He is deeply hostile toward the Church.&lt;br /&gt;
* Lady Cerise - Matron of the Crimson Sisterhood. Lives in Aeaea, a city of Witches&lt;br /&gt;
* [[Sir Andrew Witherspoon]] - The Lord of Chivalry&lt;br /&gt;
&lt;br /&gt;
=== Prophecy Interpretations by the Vatic Oracle (Mario)===&lt;br /&gt;
&lt;br /&gt;
==== 1. The Setting of the Prophecy====&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,  &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design.  &lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play,  &lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;tale of dark and light&#039;&#039;&#039; represents the &#039;&#039;ongoing struggle between the fiends (devils, masterminds) and those opposing them&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 2. The Wraith of Dread &amp;amp; The Darkened Lord====&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,  &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.  &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,  &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Wraith of Dread with Burning Eyes&#039;&#039;&#039; is &#039;&#039;a powerful undead entity&#039;&#039;, but its &#039;&#039;identity is obscured by dark magic&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Darkened Lord&#039;&#039; is &#039;&#039;not a demon, devil, god, or immortal, but rather a &#039;&#039;&#039;power&#039;&#039;&#039; of some kind.&#039;&#039;. He resides in the Outer Darkness.&lt;br /&gt;
* The Oracle suspected he was one of the &#039;&#039;&#039;bad old ones&#039;&#039;&#039;, meaning he has been around since the early days of the world.&lt;br /&gt;
* The &#039;&#039;&#039;hearts of men betrayed&#039;&#039;&#039; refers to groups/factions/people that has suffered betrayal.&lt;br /&gt;
* The &#039;&#039;&#039;land where sorrow’s seeds are sown&#039;&#039;&#039; refers to the &#039;&#039;Land of Nod&#039;&#039;, where the &#039;&#039;Red Laughter’s infernal scheme was enacted&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 3. The Matron &amp;amp; The Agents Three====&lt;br /&gt;
 In the murky depths of witchcraft’s art, a matron wise and bold,  &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.  &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,  &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Matron&#039;&#039; is &#039;&#039;Lady Cerise&#039;&#039;, a &#039;&#039;Medianite Witch&#039;&#039; who was involved in initiating the investigation&lt;br /&gt;
* The &#039;&#039;Agents Three&#039;&#039; were &#039;&#039;Tell, Jedberg, and Uzi&#039;&#039;, who were &#039;&#039;sent on a mission related to the prophecy&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;the devil’s schemes&#039;&#039;&#039; were &#039;&#039;confirmed as the Red Laughter’s plan in the Land of Nod&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 4. The Count &amp;amp; The Chalice====&lt;br /&gt;
 Yet far within the twilight’s grasp, a noble count remains,  &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.  &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,  &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Count&#039;&#039; is the &#039;&#039;Comte de Versillac&#039;&#039;, a former &#039;&#039;vampire&#039;&#039; seeking &#039;&#039;redemption&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Freed from the serpent’s mark&#039;&#039;&#039; means he &#039;&#039;no longer serves darkness/death&#039;&#039;, but &#039;&#039;his past haunts him&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the Count is seeking the Chalice and Sweet Regret&#039;&#039;, which might be &#039;&#039;the key to stopping the Red Laughter.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;&#039;May thwart the devil’s ruthless hand&#039;&#039;&#039; suggests that &#039;&#039;if the Chalice and Sweet Regret are used correctly, they could banish the Red Laughter to Hell&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 5. The Seer &amp;amp; the Embassy====&lt;br /&gt;
 A seer, veiled in mystic shroud, with visions deep and true,  &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.  &lt;br /&gt;
 This mission bears a humble quest to seek the noble’s aid,  &lt;br /&gt;
 To glean what truths the count might hold, in the murk where shadows played. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Seer&#039;&#039; is &#039;&#039;Jade Rain&#039;&#039;, a &#039;&#039;mystic figure&#039;&#039; who directed &#039;&#039;the party toward the Count&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed the Count may have crucial knowledge&#039;&#039; about &#039;&#039;the unfolding plot.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 6. The Enterprising Schemer (Machiavelli)====&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,  &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.  &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,  &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;distant coasts&#039;&#039;&#039; refer to &#039;&#039;Ravenna&#039;&#039;, where &#039;&#039;merchants and power brokers operate&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;&#039;enterprising schemer&#039;&#039;&#039; is &#039;&#039;Niccolò Machiavelli, an immortal mastermind - &#039;&#039;&#039;The Eye of Discord&#039;&#039;&#039; &#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;With papal ties to cleave&#039;&#039;&#039; confirms &#039;&#039;he is working with or against the Papacy&#039;&#039; in secret.  &lt;br /&gt;
* Masterminds manipulates fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039;, setting &#039;&#039;long-term plans into motion&#039;&#039;.  &lt;br /&gt;
* His &#039;&#039;true goals remain unknown&#039;&#039;, but he &#039;&#039;is actively influencing events&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 7. The Grand Conflict of Fate &amp;amp; Destiny====&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,  &lt;br /&gt;
 The forces of the dark and light will clash with potent will.  &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,  &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.   &lt;br /&gt;
&lt;br /&gt;
* This stanza &#039;&#039;reinforces the ongoing cosmic struggle&#039;&#039;, with &#039;&#039;mortals and immortals caught in the battle&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that both fate (mortals) and destiny (immortals) are in play&#039;&#039; (and both are in fact required to successfuly oppose this evil plot), and one or more &#039;&#039;Masterminds are actively working to steer the outcome.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 8. The Unfolding of Fate====&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,  &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.  &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,  &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.   &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Oracle warned that events are unfolding according to someone’s design.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;Mastermind’s influence means the party may be pawns in a larger scheme.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;There is a major battle between mortal choices (fate) and divine manipulations (destiny).&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=== Additional Discoveries &amp;amp; Actionable Points===&lt;br /&gt;
==== The Silmaril====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the &#039;&#039;&#039;gem of fire&#039;&#039;&#039; in the prophecy refers to the Silmaril.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;It is a seed, like a star, or even like the Big Bang itself.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;party knows where at least one Silmaril is&#039;&#039;, but the Oracle thinks &#039;&#039;it is dangerous to get close to it, as it could &#039;&#039;&#039;go off.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The White Sea / Bjarne Land====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the White Sea is called &#039;&#039;&#039;Bjarne Land&#039;&#039;&#039; by the Northmen&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;party may not have actually reached the real White Sea&#039;&#039; during their previous travels.  &lt;br /&gt;
* &#039;&#039;The Void being close when the moon is absent is a serious warning.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The Vatic Oracle’s Take on Machiavelli====&lt;br /&gt;
* Niccolò Machiavelli is an immortal mastermind capable of manipulating fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039; in time.&lt;br /&gt;
* These &#039;&#039;&#039;anchor points&#039;&#039;&#039; act like wards but set in time rather than space—triggering certain events when conditions are met.&lt;br /&gt;
* There is no easy way to detect if one is caught in his web of manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Original Prophesy ===&lt;br /&gt;
* &amp;quot;A seer, veiled in mystic shroud, with visions deep and true&amp;quot; = Jade Rain&lt;br /&gt;
* &amp;quot;Yet far within the twilight’s grasp, a noble count remains&amp;quot; = Comte de Versillac&lt;br /&gt;
* &amp;quot;a matron wise and bold&amp;quot; = Lady Cerise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
These comments represent info from Jade Rain&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design. &amp;lt;BR&amp;gt;&lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play, &amp;lt;BR&amp;gt;&lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,&amp;lt;BR&amp;gt; &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In the murky depths of witchcraft’s art, &amp;lt;strong&amp;gt;a matron&amp;lt;/strong&amp;gt; wise and bold,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.&amp;lt;BR&amp;gt; &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Yet far within the twilight’s grasp, &amp;lt;strong&amp;gt;a noble count&amp;lt;/strong&amp;gt; remains,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The CdV has a part to play&amp;lt;BR&amp;gt;&lt;br /&gt;
There is some diabolic interest.&amp;lt;BR&amp;gt; &lt;br /&gt;
Find CdV, get him to do something and that will tell us that is going on&amp;lt;BR&amp;gt; &lt;br /&gt;
Our leverage against CdV is the fact he has been freed from the serpents mark - he has a debt/obligation to pay.&amp;lt;BR&amp;gt; &lt;br /&gt;
Has a special defence against the bad thing  = Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt;&lt;br /&gt;
The CdV&#039;s quest involves discovering the role of the original orcs (first elves) in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
Party may need to take an undiplomatic with the CdV to get him to assist.&amp;lt;BR&amp;gt;  &lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;strong&amp;gt;A seer&amp;lt;/strong&amp;gt;, veiled in mystic shroud, with visions deep and true,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This mission bears a humble quest to seek the &amp;lt;u&amp;gt;noble’s aid&amp;lt;/u&amp;gt;,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To glean what truths &amp;lt;u&amp;gt;the count&amp;lt;/u&amp;gt; might hold, in the murk where shadows played.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The Count may refer to a countdown&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,&amp;lt;BR&amp;gt; &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.&amp;lt;BR&amp;gt; &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
Cleave could be read as splitting apart or joining together&amp;lt;BR&amp;gt;&lt;br /&gt;
Papal = the pope = which resides on the plane of Nualis&amp;lt;BR&amp;gt;&lt;br /&gt;
There is a family of schemers Giovani de Craschenti. They are the &amp;quot;Eye of Discord,&amp;quot; and extreme caution must be taken when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
The current pope, Turgius is a smart puppet of the GdC&amp;lt;BR&amp;gt;&lt;br /&gt;
Three things to look at;&amp;lt;BR&amp;gt;&lt;br /&gt;
•	Enterprising scheme&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Cunning gaze = eye of discord&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Coming Trials&amp;lt;BR&amp;gt; &lt;br /&gt;
hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
Might require us to influence papal ties, either strengthening or severing them.&lt;br /&gt;
&amp;lt;span&amp;gt; &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The forces of the dark and light will clash with potent will.&amp;lt;BR&amp;gt; &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,&amp;lt;BR&amp;gt; &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==== Crescenti Family Details ====&lt;br /&gt;
&lt;br /&gt;
===== Influence in the Church =====&lt;br /&gt;
* The Crescenti family has notable influence within the church hierarchy. Giovanni de Crescenti, a key figure in the family, was instrumental in ensuring that his nephew, Sergius, ascended to a position of power within the church after a &amp;quot;purge in the Curia&amp;quot; in which many cardinals were killed.{{quote|1}}&lt;br /&gt;
* Sergius, who replaced the previous leader, is described as an &amp;quot;intelligent puppet&amp;quot; of Giovanni de Crescenti, suggesting that while he held authority, he was largely controlled by Giovanni, allowing the Crescenti to maintain their influence within the church.&lt;br /&gt;
&lt;br /&gt;
===== Character and Motivation of Sergius =====&lt;br /&gt;
* Sergius appears to have been selected because he would not oppose Giovanni&#039;s manipulations. He valued a secure and wealthy life more than any real authority over doctrinal matters, implying that his loyalty lay more with his comfort and safety than with the spiritual mission of the church.&lt;br /&gt;
* Under his leadership, the church flourished as a &amp;quot;financial empire,&amp;quot; which suggests that the Crescenti were using the church&#039;s influence to increase their wealth and economic power.&lt;br /&gt;
&lt;br /&gt;
===== Papal Ties and Manipulation =====&lt;br /&gt;
* There is an ongoing effort to either &amp;quot;split or join&amp;quot; the connection between the church and the Crescenti family, depending on interpretation. The prophecy mentioned in the transcript seems to imply some destiny regarding the Crescenti&#039;s influence over the papacy, suggesting a significant impact on future political or religious directions.&lt;br /&gt;
&lt;br /&gt;
===== Giovanni de Crescenti&#039;s Role =====&lt;br /&gt;
* Giovanni de Crescenti is directly referred to as being involved with and possibly orchestrating changes in church leadership. His role in finding a replacement for his nephew implies a strong, perhaps Machiavellian, influence within both secular and ecclesiastical circles.&lt;br /&gt;
* Giovanni is associated with a &amp;quot;merchant empire,&amp;quot; indicating that his influence is not only ecclesiastical but also rooted in extensive financial and commercial power.&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Immolation&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Def +20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; 63&lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt; Meeting Lord Tirwh and Lady Suneth&lt;br /&gt;
| class=day |  2 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  3 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  4 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  5 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  6 || Travel the Heights of Chaos. &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || Drive carriage to Surah&lt;br /&gt;
| class=day |  8 || Arrive in Surah fight. Rescue family. &lt;br /&gt;
| class=day |  9 || Rest in Surah &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; id=&amp;quot;Summer&amp;quot; class=&amp;quot;Season&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Meadow 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |    || &#039;&#039;[[Beltane]] Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || C32 - training &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || C33/34 - Rome&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || C34 - Sir Andrew&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || Travel north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || Travel north &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || Travel north&amp;lt;BR&amp;gt;C35 - fight&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || C36 - evade storm. Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || Ride north&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || Ride north. Arrive Bjarmaland. Search for Middlemarch&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Heat 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Summer: Breeze 825 WK&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &#039;&#039;Day of Death&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &#039;&#039;Full Moon&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=102431</id>
		<title>Red Laughter - The Hunt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=102431"/>
		<updated>2025-02-25T08:11:19Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Chapter 34: Revelations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High+]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Callas]]&lt;br /&gt;
*[[Turf]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
* Archibald &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
* Tyndalos&lt;br /&gt;
* [[Tulip]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Follow up a Prophecy&lt;br /&gt;
 &lt;br /&gt;
; Pay&lt;br /&gt;
The friends we made along the way.&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
====Chapter 1: Lady Suneth&#039;s prophecy====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LadySuneth.jpg|100px|thumb|Right|Lady Suneth]]&lt;br /&gt;
&lt;br /&gt;
The party gathers to discuss Lady Suneth&#039;s prophecy. Lady Suneth, a Kerberite from House Kerberoth, has received intelligence from &amp;quot;the black&amp;quot; and composed a prophecy. The prophecy speaks of a shadowed realm, a wraith of dread, and a noble count freed from the serpent&#039;s mark. It mentions three agents, a wise matron, and a veiled seer. The party speculates on the meaning, noting they have three months to act. There will be untold death if we fail.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party consults with Lord Tirwh, ruler of House Kerberoth, he expresses concern about the situation in the Land of Nod and the potential world-threatening nature of the events. We ask about reaching the Land of Nod. Warious routes are discussed, including through House Tintagel and past the Keep of Five Faces. Tirwh offers little direct assistance but provides information about the political landscape and potential dangers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LordTirwh.jpg|100px|thumb|left|Lord Tirwh]]&lt;br /&gt;
&lt;br /&gt;
The party begins preparations for the journey ahead, visiting Henry the Toymaker, a somewhat eccentric character, to see if he has any useful magical items. After some dramatic bargaining from Henry, which consists of feigned distress and appeals to the suffering of his children, the party acquire the following items;&lt;br /&gt;
* Water General Spell Rack: A bracer-like item with a large blue gem. It can store Water General spells equal to the user&#039;s rank in Water General Counterspell.&lt;br /&gt;
* Magical Pass Action Storage: An egg timer-like device that can store magical pass actions in exchange for life energy.&lt;br /&gt;
* Figurine for Corniger: a figurine made of diorite for his horse, Corniger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Chapter 2: Journey to Jiroth====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Callas&#039;s guides the party, using a route she knows, to the Heights of Chaos, which takes about five days. Along the way, they discover the Gardens, a special location where they can find a rare herb once in their lifetime. They choose not to use this opportunity yet, saving it for when they have higher herbalist skills.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From the Heights of Chaos, they can see Jiroth in the distance. The party uses Earth Door to travel quickly down the mountain, reduce the treacherous travel to reach Jiroth from a day to an hour. They arrive at the walled city with ramparts rather than proper walls and note the stream running through the middle of the town, which seems to have magically enhanced sewage treatment.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The group visits the Temple of the Singing Bees and makes an obeisance to gain access to normal mana levels in the area. They learn from the guards that people have been disappearing, possibly due to Nephilim activity in the mountains. The party decides to investigate, heading northeast into the mountainous terrain.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 3: Calamity at Surah====&lt;br /&gt;
&lt;br /&gt;
On their way to Surah, the party are ambushed by three blue, devil-like creatures with backwards-bending legs and tridents. A brief but intense fight ensues and the party quickly dispatch the devils, which which disappear in smoke upon defeat.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, they continue tracking and discover a blasted section of hillside with a summoning circle, triangle, and stone altar. On the altar lies the body of a sacrificed child, less than 24 hours old. Investigation reveals the altar is dedicated to &amp;quot;the Beautiful Marquis.&amp;quot; An Ancient Divination reveals that the child&#039;s soul was used in a ritual to make the summoned devils chthonic, meaning they cannot be banished from the realm.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They discover tracks leading away from the altar, belonging to a woman wearing soft shoes. The tracks disappear after about 20 feet, suggesting some form of magical transportation. The party debates their next move and, which no leads, decides to return to Sura to inform the authorities. In Sura, the high priest is alarmed by their findings. He provides limited information about the Beautiful Marquis, describing them as a powerful sorcerer of the Mind college with control over white magic and a focus on calculation and measurement. The party learns that families have been going missing from the outskirts of Surah. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 4: The Hunt====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2onTheTrail.jpg|200px|thumb|left|On the trail]]&lt;br /&gt;
&lt;br /&gt;
They decide to investigate a farm where a family disappeared three days ago. Afters some hours of trekking with a guide they reach with farm and find some tracking from the farm, the family and other individuals, one using magical concealment. The magically concealed tracks likely belong to the same woman from the altar and the the family&#039;s tracks lead in a different direction from the concealed ones.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As night falls, the party decides to follow the family&#039;s tracks, hoping to rescue them from their captors, tracking the missing family along a ridge line, with a deep river to their right and a heavily beaten game trail to their left. They estimate the tracks to be less than three days old. Aware of their visibility against the skyline, Turf uses his name change spell to disguise himself as a horse to reduce their profile.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As darkness falls Callas and Turf detect several creatures sneaking up towards them, about 150 feet away initially but closing quickly. The party quietly prepares for a potential ambush, preparing weapons discreetly, not wanting the ambushers to know they have been seen.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 5: Ambush====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Mariliths.jpg|150px|thumb|Right|Ambush]]&lt;br /&gt;
&lt;br /&gt;
Three Mariliths, blue devil-like creatures with four arms, backwards-bending legs, and wielding glaives and shields, charge the party. A fierce battle ensues. The fight is swift and decisive, Turf&#039;s powerful blows with Snickersnee and his Soul Blade quickly dispatch two of the Mariliths, Archibald&#039;s Hellfire spell damages the remaining devil. Then to deadly Slaad enter the battle, One is pitch black, the other mottled green and brown. Their skin is like stone and Turfs blows, that would kill a nomrmal person, barely hurt them. Corniger, Archibald&#039;s horse, delivers the deadly blow with a devastating charge and horn attack.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, the party discovers some magical components on the Mariliths&#039; bodies, including copper nails that can enhance the Sinking Doom spell, and bronze horseshoe-like items useful for gem creation spells. Examining the bodies the party are able to work our they are resistant to slashing weapons but vulnerable to crushing attacks.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 6: Pursuit====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2OgreMagi.jpg|150px|thumb|left|Chase]]&lt;br /&gt;
&lt;br /&gt;
As the group examines the Slaad corpses, Callas spots a female figure about 150 feet away, sitting on what appears to be an invisible mount about 70 feet off the ground. Recognizing her as likely responsible for summoning the creatures they just fought, the party springs into action.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf windwalks after the figure, which flees from the party. In a daring maneuver, he materializes directly above her, attempting to grab her mid-flight. Despite the woman&#039;s impressive defenses, Turf manages to grapple her. A mid-air struggle ensues as Turf repeatedly stabs the woman, who is revealed to be an Ogress. The Ogress has powerful defences which Turf overwhelms with his powerful attacks and they both plummet towards the ground. &lt;br /&gt;
&lt;br /&gt;
Turf grabs a wand from her belt before letting  her unconscious body call to the ground. The Ogress crashes to the ground, not surviving the impact. The party regroup and they search the body. Turf uses a ritual to bind her soul into a nearby rock, preventing any chance of resurrection or escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 7: Rescue====&lt;br /&gt;
&lt;br /&gt;
Regrouping, they continue tracking their original quarry - the missing family. After about an hour of searching, they discover an artificially created cave. Inside, they find the family of five (two parents and three children) being guarded by an Ogre Mage. The party are able to sneak in and launches a surprise attack, the Ogre Mage is quickly overwhelmed and defeated without being able to retaliate. The party frees the family and debates their next move, concerned about a possible second Ogre Mage in the area.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deciding the family&#039;s safety is the priority, the group escorts them back to Surah. They use magic to enhance the adults&#039; strength, allowing them to carry the children and travel faster. Callas hides the Ogre Mage&#039;s body using her tunnelling spell.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They arrive in Surah as the sun rises, presenting their findings to the high priest. The party reports on the various creatures they encountered - blue devils, Mariliths, Slaads, and Ogres. They also mention the bound soul of the Ogress and the altar that needs cleansing.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The high priest and townsfolk praise the party for their actions, particularly eliminating the Ogress and Ogre Magi threat. There&#039;s some concern about the remaining Ogre Mage, but it&#039;s believed he&#039;s more likely to flee than cause further trouble. The party being offered accommodations in Surah for a week, with a celebration planned to honour their deeds. However, the group is aware of their time constraints and plans to move on soon to address other pressing matters in their quest.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chapter 8: Lady Callas, the Wonder Worker ====&lt;br /&gt;
&lt;br /&gt;
In Jesurea they seek access to the Astral Gate. The priests require a service in exchange, and Callas offers her healing abilities. She treats several locals, including a man with a gangrenous wound, saving his life. Her exceptional healing earns her the title of &amp;quot;Lady Callas, the wonder worker,&amp;quot; and this service secures the party access to the Astral Gate.&lt;br /&gt;
&lt;br /&gt;
The party continues their journey north using Turf’s magical carriage. They stop at a Carchemish to rest and gather information. While speaking with the locals, they learn about the rising threat of gorgons in the area. During their stay, they encounter a group of black-armored mercenaries. Black arranges for future contact with a Mind Mage among the mercenaries.&lt;br /&gt;
&lt;br /&gt;
The next two days are uneventful as the party travel as the party travel to Hurrian, and then across the sea to Al-Marhirbah and to Aeaea - the city of Witches.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 9: Revelations ====&lt;br /&gt;
&lt;br /&gt;
Aeaea is a city of Witches, Archibald and Turf can see an enormous thorn wall surrounding the city, however Callus sees nothing. Callas head into the bustling city, there is lots of trade in fabric, she makes enquiries and is directed to the residence of Lady Cerise. Cerise, a figure of authority in the Crimson Sisterhood, happily greet Callus. Lady Cerise discloses her role as Matron of the Crimson Sisterhood.&lt;br /&gt;
&lt;br /&gt;
After hearing the prophesy Cerise believes the &amp;quot;Noble Count&amp;quot; is the Comte de Versillac, who was once undead but restored to life by a holy man. The Comte, now deeply hostile toward the Church. She also believes &amp;quot;A seer, veiled in mystic shroud&amp;quot; is Jade Rain, whom is known to Callus, and advises we visit immediately. She gives Callus a magic scroll in exchange for taking a letter to Jade Rein. Cerise warns of dark forces at work, urging caution as the party proceeds on their journey.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 10: The better part of Valour ====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Shoggoth.jpg|150px|thumb|right|Shoggoth]]&lt;br /&gt;
&lt;br /&gt;
After travelling for almost a week the party finds themselves in a deep part of the Abyss, near a lake-like area. They hear a slithering sound approaching and prepare themselves for a fight. As the sound grows closer, they feel the ground heaving beneath them.&lt;br /&gt;
&lt;br /&gt;
Black Archibald sees cracks forming in the ground coming from the north. The party realizes they&#039;re facing an enormous creature, something that makes the earth shake must be an enormous size. Realizing the potential danger, the group decides to retreat rather than confront the creature. Callas uses Earth Door to transport the party away from the immediate threat. &lt;br /&gt;
&lt;br /&gt;
Upon reaching safety, Turf uses a Crystal of Vision to look back at where they were. He sees an enormous lenticular-shaped creature, about 22-23 meters long and 3 meters across at its widest point. The party concludes it was likely a Shoggoth, a powerful and dangerous entity in the Abyss. Marking the location on the map as &amp;quot;Shoggoth Point&amp;quot; the party choose a different route to reach Jade Rain.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 11: Tea with Jade Rain ====&lt;br /&gt;
&lt;br /&gt;
Travel to Jade Rain&#039;s residence takes around a week. The cave is appointed with various comforts. Jade Rain, described as having pale green, almost translucent skin, welcomes them and offers tea. Turf and Archibald are provided a simple tea while Callus is served one with an exquisite flavour. &lt;br /&gt;
&lt;br /&gt;
As they settle in, Turf presents the prophecy written by Lady Suneth. Jade Rain analyzes it, providing insights:&lt;br /&gt;
&lt;br /&gt;
1. She identifies a section referring to the &amp;quot;Comte de Versillac,&amp;quot; suggesting he has a crucial role to play.&amp;lt;BR&amp;gt;&lt;br /&gt;
2. Jade Rain explains that the Count&#039;s quest involves discovering the role of the original orcs in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
3. She points out the phrase &amp;quot;with papal ties to cleave,&amp;quot; noting its ambiguity—it could mean either to split apart or join together.&amp;lt;BR&amp;gt;&lt;br /&gt;
4. Jade Rain suggests the prophecy might be directing them to influence papal ties, either strengthening or severing them.&amp;lt;BR&amp;gt;&lt;br /&gt;
5. She draws attention to phrases like &amp;quot;enterprising schemer,&amp;quot; &amp;quot;cunning gaze,&amp;quot; and &amp;quot;steer the course of coming trials,&amp;quot; hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
6. Jade Rain warns about the &amp;quot;Eye of Discord,&amp;quot; suggesting extreme caution when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
7. She recommends speaking to &amp;quot;Moonlight Sleeping on a Midnight Lake&amp;quot; for more information, but cautions that this being is a demon lord and would require proper compensation for any aid.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the conversation, Jade Rain provides cryptic hints and warnings, emphasizing the complexity and danger of the situation the party faces.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 12: The Prince of Demons ====&lt;br /&gt;
&lt;br /&gt;
Returning to House Kerberoth they await the arrival of Damien, the Prince of Demons. His approach is heralded by trumpets from the Abyss, and he arrives with a procession of 3,600 demons. It takes a day for the procession to reach the castle. Lady Suneth is flustered with the arrival of a Prince, and insist the party assist to clean the castle, which already appears immaculate.  &lt;br /&gt;
&lt;br /&gt;
Damien is described as wearing baroque armour that seems to be moving. He carries a halberd and shield strapped to his back. After a three hour feast, where Turf spend the entire time drumming his fingers. Post dinner the party is invited to join Damien in the green chamber for brandy and cigars.&lt;br /&gt;
&lt;br /&gt;
Each character chooses a uniquely described cigar, which upon smoking, seems to have magical properties. They create various &amp;quot;pools&amp;quot; for the characters:&lt;br /&gt;
* Callas gains a sanity pool.&lt;br /&gt;
* Turf gains an impatience pool.&lt;br /&gt;
* Black Archibald gains a doom pool.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 13: Schemes and the Missal ====&lt;br /&gt;
&lt;br /&gt;
Turf is particularly eager to cut through the pleasantries and focus on the heart of the matter, prompting Damien to discuss a figure connected to the church, Giovanni de Crescenti. There is some confusion about Giovanni&#039;s role, with suggestions that he was a power broker rather than a direct agent of the church. The group learns that Giovanni was heavily involved in raising Pope Sylvester II to the papal throne, only for the pope to later flee in fear of a prophesied apocalypse at the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
During the discussion, Damien gives the party an ancient Missal. He mentions that the Comte de Versillac might be willing to trade a service in exchange for the Missal, though its exact value and significance are unclear. The group takes the Missal, recognizing it could be a useful bargaining chip when they eventually meet the Comte.&lt;br /&gt;
&lt;br /&gt;
With this new item in their possession, the party&#039;s path becomes clearer. Their focus now shifts to securing the Comte’s assistance, knowing that they may need to offer the Missal as part of their negotiations.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 14: Farewell and a Chance Encounter ====&lt;br /&gt;
&lt;br /&gt;
After concluding their meeting with Damien at House Kerberoth, the party sets off to traverse the Abyss. The journey is perilous, and they know the dangers of this shadowy realm well. The Abyss, with its dark, oppressive atmosphere and strange, unpredictable forces, stretches before them as they leave the relative safety of House Kerberoth. They proceed cautiously, aware that while the Abyss can be eerily quiet at times, it can quickly become the stage for catastrophic events.&lt;br /&gt;
&lt;br /&gt;
As they make their way deeper into the Abyss, they encounter &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;. He approaches the group in a careful, civil manner, not rushing or displaying hostility. Sir Black Archibald, recognizing &#039;&#039;&#039;Midnight&#039;&#039;&#039; from previous encounters, chooses to meet him halfway. The conversation is cordial, though brief, as &#039;&#039;&#039;Midnight&#039;&#039;&#039; does not appear to be accompanied by his mistress, and he seems to be on a personal journey deeper into the Abyss.&lt;br /&gt;
&lt;br /&gt;
During the encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; mentions that he is looking for Sweet Regret,  offers his assistance, stating that the party need only call on him if they require his help. He gives Callas an intricately carved ivory plaque, which appears more three-dimensional the longer one looks at it. The plaque holds a special significance, though its exact purpose remains unclear to the group. After this encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; continues on his way, leaving the party to reflect on the nature of their meeting.&lt;br /&gt;
&lt;br /&gt;
The group resumes their journey, and though the Abyss holds many dangers, they are unmolested for the rest of the way. Their thoughts now turn to the next stage of their mission, knowing they have gained a potential ally in &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 15: Sir Andrew and Venice ====&lt;br /&gt;
&lt;br /&gt;
The party reaches the estate of Sir Andrew, the Lord of Chivalry, who resides in the hills north of Venice. Upon arrival, Sir Black Archibald explains their mission and requests the use of Sir Andrew’s **Astral Gate**. The gate would allow the group to fully cross into the Plane of Nualis, leaving behind the dangers of the Abyss. Sir Andrew, without hesitation, grants them permission to use the gate.&lt;br /&gt;
&lt;br /&gt;
Once the group passes through the gate and firmly enters Nualis, they express their gratitude to Sir Andrew and prepare for their next move. However, they first make their way to Venice to complete a task on behalf of **Henry the Toymaker** and to explore further leads regarding their quest.&lt;br /&gt;
&lt;br /&gt;
In Venice, an enormous walled city bustling with activity, the group quickly catches the attention of the gate guards, but they are allowed through without much scrutiny, aided by the imposing presence of Sir Black Archibald’s warhorse. Their first stop is St. Mark&#039;s Square, where they notice an odd reaction from the Missal they carry when near the statue of St. Mark. The book seems to resonate faintly with the religious aura of the square, but the group decides to focus on their main task and move on.&lt;br /&gt;
&lt;br /&gt;
The party then seeks out **Giuseppe Briati**, a famous craftsman known for his expertise in glass and metalwork. They deliver a special musket for repairs, as per Henry the Toymaker’s request. Giuseppe inspects the unusual firearm, noting its peculiar design, which resembles a large pistol, and agrees to repair it within a season. The party thanks him, satisfied that their business in Venice is now complete.&lt;br /&gt;
&lt;br /&gt;
With their task finished and further intrigued by the Missal&#039;s behavior, the group prepares to leave Venice and continue their mission to stop the Eye of Discord.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: The Comte&#039;s Domain ====&lt;br /&gt;
&lt;br /&gt;
The party arrives at the outskirts of the Comte de Versillac’s domain. The landscape around the estate is a mix of fertile wheat fields and orchards. As they approach, they see the Comte’s imposing black castle in the distance, standing stark against the surrounding plains. The scale of the castle is immense, and its black stone construction is unusual for the region, where limestone or marble would typically be used.&lt;br /&gt;
&lt;br /&gt;
A river encircles the estate, serving as a natural moat, with a drawbridge leading to the castle&#039;s entrance. Beyond the drawbridge, the party notices two sets of defensive walls: the outer wall, which is massive and fortified, and a barely visible inner wall that adds another layer of protection.&lt;br /&gt;
&lt;br /&gt;
As they pass through the nearby town, the group sees villagers working the fields. The town itself is unfortified, unlike the heavily defended castle that looms over it. Callas observes the strange use of black stone for the castle, which stands out against the otherwise typical landscape.&lt;br /&gt;
&lt;br /&gt;
With the fertile land contrasting sharply with the castle’s formidable appearance, the party makes their way towards the stronghold, preparing for their next challenge as they seek an audience with the Comte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: A Short History Lesson==== &lt;br /&gt;
&lt;br /&gt;
They are greeted by Alois, a tall, strapping man of noble bearing who introduces himself as the Comte’s equerry and escorts them inside.&lt;br /&gt;
&lt;br /&gt;
In a small, book-lined withdrawing room lit by massive bronze and wooden candlesticks, the group meets the Comte, who welcomes them graciously. He is a striking figure—strong and refined, with a bearing that suggests both elegance and hidden strength. After brief introductions, he offers them a rare wine, amber in color, said to be the work of an alchemist vintner. As they taste it, they experience a curious sensation of time stretching, each sip lingering as if time itself had slowed. Black, Callas, and Turf analyze the drink, realizing it holds a unique temporal quality from the aged grapes.&lt;br /&gt;
&lt;br /&gt;
Conversation shifts as the Comte grows somber, listening to the prophecy they’ve brought with them. Turf reads aloud a section, and the Comte’s reaction is palpable; he seems shaken, deeply affected by the words. He shares the story of a mysterious sorcerer from the church who once visited him with a strange mission: to &amp;quot;redeem&amp;quot; him by instilling a powerful remorse—a ritual that allowed the Comte to survive and continue on his unique path. This process, the Comte reveals, was transformative, setting him on his journey toward a strange immortality. Yet he wonders what became of the man who sacrificed himself to perform this ritual, unsure if the man&#039;s fate brought him peace or torment.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 17: Desert of White==== &lt;br /&gt;
&lt;br /&gt;
The discussion soon turns to otherworldly threats tied to their prophecy. Black and Callas consider the &amp;quot;Sea of White&amp;quot; as possibly pointing to the White Sea in northern Siberia. Recalling various past encounters, they discuss old powers and ominous forces, connecting the prophecy&#039;s references to shadowed lands with the possibility of a return of beings such as Morgoth or Sauron.&lt;br /&gt;
&lt;br /&gt;
Intent on discovering the fate of the Comte’s lost acquaintance, they propose a ritual to summon the man&#039;s spirit. Preparing carefully, they make their way to the chateau&#039;s basement, where they find a space ready for summoning, lined with engraved sigils and surrounded by protective barriers. The Comte provides hydragerum to complete the ritual, which Black notes with admiration.&lt;br /&gt;
&lt;br /&gt;
With everything prepared, they proceed with the summoning, casting spells and layering protections around the circle. As the ritual builds, they await any sign of a presence—but none arrives. Turf realizes that the summoning has failed; the man&#039;s true name has changed, suggesting he has ascended rather than fallen. The group shares this result with the Comte, whose tension eases slightly as he absorbs the news. His friend, it seems, has not been condemned.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 18: Continuing the Investigation==== &lt;br /&gt;
&lt;br /&gt;
After the failed summoning, the party remains in the chateau&#039;s basement, contemplating their next steps. They discuss the implications of the sorcerer&#039;s apparent ascension and what it means for their quest. The conversation circles back to the prophecy and its ominous references. Callas suggests that the &amp;quot;Sea of White&amp;quot; could indeed refer to the White Sea in northern Siberia, a place of ancient mysteries and chilling cold.&lt;br /&gt;
&lt;br /&gt;
Black recalls past encounters involving sealing horrors in Siberia and mentions connections to Middle Earth and ancient evils like Morgoth. They debate the possible awakening of old powers and the threats that could emerge from the &amp;quot;Sea of White.&amp;quot; The group references various entities and events, including the Star Vampire, and the Doors of Night—a term that stirs concern about barriers between worlds weakening.&lt;br /&gt;
&lt;br /&gt;
Realizing the gravity of their situation, they acknowledge that more information is needed. The Comte listens intently, offering his insights where possible. He seems both intrigued and troubled by the possibilities they discuss. The party decides they must investigate further, perhaps even journeying to the White Sea to uncover the truth behind the prophecy&#039;s warnings. In the meantime the Count will look into some of the other things mentioned in the prophecy.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 19: Journey to the White Sea==== &lt;br /&gt;
&lt;br /&gt;
As the party continues northward toward the White Sea, they arrive in the city of Arkhangelsk, a stark coastal port surrounded by snow and ice. Along the way, they had received scattered accounts from locals about the “Sea of White,” a place steeped in eerie tales and whispered rumors. Once they arrive, Callas senses something unusual about their surroundings, a shift that feels distinctly otherworldly. She soon realizes that they have crossed into a Middlemarch—a deliberately constructed, liminal boundary that does not occur naturally. The party understands that this crafted space obscures its edges, making it impossible to pinpoint exactly where or when they crossed into it.&lt;br /&gt;
&lt;br /&gt;
Aware now that they are within a hidden, possibly dangerous area, they proceed cautiously, searching the coast and nearby landmarks for any clues. As they explore, they come upon a peculiar sight—what they initially thought was chalk in the landscape appears, under closer examination, to be bone, ancient and imbued with a faint magical aura. They note that the coastline itself forms a shape that resembles a massive paw print, with bays and inlets appearing as pads and claws carved into the land.&lt;br /&gt;
&lt;br /&gt;
With a mixture of curiosity and caution, they take samples and perform various checks, confirming the presence of a magical aura lingering faintly on the bones. Callas uses a crystal of vision spell to gain a broader view, observing the landscape from above and confirming that the peculiar “paw print” pattern stretches nearly twenty-five miles across the coast. The enormity and ancient nature of this discovery suggest that the “Sea of White” holds more mysteries than they initially expected, potentially connected to the prophecy’s dark warnings.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 20: Hidden Jewels ====&lt;br /&gt;
&lt;br /&gt;
Turf divines the bones and uncovers a GTN of Urulókir (Middle-earth fire-drakes or fire-breathing dragons, such as Glaurung). However, he notices that this essence or attribute has been superimposed on a previous GTN. Callas is able to identify the underlying GTN but does not recognize it. By collaborating, they establish a shared understanding of their DA&#039;s, allowing Turf to apply his expertise in Naming to what Callas perceives. Through this, they determine that the underlying GTN is Ur Sea Serpent. They conclude that a process is underway that will eventually transform the GTN entirely into Urulókir. There are also indications that this transformation could be catalyzed, leading to the full resurrection of a wingless Middle-earth dragon or drake.&lt;br /&gt;
&lt;br /&gt;
The party continues to the southern end of the sub-arctic sea, where Turf experiences the loss of some quality and observes a star reflected on the sea during the day. After some investigation, they determine that this star is a jewel of great historical significance to Turf&#039;s people. The party sets out on fire steeds, riding across the waves, and Turf descends into the depths as a shark. He encounters ancient sharks of immense size and fortunately they leave him alone. Locating the radiance of pure light, which is surrounded by plant growth on an otherwise barren sea bed. He retrieves the jewel, accidentally swallowing it in the process.&lt;br /&gt;
&lt;br /&gt;
Back on shore, Black retrieves the jewel by reaching into Shark/Turf&#039;s stomach. Fortunately, Turf suppresses the urge to bite Black&#039;s arm off, and the jewel is successfully recovered. Turf heals from the intestinal damage that occurred. That night, Turf has a vision or dream, which he conveys in the following form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Beneath the waves where light refrains,&lt;br /&gt;
 A gem of fire in shadow reigns.&lt;br /&gt;
 Its gleam is caught by restless foam,&lt;br /&gt;
 Yet none can claim it as their home.&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 The waters guard with jealous pride,&lt;br /&gt;
 A secret star where echoes hide.&lt;br /&gt;
 Its blaze unquenched, though sunk and still,&lt;br /&gt;
 A silent hymn, a timeless thrill.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Black interprets this as a reference to Ungoliant and the party become visibly unsettled. Concluding that their work here is sufficient, the party travel the previous path and return to the Compte.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 21: What next? ====&lt;br /&gt;
&lt;br /&gt;
The Compte agrees with Black’s interpretation and becomes even more hesitant to be involved. With some gentle persuasion about the gravity of the quest, he suggests they consult someone knowledgeable about gates. Additionally, he shares his findings: the Crescenti family is attempting to gain greater control over the Church by organizing a crusade against the Compte, thereby promoting their own candidates and influencers within the Church. This would give them significant influence over the selection of the next pope.&lt;br /&gt;
&lt;br /&gt;
The Compte believes the most effective course of action, assuming direct confrontation with Ungoliant is not feasible, would be to eradicate the Crescenti family entirely. The family seems to be based in Ravenna, with origins in Austria, where they still maintain a presence. The exarch of Ravenna is completely under their influence. Moreover, the Crescenti family has strong ties to the Eye of Discord. The Compte theorizes that the Crescenti may represent the mortal lineage or offspring of the Eye of Discord. He offers a reward of 50 white points to the party if they undertake this task.&lt;br /&gt;
&lt;br /&gt;
The party decides that consulting a library, either in Leng or Alexandria, might be the best next step. From there, they can determine which urgent task to undertake first; address Ungoliant or if they should focus on the Compte’s request in the meantime.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 22: Alexandria ====&lt;br /&gt;
&lt;br /&gt;
In Alexandria the party tries various methods to locate the library. Eventually Black uses a void detection ritual to try to locate the library. During this, he unexpectedly detects two things: the library&#039;s presence (which has a connection through the abyss as it seems this is how it is able to appear on different planes at different times) and a creature that moves through the void, associated with a particular type of &amp;quot;red&amp;quot; that reminds them of &amp;quot;Red Laughter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The group discusses various approaches to finding both the library and tracking Red Laughter, including seeking help from local scholars (which is deemed too risky given the period&#039;s attitude toward magic) and using Callas&#039;s &amp;quot;Wild Hunt&amp;quot; ability as a last resort.&lt;br /&gt;
&lt;br /&gt;
They explore Alexandria, and through Black&#039;s feeble tracking abilities and the lingering &amp;quot;taste&amp;quot; (of burning human feces) from his void detection, they follow the trail. During this, they encounter a young priest (appearing around 13 but actually in his early 20s) being followed by nine nuns. Callas&#039;s spy craft and Turf&#039;s magical detection abilities reveal these are &amp;quot;Poor Clares&amp;quot; - highly trained church operatives who serve as assassins and protectors. The priest himself appears to be a philosopher of some significance, potentially useful for their library search, but currently under protection.&lt;br /&gt;
&lt;br /&gt;
As they continue tracking, Black detects writing on a purple wall which reeks of burning human feces. When Turf DA&#039;s it, he discovers it&#039;s connected to a powerful entity of &amp;quot;avatar level&amp;quot; - a greater fiend. Combat ensues.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 23: Imprisoned ====&lt;br /&gt;
Turf activated his Holy Aura, providing bonuses against fear and affecting certain creatures, while they took positions near the wall where Red Laughter, appeared as a two-dimensional image. The nuns&#039; Mother Superior began issuing tactical commands in church Latin, including &amp;quot;maneuver 37A.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The nuns executed complex maneuvers, hurdling hedges with spectacular athleticism, their flexible chain weapons whirling. Some formed a protective ring around Lord Tarquin, while others moved to engage the threat. When they spotted the possessed spellcaster stepping behind the wall, one of the nuns sacrificed herself bravely, moving to block any direct magical attacks.&lt;br /&gt;
&lt;br /&gt;
A possessed spellcaster launched fire magic at Turf, though his amulet of iron helped him resist. His magic resistance wasn&#039;t halved due to his amulet, and the damage he took was absorbed by his Spell Armor.&lt;br /&gt;
&lt;br /&gt;
Black Archibald charged with his lance at Red Laughter&#039;s image, landing a solid hit. Upon striking the wall, they discovered damaging the surface itself could harm the devil - though any damage would be significantly reduced, it wouldn&#039;t be protected by its usual defenses. The lance, made of lignum vitae, withstood the impact. Meanwhile, Lady Callas supported with Trollskin spells to protect her allies, and Turf deployed powerful fire counterspells in strategic locations.&lt;br /&gt;
&lt;br /&gt;
Angular runes began cutting their way through Black Archibald&#039;s lance toward him. He wisely dropped the weapon, and the Mother Superior immediately attacked the runed lance with her chain weapon, striking with remarkable effectiveness. The other nuns moved up in support of their leader, unwrapping their own weapons.&lt;br /&gt;
&lt;br /&gt;
Turf tracked down the possessed individual (a suspiciously ordinary looking person) and struck him with his soul blade, landing a devastating hit. The blade ignors armor and passes through non-living materials. The possessed person, lacking significant protection beyond basic clothing, collapsed from the blow.&lt;br /&gt;
&lt;br /&gt;
Lady Callas then cast Smoking Magma beneath Red Laughter&#039;s position, trapping the devil in searing heat. Black Archibald followed up with Hellfire, and while the devil initially resisted, the combined assault proved effective. The Mother Superior declared she would push the devil back into the magma if it tried to escape. With Red Laughter weakened by these attacks, Turf was able to successfully imprison the devil using his Prison of Zygig.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 24: Delphic Riddles ====&lt;br /&gt;
Investigation revealed the possessed person wore a cinnabar ring that tainted all magic with a diabolical appearance. They suffered from dual madnesses - one relating to diabolic dealings, the other inducing violent urges.&lt;br /&gt;
&lt;br /&gt;
The party then spoke with Lord Tarquin, the young noble academic whom the nuns had been protecting. While discussing their captives - both Red Laughter and the possessed person - Lady Callas attempted a cure for a madness Lord Tarquin seemed to be suffering from, requiring a sacrifice of sanity points and taking several weeks to fully heal.&lt;br /&gt;
&lt;br /&gt;
During their encounter, another diabolic name emerged: &amp;quot;Titvilius,&amp;quot; though its connection remained unclear. Furthermore, another piece of the puzzle is revealed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Veiled beneath the earth, where shadows creep,&lt;br /&gt;
 Amidst the coils of serpents, silence sings.&lt;br /&gt;
 They guard the balance born of fractured rings,&lt;br /&gt;
 In secret chambers, buried thoughts they keep.&lt;br /&gt;
 Concerned with chaos none may dare to see,&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Obsidian tongues taste echoes in the air.&lt;br /&gt;
 Refrained from sight, they weave a subtle care,&lt;br /&gt;
 Attuned to whispers writ in mystery.&lt;br /&gt;
 Conducting rites in scales of shadowed light,&lt;br /&gt;
 Lamenting paths that discord dares to tread,&lt;br /&gt;
 Eternal watchers, bound by sacred night.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf realises that the first letter of each sentence reveals something important: VATIC ORACLE. A reference to an oracle supposedly buried/residing beneath the hills of Rome.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 25: White towers====&lt;br /&gt;
In his enfeebled state Lord Tarquin readily agrees to take gain entry to the Library for the party. Inside the library, Black Archibald, Turf, and Callas search for an astral gate. The party encounters a room with scholars and a group of six people holding a large silver cross, wearing liver-colored clothing and masks. These people appear to be dealing with some form of &amp;quot;abstract undead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party discovers a source of &amp;quot;processed tortured light&amp;quot; and several magical features, including bronze spheres mounted high on pillars. The light seems to keep future light at bay and protect the scrolls etc from wear/decay. When Callas is exposed to this light, she gains crystal-related magical abilities and a special trait.&lt;br /&gt;
&lt;br /&gt;
Turf and Black Archibald help locate two astral gates in the library. Using one, the party travels to a White Tower located on a massive mountain in a semi-arid region. This White Tower is described as being on a mountain the size of Ireland, though only about 4 kilometers high. The tower itself is relatively empty but shows views of different points around the mountain at different levels. Investigation reveals the Tower is on Mt Seir in the Land of Nod on Tanual.&lt;br /&gt;
&lt;br /&gt;
After exploring the White Tower, the party returns to the starting library and uses another astral gate to gain entry to the astral and from there travel to Venice via Sir Andrews astral gate. From there they plan to travel to Rome to seek something called the Vatic Oracle, which is apparently beneath one of Rome&#039;s hills. Through Sir Andrew, they learn about Sibyls - Roman women with prophetic abilities - who are associated with these oracles.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 26: Overly Inquisitive ====&lt;br /&gt;
After reuniting at Sir Andrew Witherspoon&#039;s residence, where Black, Callas, and Turf introduced their new companions Tyndalos and Tulip to the quest, the expanded party made their way toward Rome. The journey took about ten hours, with the group riding Turf&#039;s conjured magical steeds, arriving in the city after nightfall.&lt;br /&gt;
&lt;br /&gt;
Their first stop was a gypsy fortune teller&#039;s ornate tent in Rome&#039;s slums. While there, Tulip, demonstrated her herbalist skills by identifying and harvesting valuable saltbush from the polluted marshland. The fortune teller directed them toward the Vatican as the location of the Vatic Oracle they sought.&lt;br /&gt;
&lt;br /&gt;
The following morning saw them attempting to gain entry to the Vatican proper. Callas, drawing on her previous diplomatic experience, tried leveraging her noble status and bureaucratic skills, addressing the guards in Church Latin. While they were indeed escorted inside, it was to face the Holy Office of the Inquisition - three priests backed by two dozen crossbowmen!&lt;br /&gt;
&lt;br /&gt;
The encounter swiftly turned violent when the Inquisitors deemed them heretics. In the ensuing battle, both old and new party members demonstrated their capabilities - Tyndalos unleashing mental attacks that drove some opponents to madness, Callas deploying devastating magical assaults including a lake of magma, Turf engaging in direct combat, Black providing support, and Tulip wielding earth magic. Many of their opponents perished in Callas&#039;s magical flames.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, they managed to charm one of the surviving priests for questioning. He claimed no knowledge regarding the Oracle, however readily agreed to provide his new best friend Turf with access to the Vatican&#039;s dungeons. There they found thirty imprisoned heretics, none of whom could provide specific information about the Vatic Oracle&#039;s whereabouts.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 27: Even more Prophecies!!!! ====&lt;br /&gt;
&lt;br /&gt;
After considering whether to search for underground areas, the party decided against it as their research suggested the Oracle they sought was likely not held captive by the church. Instead, they decided to seek the Tiburtine Sibyl where she was historically based - in Tibur (modern Tivoli), about 19 miles northeast of Rome. The party traveled there, arriving in the afternoon at a small but civilized city of around 12,000 people.&lt;br /&gt;
&lt;br /&gt;
In Tivoli, they located a convent with an orphanage that contained a small temple. The nuns directed them to return the next morning after morning mass and suggested they stay at an inn called the Pheasant and Lamb. During the evening, Callas detected someone scrying on them and traced the magic back to the convent.&lt;br /&gt;
&lt;br /&gt;
The next morning, they returned to the temple, a small shed-like structure carved from ancient dolomite stone, containing maternal figures in recesses. Black performed a vigil and received a cryptic prophecy about the Mirror of Cyprian. Tyndalos used his occult knowledge to determine this mirror could be used to see into the void but at the risk of mental damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Malevolent webs stretch dark and thin&lt;br /&gt;
 In shadows where no light can pass&lt;br /&gt;
 Realms beyond our world begin&lt;br /&gt;
 Reaching through the shattered glass&lt;br /&gt;
 Onward through the ancient deep&lt;br /&gt;
 Rushing spirits start to rise&lt;br /&gt;
 &lt;br /&gt;
 Obscure visions make us weep&lt;br /&gt;
 Fragmented through crystal eyes&lt;br /&gt;
 &lt;br /&gt;
 Coiled serpents twist through time&lt;br /&gt;
 Yielding to the spider&#039;s call&lt;br /&gt;
 Precious moments lost sublime&lt;br /&gt;
 Rippling through the mirror&#039;s fall&lt;br /&gt;
 Insanity claims those who dare&lt;br /&gt;
 Angles bend through spider&#039;s lair&lt;br /&gt;
 Nested in the dragon&#039;s glare&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before departing, Black left a valuable onyx gemstone as a donation for the orphans. Upon returning to Rome, they found the Vatican crawling with Swiss Guard and mysterious monks in black robes with white sleeves. Tulip and Callas noticed a woman they identified as a Medianite sorceress, though she appeared as a simple nun to the male party members. She wore an elaborate crimson dress and a choker with ruby decorations, though these details were only visible to the female party members.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 28: Warped Crypts ====&lt;br /&gt;
Tyndalos concealed the party while they snuck into St. Anne&#039;s Chapel, having chosen it for its accessible city gates rather than attempting to enter the more heavily guarded basilica. The group descended into the chapel&#039;s crypt via a narrow wooden stairwell. In the ossuary, Callas detected a hidden space behind shelves of bones. The party successfully removed a stone block to reveal a hidden passage system.&lt;br /&gt;
&lt;br /&gt;
The corridors possessed unusual geometric properties, with 135-degree angles that only Tyndalos could properly perceive. During their exploration, they encountered a creature described as having a human upper body, a bird-like head, and a serpentine lower half covered in iridescent blue-green feathers. When confronted, the creature escaped by rotating through a wall. Tyndalos gave pursuit, facilitating the rest of the party&#039;s movement through strange angles.&lt;br /&gt;
&lt;br /&gt;
Black Archibald&#039;s temporarily trapped the entity in a block of ice, but the creature managed to escape before the party could permanently restrain it.  Thwarted, the party decided to continue exploring the passage system.&lt;br /&gt;
&lt;br /&gt;
A notable incident occurred when Tyndalos was affected by some form of amnesia while navigating these passages. Black Archibald remedied this condition using brain serum administered via spinal injection. Shortly thereafter Turf detected something and felt the presence, or passage of, a great curse (we believe this was the Noldoran curse to do with the Silmarils). Exposing his Silmaril seemed to reveal a different view of the environment. It seemed to have cracks riven through it which healed in the light of the Silmaril. Furthermore the creature was revealed trapped in amber-colored light within one of the walls.&lt;br /&gt;
&lt;br /&gt;
After multiple attempts, Turf successfully charmed this being, revealing it to be a Nephil from the Land of Nod. Through conversation, they learned that twelve such creatures were seeking refuge from serpents and Kenites. The Nephil also revealed that the passages were constructed by someone else and that both a powerful curse and a fire-breathing worm had previously passed through the area.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 29: Search for the Mirror ====&lt;br /&gt;
&lt;br /&gt;
Talking more with the Nephil, the party found they were within an ancient Janusite temple and were corrected about their assumption of the Vatic Oracle - he is not a sibyl. Despite spending several days search the temple&#039;s peculiar geometry, the party found little of note. The Nephil suggested that while the Oracle might indeed be present, they had not yet met the necessary conditions to locate him. They suggested seeing a sibyl.&lt;br /&gt;
&lt;br /&gt;
The party headed southward to Campania, where another sibyl might provide guidance. Turf used his Crystals of Vision to help us find where the sibyl is location in Campania. The crystals revealed a prophetic verse:&lt;br /&gt;
&lt;br /&gt;
 In twilight&#039;s glow, a cavern waits,&lt;br /&gt;
 Near where the earth and heavens meet.&lt;br /&gt;
 Cool winds slip through the shadowed gates,&lt;br /&gt;
 Underneath the hillside&#039;s seat.&lt;br /&gt;
 &lt;br /&gt;
 Murmurs rise where secrets keep,&lt;br /&gt;
 Ancient whispers guide the way,&lt;br /&gt;
 Echoes dwell where prophets sleep.&lt;br /&gt;
&lt;br /&gt;
Callas quickly identified the location we needed to go as Cumae. We went to the Temple of Apollo there and on to the Cave of the Sibyl. There was a dozen Dominican monks there, distinguished by their black cloaks with white sleeves in the cave, along with cleaners.&lt;br /&gt;
&lt;br /&gt;
Rather than rushing in, the party retreated to a nearby inn to cast buffs. Upon their return, they engaged the monks in combat. The battle was decisive - seven monks fell, while the remaining five surrendered. Turf transported the survivors to Jiroth via magical means so they couldn&#039;t give us away, and the party disposed of the fallen monks&#039; remains through cremation. Among the monks&#039; possessions, they discovered exceptional black bronze chain mail, tabards, and rank 6 weapons.&lt;br /&gt;
&lt;br /&gt;
The surviving sibyl proved forthcoming with information. She revealed that locating the Oracle would require the Mirror of Cyprian, specifically one bearing a face of Janus. This particular artifact, she informed them, was located on the island of Cyprus.&lt;br /&gt;
&lt;br /&gt;
The party secured passage by sea to Cyprus, a journey lasting approximately twelve days. Upon making port in Paphos, they set their sights on the Sanctuary of Aphrodite, reasoning that the goddess&#039;s association with beauty might make her temple a reasonable place to start.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 30: There and Back again ====&lt;br /&gt;
The party traveled to Paphos, a port city with a curving bay in Cyprus. They journeyed to a sanctuary of Aphrodite, located on a spit of land protecting the harbor. Upon arrival, they found the area was more like a cultured orchard than a temple, with trellises of fruit trees and vergers maintaining the grounds. Callas notes a number of familiar looking monks in white robes with black sleeves.&lt;br /&gt;
&lt;br /&gt;
Tulip approached the vergers working in the garden, requiring Callas to translate their vulgar Latin. She discovered they maintained an impressive collection of rare herbs, including a special broad-leafed parsley and a distinctive yellow flower with orange centers that attracted bees even in winter. The monastery maintained an apiary that produced several types of honey, including one with special properties for cleaning septic wounds. The vergers were happy to share cuttings and seeds with Tulip, who stored them in her special preserving box, and she was able to purchase some of their honey.&lt;br /&gt;
&lt;br /&gt;
Feeling they were getting nowhere, the party turned their eyes to the local lord but decided first to scale Mount Olympus in the hope that they would learn more there, before having to deal with the locals. They set off but were startled by cackling from the west around 11 AM, Callas used a crystal of vision and saw an unusual vision of the sun setting. They later learned this was related to hyenas sent by the Great Beast Dog, rather than jackals as initially suspected.&lt;br /&gt;
&lt;br /&gt;
The party then Earth Door&#039;d to Mount Olympus, arriving on a large ledge where they began their ascent. After 2 hours they reached a monastery of Benedictine monks on a plateau. The monastery maintained extensive agricultural fields growing root crops, particularly beets. They were welcomed and encouraged to stay the night.&lt;br /&gt;
&lt;br /&gt;
The next day, they climbed to Mount Olympus&#039;s peak, discovering its unusual hexagonal shape. There they encountered Traoticus, a dormant agricultural deity sustained by the monks&#039; activities. Through conversation with Traoticus, they learned the mirror they sought was located back at the sanctuary of Aphrodite in Paphos. Several party members acquired new abilities from Traoticus in exchange for experience points.&lt;br /&gt;
&lt;br /&gt;
After another night at the monastery, where they were served roasted chicken and barley-based meals, the party began their journey back to Paphos. Upon returning to the sanctuary after nearly a week away, they found it occupied by approximately 20 Dominican spellcasters and 6 armored Dominican warriors. The sanctuary was revealed to be a complex of buildings, with the actual sanctuary building located in the center opposite a well.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 31: No! We are not Dominicans! ====&lt;br /&gt;
The party arrived at the secluded temple complex under cover of night. Surveying the layout—infirmaries, gardens, livestock pens, and administrative buildings—they debated their approach. Tyndalos suggested stealth over confrontation, dismissing his earlier violent impulse due to the presence of children. Using his invisibility near corners, the group infiltrated a terracotta-roofed administrative building. Inside, they uncovered records exposing the monks as clandestine followers of Aphrodite and Eros, disguised as Benedictines to evade Dominican hunters. They seemed to be keeping tabs on the followers / agents of Eris.&lt;br /&gt;
&lt;br /&gt;
The party repositioned to the east and confronted the temple’s leader, after initially panicking the monks behalf. Turf and Black negotiated with the panicked primate, after convincing him the party were not the Dominicans, leveraging their knowledge of the cult’s secrets to secure an ancient Etruscan scroll. The document referenced the Mirror of Cyprian, though its cryptic verses required translation by a priest of Janus. They knew of such a priest residing in Ravenna, which unfortunately was a known bastion of the Crescenti family. The primate further revealed his suspicion that agents of Eris were infiltrating the church.&lt;br /&gt;
&lt;br /&gt;
Travelling through the astral to Sir Andrew&#039;s house and then to Ravenna, the party noted armoured hounds, on leashes, being walked by what they decided were &#039;the gentry&#039; - some visible form of status presumably. Tyndalos detected an astral gate beneath the city using his lantern’s eerie light. Upon exploring an underground canal, which seemed to lead towards the gate, they chanced upon a chamber, where they discovered robed figures chanting to a leader wielding a staff topped with a head. Callas identified the man as a priest of Janus, confirming their path.&lt;br /&gt;
&lt;br /&gt;
More panic ensued until Turf again proved he was not a Dominican. The priest was persuaded to translate the scroll and further provide a Mirror of Cyprian with the appropriate image of Janus the party required.&lt;br /&gt;
&lt;br /&gt;
===== Decyphered scroll =====&lt;br /&gt;
&lt;br /&gt;
 Read the sky at twilight&#039;s hue,&lt;br /&gt;
 Only mix petals of the golden flower.&lt;br /&gt;
 The leaves must glisten with morning dew,&lt;br /&gt;
 First add a sprig of moonlit power.&lt;br /&gt;
 &lt;br /&gt;
 Word your spell as the draught is stirred,&lt;br /&gt;
 To give it strength, chant thrice the name.&lt;br /&gt;
 Find the roots of the whispering bird,&lt;br /&gt;
 The elixir burns with a cooling flame.&lt;br /&gt;
 &lt;br /&gt;
 Truth.&lt;br /&gt;
 &lt;br /&gt;
 The brew will clear a muddled mind,&lt;br /&gt;
 Twisted dreams it will gently untie.&lt;br /&gt;
 Sister wisdom it lets you find,&lt;br /&gt;
 Of truths unveiled beneath the sky.&lt;br /&gt;
 &lt;br /&gt;
 Arachne spoke of shadows where&lt;br /&gt;
 Lies dark petals in hidden glade.&lt;br /&gt;
 In boiling water, buds will air,&lt;br /&gt;
 Wait till colours start to fade.&lt;br /&gt;
 &lt;br /&gt;
 Beyond the forest, nettle’s sting,&lt;br /&gt;
 And dry it sere beneath the sun.&lt;br /&gt;
 The adder’s hiss the mix will bring,&lt;br /&gt;
 Golden figments show it’s done.&lt;br /&gt;
 &lt;br /&gt;
 Serpent lore the brew will hide,&lt;br /&gt;
 Attends the mind with steady glow.&lt;br /&gt;
 It sharpens sight as thoughts collide,&lt;br /&gt;
 On meadows where the shadows grow.&lt;br /&gt;
 &lt;br /&gt;
 The leaves of crimson ash begin,&lt;br /&gt;
 Shores of oceans touched by wine&lt;br /&gt;
 Of civet musk and coloured sin,&lt;br /&gt;
 The brew must boil with slivered vine.&lt;br /&gt;
 &lt;br /&gt;
 White her arms and long her reach,&lt;br /&gt;
 Sea for salt, and river&#039;s border&lt;br /&gt;
 Beware the lesson that flames teach&lt;br /&gt;
 His turning dance of broken order&lt;br /&gt;
 &lt;br /&gt;
 Burning bright as dragon’s heart.&lt;br /&gt;
 Eyes will see where shadows roll,&lt;br /&gt;
 And fires within must soon depart.&lt;br /&gt;
 Breath of oak to spare the soul&lt;br /&gt;
 &lt;br /&gt;
 Of grief, sorrow and searing pain&lt;br /&gt;
 Flame can bring to mortal coil&lt;br /&gt;
 For ever be its fearful rain&lt;br /&gt;
 He calls its name to fall from high&lt;br /&gt;
 &lt;br /&gt;
 Knoweth the reaper in the green&lt;br /&gt;
 The worker in the brush&lt;br /&gt;
 Lay in furze its fruit to glean&lt;br /&gt;
 Of bounty rich and lush&lt;br /&gt;
 &lt;br /&gt;
 Your toil returns a harvest rich&lt;br /&gt;
 Mind and body twinned,&lt;br /&gt;
 And quiet, whispered pitch&lt;br /&gt;
 Can set dreams upon the wind.&lt;br /&gt;
 &lt;br /&gt;
 Bend the will of the ebbing tide,&lt;br /&gt;
 It shapes the shore with quiet hand.&lt;br /&gt;
 By moon&#039;s pale light, the stars confide,&lt;br /&gt;
 His crafted patterns on the sand &lt;br /&gt;
 &lt;br /&gt;
 Song of the wood where harts are flayed,&lt;br /&gt;
 He walks unseen on unreal road,&lt;br /&gt;
 Is he a ghost or restless shade&lt;br /&gt;
 Hiding the debt that nature&#039;s owed&lt;br /&gt;
 &lt;br /&gt;
 In bitter heaths where sorrows sleep,&lt;br /&gt;
 The cavern&#039;s throat rings out the knell.&lt;br /&gt;
 Memories linger, cold and deep,&lt;br /&gt;
 Of secrets lost where shadows dwell.&lt;br /&gt;
 &lt;br /&gt;
 The song that whispers through the trees,&lt;br /&gt;
 People lose the fire’s glow.&lt;br /&gt;
 That chill which haunts the warmest breeze,&lt;br /&gt;
 Live hearts yet beating, ebb and slow.&lt;br /&gt;
 &lt;br /&gt;
 There lies a path through shadowed glen,&lt;br /&gt;
 And whispers guide the steps we take.&lt;br /&gt;
 Can courage rise within us then?&lt;br /&gt;
 Be strong, though wills may bend or break.&lt;br /&gt;
 &lt;br /&gt;
 Called from the Void to breach the shore,&lt;br /&gt;
 Forth he strides when spiders call,&lt;br /&gt;
 By darkling paths and oaths of yore,&lt;br /&gt;
 His fate entwined with threads of gall,&lt;br /&gt;
 Name whispered soft, yet feared by all.&lt;br /&gt;
&lt;br /&gt;
By reading the first word of each line, the following was revealed:&lt;br /&gt;
&lt;br /&gt;
 Read only the first word to find the Truth.&lt;br /&gt;
 &lt;br /&gt;
 The twisted sister of Arachne lies in wait beyond, and the golden serpent attends it on the shores of the White Sea.&lt;br /&gt;
 Beware his burning eyes and breath of flame, for he knoweth the lay of your mind and can bend it by his song.&lt;br /&gt;
 He is hiding in the memories of the people that live there and can be called forth by his name.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 32: Of Ossuaries and the Underworld ====&lt;br /&gt;
After decyphering the poem / prophecy the party discussed their next steps, settling upon a return to the serifs / nephlim at the vatican and making use of the Mirror of Cyprian.&lt;br /&gt;
&lt;br /&gt;
Before leaving however, the priest let slip that he was able to &amp;quot;replay&amp;quot; January, allowing two months of uninterrupted training while confined to the temple. The group meticulously calculated timelines, realizing they were nearing the end of the current season (&amp;quot;Blossom&amp;quot;) and could exploit the temporal reset for extended preparation.&lt;br /&gt;
&lt;br /&gt;
Exploring Ravenna’s underground network, the party discovered an ancient astral gate buried beneath layers of rubble. Callas summoned an earth elemental to excavate the area, revealing a hidden ossuary filled with Christian remains. Upon investigation, they found skeletons whose souls had been forcibly severed. Callas performed a risky ritual to release the trapped souls, attracting phantasms from the underworld but ultimately succeeding in freeing them.&lt;br /&gt;
&lt;br /&gt;
The elemental further uncovered two copper scrolls (incantations for &amp;quot;Coruscade&amp;quot; and &amp;quot;Slowness&amp;quot;) and a greenish stone. The stone, when activated by sacrificing endurance, transforma into a toad-like familiar named Hordling, capable of storing items and spitting ingested poisons.&lt;br /&gt;
&lt;br /&gt;
Later, Tyndalos crafted some topacious stones, producing two magical stones (one blue, one green) and 14 spider-eye stones.&lt;br /&gt;
&lt;br /&gt;
The session concluded with plans to return to Rome’s catacombs to consult an oracle via the acquired mirror. The party sealed the underground astral gate, wary of its connection to the underworld, and prepared to depart Ravenna after securing supplies and completing their training regimens.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 33: Deceived! ====&lt;br /&gt;
Black Archibald expressed interest in acquiring some war hounds, making arrangements to purchase breeding pairs for 200 gold pieces, planning to return for them later.&lt;br /&gt;
&lt;br /&gt;
The group traveled to their destination using magical fire steeds, making a journey of about 450km in approximately 10 hours. Upon arriving at the gates late at night, they were questioned by guards about their late arrival. During their entry, Turf sensed that their names were being magically recorded when written down by the guards.&lt;br /&gt;
The party proceeded into some catacombs, where they encountered snake-like beings called Nephilim. They presented a mirror and an imago to what appeared to be the god Janus, who indicated a path for them to follow using a line of light. The god also showed interest in a cage containing an entity called the Red Laughter, but the party declined to hand it over.&lt;br /&gt;
&lt;br /&gt;
Following the light, they encountered a copper plate bearing two faces - revealed to be Befrons, an Earl of the Dead. This turned out to be a trap, as Befrons attacked them. The demon cast necrosis and engaged in physical combat, particularly targeting Turf. Black Archibald landed significant blows against the demon, while dealing with a death curse that he managed to resist. The party eventually defeated Befrons, whose construct body left behind several magical items including a fox fur that animated into a fox named Sienna and a protective teal chiffon shawl.&lt;br /&gt;
&lt;br /&gt;
The party concluded that the path they were following was a trap and decided to return to the Nephilim for further guidance.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 34: Revelations ====&lt;br /&gt;
The party informed the Nephilim that they had, in fact, been manipulated by a demon. The Nephilim had not considered the entity to be God with a capital G, but rather a kind of urban spirit or localized deity and had not considered that they may have been deceived. The party continued to discuss the implications of this revelation, and Turf noted that their names had been observed by an unknown entity. Black speculated on whether the messages they received were part of a larger trap.&lt;br /&gt;
&lt;br /&gt;
The conversation then turned to the Vatic Oracle, whom the party had planned to contact using the mirror. After confirming that the mirror was still in their possession, Turf attempted to activate it through divination. The mirror&#039;s surface darkened, a mist formed within it, eventually giving way to a translucent face that slowly acquired color. The Nephilim reacted with awe to the display of magic.&lt;br /&gt;
&lt;br /&gt;
Turf addressed the image in the mirror, and the entity identified itself as Mario, the Vatic Oracle. Recognizing Turf, Mario commented that he had read about him &amp;quot;in the stars.&amp;quot; When asked where he was, Mario confirmed that he was in the Underworld, noting that being an Oracle was not a particularly safe profession. The party questioned him about his condition, confirming that he was fully dead and content in the Elysian Fields.&lt;br /&gt;
&lt;br /&gt;
The conversation moved to prophecy interpretation. The party presented the long prophecy, which they had been working through for some time. Mario acknowledged the complexity of the text and gave his insights.&lt;br /&gt;
&lt;br /&gt;
Upon questioning Mario about the Silmaril, he described it as a &amp;quot;seed&amp;quot;, likening it to a star or even the Big Bang. Mario warned them not to get too close, as it could &amp;quot;go off at any moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The conversation shifted to the White Sea. Mario revealed that the Northmen called it Bjarmaland. The party debated whether their previous journey had actually taken them there, but Mario’s insight suggested they had not yet reached the true location. Black recalled that during their previous journey, when the moon was absent, the Void had felt particularly close. Mario reacted with alarm, confirming that this was a very bad sign.&lt;br /&gt;
&lt;br /&gt;
With two major paths before them—investigating the White Sea (Bjarmaland) or searching for Sweet Regret and the Chalice—they debated their course of action. Ultimately, they decided to seek out Sir Andrew to gather further information.&lt;br /&gt;
&lt;br /&gt;
The party met with Sir Andrew, who provided additional insight into the White Sea. He referred to the region by another name, suggesting that it was known as &amp;quot;Bjarmaland&amp;quot; to the Northmen. His knowledge of the area helped confirm the Oracle’s claim that the party had not actually reached the true White Sea during their previous journey.&lt;br /&gt;
&lt;br /&gt;
The party set out on their journey toward the White Sea, following the directions provided by Sir Andrew. The trip was uneventful at first, but as they traveled deeper into the northern wilderness, the landscape grew harsher and more desolate.&lt;br /&gt;
&lt;br /&gt;
After some time, they came upon a small village with a broken palisade wall. The settlement, which had once held a few hundred people, appeared to have been attacked. The damage to the fortifications was severe, with sections of the palisade shattered and structures within the village partially destroyed.&lt;br /&gt;
&lt;br /&gt;
Callas used a Crystal of Vision to scout the village, noticing a number of Frost Giants and Polar bears. After some buffing and discussion she Earth Door&#039;ed the party into the area the Giants were lounging in, surprising them!&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
&lt;br /&gt;
* [[Jade Rain]] - an enigmatic figure familiar to both Cerise and Callas. Lives in the Abyss.&lt;br /&gt;
* Comte de Versillac - who was once undead but restored to life by a holy man, and as a consequence has a serpent mark on his brow. He is deeply hostile toward the Church.&lt;br /&gt;
* Lady Cerise - Matron of the Crimson Sisterhood. Lives in Aeaea, a city of Witches&lt;br /&gt;
* [[Sir Andrew Witherspoon]] - The Lord of Chivalry&lt;br /&gt;
&lt;br /&gt;
=== Prophecy Interpretations by the Vatic Oracle (Mario)===&lt;br /&gt;
&lt;br /&gt;
==== 1. The Setting of the Prophecy====&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,  &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design.  &lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play,  &lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;tale of dark and light&#039;&#039;&#039; represents the &#039;&#039;ongoing struggle between the fiends (devils, masterminds) and those opposing them&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 2. The Wraith of Dread &amp;amp; The Darkened Lord====&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,  &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.  &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,  &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Wraith of Dread with Burning Eyes&#039;&#039;&#039; is &#039;&#039;a powerful undead entity&#039;&#039;, but its &#039;&#039;identity is obscured by dark magic&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Darkened Lord&#039;&#039; is &#039;&#039;not a demon, devil, god, or immortal, but rather a &#039;&#039;&#039;power&#039;&#039;&#039; of some kind.&#039;&#039;. He resides in the Outer Darkness.&lt;br /&gt;
* The Oracle suspected he was one of the &#039;&#039;&#039;bad old ones&#039;&#039;&#039;, meaning he has been around since the early days of the world.&lt;br /&gt;
* The &#039;&#039;&#039;hearts of men betrayed&#039;&#039;&#039; refers to groups/factions/people that has suffered betrayal.&lt;br /&gt;
* The &#039;&#039;&#039;land where sorrow’s seeds are sown&#039;&#039;&#039; refers to the &#039;&#039;Land of Nod&#039;&#039;, where the &#039;&#039;Red Laughter’s infernal scheme was enacted&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 3. The Matron &amp;amp; The Agents Three====&lt;br /&gt;
 In the murky depths of witchcraft’s art, a matron wise and bold,  &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.  &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,  &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Matron&#039;&#039; is &#039;&#039;Lady Cerise&#039;&#039;, a &#039;&#039;Medianite Witch&#039;&#039; who was involved in initiating the investigation&lt;br /&gt;
* The &#039;&#039;Agents Three&#039;&#039; were &#039;&#039;Tell, Jedberg, and Uzi&#039;&#039;, who were &#039;&#039;sent on a mission related to the prophecy&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;the devil’s schemes&#039;&#039;&#039; were &#039;&#039;confirmed as the Red Laughter’s plan in the Land of Nod&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 4. The Count &amp;amp; The Chalice====&lt;br /&gt;
 Yet far within the twilight’s grasp, a noble count remains,  &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.  &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,  &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Count&#039;&#039; is the &#039;&#039;Comte de Versillac&#039;&#039;, a former &#039;&#039;vampire&#039;&#039; seeking &#039;&#039;redemption&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Freed from the serpent’s mark&#039;&#039;&#039; means he &#039;&#039;no longer serves darkness/death&#039;&#039;, but &#039;&#039;his past haunts him&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the Count is seeking the Chalice and Sweet Regret&#039;&#039;, which might be &#039;&#039;the key to stopping the Red Laughter.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;&#039;May thwart the devil’s ruthless hand&#039;&#039;&#039; suggests that &#039;&#039;if the Chalice and Sweet Regret are used correctly, they could banish the Red Laughter to Hell&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 5. The Seer &amp;amp; the Embassy====&lt;br /&gt;
 A seer, veiled in mystic shroud, with visions deep and true,  &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.  &lt;br /&gt;
 This mission bears a humble quest to seek the noble’s aid,  &lt;br /&gt;
 To glean what truths the count might hold, in the murk where shadows played. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Seer&#039;&#039; is &#039;&#039;Jade Rain&#039;&#039;, a &#039;&#039;mystic figure&#039;&#039; who directed &#039;&#039;the party toward the Count&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed the Count may have crucial knowledge&#039;&#039; about &#039;&#039;the unfolding plot.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 6. The Enterprising Schemer (Machiavelli)====&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,  &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.  &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,  &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;distant coasts&#039;&#039;&#039; refer to &#039;&#039;Ravenna&#039;&#039;, where &#039;&#039;merchants and power brokers operate&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;&#039;enterprising schemer&#039;&#039;&#039; is &#039;&#039;Niccolò Machiavelli, an immortal mastermind - &#039;&#039;&#039;The Eye of Discord&#039;&#039;&#039; &#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;With papal ties to cleave&#039;&#039;&#039; confirms &#039;&#039;he is working with or against the Papacy&#039;&#039; in secret.  &lt;br /&gt;
* Masterminds manipulates fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039;, setting &#039;&#039;long-term plans into motion&#039;&#039;.  &lt;br /&gt;
* His &#039;&#039;true goals remain unknown&#039;&#039;, but he &#039;&#039;is actively influencing events&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==== 7. The Grand Conflict of Fate &amp;amp; Destiny====&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,  &lt;br /&gt;
 The forces of the dark and light will clash with potent will.  &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,  &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.   &lt;br /&gt;
&lt;br /&gt;
* This stanza &#039;&#039;reinforces the ongoing cosmic struggle&#039;&#039;, with &#039;&#039;mortals and immortals caught in the battle&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;Oracle confirmed that both fate (mortals) and destiny (immortals) are in play&#039;&#039; (and both are in fact required to successfuly oppose this evil plot), and one or more &#039;&#039;Masterminds are actively working to steer the outcome.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== 8. The Unfolding of Fate====&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,  &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.  &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,  &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.   &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Oracle warned that events are unfolding according to someone’s design.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;Mastermind’s influence means the party may be pawns in a larger scheme.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;There is a major battle between mortal choices (fate) and divine manipulations (destiny).&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=== Additional Discoveries &amp;amp; Actionable Points===&lt;br /&gt;
==== The Silmaril====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the &#039;&#039;&#039;gem of fire&#039;&#039;&#039; in the prophecy refers to the Silmaril.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;It is a seed, like a star, or even like the Big Bang itself.&#039;&#039;  &lt;br /&gt;
* The &#039;&#039;party knows where at least one Silmaril is&#039;&#039;, but the Oracle thinks &#039;&#039;it is dangerous to get close to it, as it could &#039;&#039;&#039;go off.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The White Sea / Bjarne Land====&lt;br /&gt;
* The &#039;&#039;Oracle confirmed that the White Sea is called &#039;&#039;&#039;Bjarne Land&#039;&#039;&#039; by the Northmen&#039;&#039;.  &lt;br /&gt;
* The &#039;&#039;party may not have actually reached the real White Sea&#039;&#039; during their previous travels.  &lt;br /&gt;
* &#039;&#039;The Void being close when the moon is absent is a serious warning.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
==== The Vatic Oracle’s Take on Machiavelli====&lt;br /&gt;
* Niccolò Machiavelli is an immortal mastermind capable of manipulating fate through &#039;&#039;&#039;anchor points&#039;&#039;&#039; in time.&lt;br /&gt;
* These &#039;&#039;&#039;anchor points&#039;&#039;&#039; act like wards but set in time rather than space—triggering certain events when conditions are met.&lt;br /&gt;
* There is no easy way to detect if one is caught in his web of manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Original Prophesy ===&lt;br /&gt;
* &amp;quot;A seer, veiled in mystic shroud, with visions deep and true&amp;quot; = Jade Rain&lt;br /&gt;
* &amp;quot;Yet far within the twilight’s grasp, a noble count remains&amp;quot; = Comte de Versillac&lt;br /&gt;
* &amp;quot;a matron wise and bold&amp;quot; = Lady Cerise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
These comments represent info from Jade Rain&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design. &amp;lt;BR&amp;gt;&lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play, &amp;lt;BR&amp;gt;&lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,&amp;lt;BR&amp;gt; &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In the murky depths of witchcraft’s art, &amp;lt;strong&amp;gt;a matron&amp;lt;/strong&amp;gt; wise and bold,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.&amp;lt;BR&amp;gt; &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Yet far within the twilight’s grasp, &amp;lt;strong&amp;gt;a noble count&amp;lt;/strong&amp;gt; remains,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The CdV has a part to play&amp;lt;BR&amp;gt;&lt;br /&gt;
There is some diabolic interest.&amp;lt;BR&amp;gt; &lt;br /&gt;
Find CdV, get him to do something and that will tell us that is going on&amp;lt;BR&amp;gt; &lt;br /&gt;
Our leverage against CdV is the fact he has been freed from the serpents mark - he has a debt/obligation to pay.&amp;lt;BR&amp;gt; &lt;br /&gt;
Has a special defence against the bad thing  = Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt;&lt;br /&gt;
The CdV&#039;s quest involves discovering the role of the original orcs (first elves) in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
Party may need to take an undiplomatic with the CdV to get him to assist.&amp;lt;BR&amp;gt;  &lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;strong&amp;gt;A seer&amp;lt;/strong&amp;gt;, veiled in mystic shroud, with visions deep and true,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This mission bears a humble quest to seek the &amp;lt;u&amp;gt;noble’s aid&amp;lt;/u&amp;gt;,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To glean what truths &amp;lt;u&amp;gt;the count&amp;lt;/u&amp;gt; might hold, in the murk where shadows played.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The Count may refer to a countdown&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,&amp;lt;BR&amp;gt; &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.&amp;lt;BR&amp;gt; &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
Cleave could be read as splitting apart or joining together&amp;lt;BR&amp;gt;&lt;br /&gt;
Papal = the pope = which resides on the plane of Nualis&amp;lt;BR&amp;gt;&lt;br /&gt;
There is a family of schemers Giovani de Craschenti. They are the &amp;quot;Eye of Discord,&amp;quot; and extreme caution must be taken when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
The current pope, Turgius is a smart puppet of the GdC&amp;lt;BR&amp;gt;&lt;br /&gt;
Three things to look at;&amp;lt;BR&amp;gt;&lt;br /&gt;
•	Enterprising scheme&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Cunning gaze = eye of discord&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Coming Trials&amp;lt;BR&amp;gt; &lt;br /&gt;
hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
Might require us to influence papal ties, either strengthening or severing them.&lt;br /&gt;
&amp;lt;span&amp;gt; &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The forces of the dark and light will clash with potent will.&amp;lt;BR&amp;gt; &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,&amp;lt;BR&amp;gt; &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==== Crescenti Family Details ====&lt;br /&gt;
&lt;br /&gt;
===== Influence in the Church =====&lt;br /&gt;
* The Crescenti family has notable influence within the church hierarchy. Giovanni de Crescenti, a key figure in the family, was instrumental in ensuring that his nephew, Sergius, ascended to a position of power within the church after a &amp;quot;purge in the Curia&amp;quot; in which many cardinals were killed.{{quote|1}}&lt;br /&gt;
* Sergius, who replaced the previous leader, is described as an &amp;quot;intelligent puppet&amp;quot; of Giovanni de Crescenti, suggesting that while he held authority, he was largely controlled by Giovanni, allowing the Crescenti to maintain their influence within the church.&lt;br /&gt;
&lt;br /&gt;
===== Character and Motivation of Sergius =====&lt;br /&gt;
* Sergius appears to have been selected because he would not oppose Giovanni&#039;s manipulations. He valued a secure and wealthy life more than any real authority over doctrinal matters, implying that his loyalty lay more with his comfort and safety than with the spiritual mission of the church.&lt;br /&gt;
* Under his leadership, the church flourished as a &amp;quot;financial empire,&amp;quot; which suggests that the Crescenti were using the church&#039;s influence to increase their wealth and economic power.&lt;br /&gt;
&lt;br /&gt;
===== Papal Ties and Manipulation =====&lt;br /&gt;
* There is an ongoing effort to either &amp;quot;split or join&amp;quot; the connection between the church and the Crescenti family, depending on interpretation. The prophecy mentioned in the transcript seems to imply some destiny regarding the Crescenti&#039;s influence over the papacy, suggesting a significant impact on future political or religious directions.&lt;br /&gt;
&lt;br /&gt;
===== Giovanni de Crescenti&#039;s Role =====&lt;br /&gt;
* Giovanni de Crescenti is directly referred to as being involved with and possibly orchestrating changes in church leadership. His role in finding a replacement for his nephew implies a strong, perhaps Machiavellian, influence within both secular and ecclesiastical circles.&lt;br /&gt;
* Giovanni is associated with a &amp;quot;merchant empire,&amp;quot; indicating that his influence is not only ecclesiastical but also rooted in extensive financial and commercial power.&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Immolation&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Def +20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; 63&lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt; Meeting Lord Tirwh and Lady Suneth&lt;br /&gt;
| class=day |  2 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  3 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  4 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  5 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  6 || Travel the Heights of Chaos. &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || Drive carriage to Surah&lt;br /&gt;
| class=day |  8 || Arrive in Surah fight. Rescue family. &lt;br /&gt;
| class=day |  9 || Rest in Surah &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=101885</id>
		<title>Red Laughter - The Hunt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter_-_The_Hunt&amp;diff=101885"/>
		<updated>2024-10-23T09:18:38Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Chapter 14: Farewell and a Chance Encounter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Jim&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High+]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Callas]]&lt;br /&gt;
*[[Turf]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
* Archibald &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
Follow up a Prophecy&lt;br /&gt;
 &lt;br /&gt;
; Pay&lt;br /&gt;
The friends we made along the way.&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
====Chapter 1: Lady Suneth&#039;s prophecy====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LadySuneth.jpg|100px|thumb|Right|Lady Suneth]]&lt;br /&gt;
&lt;br /&gt;
The party gathers to discuss Lady Suneth&#039;s prophecy. Lady Suneth, a Kerberite from House Kerberoth, has received intelligence from &amp;quot;the black&amp;quot; and composed a prophecy. The prophecy speaks of a shadowed realm, a wraith of dread, and a noble count freed from the serpent&#039;s mark. It mentions three agents, a wise matron, and a veiled seer. The party speculates on the meaning, noting they have three months to act. There will be untold death if we fail.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party consults with Lord Tirwh, ruler of House Kerberoth, he expresses concern about the situation in the Land of Nod and the potential world-threatening nature of the events. We ask about reaching the Land of Nod. Warious routes are discussed, including through House Tintagel and past the Keep of Five Faces. Tirwh offers little direct assistance but provides information about the political landscape and potential dangers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RL2LordTirwh.jpg|100px|thumb|left|Lord Tirwh]]&lt;br /&gt;
&lt;br /&gt;
The party discusses their their skills and what preparations are required for the journey ahead. The party visits Henry the Toymaker, a somewhat eccentric character, to see if he has any useful magical items. After some dramatic bargaining from Henry, which consists of feigned distress and appeals to the suffering of his children, the party acquire the following items;&lt;br /&gt;
* Water General Spell Rack: A bracer-like item with a large blue gem. It can store Water General spells equal to the user&#039;s rank in Water General Counterspell.&lt;br /&gt;
* Magical Pass Action Storage: An egg timer-like device that can store magical pass actions in exchange for life energy.&lt;br /&gt;
* Figurine for Corniger: a figurine made of diorite for his horse, Corniger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Chapter 2: Journey to Jiroth====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The party begins their journey using Callas&#039;s route to the Heights of Chaos, which takes about five days. Along the way, they discover the Gardens, a special location where they can find a rare herb once in their lifetime. They choose not to use this opportunity yet, saving it for when they have higher herbalist skills.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From the Heights of Chaos, they can see Jiroth in the distance. The party uses Earth Door to travel quickly down the mountain, reduce the treacherous travel to reach Jiroth from a day to an hour. They arrive at the walled city with ramparts rather than proper walls and note the stream running through the middle of the town, which seems to have magically enhanced sewage treatment.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The group visits the Temple of the Singing Bees and makes an obeisance to gain access to normal mana levels in the area. They learn from the guards that people have been disappearing, possibly due to Nephilim activity in the mountains. The party decides to investigate, heading northeast into the mountainous terrain.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 3: Calamity at Surah====&lt;br /&gt;
&lt;br /&gt;
The party are soon ambushed by three blue, devil-like creatures with backwards-bending legs and tridents. A brief but intense fight ensues and the party quickly dispatch the devils, which which disappear in smoke upon defeat.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, they continue tracking and discover a blasted section of hillside with a summoning circle, triangle, and stone altar. On the altar lies the body of a sacrificed child, less than 24 hours old. Investigation reveals the altar is dedicated to &amp;quot;the Beautiful Marquis.&amp;quot; An Ancient Divination reveals that the child&#039;s soul was used in a ritual to make the summoned devils chthonic, meaning they cannot be banished from the realm.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They discover tracks leading away from the altar, belonging to a woman wearing soft shoes. The tracks disappear after about 20 feet, suggesting some form of magical transportation. The party debates their next move and, which no leads, decides to return to Sura to inform the authorities. In Sura, the high priest is alarmed by their findings. He provides limited information about the Beautiful Marquis, describing them as a powerful sorcerer of the Mind college with control over white magic and a focus on calculation and measurement. The party learns that families have been going missing from the outskirts of Surah. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 4: The Hunt====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2onTheTrail.jpg|200px|thumb|left|On the trail]]&lt;br /&gt;
&lt;br /&gt;
They decide to investigate a farm where a family disappeared three days ago. Afters some hours of trekking with a guide they reach with farm and find some tracking from the farm, the family and other individuals, one using magical concealment. The magically concealed tracks likely belong to the same woman from the altar and the the family&#039;s tracks lead in a different direction from the concealed ones.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As night falls, the party decides to follow the family&#039;s tracks, hoping to rescue them from their captors, tracking the missing family along a ridge line, with a deep river to their right and a heavily beaten game trail to their left. They estimate the tracks to be less than three days old. Aware of their visibility against the skyline, Turf uses his name change spell to disguise himself as a horse to reduce their profile.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As darkness falls Callas and Turf detect several creatures sneaking up towards them, about 150 feet away initially but closing quickly. The party quietly prepares for a potential ambush, preparing weapons discreetly, not wanting the ambushers to know they have been seen.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 5: Ambush====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Mariliths.jpg|150px|thumb|Right|Ambush]]&lt;br /&gt;
&lt;br /&gt;
Three Mariliths, blue devil-like creatures with four arms, backwards-bending legs, and wielding glaives and shields, charge the party. A fierce battle ensues. The fight is swift and decisive, Turf&#039;s powerful blows with Snickersnee and his Soul Blade quickly dispatch two of the Mariliths, Archibald&#039;s Hellfire spell damages the remaining devil. Then to deadly Slaad enter the battle, One is pitch black, the other mottled green and brown. Their skin is like stone and Turfs blows, that would kill a nomrmal person, barely hurt them. Corniger, Archibald&#039;s horse, delivers the deadly blow with a devastating charge and horn attack.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the battle, the party discovers some magical components on the Mariliths&#039; bodies, including copper nails that can enhance the Sinking Doom spell, and bronze horseshoe-like items useful for gem creation spells. Examining the bodies the party are able to work our they are resistant to slashing weapons but vulnerable to crushing attacks.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 6: Pursuit====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2OgreMagi.jpg|150px|thumb|left|Chase]]&lt;br /&gt;
&lt;br /&gt;
As the group examines the Slaad corpses, Callas spots a female figure about 150 feet away, sitting on what appears to be an invisible mount about 70 feet off the ground. Recognizing her as likely responsible for summoning the creatures they just fought, the party springs into action.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turf windwalks after the figure, which flees from the party. In a daring maneuver, he materializes directly above her, attempting to grab her mid-flight. Despite the woman&#039;s impressive defenses, Turf manages to grapple her. A mid-air struggle ensues as Turf repeatedly stabs the woman, who is revealed to be an Ogress. The Ogress has powerful defences which Turf overwhelms with his powerful attacks and they both plummet towards the ground. &lt;br /&gt;
&lt;br /&gt;
Turf grabs a wand from her belt before letting  her unconscious body call to the ground. The Ogress crashes to the ground, not surviving the impact. The party regroup and they search the body. Turf uses a ritual to bind her soul into a nearby rock, preventing any chance of resurrection or escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter 7: Rescue====&lt;br /&gt;
&lt;br /&gt;
The party regroups and continues tracking their original quarry - the missing family. After about an hour of searching, they discover an artificially created cave. Inside, they find the family of five (two parents and three children) being guarded by an Ogre Mage. The party are able to sneak in and launches a surprise attack, the Ogre Mage is quickly overwhelmed and defeated without being able to retaliate. The party frees the family and debates their next move, concerned about a possible second Ogre Mage in the area.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deciding the family&#039;s safety is the priority, the group escorts them back to Surah. They use magic to enhance the adults&#039; strength, allowing them to carry the children and travel faster. Callas hides the Ogre Mage&#039;s body using her tunnelling spell.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They arrive in Surah as the sun rises, presenting their findings to the high priest. The party reports on the various creatures they encountered - blue devils, Mariliths, Slaads, and Ogres. They also mention the bound soul of the Ogress and the altar that needs cleansing.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The high priest and townsfolk praise the party for their actions, particularly eliminating the Ogress and Ogre Magi threat. There&#039;s some concern about the remaining Ogre Mage, but it&#039;s believed he&#039;s more likely to flee than cause further trouble. The party being offered accommodations in Surah for a week, with a celebration planned to honour their deeds. However, the group is aware of their time constraints and plans to move on soon to address other pressing matters in their quest.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chapter 8: Lady Callas, the Wonder Worker ====&lt;br /&gt;
&lt;br /&gt;
The party arrives in Jesurea seeking access to the Astral Gate. The priests require a service in exchange, and Callas offers her healing abilities. She treats several locals, including a man with a gangrenous wound, saving his life. Her exceptional healing earns her the title of &amp;quot;Lady Callas, the wonder worker,&amp;quot; and this service secures the party access to the Astral Gate.&lt;br /&gt;
&lt;br /&gt;
The party continues their journey north using Turf’s magical carriage. They stop at a Carchemish to rest and gather information. While speaking with the locals, they learn about the rising threat of gorgons in the area. During their stay, they encounter a group of black-armored mercenaries. Black arranges for future contact with a Mind Mage among the mercenaries.&lt;br /&gt;
&lt;br /&gt;
The next two days are uneventful as the party travel as the party travel to Hurrian, and then across the sea to Al-Marhirbah and to Aeaea - the city of Witches.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 9: Revelations ====&lt;br /&gt;
&lt;br /&gt;
Aeaea is a city of Witches, Archibald and Turf can see an enormous thorn wall surrounding the city, however Callus sees nothing. Callas head into the bustling city, there is lots of trade in fabric, she makes enquiries and is directed to the residence of Lady Cerise. Cerise, a figure of authority in the Crimson Sisterhood, happily greet Callus. Lady Cerise discloses her role as Matron of the Crimson Sisterhood.&lt;br /&gt;
&lt;br /&gt;
After hearing the prophesy Cerise believes the &amp;quot;Noble Count&amp;quot; is the Comte de Versillac, who was once undead but restored to life by a holy man. The Comte, now deeply hostile toward the Church. She also believes &amp;quot;A seer, veiled in mystic shroud&amp;quot; is Jade Rain, whom is known to Callus, and advises we visit immediately. She gives Callus a magic scroll in exchange for taking a letter to Jade Rein. Cerise warns of dark forces at work, urging caution as the party proceeds on their journey.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 10: The better part of Valour ====&lt;br /&gt;
&lt;br /&gt;
[[File:RL2Shoggoth.jpg|150px|thumb|right|Shoggoth]]&lt;br /&gt;
&lt;br /&gt;
After travelling for almost a week the party finds themselves in a deep part of the Abyss, near a lake-like area. They hear a slithering sound approaching and prepare themselves for a fight. As the sound grows closer, they feel the ground heaving beneath them.&lt;br /&gt;
&lt;br /&gt;
Black Archibald sees cracks forming in the ground coming from the north. The party realizes they&#039;re facing an enormous creature, something that makes the earth shake must be an enormous size. Realizing the potential danger, the group decides to retreat rather than confront the creature. Callas uses Earth Door to transport the party away from the immediate threat. &lt;br /&gt;
&lt;br /&gt;
Upon reaching safety, Turf uses a Crystal of Vision to look back at where they were. He sees an enormous lenticular-shaped creature, about 22-23 meters long and 3 meters across at its widest point. The party concludes it was likely a Shoggoth, a powerful and dangerous entity in the Abyss. Marking the location on the map as &amp;quot;Shoggoth Point&amp;quot; the party choose a different route to reach Jade Rain.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 11: Tea with Jade Rain ====&lt;br /&gt;
&lt;br /&gt;
The party travels for about a week to reach Jade Rain&#039;s residence, a cave appointed with various comforts. Jade Rain, described as having pale green, almost translucent skin, welcomes them and offers tea. Turf and Archibald are provided a simple tea while Callus is served one with an exquisite flavour. &lt;br /&gt;
&lt;br /&gt;
As they settle in, Turf presents the prophecy written by Lady Suneth. Jade Rain analyzes it, providing insights:&lt;br /&gt;
&lt;br /&gt;
1. She identifies a section referring to the &amp;quot;Comte de Versillac,&amp;quot; suggesting he has a crucial role to play.&amp;lt;BR&amp;gt;&lt;br /&gt;
2. Jade Rain explains that the Count&#039;s quest involves discovering the role of the original orcs in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
3. She points out the phrase &amp;quot;with papal ties to cleave,&amp;quot; noting its ambiguity—it could mean either to split apart or join together.&amp;lt;BR&amp;gt;&lt;br /&gt;
4. Jade Rain suggests the prophecy might be directing them to influence papal ties, either strengthening or severing them.&amp;lt;BR&amp;gt;&lt;br /&gt;
5. She draws attention to phrases like &amp;quot;enterprising schemer,&amp;quot; &amp;quot;cunning gaze,&amp;quot; and &amp;quot;steer the course of coming trials,&amp;quot; hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
6. Jade Rain warns about the &amp;quot;Eye of Discord,&amp;quot; suggesting extreme caution when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
7. She recommends speaking to &amp;quot;Moonlight Sleeping on a Midnight Lake&amp;quot; for more information, but cautions that this being is a demon lord and would require proper compensation for any aid.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the conversation, Jade Rain provides cryptic hints and warnings, emphasizing the complexity and danger of the situation the party faces.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 12: The Prince of Demons ====&lt;br /&gt;
The party returns to House Kerberoth, where they await the arrival of Damien, the Prince of Demons. His approach is heralded by trumpets from the Abyss, and he arrives with a procession of 3,600 demons. It takes a day for the procession to reach the castle. Lady Suneth is flustered with the arrival of a Prince, and insist the party assist to clean the castle, which already appears immaculate.  &lt;br /&gt;
&lt;br /&gt;
Damien is described as wearing baroque armour that seems to be moving. He carries a halberd and shield strapped to his back. After a three hour feast, where Turf spend the entire time drumming his fingers. Post dinner the party is invited to join Damien in the green chamber for brandy and cigars.&lt;br /&gt;
&lt;br /&gt;
Each character chooses a uniquely described cigar, which upon smoking, seems to have magical properties. They create various &amp;quot;pools&amp;quot; for the characters:&lt;br /&gt;
* Callas gains a sanity pool.&lt;br /&gt;
* Turf gains an impatience pool.&lt;br /&gt;
* Black Archibald gains a doom pool.&lt;br /&gt;
&lt;br /&gt;
Apologies for the confusion! Here is the entire summary formatted properly in MediaWiki markup:&lt;br /&gt;
&lt;br /&gt;
==== Chapter 13: Schemes and the Missal ====&lt;br /&gt;
&lt;br /&gt;
The party reconvenes with the enigmatic Damien to discuss the ever-looming threat foretold by prophecy. Turf is particularly eager to cut through the pleasantries and focus on the heart of the matter, prompting Damien to discuss a figure connected to the church, Giovanni de Crescenti. There is some confusion about Giovanni&#039;s role, with suggestions that he was a power broker rather than a direct agent of the church. The group learns that Giovanni was heavily involved in raising Pope Sylvester II to the papal throne, only for the pope to later flee in fear of a prophesied apocalypse at the turn of the millennium.&lt;br /&gt;
&lt;br /&gt;
During the discussion, Damien gives the party an ancient Missal. He mentions that the Comte de Versillac might be willing to trade a service in exchange for the Missal, though its exact value and significance are unclear. The group takes the Missal, recognizing it could be a useful bargaining chip when they eventually meet the Comte.&lt;br /&gt;
&lt;br /&gt;
With this new item in their possession, the party&#039;s path becomes clearer. Their focus now shifts to securing the Comte’s assistance, knowing that they may need to offer the Missal as part of their negotiations.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 14: Farewell and a Chance Encounter ====&lt;br /&gt;
&lt;br /&gt;
After concluding their meeting with Damien at House Kerberoth, the party sets off to traverse the Abyss. The journey is perilous, and they know the dangers of this shadowy realm well. The Abyss, with its dark, oppressive atmosphere and strange, unpredictable forces, stretches before them as they leave the relative safety of House Kerberoth. They proceed cautiously, aware that while the Abyss can be eerily quiet at times, it can quickly become the stage for catastrophic events.&lt;br /&gt;
&lt;br /&gt;
As they make their way deeper into the Abyss, they encounter &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;. He approaches the group in a careful, civil manner, not rushing or displaying hostility. Sir Black Archibald, recognizing &#039;&#039;&#039;Midnight&#039;&#039;&#039; from previous encounters, chooses to meet him halfway. The conversation is cordial, though brief, as &#039;&#039;&#039;Midnight&#039;&#039;&#039; does not appear to be accompanied by his mistress, and he seems to be on a personal journey deeper into the Abyss.&lt;br /&gt;
&lt;br /&gt;
During the encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; mentions that he is looking for Sweet Regret,  offers his assistance, stating that the party need only call on him if they require his help. He gives Callas an intricately carved ivory plaque, which appears more three-dimensional the longer one looks at it. The plaque holds a special significance, though its exact purpose remains unclear to the group. After this encounter, &#039;&#039;&#039;Midnight&#039;&#039;&#039; continues on his way, leaving the party to reflect on the nature of their meeting.&lt;br /&gt;
&lt;br /&gt;
The group resumes their journey, and though the Abyss holds many dangers, they are unmolested for the rest of the way. Their thoughts now turn to the next stage of their mission, knowing they have gained a potential ally in &#039;&#039;&#039;Midnight Sleeping on a Moonlit Lake&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 15: Sir Andrew and Venice ====&lt;br /&gt;
&lt;br /&gt;
The party reaches the estate of Sir Andrew, the Lord of Chivalry, who resides in the hills north of Venice. Upon arrival, Sir Black Archibald explains their mission and requests the use of Sir Andrew’s **Astral Gate**. The gate would allow the group to fully cross into the Plane of Nualis, leaving behind the dangers of the Abyss. Sir Andrew, without hesitation, grants them permission to use the gate.&lt;br /&gt;
&lt;br /&gt;
Once the group passes through the gate and firmly enters Nualis, they express their gratitude to Sir Andrew and prepare for their next move. However, they first make their way to Venice to complete a task on behalf of **Henry the Toymaker** and to explore further leads regarding their quest.&lt;br /&gt;
&lt;br /&gt;
In Venice, an enormous walled city bustling with activity, the group quickly catches the attention of the gate guards, but they are allowed through without much scrutiny, aided by the imposing presence of Sir Black Archibald’s warhorse. Their first stop is St. Mark&#039;s Square, where they notice an odd reaction from the Missal they carry when near the statue of St. Mark. The book seems to resonate faintly with the religious aura of the square, but the group decides to focus on their main task and move on.&lt;br /&gt;
&lt;br /&gt;
The party then seeks out **Giuseppe Briati**, a famous craftsman known for his expertise in glass and metalwork. They deliver a special musket for repairs, as per Henry the Toymaker’s request. Giuseppe inspects the unusual firearm, noting its peculiar design, which resembles a large pistol, and agrees to repair it within a season. The party thanks him, satisfied that their business in Venice is now complete.&lt;br /&gt;
&lt;br /&gt;
With their task finished and further intrigued by the Missal&#039;s behavior, the group prepares to leave Venice and continue their mission to stop the Eye of Discord.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 16: The Comte&#039;s Domain ====&lt;br /&gt;
&lt;br /&gt;
The party arrives at the outskirts of the Comte de Versillac’s domain. The landscape around the estate is a mix of fertile wheat fields and orchards. As they approach, they see the Comte’s imposing black castle in the distance, standing stark against the surrounding plains. The scale of the castle is immense, and its black stone construction is unusual for the region, where limestone or marble would typically be used.&lt;br /&gt;
&lt;br /&gt;
A river encircles the estate, serving as a natural moat, with a drawbridge leading to the castle&#039;s entrance. Beyond the drawbridge, the party notices two sets of defensive walls: the outer wall, which is massive and fortified, and a barely visible inner wall that adds another layer of protection.&lt;br /&gt;
&lt;br /&gt;
As they pass through the nearby town, the group sees villagers working the fields. The town itself is unfortified, unlike the heavily defended castle that looms over it. Callas observes the strange use of black stone for the castle, which stands out against the otherwise typical landscape.&lt;br /&gt;
&lt;br /&gt;
With the fertile land contrasting sharply with the castle’s formidable appearance, the party makes their way towards the stronghold, preparing for their next challenge as they seek an audience with the Comte.&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
&lt;br /&gt;
* [[Jade Rain]] - an enigmatic figure familiar to both Cerise and Callas. Lives in the Abyss.&lt;br /&gt;
* Comte de Versillac - who was once undead but restored to life by a holy man, and as a consequence has a serpent mark on his brow. He is deeply hostile toward the Church.&lt;br /&gt;
* Lady Cerise - Matron of the Crimson Sisterhood. Lives in Aeaea, a city of Witches&lt;br /&gt;
&lt;br /&gt;
===Prophesy===&lt;br /&gt;
* &amp;quot;A seer, veiled in mystic shroud, with visions deep and true&amp;quot; = Jade Rain&lt;br /&gt;
* &amp;quot;Yet far within the twilight’s grasp, a noble count remains&amp;quot; = Comte de Versillac&lt;br /&gt;
* &amp;quot;a matron wise and bold&amp;quot; = Lady Cerise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
These comments represent info from Jade Rain&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 In the shadowed realm where mortal woe and spectral might entwine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 A tale of dark and light unfolds in the world’s bleakest design. &amp;lt;BR&amp;gt;&lt;br /&gt;
 Where ruthless fiends and holy men in fate’s grand stage do play, &amp;lt;BR&amp;gt;&lt;br /&gt;
 The next three moons will spin their threads in destiny’s display.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 A wraith of dread with burning eyes, in torment’s guise arrayed,&amp;lt;BR&amp;gt; &lt;br /&gt;
 By darkened lord’s command doth seek the hearts of men betrayed.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In lands where sorrow’s seeds are sown, where fear doth reign supreme,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The fiend with cruel intent shall weave a harrowing dream.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In the murky depths of witchcraft’s art, &amp;lt;strong&amp;gt;a matron&amp;lt;/strong&amp;gt; wise and bold,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Foretold by agents three of yore, the tale of terror told.&amp;lt;BR&amp;gt; &lt;br /&gt;
 She sent forth those with secret aims, where fiendish shadows creep,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To pierce the veil of devil’s schemes, where mortal souls do weep.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 Yet far within the twilight’s grasp, &amp;lt;strong&amp;gt;a noble count&amp;lt;/strong&amp;gt; remains,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This count, with quest of balance bound, through hidden paths shall tread,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May thwart the devil’s ruthless hand while soul debt he does shed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The CdV has a part to play&amp;lt;BR&amp;gt;&lt;br /&gt;
There is some diabolic interest.&amp;lt;BR&amp;gt; &lt;br /&gt;
Find CdV, get him to do something and that will tell us that is going on&amp;lt;BR&amp;gt; &lt;br /&gt;
Our leverage against CdV is the fact he has been freed from the serpents mark - he has a debt/obligation to pay.&amp;lt;BR&amp;gt; &lt;br /&gt;
Has a special defence against the bad thing  = Whose life, though freed from serpent’s mark, bears past’s enduring chains.&amp;lt;BR&amp;gt;&lt;br /&gt;
The CdV&#039;s quest involves discovering the role of the original orcs (first elves) in the unfolding events.&amp;lt;BR&amp;gt;&lt;br /&gt;
Party may need to take an undiplomatic with the CdV to get him to assist.&amp;lt;BR&amp;gt;  &lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;strong&amp;gt;A seer&amp;lt;/strong&amp;gt;, veiled in mystic shroud, with visions deep and true,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Hath seen an urgent embassy, a path of fate to view.&amp;lt;BR&amp;gt; &lt;br /&gt;
 This mission bears a humble quest to seek the &amp;lt;u&amp;gt;noble’s aid&amp;lt;/u&amp;gt;,&amp;lt;BR&amp;gt; &lt;br /&gt;
 To glean what truths &amp;lt;u&amp;gt;the count&amp;lt;/u&amp;gt; might hold, in the murk where shadows played.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
The Count may refer to a countdown&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 In distant coasts where merchants plot, and schemes of power weave,&amp;lt;BR&amp;gt; &lt;br /&gt;
 An enterprising schemer stands, with papal ties to cleave.&amp;lt;BR&amp;gt; &lt;br /&gt;
 His cunning gaze on shifting tides, with alliances entwined,&amp;lt;BR&amp;gt; &lt;br /&gt;
 May steer the course of coming trials, with threads of fate aligned.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&lt;br /&gt;
Cleave could be read as splitting apart or joining together&amp;lt;BR&amp;gt;&lt;br /&gt;
Papal = the pope = which resides on the plane of Nualis&amp;lt;BR&amp;gt;&lt;br /&gt;
There is a family of schemers Giovani de Craschenti. They are the &amp;quot;Eye of Discord,&amp;quot; and extreme caution must be taken when dealing with this entity.&amp;lt;BR&amp;gt;&lt;br /&gt;
The current pope, Turgius is a smart puppet of the GdC&amp;lt;BR&amp;gt;&lt;br /&gt;
Three things to look at;&amp;lt;BR&amp;gt;&lt;br /&gt;
•	Enterprising scheme&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Cunning gaze = eye of discord&amp;lt;BR&amp;gt; &lt;br /&gt;
•	Coming Trials&amp;lt;BR&amp;gt; &lt;br /&gt;
hinting at the need for careful negotiation and strategy.&amp;lt;BR&amp;gt;&lt;br /&gt;
Might require us to influence papal ties, either strengthening or severing them.&lt;br /&gt;
&amp;lt;span&amp;gt; &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
 Thus, as the lunar cycles turn and shadows deepen still,&amp;lt;BR&amp;gt; &lt;br /&gt;
 The forces of the dark and light will clash with potent will.&amp;lt;BR&amp;gt; &lt;br /&gt;
 With every stride and hidden move, their fates entwine and twist,&amp;lt;BR&amp;gt; &lt;br /&gt;
 In the grand design of cosmic dance where none may long resist.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &amp;lt;BR&amp;gt;&lt;br /&gt;
 And so shall fate unroll its scroll, with twists both sharp and sly,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Till ends are met and truths are known beneath the cosmic eye.&amp;lt;BR&amp;gt; &lt;br /&gt;
 In this tumultuous sphere of war, where mortal and divine,&amp;lt;BR&amp;gt; &lt;br /&gt;
 Will weave the strands of destiny, by cunning or design.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
==== Crescenti Family Details ====&lt;br /&gt;
&lt;br /&gt;
===== Influence in the Church =====&lt;br /&gt;
* The Crescenti family has notable influence within the church hierarchy. Giovanni de Crescenti, a key figure in the family, was instrumental in ensuring that his nephew, Sergius, ascended to a position of power within the church after a &amp;quot;purge in the Curia&amp;quot; in which many cardinals were killed.{{quote|1}}&lt;br /&gt;
* Sergius, who replaced the previous leader, is described as an &amp;quot;intelligent puppet&amp;quot; of Giovanni de Crescenti, suggesting that while he held authority, he was largely controlled by Giovanni, allowing the Crescenti to maintain their influence within the church.&lt;br /&gt;
&lt;br /&gt;
===== Character and Motivation of Sergius =====&lt;br /&gt;
* Sergius appears to have been selected because he would not oppose Giovanni&#039;s manipulations. He valued a secure and wealthy life more than any real authority over doctrinal matters, implying that his loyalty lay more with his comfort and safety than with the spiritual mission of the church.&lt;br /&gt;
* Under his leadership, the church flourished as a &amp;quot;financial empire,&amp;quot; which suggests that the Crescenti were using the church&#039;s influence to increase their wealth and economic power.&lt;br /&gt;
&lt;br /&gt;
===== Papal Ties and Manipulation =====&lt;br /&gt;
* There is an ongoing effort to either &amp;quot;split or join&amp;quot; the connection between the church and the Crescenti family, depending on interpretation. The prophecy mentioned in the transcript seems to imply some destiny regarding the Crescenti&#039;s influence over the papacy, suggesting a significant impact on future political or religious directions.&lt;br /&gt;
&lt;br /&gt;
===== Giovanni de Crescenti&#039;s Role =====&lt;br /&gt;
* Giovanni de Crescenti is directly referred to as being involved with and possibly orchestrating changes in church leadership. His role in finding a replacement for his nephew implies a strong, perhaps Machiavellian, influence within both secular and ecclesiastical circles.&lt;br /&gt;
* Giovanni is associated with a &amp;quot;merchant empire,&amp;quot; indicating that his influence is not only ecclesiastical but also rooted in extensive financial and commercial power.&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Immolation&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Def +20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; 63&lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&amp;lt;BR&amp;gt; Meeting Lord Tirwh and Lady Suneth&lt;br /&gt;
| class=day |  2 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  3 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  4 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  5 || Travel the Heights of Chaos. &lt;br /&gt;
| class=day |  6 || Travel the Heights of Chaos. &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || Drive carriage to Surah&lt;br /&gt;
| class=day |  8 || Arrive in Surah fight. Rescue family. &lt;br /&gt;
| class=day |  9 || Rest in Surah &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101599</id>
		<title>Down in the Deep Blue Sea</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101599"/>
		<updated>2024-09-20T09:16:34Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Spring_824_WK|Scribe Notes]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[user:Jacqui | Jacqui]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Highish &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party &lt;br /&gt;
# [[Aqualina]]&lt;br /&gt;
# [[Lizette]]&lt;br /&gt;
# [[Vargr]]&lt;br /&gt;
# [[Sabastian]]&lt;br /&gt;
# [[Mayhem]]&lt;br /&gt;
# [[Limedhl_Estel|Lim]] - Probably, TBC.&lt;br /&gt;
&lt;br /&gt;
; Employer: &lt;br /&gt;
[[Aqualina]]&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
====Prologue====&lt;br /&gt;
&lt;br /&gt;
Following a meeting at the Guild, Aqualina returned to her home in [[Pasifika]], where she was immediately approached by worried locals. Known for her reputation as a skilled adventurer, they requested her help in investigating the mysterious disappearances of several villagers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adventurers Assemble====&lt;br /&gt;
&lt;br /&gt;
Returning to Seagate, Aqualina  had the Guild put out a call for assistance, and a group of talented and skilled adventurers quickly assembled to aid her on this urgent mission. With limited information about the abductions, the party needed to travel to [[Pasifika]] to gather more details from a local contact, Bob.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before setting off, the party filled out the necessary Guild paperwork. During this time, the group unanimously agreed that no one else possessed the unique blend of brilliance, charisma, and vision quite like Sabastian. His unparalleled ability to lead and navigate complexities, which would baffle the average mind, made him the obvious choice. Initially, Sabastian modestly declined the position, but after much pleading from the group, he graciously accepted, which was met with spontaneous applause. As true Renaissance hobbit, he humbly took on the additional roles of military strategist and scribe.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Discussion then turned to how to best reach [[Pasifika]]. Mayhem suggested using his shadow points for travel, but none were conveniently located near [[Pasifika]]. It was agreed that the party would travel via the portal situated in the Sea of Grass, near a creepy, undead-infested lake. Aqualina generously offered to fund Greater Enchantments for the journey, and fortunately, Aaron was available at the Guild to provide them. The party then dispersed to finalize their preparations, agreeing to reconvene at dawn the following day. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Getting there===&lt;br /&gt;
&lt;br /&gt;
At dawn, the party set off and spent most of the day flying to the Sea of Grass, arriving just before sunset. Once there, Mayhem established a new shadow point, and the group passed through the portal to [[Pasifika]]. Although it was still daylight upon arrival, the next leg of the journey would take most of a day. Opting for a night&#039;s rest, the party stayed at the Trading Post. Sabastian and Mayhem, ever the responsible ones, retired early, while others stayed up late, enjoying fancy drinks. Lim boasted that he could make similar drinks, though they often lacked the characteristic fruit chunks and umbrellas. Aqualina chose to stay with her family for the night.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following morning, after a refreshing breakfast, the party cast their protective spells and began a long, cautious flight over the island, prepared for whatever lay ahead.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
Vision&lt;br /&gt;
* Aqualina&lt;br /&gt;
* Lizette&lt;br /&gt;
* Vargr&lt;br /&gt;
* Sabastian; R18 Nightvision (230ft), Hobbit infravision 100ft, Witchsight R6/R20&lt;br /&gt;
* Mayhem&lt;br /&gt;
&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Red x.png|15px]]  &lt;br /&gt;
[[Image:Green-tick.gif|20px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqualina&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Lizette&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
!Title=&amp;quot;Lim&amp;quot;     | Lim&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Linking Lifeforce (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 4&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | This ritual allows the Adept to bind an object to the life-force of an entity. The object will reflect the entity’s physical condition if they are within 500m&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Permanent&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Lesser Enchantment (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6/12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 2w/3m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;[[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadowform(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9/15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +20/32% defence meele/ranged and 10/15% in close&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5/8h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; Nighttime.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Coruscade(Lim)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12/18&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +26/38% defence melee/ranged and 13/19% in close&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5/9.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; Daytime.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Healing Shade&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 3 healing shadows, requires a Pass Action, heals 4 damage, acts as Rk 2 Healer&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Stone (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8/14&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell has their Physical Strength or Endurance (Adept’s choice) increased by 8/13 points&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 9/15h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; EN&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; PS&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; EN&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; EN&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | see objects or entities which are invisible. see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 10.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqualina&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Lizette&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
!Title=&amp;quot;Lim&amp;quot;     | Lim&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Blending (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10/16&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | While remaining still the target is not able to be seen by non-magical means (i.e. as for invisibility).&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11/17h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Walking Unseen(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6/12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell may move unnoticed, not invisible. Although the target is not invisible, it may be detected using any magical means for detecting invisible entities (e.g. witchsight). If the target of the spell, or the target’s possessions, are touched by another entity, or that entity’s possessions, then the spell is broken.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7/13h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 14/20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Travel between 16-44mph/10-60mph. Can change speed as magical action&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7.5/10.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Darkness(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 13/19&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +8/11PS&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 140/200m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Creating Rune Weapon (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The Adept may create a magically poisoned weapon by inscribing a Rune of Acid on a weapon. If at least one point of effective damage is inflicted on a target, they will take [D - 5] +3 damage per pulse for D10 pulses.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 14m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqualina&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Lizette&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
!Title=&amp;quot;Lim&amp;quot;     | Lim&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Charismatic Aura&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +25% to reaction rolls (conditional)&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 105m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Heroism&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +15% to fear checks for friendlies in line of sight.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Permanent&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadowform*&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 16&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +26 Def, +17 Stealth, reduces non-silver, non-magical damage by 4&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 9 hrs&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqulina&amp;quot;    | Aq  &lt;br /&gt;
!Title=&amp;quot;LIzette&amp;quot;  | Li &lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va &lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa &lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
!Title=&amp;quot;Lim&amp;quot;     | Lim&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; -&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; 20&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Nightvision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; 290ft&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; 110ft&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; 210%&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; 205%&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Danger Sense / Sixth Sense&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Chance of getting alerted before danger/ambush/stepping on trap/discovery. Penalties may apply.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; 116%&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Tracking&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Tracking chances.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; 76%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Magic for going underwater&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqulina&amp;quot;    | Aq  &lt;br /&gt;
!Title=&amp;quot;LIzette&amp;quot;  | Li &lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va &lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa &lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
!Title=&amp;quot;Lim&amp;quot;     | Lim&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Water Breathing (Aqualina / Lim)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Gills&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Lots&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Buoyancy (Aqualina / Lim)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | ??&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 5+2*Rank up/down.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Some hours.&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Water Proofing (Aqualina / Lim)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | ??&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Ignore harmful effects of water.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Lots of hours.&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Cold Resistance (Aqualina / Lim)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | ??&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Handle cold temperatures and reduce all cold damage by X. (X = 1 + 1/5 ranks)&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Lots of hours.&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Lim --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
;Other&lt;br /&gt;
Wand(Sa) - can increase all aspects of a spell/talent, except BC, by 6 ranks. Prevents doubles, triples.&lt;br /&gt;
Only for the colleges; Earth, Water, Celestial (star, light, dark), Solar, Air, Life (i.e., wiccan), Rune, Fire.&lt;br /&gt;
Fiddly to use&lt;br /&gt;
&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: +18% all areas.  Provided by [[Aaron]].&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | Sabastian&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | Lim&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | Vargr&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | Lizette&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | Aqualina&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | MAyhem&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Mayhem&amp;diff=101569</id>
		<title>Mayhem</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Mayhem&amp;diff=101569"/>
		<updated>2024-09-17T09:58:59Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mayhem.jpg|right|100px]]&lt;br /&gt;
[[category: Jim Arona]]&lt;br /&gt;
&lt;br /&gt;
Born Harmless as Doves Mayhew, Mayhem was the eldest son of a quietly religious apothecary. &amp;lt;br&amp;gt;&lt;br /&gt;
While delivering provisions to Slippery Rock, a band of assassins fell upon his family, and as a consequence of this, has dedicated his life to avenging this loss.&amp;lt;br&amp;gt;&lt;br /&gt;
Mayhem is a small and delicate appearing hobbit, but is stronger and tougher than he looks. He would like to be stronger and even tougher. He joined the Guild of Adventurers to acquire the skills he believes he needs. Unfortunately, his MA was inadequate to be a shadow weaver, so he decided to become a Namer. Since then, he has learnt the General Knowledge Magic of a variant College of Shadow Weaving, and expects to be available to adventure again in Spring 814 WK.&lt;br /&gt;
&lt;br /&gt;
Mayhem is played by Jim, and has just started to adventure.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
! colspan = 3 align = &amp;quot;center&amp;quot;| PS&lt;br /&gt;
! colspan = 3 align = &amp;quot;center&amp;quot;| MD&lt;br /&gt;
! colspan = 3 align = &amp;quot;center&amp;quot;|AG&lt;br /&gt;
! colspan = 3 align = &amp;quot;center&amp;quot;| EN&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;gt;|&amp;lt;!-- PS --&amp;gt;13&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- raised PS --&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;13&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- modified PS --&amp;gt;&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;13&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|&amp;lt;!-- MD --&amp;gt;15&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- raised MD --&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;17&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- modified MD --&amp;gt;&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;17&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|&amp;lt;!-- AG --&amp;gt;18&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- raised AG --&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;23&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- modified AG --&amp;gt;&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;23&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|&amp;lt;!-- EN --&amp;gt;19&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- raised EN --&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;24&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- modified EN --&amp;gt;&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;44&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan = 3 align = &amp;quot;center&amp;quot;| WP&lt;br /&gt;
! colspan = 3 align = &amp;quot;center&amp;quot;| MA&lt;br /&gt;
! colspan = 3 align = &amp;quot;center&amp;quot;| PC&lt;br /&gt;
! colspan = 3 align = &amp;quot;center&amp;quot;| FT&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|&amp;lt;!-- WO --&amp;gt;17&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- raised WP --&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;17&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- modified WP --&amp;gt;&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;17&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|&amp;lt;!-- MA --&amp;gt;10&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- raised MA --&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;11&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- modified MA --&amp;gt;&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;11&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|&amp;lt;!-- PC --&amp;gt;5&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- raised PC --&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;19&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- modified PC --&amp;gt;&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;17&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|&amp;lt;!-- FT --&amp;gt;21&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- raised FT --&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;23&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;!-- modified FT --&amp;gt;&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;23&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan = 2 align = &amp;quot;center&amp;quot;|PB&lt;br /&gt;
! colspan = 2 align = &amp;quot;center&amp;quot;| TMR&lt;br /&gt;
! align = &amp;quot;center&amp;quot;| Ar&lt;br /&gt;
! align = &amp;quot;center&amp;quot;|&amp;lt;span style=&amp;quot;font-size:50%&amp;quot;&amp;gt; &#039;&#039;&#039;ENAr&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! align = &amp;quot;center&amp;quot;| SA&lt;br /&gt;
! align = &amp;quot;center&amp;quot;| DR&lt;br /&gt;
! align = &amp;quot;center&amp;quot;|  MR&lt;br /&gt;
! colspan = 3 align = &amp;quot;center&amp;quot;| Def&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|&amp;lt;!-- PB --&amp;gt;13&lt;br /&gt;
|align = &amp;quot;center&amp;quot; &amp;lt;!-- modified PB --&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;16&amp;lt;/font&amp;gt;&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|&amp;lt;!-- TMR --&amp;gt;7&lt;br /&gt;
|align = &amp;quot;center&amp;quot; |&amp;lt;!-- modified TMR --&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;6&amp;lt;/font&amp;gt;&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|&amp;lt;!-- Armour --&amp;gt;5&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|&amp;lt;!-- EN Armour --&amp;gt;-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|&amp;lt;!-- Spell Armour --&amp;gt;-&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|&amp;lt;!-- Damage Reduction --&amp;gt;4&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|&amp;lt;!-- Magic Resistance --&amp;gt;25&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|&amp;lt;!-- Def --&amp;gt;23&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|&amp;lt;!-- Def with Magic --&amp;gt;50&lt;br /&gt;
| align = &amp;quot;center&amp;quot;|&amp;lt;!-- Def with Magic &amp;amp; MG --&amp;gt;70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Mayhem&#039;s Child =&lt;br /&gt;
Mayhem&#039;s child was born through the death of a shadow elementalist combined with some potent potions being unexpectedly mixed together and finally Mayhem coming into contact with the resulting pool of wild Shadow mana. The result was a child of Shadow named [[Ombreuse - Childe of Mayhem|Ombreuse]] who can be used by Mayhem to Learn a variant College of Shadow Weaving. Ombreuse lives with Mayhem in a lush tropical paradise, along with kobolds, large cats and a pair of great wyverns.&lt;br /&gt;
&lt;br /&gt;
= Mayhem&#039;s allies, companions and familiars =&lt;br /&gt;
== Hemlock ==&lt;br /&gt;
Hemlock was born 1st Fruit 814wk andwill grow into a large Giant Spider by 1st Fruit 819wk at the age of 5. Each year he will change as per the stats in brackets below. His GTN is Northern Giant Spider and he is an 8-legged arachnid with a normal life span of 25 years.&amp;lt;br&amp;gt;&lt;br /&gt;
Movement Rates: Running: 250; Climbing: 750 Movement can be made up surfaces as a normal spider would but if carrying a weight then climbing would be at significant penalties which may be overcome using the climbing skill (50% discount for spiders) to an extent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 16| 21| 23	| 21 | 22	| 28| 26| 25 | 3|5/15	| Chitin absorbs 3 DP}}&lt;br /&gt;
;Weapons&lt;br /&gt;
:Mandibles: &lt;br /&gt;
::Bite: 118%, D10+2 (Penetration only) MC, - Class Damage, Rank 4, 3 Poison DP for D10 Pulses&lt;br /&gt;
:Spinnerets:&lt;br /&gt;
::Entangle: 100%, - , C, - Class Damage, Rank 0, single target, Web of Darkness (College of Celestial Magic S6), costs 1 FT&lt;br /&gt;
::Spray: 80%, -, RM, Range 80 feet, Rank 0, Web of Darkness (College of Celestial Magic S6), costs 1 FT&lt;br /&gt;
&lt;br /&gt;
;Languages&lt;br /&gt;
:Rank 6&lt;br /&gt;
::Saenath&lt;br /&gt;
:Rank 3&lt;br /&gt;
::Common&lt;br /&gt;
&lt;br /&gt;
;Loyalty&lt;br /&gt;
:As he grows into adulthood, Hemlock will shift his attitudes (depending on circumstances), becoming more &amp;quot;spider-like&amp;quot;. He will show loyalty to Mayhem as a &amp;quot;parental figure&amp;quot; but this will be tempered by his growing sense of independence. The Beastmaster Skill will allow Mayhem to have more control over Hemlock.&lt;br /&gt;
&lt;br /&gt;
;Saenath&lt;br /&gt;
:Those few spiders of Hemlock&#039;s kind that can communicate do so in Saenath. This is generally confined to mature Giant Spiders and other unique, sentient varieties. Any spider that knows the language can advance it to 10, non-spiders can only advance it to 10 and there is no written form.&lt;br /&gt;
&lt;br /&gt;
;Note&lt;br /&gt;
:Hemlock can be resurrected by a Healer.&lt;br /&gt;
&lt;br /&gt;
== Alfred of Course ==&lt;br /&gt;
[[Image:AlfredOfCourse.jpg|left|25px|Alfred of Course]]&lt;br /&gt;
A 12 year old peasant boy recruited Fruit 819. &amp;lt;br&amp;gt;&lt;br /&gt;
Having discovered that the boy&#039;s MA is 17, 1,000 sp has been settled on him to teach him magic and/or a profession.&amp;lt;br&amp;gt;&lt;br /&gt;
Encountered on the the adventure [[Trouble in the Spine]] Summer 819 after a barn had fallen on him during a storm.&lt;br /&gt;
&lt;br /&gt;
== Sisterhood of the Night ==&lt;br /&gt;
* TaÃ¯s of Tycho - 1,000sp / year - Tycho City - recruited Summer 815, [[Duskfalls_demise|Duskfall&#039;s Demise]]&lt;br /&gt;
* Cate of Pevanston - 1,000sp / year - Pevanston, barony of Waterford - recruited Winter 817, [[The Pevensey Heist]]&lt;br /&gt;
* Mary of Course - 1,000sp / year - Course, a village 15 miles north of Barretskyne, county of Aladar - Summer 819, [[Trouble in the Spine]]&lt;br /&gt;
* Cynthia of the Golden Kelpie - 1,000sp / year - margravate of Kanstyn - Summer 819, [[Trouble in the Spine]]&lt;br /&gt;
* Elisa of the Naughty Pixie - 1,000sp / year - barony of Bryshande - Summer 819, [[Trouble in the Spine]]&lt;br /&gt;
&lt;br /&gt;
== Co-ordinates of Shadow Gates ==&lt;br /&gt;
* Seagate (Duchy of Carzala): N 40.00 E 03.00 &lt;br /&gt;
&lt;br /&gt;
North&lt;br /&gt;
* Kanstyn (County of Fesenheim): N 52.00 W 00.50 -&amp;gt; 845 miles from Seagate&lt;br /&gt;
* Course (County of Aladar): N 46.5 W 00.625 -&amp;gt; 485 miles from Seagate&lt;br /&gt;
* Pevanston (Duchy of Waterford): N 45.00 E 07.50 -&amp;gt; 415 miles from Seagate, 405 miles from Course&lt;br /&gt;
* Cholm (God only knows)&lt;br /&gt;
&lt;br /&gt;
East Nor&#039; East&lt;br /&gt;
* Tycho City: N 42.50 E 25.00 -&amp;gt;1,152 miles from Seagate&lt;br /&gt;
&lt;br /&gt;
;South&lt;br /&gt;
* Wasyrat (Empire of Arabie): N 20.00 E 22.50 -&amp;gt; 1,800 miles from Seagate&lt;br /&gt;
&lt;br /&gt;
;South East&lt;br /&gt;
* Garvett Islands (Far East Archipelago): N 05.00 E 43.00 -&amp;gt; 1,723. miles from Wasyrat&lt;br /&gt;
* Chingkapur (Tanah Melay):  S 09.00 E 68.00 -&amp;gt; 1,974 miles from Wasyrat&lt;br /&gt;
* Spatly Isle (Far South East Archipelago): S 28.00 E 61.00 -&amp;gt; 1,390 miles from Chingkapur&lt;br /&gt;
* Fogg Island (Far South East Archipelago): S 42.00 E 66.00 -&amp;gt; 1,110 miles from Spatly Isle&lt;br /&gt;
&lt;br /&gt;
= Adventures to date = &lt;br /&gt;
[[Red Red Wine]] - Winter 813 D.M.:[[User:Chris|Chris Caulfield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blood in the Snow]] - Spring 814wk D.M.:[[User:Chris|Chris Caulfield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Duskfalls demise|Duskfall&#039;s Demise]] - Summer 815wk - D,M.: [[User:Mebh|Julia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gypsy Smugglers Wanted]] - Summer 816wk D.M.: Michael Parkinson &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Magical Mystery Show]] - Spring 816wk D.M. [[William]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Pevensey Heist]] -  Winter 817wk D.M.: [[Clare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Air Bastards of the Shattered Queen]] - Spring 817wk D.M.: [[William]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Trouble in the Spine]] - Summer 819wk - DM:[[User:Chris|Chris Caulfield]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[Series of Unfortunate Events]] - Winter 819wk - DM [[Dean Ellis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thin Ice]] - Spring 819 wk - D.M.:[[User:Chris|Chris Caulfield]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
= The College of Shadow Weaving (v. Jim.1) =&lt;br /&gt;
The College of Celestial Magics is filled with the maunderings of the unenlightend who will not see that the only true magic of light and darkness is the Umbra.&amp;lt;br&amp;gt;&lt;br /&gt;
The Umbra is the element of subtlety, concealment and deception, not the element on the borders of light and darkness. Shadow Weavers learn to bend light and darkness to their advantage, for it is out of these  primitive elements that the Umbra can be woven as silk is woven from the worm and the mulberry. Shadow Weavers enjoy the opportunity of  practicing their magic when both elements are present to show them the error of their ways. Some of their magic requires the specific presence of shadow as well. As a result, the degree to which shadows are present modifies their chance to Cast magic under the following schedule:&lt;br /&gt;
{| border=1 cellspacing=2 |&lt;br /&gt;
!colspan = 2 align = &amp;quot;center&amp;quot; |Modifiers&lt;br /&gt;
|-&lt;br /&gt;
!colspan = 2 Align=&amp;quot;Left&amp;quot;|The Shadow Weaver is&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;|in an area of 90 - 99% light or darkness&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|-15&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;|within 30 ft of a small shadow&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|-10&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;|in a small shadow		&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|+5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;|within 30 ft of a large shadow	&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|+5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;|in a large shadow		&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|+10&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;|within 30 ft of a shadowy area		&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|+10&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;|inside a shadowy area&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|+15&lt;br /&gt;
|-&lt;br /&gt;
!colspan = 2 align = &amp;quot;left&amp;quot;|The shadow is&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;|deep&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|+5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;|faint&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|-5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a general guideline, Shadow Weavers require some light, but benefit more from gloom. A shadowy  area is something like a forest, gorge, grotto, pub, alley or possibly a dungeon. Contrast is irrelevant, depth of shadow is not. Deep shadows will obscure vision and make it hard to pick out details like facial features clearly. A faint shadow is one that is obvious but does not make it difficult to distinguish shades. A small shadow is about a metre square or less, a large shadow is about 3 or larger. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
Speak to Shadow and Weaving Creatures (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent allows the Shadow Weaver to communicate in a limited fashion with non-sentient creatures of the shadows, that weave, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, 1 + &amp;amp;nbsp;the Rank of this Talent is added to the Reaction Roll, making it more likely for such creatures to be positively disposed towards them. At Rank 20, 30 is added, instead.&amp;lt;br&amp;gt;&lt;br /&gt;
Shadow creatures are most nocturnal or crepuscular vermin, weaving creatures are spiders, silk worms, weaver birds, etc.&lt;br /&gt;
&lt;br /&gt;
Night Vision (T-2)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 50 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Always active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent allows the Shadow Weaver to see in the dark with vision similar to that of a cat. Everything will appear monochromatic (i.e. shades of grey) and it is difficult to accurately estimate distance. The higher the Rank, the less of a problem this will be. Because the vision is monochromatic it does not enable Detect Aura. Note that some amount of light must be present before any sort of vision is possible.&lt;br /&gt;
&lt;br /&gt;
Read Shadow (T-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 75&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; Perception + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The effects of this talent are described in §9.1. except that instead of the aura that is read, it is the shadow. If a shadow isn&#039;t present, it cannot be interrogated.&lt;br /&gt;
&lt;br /&gt;
Animate Shadow (T-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Shadow Weaver may extend their shadow 5ft (+1 foot per Rank) away from them The shadow need not remain in line of sight but must remain in contact with them, neither may it pass through solid objects, even if transparent, nor an area of light or darkness that is greater than 79 + Rank. The Shadow Weaver can see whatever their shadow sees. At Rank 5, they may feel what it feels, Rank 10, smell what it smells, Rank 15, hear what it hears and at Rank 20 the Shadow Weaver can whisper through their shadow.&lt;br /&gt;
&lt;br /&gt;
== General Knowledge Spells ==&lt;br /&gt;
Hide in Shadow (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 60%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion, Ward&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Once this spell is cast, the Shadow Weaver may enter a shadowed area and conceal themselves, even in plain sight. They cannot leave the shadow, and indeed  must remain still in order for it to have effect. They may not be seen by non-magical means (similar to Invisibility).If the Shadow Weaver leaves the shadow or moves, the spell ceases to work. However, if they become still again or move to another shadow, it will resume its effects, so long as duration lasts. &amp;lt;br&amp;gt;&lt;br /&gt;
Keeping still will require (as a minimum) a 4 x WP check every hour. The Shadow Weaver may be required to make additional willpower checks at the GM&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell only has effect while the target is &amp;quot;still&amp;quot;. This means that the target is unable to move any of&lt;br /&gt;
its external surfaces, with limited exceptions. Moving an external surface encompasses such actions as&lt;br /&gt;
moving a limb, or opening and closing the mouth. Blinking and normal bodily movement caused by&lt;br /&gt;
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). &amp;lt;br&amp;gt;&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Shadow Form (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Shadow Weaver becomes shadowy and less corporeal, becoming increasingly ethereal with Rank.&lt;br /&gt;
2% (+ 3 per two full Ranks) is added to their defence, and if they are struck by a weapon that is not magical or silvered, 1 point per three full Ranks is subtracted from the damage. In addition, the Shadow Weaver gains a 1% (+ 1 / Rank) bonus to their Stealth.&lt;br /&gt;
&lt;br /&gt;
Witchsight (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 feet + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell enables the target to see objects or entities which are invisible. They will appear to have a slight blue sheen around them. If the invisibility effect (excluding Walking Unseen) is of a higher Rank than the Witchsight, the object or entity may not be clearly identified or directly magically targeted. Also, they may see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere.&lt;br /&gt;
&lt;br /&gt;
Veil of Shadows (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 50%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion, Ward&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Shadow Weaver draws shadows inconspicuously around themselves making them much less distinct and memorable. This does not make them any less visible, although it reduces the chance of anyone attempting to identify or remember them by 10 (+2/Rank).&amp;lt;br&amp;gt;&lt;br /&gt;
So long as they begin the attempt from some form of concealment, the Shadow Weaver may attempt Stealth in plain sight at half their normal chance.&amp;lt;br&amp;gt;&lt;br /&gt;
Contact with another entity will end the effect, but not the spell, as will Striking, Casting magic, dancing naked in front of them while they&#039;re entertaining their mother.&lt;br /&gt;
&lt;br /&gt;
Charismatic Aura (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Shadow Weaver to use shadows advantageously to influence reaction rolls. The Shadow Weaver can choose one of three different effects at the time of casting. These are: to appear imposing or threatening; to appear alluring or seductive; or to appear helpless and in need of protection. When used in appropriate circumstances these effects modify reaction rolls by 5% (+ 1 / Rank). For example, when dealing with an Orc Chief the first of the effects would probably be most beneficial. It is very difficult to perceive that the spell is in effect. &lt;br /&gt;
&lt;br /&gt;
Field of Shadows (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 feet (+15 feet per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes x Rank, min. 15 minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 75&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 50%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Shadow Weaver enhances the shadows in 9 hexes (+2 hexes per Rank) to be gloomier, eerie and more confusing. Although it does not provide any bonus to Shadow Weaver Base Chances, it neutralises penalties by as much as the Rank of the spell. If this spell is adjacent or below a Light or Darkness spell, then the one with the lower Rank is dissipated. If they are equal, both are dissipated.&amp;lt;br&amp;gt;&lt;br /&gt;
The way the shadows play about anyone in the area of effect increases their Defense against Missile or Thrown weapons by the Rank of the spell. Shadow Weavers are immune to this effect.&lt;br /&gt;
&lt;br /&gt;
== General Knowledge Rituals ==&lt;br /&gt;
Ritual of Spinning Shadow Silk (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; MA + Rank in Artisan: Tailor + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent (Special)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Shadow Weaver may spin silk from shadows. This may be woven into thread. It is very strong and cannot be harmed except by damage from magical weapons or spells. If exposed to greater than 79+Rank Light it will dissipate. It is weightless, inconspicuous and is somewhat responsive to the will of its maker. It makes excellent rope (adding Rank to the Shadow Weaver&#039;s Climbing Chance) and if it is woven into an over-cape, it will absorb Rank magical damage before disintegrating. &amp;lt;br&amp;gt;&lt;br /&gt;
While the duration of Shadow Silk is permanent, the amount that the Shadow Weaver can manifest at one time is limited to their Rank. Every 10 feet of rope created reduces this value by 1. Every article of clothing created, reduces it by 6 or their size, whichever is greater. The DM will have to rule on other artefacts.&amp;lt;br&amp;gt;&lt;br /&gt;
Shadow Silk is not warm, although it will protect the wearer from wind, rain and immodesty. Neither is it rigid, and although it may help with padding, will not directly increase the Protection value of armour.&amp;lt;br&amp;gt;&lt;br /&gt;
The player of a Shadow Weaver may petition the DM to learn a new artefact of Shadow Silk, and the properties of each such artefact should be recorded.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div id=&amp;quot;right_col&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Walk in Shadow (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank x Rank x 10 miles&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Conc. Max: 10 mintues x Rank, min. 10 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 350&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 10% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; varies&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Shadow Weaver must spend three hours (-10 minutes per Rank, min. 10) walking, although not necessarily towards their destination. They must, however, have the Shadow Map of their destination. The Shadow Weaver may allow to 1 person (+1 per 2 Ranks to travel with him. If the Ritual is successful, he and all of his companions will travel to their destination by means of the twisting Ways of Shadow. From their perspective, they will be traveling at a walking pace, but in reality their movement rate will be Rank miles per minute, min. 1.&amp;lt;br&amp;gt;&lt;br /&gt;
The point of arrival will be somewhat haphazard, except that it will be&lt;br /&gt;
:a) shadowy in nature (an alley, sewer, public house or tavern etc) &lt;br /&gt;
:b) known to the Shadow Weaver&lt;br /&gt;
:c) a &amp;quot;public&amp;quot; place (i.e. the Ritual cannot be used to invade a boudoir, treasury, armoury or the like)&lt;br /&gt;
:d) an area no greater than 100 ft by 100 ft.&lt;br /&gt;
The Ritual always fails if there are no shadows within the destination area. People already traveling by this means to a destination that has suddenly lost its shadows will find themselves precipitated out of the Ways of Shadow, with consequences of interest to the Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
Learning the Shadow Map of a place takes about an hour and the cost is 1,000 Experience. It reflects an awareness of the likely location of shadows at the destination at different times of the day. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Knowledge Spells ==&lt;br /&gt;
Healing (S-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes (+30 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion, Ward&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;  If the spell is successful, then the Shadow Weaver may draw upon the power of shadow a number of times equal to 1 (+ 1 per 5 Ranks) while duration remains, to heal their wounds. They must be standing in shadow, and take a Pass Action. This will cure them of 1 Damage Point (+ 1 per 3 or fraction Ranks). This spell will not cure the extra EN points associated with a Specific Grievous Injury, nor will it &amp;quot;cure&amp;quot; tiredness fatigue (including that lost due to spell casting). However, the spell can cure as a Healer of Rank divided by 5, rounding fractions down.&lt;br /&gt;
&lt;br /&gt;
Scabbard of Shadows (S-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes (+30 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell takes a minute to cast. The Shadow Weaver wraps a scabbard in shadows, investing it with certain properties. &amp;lt;br&amp;gt;&lt;br /&gt;
# The scabbard (and weapon it contains) may be stored in their shadow, making it invisible to people whose Witchsight, Wizardsight or Enhanced Vision is not of equal Rank or better.&lt;br /&gt;
# The weapon may be drawn from their shadow as a Free Act&lt;br /&gt;
# A shadow blade will be created of the weapon for every every three or fraction Ranks&lt;br /&gt;
# The base Strike Chance of the blade is increased by 5+Rank and it is considered a magical weapon&lt;br /&gt;
# The weapon&#039;s penetration increases by 1 (+1 / 3 or fraction Ranks), which is the amount of Protectionr the weapon ignores&lt;br /&gt;
This can only be applied to weapons that are normally stored in scabbards or sheaths. Therefore, it will have an effect on weapons from the sword table, including magical swords, daggers and the like, unless this is specifically ruled out.&amp;lt;br&amp;gt;&lt;br /&gt;
The magic fades from the weapon once all of the shadow blades have been exhausted or duration expires.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shadow Riding (S-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Shadow Weaver may step into the shadow of an entity that fails to resist and become weightless and insubstantial. They will be borne along in the shadow until they choose to end the spell, which is whenever they will it or until the duration expires, whichever comes first. The Shadow Weaver must touch the target&#039;s shadow for the spell to work. The target of the spell is actually their shadow, so a successful Resistance will not alert them that the magic has impacted. Similarly, Detect Aura will not reveal that their shadow has been infiltrated, although Read Shadows and Divination may. &lt;br /&gt;
&lt;br /&gt;
Web of Shadows (S-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 30 feet + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration (Maximum of 15 minute +&lt;br /&gt;
15 / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A five foot wide web of shadows is projected from the Shadow Weaver&#039;s finger tips to a target hex, object or entity. Any entity or object in the area will be ensnared by the web. The web may only ensnare six sizes of entities per Rank, or one man-sized object per Rank, stopping at the hex where this limit is reached (or at maximum range).&amp;lt;br&amp;gt;&lt;br /&gt;
Entities ensnared in the web suffer 1 drain (+1 per 3 or fraction Ranks)   (halved if they successfully resist) each Pulse. PS is drained first, then FT, then EN. This is applied at the moment of contact with the web, and at the beginning of each Pulse, thereafter.&amp;lt;br&amp;gt;&lt;br /&gt;
Necrogeny protects against this drain, Damage Reduction may, but Protection and Spell Armour do not. Undead, constructs, objects and creatures of mana may be ensnared by the web but are never drained by it.&amp;lt;br&amp;gt;&lt;br /&gt;
Any ensnared entity must roll 1 x Physical Strength (2 x if they successfully resisted) in order to move themselves to an adjacent hex (which may be free of the web), or to perform an action within the web. A similar check is required for any entity attempting to remove an object from the web. If an entity receives aid in removing themselves from the web, the PS of the aiding character may be combined&lt;br /&gt;
with their own. Rank or more points damage from a single blow from a B-class weapon will destroy the entire web. Treat the web&#039;s defence as being equal to its Rank. &lt;br /&gt;
&lt;br /&gt;
Shadow Pockets(S-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell creates 1 magical pocket (+ 1 per 2 Ranks) in the Shadow Weaver&#039;s shadow. Each pocket can hold an object with a largest dimension of no more than 1 inch (+ 1 / Rank). No entity can be placed in a pocket. The total weight held may not exceed 1 lb (+ 1 / Rank), and no individual object can weigh more than half this amount. The pockets are inaccessible if the Shadow Weaver&#039;s shadow is not co-present. Items within the pockets may not be located by spells of a lesser rank. At the end of the spell, the pockets expel their contents.&lt;br /&gt;
&lt;br /&gt;
Shadow Ally (S-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 feet (+15 feet per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 minute  (+1 minute / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;This spell allows the Shadow Weaver to direct the shadow ally away from them. The ally may be moved (at TMR 10) when the Shadow Weaver takes a Free Act to direct it. It need not remain in line of sight but must remain within 15 feet (+ 15 / Rank), and may not pass through solid objects, even if transparent. Nor may it pass through an area of light or darkness that is greater than 79 + Rank. The Shadow Weaver can see whatever their shadow sees. At Rank 5, they may feel what it touches, Rank 10, smell what it smells, Rank 15, hear what it hears and at Rank 20 the Shadow Weaver can whisper through their ally.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is subjected to a Flash of Light (or similar magic) or exposed to light/darkness levels in excess of 79+Rank, this may dazzle the Shadow Weaver and will dissipate the ally.&lt;br /&gt;
&lt;br /&gt;
Fear (S-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 feet + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 seconds + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 350&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active, Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The target of this spell is seized by uncontrollable fear and must roll on the Fright table. At&lt;br /&gt;
the time of casting, the Shadow Weaver may choose to modify the Fright Table roll up or down by an amount up to the rank of the spell. On a double or triple effect this modification may be doubled or tripled respectively.&lt;br /&gt;
&lt;br /&gt;
Shadow Walking (S-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 550&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Shadow Weaver may instantly teleport from within one shadow to another shadow. The destination&lt;br /&gt;
must be within sight or must have been carefully memorised beforehand. The destination may be up to 5 miles (+ 1 / Rank) distant.&lt;br /&gt;
&lt;br /&gt;
== Special Knowledge Rituals ==&lt;br /&gt;
&lt;br /&gt;
Shadow Step (R-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration: &#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This Ritual empowers the Shadow Weaver so that for the duration of its working, they can Shadow Step 1 hex (+1 hex per Rank). This requires a Free Act and behaves in many ways as if it were part of their normal movement, but with the following properties:&amp;lt;br&amp;gt;&lt;br /&gt;
* This Shadow Step is additional to their TMR but is not considered TMR movement.&lt;br /&gt;
* They can Shadow Step in any direction, i.e. up, down, sideways, backwards, so long as, in principle, they travel across a surface. This could be a floor, wall, ceiling, or even the surface of a pool if a shadow can be cast upon it.&lt;br /&gt;
* Shadow Step does not attract penalties that using TMR can. For example, the Shadow Weaver could specifically choose not to use their TMR but Shadow Step several hexes to deliver a melee attack with a non-pole weapon yet not attract a penalty.&lt;br /&gt;
&lt;br /&gt;
If the Shadow Weaver should choose to Shadow Step to a hex that they cannot see, then they must Break 100: PC + AG + WP. If they roll 125 or higher, they succeed. If they roll less than 125 but more than 99, they succeed but are Stunned. If they roll less than 100, they do not succeed and are Stunned.  &lt;br /&gt;
;Note&lt;br /&gt;
:The Ritual does not provide any special ability to stay on the surface at the end of the movement.&lt;br /&gt;
The Ritual can only be cast at dusk or dawn, when shadows are at their longest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;inset_under&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shadow Wing ==&lt;br /&gt;
[[Image:FlyingDevice.jpg|right|180px]]&lt;br /&gt;
This staff folds out into a flexible, wing-like skeleton to be covered with Shadow Silk which will allow the Shadow Weaver to fly. If a minimum airspeed of 10 hexes per Pulse (- 1 per 5 Ranks in each of the Ritual of Spinning Shadow Silk, Mechanician and Flying), is not maintained, the wing will stall. If their TMR is not equal to or greater than this value, they will be unable to become airborne under their own power, although they may do so by launching from a high point, being towed by something fast or falling and pulling out. In such cases, however, the Shadow Weaver&#039;s Defence and Magic Resistance are reduced to 0.&lt;br /&gt;
 &lt;br /&gt;
At heights in excess of 15 metres, the wing may accelerate at a rate of 10 hexes per Pulse to a maximum movement rate of 20 miles per hour (+1 mph per Rank in Flying, +1 mph per Rank in Mechanician and 1 mph per Rank in the Ritual of Spinning Shadow Silk).&lt;br /&gt;
If the airspeed of the wing is greater than the Shadow Weaver&#039;s TMR, they must make Flying Checks to launch or land, failure indicating that the wing has stalled, perhaps catastrophically. The Shadow Weaver is allowed another Flying Check to avoid entering a spin, and, if this is failed, every Pulse thereafter to pull out. Each attempt to pull out of a spin halves their Flying Base Chance, to a minimum of their Rank. Critical failure in a spin, however, indicates that the airframe has become damaged, possibly to the point that it is no longer airworthy at the DM&#039;s discretion.&lt;br /&gt;
Performance&lt;br /&gt;
*Landing requires a Flying Check unless the number of hexes moved through is the same as the wing&#039;s minimum airspeed and the Shadow Weaver&#039;s TMR is at least equal.&lt;br /&gt;
*Launching requires a Flying Check unless the number of hexes moved through is moved through is the same as the wing&#039;s minimum airspeed and the Shadow Weaver&#039;s TMR is at least equal.&lt;br /&gt;
*The wing can climb at a rate of 30&amp;amp;deg; (2 hexes horizontally for every hex climbed)&lt;br /&gt;
*The wing requires a space of at least a megahex&lt;br /&gt;
*For the purposes of calculating Encumbrance, the least of either their PS or Rank in Spinning Shadow Silk + 5 is applied.&lt;br /&gt;
&lt;br /&gt;
Staff of the Shadow Wing&lt;br /&gt;
Constructing this staff requires these Mechanician abilities:&lt;br /&gt;
*woodworking&lt;br /&gt;
*complex mechanics&lt;br /&gt;
It takes 6 weeks to build it, and 1 EN must be sacrificed to it to provide the appropriate bonding with the Shadow Silk skin and to strengthen the materials.&lt;br /&gt;
Bronze rings on the staff must be counterturned to unlock the device, and allow rods to unfold, creating the airframe. This requires a Pass Action.&lt;br /&gt;
Once the airframe is deployed, the Shadow Silk skin will flow over the structure and attach itself. This also requires a Pass Action&lt;br /&gt;
For the purposes of calculating Encumbrance, the PS value is either the Shadow Weaver&#039;s or their Rank in the Ritual of Spinning Shadow Silk + 5, whichever is least. Thus, if the Shadow Weaver&#039;s PS is 13 and their Rank in the Ritual is 5, their PS for the purposes of calculating their aerial Encumbrance is 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101548</id>
		<title>Down in the Deep Blue Sea</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101548"/>
		<updated>2024-09-15T15:21:15Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Spring_824_WK|Scribe Notes]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[user:Jacqui | Jacqui]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Highish &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party &lt;br /&gt;
# [[Aqualina]]&lt;br /&gt;
# [[Lizette]]&lt;br /&gt;
# [[Vargr]]&lt;br /&gt;
# [[Sabastian]]&lt;br /&gt;
# [[Mayhem]]&lt;br /&gt;
&lt;br /&gt;
; Employer: &lt;br /&gt;
[[Aqualina]]&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Red x.png|15px]]  &lt;br /&gt;
[[Image:Green-tick.gif|20px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqualina&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Lizette&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Linking Lifeforce (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 4&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | This ritual allows the Adept to bind an object to the life-force of an entity. The object will reflect the entity’s physical condition if they are within 500m&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Permanent&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Lesser Enchantment (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 2w&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;[[Image:Red x.png|15px]]  &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqualina&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Lizette&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | see objects or entities which are invisible. see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 10.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Blending (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10/15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | While remaining still the target is not able to be seen by non-magical means (i.e. as for invisibility).&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11/16h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Wall Unseen(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6/11&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell may move unnoticed, not invisible. Although the target is not invisible, it may be detected using any magical means for detecting invisible entities (e.g. witchsight). If the target of the spell, or the target’s possessions, are touched by another entity, or that entity’s possessions, then the spell is broken.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7/12h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]  &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 14/19&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Travel between 16-44mph/11-49mph. Can change speed as magical action&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7.5/10h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Darkness(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 13/18&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +8/10PS&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 140/190m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadowform(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9/14&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +20/30% defence meele/ranged and 10/15% in close&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5/7.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Healing Shade&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 3 healing shadows, requires a Pass Action, heals 4 damage, acts as Rk 2 Healer&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Stone (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8/13&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell has their Physical Strength or Endurance (Adept’s choice) increased by 8/13 points&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 9/14h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; EN&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Creating Rune Weapon (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The Adept may create a magically poisoned weapon by inscribing a Rune of Acid on a weapon. If at least one point of effective damage is inflicted on a target, they will take [D - 5] +3 damage per pulse for D10 pulses.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 14m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqualina&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Lizette&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Charismatic Aura&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +25% to reaction rolls (conditional)&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 105m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqulina&amp;quot;    | Aq  &lt;br /&gt;
!Title=&amp;quot;LIzette&amp;quot;  | Li &lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va &lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa &lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Nightvision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; 290ft&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; 210%&lt;br /&gt;
|}&lt;br /&gt;
;Other&lt;br /&gt;
Wand(Sa) - can increase all aspects of a spell/talent, except BC, by 5 ranks. Prevents doubles, triples.&lt;br /&gt;
Only for the colleges; Earth, Water, Celestial (star, light, dark), Solar, Air, Life (i.e., wiccan), Rune, Fire.&lt;br /&gt;
Fiddly to use&lt;br /&gt;
&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101547</id>
		<title>Down in the Deep Blue Sea</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101547"/>
		<updated>2024-09-15T15:16:32Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Spring_824_WK|Scribe Notes]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[user:Jacqui | Jacqui]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Highish &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party &lt;br /&gt;
# [[Aqualina]]&lt;br /&gt;
# [[Lizette]]&lt;br /&gt;
# [[Vargr]]&lt;br /&gt;
# [[Sabastian]]&lt;br /&gt;
# [[Mayhem]]&lt;br /&gt;
&lt;br /&gt;
; Employer: &lt;br /&gt;
[[Aqualina]]&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Red x.png|15px]]  &lt;br /&gt;
[[Image:Green-tick.gif|20px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Linking Lifeforce (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 4&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | This ritual allows the Adept to bind an object to the life-force of an entity. The object will reflect the entity’s physical condition if they are within 500m&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Permanent&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Lesser Enchantment (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 2w&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;[[Image:Red x.png|15px]]  &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | see objects or entities which are invisible. see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 10.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Blending (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10/15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | While remaining still the target is not able to be seen by non-magical means (i.e. as for invisibility).&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11/16h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Wall Unseen(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6/11&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell may move unnoticed, not invisible. Although the target is not invisible, it may be detected using any magical means for detecting invisible entities (e.g. witchsight). If the target of the spell, or the target’s possessions, are touched by another entity, or that entity’s possessions, then the spell is broken.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7/12h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]  &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 14/19&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Travel between 16-44mph/11-49mph. Can change speed as magical action&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7.5/10h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Darkness(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 13/18&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +8/10PS&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 140/190m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadowform(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9/14&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +20/30% defence meele/ranged and 10/15% in close&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5/7.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Healing Shade&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 3 healing shadows, requires a Pass Action, heals 4 damage, acts as Rk 2 Healer&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Stone (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8/13&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell has their Physical Strength or Endurance (Adept’s choice) increased by 8/13 points&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 9/14h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; EN&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Creating Rune Weapon (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The Adept may create a magically poisoned weapon by inscribing a Rune of Acid on a weapon. If at least one point of effective damage is inflicted on a target, they will take [D - 5] +3 damage per pulse for D10 pulses.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 14m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Charismatic Aura&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +25% to reaction rolls (conditional)&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 105m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqulina&amp;quot;    | Aq  &lt;br /&gt;
!Title=&amp;quot;LIzette&amp;quot;  | Li &lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va &lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa &lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Nightvision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; 290ft&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; 210%&lt;br /&gt;
|}&lt;br /&gt;
;Other&lt;br /&gt;
Wand(Sa) - can increase all aspects of a spell/talent, except BC, by 5 ranks. Prevents doubles, triples.&lt;br /&gt;
Only for the colleges; Earth, Water, Celestial (star, light, dark), Solar, Air, Life (i.e., wiccan), Rune, Fire.&lt;br /&gt;
Fiddly to use&lt;br /&gt;
&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101546</id>
		<title>Down in the Deep Blue Sea</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101546"/>
		<updated>2024-09-15T15:14:29Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Spring_824_WK|Scribe Notes]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[user:Jacqui | Jacqui]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Highish &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party &lt;br /&gt;
# [[Aqualina]]&lt;br /&gt;
# [[Lizette]]&lt;br /&gt;
# [[Vargr]]&lt;br /&gt;
# [[Sabastian]]&lt;br /&gt;
# [[Mayhem]]&lt;br /&gt;
&lt;br /&gt;
; Employer: &lt;br /&gt;
[[Aqualina]]&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Red x.png|15px]]  &lt;br /&gt;
[[Image:Green-tick.gif|20px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Linking Lifeforce (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 4&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | This ritual allows the Adept to bind an object to the life-force of an entity. The object will reflect the entity’s physical condition if they are within 500m&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Permanent&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Lesser Enchantment (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 2w&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;[[Image:Red x.png|15px]]  &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | see objects or entities which are invisible. see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 10.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Blending (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10/15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | While remaining still the target is not able to be seen by non-magical means (i.e. as for invisibility).&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11/16h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Wall Unseen(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6/11&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell may move unnoticed, not invisible. Although the target is not invisible, it may be detected using any magical means for detecting invisible entities (e.g. witchsight). If the target of the spell, or the target’s possessions, are touched by another entity, or that entity’s possessions, then the spell is broken.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7/12h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]  &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 14/19&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Travel between 16-44mph/11-49mph. Can change speed as magical action&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7.5/10h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Darkness(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 13/18&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +8/10PS&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 140/190m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadowform(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9/14&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +20/30% defence meele/ranged and 10/15% in close&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5/7.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Healing Shade&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 3 healing shadows, requires a Pass Action, heals 4 damage, acts as Rk 2 Healer&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Stone (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8/13&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell has their Physical Strength or Endurance (Adept’s choice) increased by 8/13 points&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 9/14h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; EN&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Creating Rune Weapon (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The Adept may create a magically poisoned weapon by inscribing a Rune of Acid on a weapon. If at least one point of effective damage is inflicted on a target, they will take [D - 5] +3 damage per pulse for D10 pulses.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 14m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Charismatic Aura&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +25% to reaction rolls (conditional)&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 105m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqulina&amp;quot;    | Aq  &lt;br /&gt;
!Title=&amp;quot;LIzette&amp;quot;  | Li &lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va &lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa &lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Nightvision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; 290ft&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; 210%&lt;br /&gt;
|}&lt;br /&gt;
;Other&lt;br /&gt;
Wand(Sa) - can increase all aspects of a spell/talent, except BC, by 5 ranks. Prevents doubles, triples.&lt;br /&gt;
Only for the colleges; Earth, Water, Celestial (star, light, dark), Solar, Air, Life (i.e., wiccan), Rune, Fire.&lt;br /&gt;
Fiddly to use&lt;br /&gt;
&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101545</id>
		<title>Down in the Deep Blue Sea</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101545"/>
		<updated>2024-09-15T15:11:19Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Spring_824_WK|Scribe Notes]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[user:Jacqui | Jacqui]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Highish &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party &lt;br /&gt;
# [[Aqualina]]&lt;br /&gt;
# [[Lizette]]&lt;br /&gt;
# [[Vargr]]&lt;br /&gt;
# [[Sabastian]]&lt;br /&gt;
# [[Mayhem]]&lt;br /&gt;
&lt;br /&gt;
; Employer: &lt;br /&gt;
[[Aqualina]]&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Red x.png|15px]]  &lt;br /&gt;
[[Image:Green-tick.gif|20px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Linking Lifeforce (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 4&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | This ritual allows the Adept to bind an object to the life-force of an entity. The object will reflect the entity’s physical condition if they are within 500m&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Permanent&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Lesser Enchantment (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 2w&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;[[Image:Red x.png|15px]]  &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | see objects or entities which are invisible. see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 10.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Blending (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10/15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | While remaining still the target is not able to be seen by non-magical means (i.e. as for invisibility).&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11/16h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Wall Unseen(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6/11&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell may move unnoticed, not invisible. Although the target is not invisible, it may be detected using any magical means for detecting invisible entities (e.g. witchsight). If the target of the spell, or the target’s possessions, are touched by another entity, or that entity’s possessions, then the spell is broken.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7/12h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]  &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 14/19&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Travel between 16-44mph/11-49mph. Can change speed as magical action&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7.5/10h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Darkness(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 13/18&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +8/10PS&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 140/190m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadowform(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9/14&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +20/30% defence meele/ranged and 10/15% in close&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5/7.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Healing Shade&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 3 healing shadows, requires a Pass Action, heals 4 damage, acts as Rk 2 Healer&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Stone (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8/13&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell has their Physical Strength or Endurance (Adept’s choice) increased by 8/13 points&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 9/14h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; EN&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Creating Rune Weapon (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The Adept may create a magically poisoned weapon by inscribing a Rune of Acid on a weapon. If at least one point of effective damage is inflicted on a target, they will take [D - 5] +3 damage per pulse for D10 pulses.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 14m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Charismatic Aura&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +25% to reaction rolls (conditional)&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 105m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqulina&amp;quot;    | Aq  &lt;br /&gt;
!Title=&amp;quot;LIzette&amp;quot;  | Li &lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va &lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa &lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; 210%&lt;br /&gt;
|}&lt;br /&gt;
;Other&lt;br /&gt;
Wand(Sa) - can increase all aspects of a spell/talent, except BC, by 5 ranks. Prevents doubles, triples.&lt;br /&gt;
Only for the colleges; Earth, Water, Celestial (star, light, dark), Solar, Air, Life (i.e., wiccan), Rune, Fire.&lt;br /&gt;
Fiddly to use&lt;br /&gt;
&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101544</id>
		<title>Down in the Deep Blue Sea</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101544"/>
		<updated>2024-09-15T15:06:04Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Spring_824_WK|Scribe Notes]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[user:Jacqui | Jacqui]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Highish &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party &lt;br /&gt;
# [[Aqualina]]&lt;br /&gt;
# [[Lizette]]&lt;br /&gt;
# [[Vargr]]&lt;br /&gt;
# [[Sabastian]]&lt;br /&gt;
# [[Mayhem]]&lt;br /&gt;
&lt;br /&gt;
; Employer: &lt;br /&gt;
[[Aqualina]]&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Red x.png|15px]]  &lt;br /&gt;
[[Image:Green-tick.gif|20px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Linking Lifeforce (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 4&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | This ritual allows the Adept to bind an object to the life-force of an entity. The object will reflect the entity’s physical condition if they are within 500m&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Permanent&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Lesser Enchantment (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 2w&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;[[Image:Red x.png|15px]]  &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | see objects or entities which are invisible. see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 10.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Blending (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10/15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | While remaining still the target is not able to be seen by non-magical means (i.e. as for invisibility).&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11/16h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Wall Unseen(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6/11&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell may move unnoticed, not invisible. Although the target is not invisible, it may be detected using any magical means for detecting invisible entities (e.g. witchsight). If the target of the spell, or the target’s possessions, are touched by another entity, or that entity’s possessions, then the spell is broken.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7/12h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]  &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 14/19&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Travel between 16-44mph/11-49mph. Can change speed as magical action&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7.5/10h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Darkness(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 13/18&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +8/10PS&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 140/190m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadowform(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9/14&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +20/30% defence meele/ranged and 10/15% in close&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5/7.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Healing Shade&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 3 healing shadows, requires a Pass Action, heals 4 damage, acts as Rk 2 Healer&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Stone (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8/13&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell has their Physical Strength or Endurance (Adept’s choice) increased by 8/13 points&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 9/14h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; EN&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Creating Rune Weapon (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The Adept may create a magically poisoned weapon by inscribing a Rune of Acid on a weapon. If at least one point of effective damage is inflicted on a target, they will take [D - 5] +3 damage per pulse for D10 pulses.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 14m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Charismatic Aura&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +25% to reaction rolls (conditional)&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 105m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqulina&amp;quot;    | Aq  &lt;br /&gt;
!Title=&amp;quot;LIzette&amp;quot;  | Li &lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va &lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa &lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; 207%&lt;br /&gt;
|}&lt;br /&gt;
;Other&lt;br /&gt;
Wand(Sa) - can increase all aspects of a spell/talent, except BC, by 5 ranks. Prevents doubles, triples.&lt;br /&gt;
Only for the colleges; Earth, Water, Celestial (star, light, dark), Solar, Air, Life (i.e., wiccan), Rune, Fire.&lt;br /&gt;
Fiddly to use&lt;br /&gt;
&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101543</id>
		<title>Down in the Deep Blue Sea</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101543"/>
		<updated>2024-09-15T13:46:57Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Spring_824_WK|Scribe Notes]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[user:Jacqui | Jacqui]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Highish &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party &lt;br /&gt;
# [[Aqualina]]&lt;br /&gt;
# [[Lizette]]&lt;br /&gt;
# [[Vargr]]&lt;br /&gt;
# [[Sabastian]]&lt;br /&gt;
# [[Mayhem]]&lt;br /&gt;
&lt;br /&gt;
; Employer: &lt;br /&gt;
[[Aqualina]]&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Red x.png|15px]]  &lt;br /&gt;
[[Image:Green-tick.gif|20px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Linking Lifeforce (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 4&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | This ritual allows the Adept to bind an object to the life-force of an entity. The object will reflect the entity’s physical condition if they are within 500m&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Permanent&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Lesser Enchantment (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 2w&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;[[Image:Red x.png|15px]]  &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | see objects or entities which are invisible. see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 10.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Blending (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10/15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | While remaining still the target is not able to be seen by non-magical means (i.e. as for invisibility).&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11/16h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Wall Unseen(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6/11&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell may move unnoticed, not invisible. Although the target is not invisible, it may be detected using any magical means for detecting invisible entities (e.g. witchsight). If the target of the spell, or the target’s possessions, are touched by another entity, or that entity’s possessions, then the spell is broken.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7/12h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]  &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 14/19&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Travel between 16-44mph/11-49mph. Can change speed as magical action&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7.5/10h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Darkness(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 13/18&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +8/10PS&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 140/190m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadowform(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9/14&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +20/30% defence meele/ranged and 10/15% in close&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5/7.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Healing Shade&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 3 healing shadows, requires a Pass Action, restores 4 damage, acts as Rk 2 Healer&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Stone (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8/13&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell has their Physical Strength or Endurance (Adept’s choice) increased by 8/13 points&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 9/14h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; EN&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Creating Rune Weapon (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The Adept may create a magically poisoned weapon by inscribing a Rune of Acid on a weapon. If at least one point of effective damage is inflicted on a target, they will take [D - 5] +3 damage per pulse for D10 pulses.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 14m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Charismatic Aura&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +25% to reaction rolls (conditional)&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 105m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqulina&amp;quot;    | Aq  &lt;br /&gt;
!Title=&amp;quot;LIzette&amp;quot;  | Li &lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va &lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa &lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; 207%&lt;br /&gt;
|}&lt;br /&gt;
;Other&lt;br /&gt;
Wand(Sa) - can increase all aspects of a spell/talent, except BC, by 5 ranks. Prevents doubles, triples.&lt;br /&gt;
Only for the colleges; Earth, Water, Celestial (star, light, dark), Solar, Air, Life (i.e., wiccan), Rune, Fire.&lt;br /&gt;
Fiddly to use&lt;br /&gt;
&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101541</id>
		<title>Down in the Deep Blue Sea</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101541"/>
		<updated>2024-09-14T10:08:37Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Spring_824_WK|Scribe Notes]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[user:Jacqui | Jacqui]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Highish &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party &lt;br /&gt;
# [[Aqualina]]&lt;br /&gt;
# [[Lizette]]&lt;br /&gt;
# [[Vargr]]&lt;br /&gt;
# [[Sabastian]]&lt;br /&gt;
# [[Mayhem]]&lt;br /&gt;
&lt;br /&gt;
; Employer: &lt;br /&gt;
[[Aqualina]]&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Red x.png|15px]]  &lt;br /&gt;
[[Image:Green-tick.gif|20px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Linking Lifeforce (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 4&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | This ritual allows the Adept to bind an object to the life-force of an entity. The object will reflect the entity’s physical condition if they are within 500m&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Permanent&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Lesser Enchantment (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 2w&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;[[Image:Red x.png|15px]]  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | see objects or entities which are invisible. see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 10.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Blending (Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | While remaining still the target is not able to be seen by non-magical means (i.e. as for invisibility).&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 11h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Wall Unseen(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell may move unnoticed, not invisible. Although the target is not invisible, it may be detected using any magical means for detecting invisible entities (e.g. witchsight). If the target of the spell, or the target’s possessions, are touched by another entity, or that entity’s possessions, then the spell is broken.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]  &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 14&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Travel between 16-44mph. Can change speed as magical action&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7.5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Darkness(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 13&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +8PS&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 140m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadowform(Sa)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +20% defence/10% in close&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Strength of Stone (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The target of this spell has their Physical Strength or Endurance (Adept’s choice) increased by Rank points (minimum 1)&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 9h&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; EN&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Creating Rune Weapon (Va)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 9&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | The Adept may create a magically poisoned weapon by inscribing a Rune of Acid on a weapon. If at least one point of effective damage is inflicted on a target, they will take [D - 5] (+ 1 / 3 or fraction ranks) damage per pulse for D10 pulses.&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 14m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Red x.png|15px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | &lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Aq&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Li&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Va&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Sa&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Charismatic Aura&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +25% to reaction rolls (conditional)&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 105m&lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Aqulina&amp;quot;    | Aq  &lt;br /&gt;
!Title=&amp;quot;LIzette&amp;quot;  | Li &lt;br /&gt;
!Title=&amp;quot;Vargr&amp;quot;   | Va &lt;br /&gt;
!Title=&amp;quot;Sabastian&amp;quot;      | Sa &lt;br /&gt;
!Title=&amp;quot;Mayhem&amp;quot;     | Ma&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Aq --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Li --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Sa --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; 207%&lt;br /&gt;
|}&lt;br /&gt;
;Other&lt;br /&gt;
Wand(Sa) - can increase all aspects of a spell/talent, except BC, by 5 ranks. Prevents doubles, triples.&lt;br /&gt;
Only for the colleges; Earth, Water, Celestial (star, light, dark), Solar, Air, Life (i.e., wiccan), Rune, Fire.&lt;br /&gt;
Fiddly to use&lt;br /&gt;
&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101512</id>
		<title>Down in the Deep Blue Sea</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Down_in_the_Deep_Blue_Sea&amp;diff=101512"/>
		<updated>2024-09-12T05:45:16Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Spring_824_WK|Scribe Notes]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[user:Jacqui | Jacqui]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Tuesday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Highish &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party &lt;br /&gt;
# &lt;br /&gt;
# &lt;br /&gt;
# &lt;br /&gt;
# &lt;br /&gt;
# [[Mayhem]]&lt;br /&gt;
&lt;br /&gt;
; Employer: &lt;br /&gt;
[[Aqualina]]&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Homecoming&amp;diff=101508</id>
		<title>Homecoming</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Homecoming&amp;diff=101508"/>
		<updated>2024-09-11T10:42:11Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Terry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Thu&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Med]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Valentine]]&lt;br /&gt;
*[[Mirage]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
*[[Belladona]] &#039;&#039;&#039;Mil Sci&#039;&#039;&#039;&lt;br /&gt;
*[[Hrothgar Bronzebeard]] &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
*[[Seraph]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
Escort dwarven smiths from [[Charity]] in [[Brastor]] to the [[Superstition Mountains]] to attend a ceremony. &lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1 ===&lt;br /&gt;
A week after the Guild meeting, we were requested to arrive at the guild for a late employer.&lt;br /&gt;
 &lt;br /&gt;
A Dwarven Smith by the name of Borhein Flintshield, who was already asleep with a keg of ale next to him and clean tankards on the table. The job is to provide security for a carriage of masterwork items being delivered from Charity in Brastor Holdings to the Superstition Mountains for a ceremony. I will be honest; I certainly wasn’t expecting to heading home so soon. We will be travelling alongside his fellow smiths, Kullmus Hammerfinger and Nuric Smeltgrip. As well as the novices Thuren Bonebasher and Dall Nobleshield. Apparently, they are Raphaelites. Followers of Raphael. As a fellow dwarf, I’m unsure what to think about that.&lt;br /&gt;
&lt;br /&gt;
There’s a concerning rumour from Borhein about a “beardless” curse or illness within the mountain. However, it’s just a rumour. We will see for ourselves if it’s true or not.&lt;br /&gt;
&lt;br /&gt;
The plan was to either travel by Arn’s Ferry down to Charity where the carriage and cargo are waiting for us or have Belladona cast a special knowledge fire spell called Wildfires to increase our speed. The kind of speed where your legs are on fire and leave trails behind you briefly. This meant getting to Charity should be straightforward. The problem is deciding where we will escort the cart. The Filgiso Forest is a no go. Apparently, spellcasting wendigos and a Balrog??? Thus, leaving us with two options. Through either Braegon’s Pass or Calson’s Switch travel across The Sweet Riding to Borovia Hold. Or, back on the boat with our cargo to Regar’s Keep, travel down the road and briefly across The Sweet Riding.&lt;br /&gt;
&lt;br /&gt;
In the morning, our party and employer Borhein readied to travel by Wildfire (Which, out of context certainly sounds strange) outside of New Seagate and run across The Sweet Riding to Charity in Brastor Holdings. We had to pause two thirds of the way there as the spell’s duration ran out. Stopping for a meal and restorative, Belladona’s fatigue was restored, and we were ready to continue onto Charity. As a personal note, being able to run at high speeds? I see what I am missing out.&lt;br /&gt;
&lt;br /&gt;
Arriving just after lunch, we arrive at Charity and follow Borhein over to The Molten Core, a workshop they used when they were helping to rebuild the town. Place of note being the Bronze Bullfrog, the local tavern. Choosing to spend the night at Charity so everyone is fed, rested and ready to begin the journey towards the mountain. The Molten Core workshop reminds me of home, and I am glad to hear they are keeping the guards well equipped. Especially after the events of the Dark Circle.&lt;br /&gt;
&lt;br /&gt;
In the morning, with the carriage ready and loaded with barrels of ale, the enchanted anvil and the masterworks; we make our way towards Braegon’s Pass with the plan being to cross The Sweet Riding to Borovia Hold, travel down the road to one of the entrances to the Superstition Mountain. According to the map, roughly 125 miles from exiting Braegon’s Pass to Borovia Hold.&lt;br /&gt;
&lt;br /&gt;
During our journey, the novices and master smiths speak about forging, processes involved, different metals and so on. This journey is an important one to them, like a holy pilgrimage. I find myself smiling as I listen while keeping watch within the cart, because I don’t have the stamina to keep up with humans and the elf.&lt;br /&gt;
&lt;br /&gt;
The next day, Kullmus stood up during a meal and dropped his tankard. His eyes glowed white and wings sprouted from his back. My Detect Enchantment showed he was under the effect of some kind of visage, lasting minutes. Floating and holding his hand out, he spoke.&lt;br /&gt;
“Flock is in need of defence, Heroes are required”&lt;br /&gt;
There was another voice from his mouth, someone praying to Raphael for aid.&lt;br /&gt;
Valentine touched his hand, and power engulfed him. He vanished into the sky above in a flash of light. After discussing amongst ourselves, and a quickly signed document from Borhein, our party hold hands and touch the outstretched hand. We rocket into the air in a flash of light, our destination unknown.&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Immolation&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Def +20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; 63&lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Homecoming&amp;diff=101505</id>
		<title>Homecoming</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Homecoming&amp;diff=101505"/>
		<updated>2024-09-11T10:19:03Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Terry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Thu&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Med]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Valentine]]&lt;br /&gt;
*[[Mirage]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
*[[Belladona]] &#039;&#039;&#039;Mil Sci&#039;&#039;&#039;&lt;br /&gt;
*[[Hrothgar Bronzebeard]] &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
*[[Seraph]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
Escort dwarven smiths from [[Charity]] in [[Brastor]] to the [[Superstition Mountains]] to attend a ceremony. &lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1 ===&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Immolation&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Def +20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; 63&lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Homecoming&amp;diff=101504</id>
		<title>Homecoming</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Homecoming&amp;diff=101504"/>
		<updated>2024-09-11T10:18:26Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Terry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Thu&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Med]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Valentine]]&lt;br /&gt;
*[[Mirage]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
*[[Belladona]] &#039;&#039;&#039;Mil Sci&#039;&#039;&#039;&lt;br /&gt;
*[[Hrothgar Bronzebeard]] &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
*[[Seraph]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
Escort dwarven smiths from [[Charity]] in [[Brastor]] to the [[Superstition Mountains]] to attend a ceremony. &lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1 ===&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Immolation&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Def +20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Infravision&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 0&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; 63&lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Homecoming&amp;diff=101503</id>
		<title>Homecoming</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Homecoming&amp;diff=101503"/>
		<updated>2024-09-11T10:15:32Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Terry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Thu&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Med]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Valentine]]&lt;br /&gt;
*[[Mirage]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
*[[Belladona]] &#039;&#039;&#039;Mil Sci&#039;&#039;&#039;&lt;br /&gt;
*[[Hrothgar Bronzebeard]] &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
*[[Seraph]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
Escort dwarven smiths from [[Charity]] in [[Brastor]] to the [[Superstition Mountains]] to attend a ceremony. &lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1 ===&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Immolation&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Def +20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Homecoming&amp;diff=101502</id>
		<title>Homecoming</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Homecoming&amp;diff=101502"/>
		<updated>2024-09-11T10:14:47Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Terry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Thu&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Med]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Valentine]]&lt;br /&gt;
*[[Mirage]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
*[[Belladona]] &#039;&#039;&#039;Mil Sci&#039;&#039;&#039;&lt;br /&gt;
*[[Hrothgar Bronzebeard]] &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
*[[Seraph]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
Escort dwarven smiths from [[Charity]] in [[Brastor]] to the [[Superstition Mountains]] to attend a ceremony. &lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1 ===&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 12&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Def +20&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 6.5 hrs&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt;  [[Image:Red x.png|15px]]  &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; [[Image:Green-tick.gif|20px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Homecoming&amp;diff=101501</id>
		<title>Homecoming</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Homecoming&amp;diff=101501"/>
		<updated>2024-09-11T10:10:21Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Buffs and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Terry]] [[Category:Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_824WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Terry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Online &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Thu&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Med]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Valentine]]&lt;br /&gt;
*[[Mirage]] &#039;&#039;&#039;PL&#039;&#039;&#039;&lt;br /&gt;
*[[Belladona]] &#039;&#039;&#039;Mil Sci&#039;&#039;&#039;&lt;br /&gt;
*[[Hrothgar Bronzebeard]] &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
*[[Seraph]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
Escort dwarven smiths from [[Charity]] in [[Brastor]] to the [[Superstition Mountains]] to attend a ceremony. &lt;br /&gt;
&lt;br /&gt;
; Mission&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
=== Chapter 1 ===&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Buffs and Abilities ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
|+ &#039;&#039;&#039;Long Term (assumed always on)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Short Term/Situational&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Senses and other stuff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Bella&amp;quot;    | Be&lt;br /&gt;
!Title=&amp;quot;Hrothgar&amp;quot;  | Hr&lt;br /&gt;
!Title=&amp;quot;Mirage&amp;quot;   | Mr&lt;br /&gt;
!Title=&amp;quot;Seraph&amp;quot;      | Se&lt;br /&gt;
!Title=&amp;quot;Valentine&amp;quot;     | Va&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | xxx&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | xxx&lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | See Invis (Rk)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Effective rank for seeing invisible&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Stealth (%)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Std / Ranger Outdoors&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | &lt;br /&gt;
| &amp;lt;!-- Be --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Hr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Mr --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Se --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Va --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
; Greater Enchantment&lt;br /&gt;
: ?&lt;br /&gt;
; Mil Sci Raise Morale&lt;br /&gt;
: +1 WP&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Std Watch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | xxx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | xxx&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx xxx&amp;lt;br&amp;gt;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx  &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
xxx &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: Thaw 824 (10)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |    || &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Seedtime]] 824 (11)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &#039;&#039;&#039;Spring: [[Blossom]] 824 (12)&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100758</id>
		<title>Red Laughter</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100758"/>
		<updated>2024-03-29T08:37:04Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: Jim Arona]]&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Red Laughter&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[User: Velcanthus|Jim A]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Autumn]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sunday Discord&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Medium]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Jedburgh]] - Mighty warrior&lt;br /&gt;
# [[Kel]] - harmless coiffeur&lt;br /&gt;
# [[Uzi Urksome]] - well trained beast&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Cerise of Aeaea&lt;br /&gt;
; Mission&lt;br /&gt;
: Travel to the [[Land of Nod]] in Tanuel, investigate the Red Laughter&lt;br /&gt;
; Pay&lt;br /&gt;
: A non-lethal favour appropriate to the adventurer.&lt;br /&gt;
&lt;br /&gt;
;Prologue&lt;br /&gt;
&amp;quot;Ah, Dr. Wormwood. So good of you to come&amp;quot;, the large man said. His voice was warm and, somehow, foreign. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was kind of you to invite me&amp;quot;, she said, briskly, &amp;quot;Shall we make a start.&amp;quot; She was a slight woman of average height with  tired looking blond hair, and appeared to be in her early forties. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course.&amp;quot; He made a round, curiously elephantine, welcoming gesture and indicated a table attended by a pair of delicate chairs, one of which groaned as he settled upon it. There was a  quality of marshmallow softness about him that she found disarming.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So, it&#039;s my claim that there is an invisible hand at work&amp;quot;, she said, drawing a slender glass vial from a small silver reticule.&amp;quot;Here are my findings and the evidence that I used to form them.&amp;quot; She passed the vial into the middle of the small table, the lenses of her spectacles glinting under the lights. &lt;br /&gt;
&lt;br /&gt;
He stared at it as if it were poison and she were asking him to drink it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will review this as soon as we finish here, of course.&amp;quot; He paused. &amp;quot;How do you believe we should act on this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, surely you could deploy some of your people to investigate? We don&#039;t know who is involved, we remain unaware of their goals, and I fear that our security, such as it is, is much compromised.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I fear, dear lady, that I wouldn&#039;t know where to begin. My expertise lies in other areas. Perhaps you&#039;d be interested in a copy of medieval poertry, carefully curated by my own fair hand?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sure you&#039;ll be taking tea with someone who may be of use, if you were to be appropriately recompensed.&amp;quot; She took out another vial. &amp;quot;Twenty years of vibrant, healthy youth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As always, Doctor, you make business a pleasure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
The young man entered the large, sunny chamber carrying an armload of scrolls. He bustled his way past other robed acolytes bent over inclined desks, and made his way to the senior who was reclining beneath fans wielded by muscular Nubian twins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have the information you requested, Archimandrite,&amp;quot; the young man said.&lt;br /&gt;
&lt;br /&gt;
The older man rose to a sitting position in a curiously graceful way, like a whale rising to the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What information was that, dear boy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That Wormwood matter. You wanted to find someone who might meet the terms of the agreement and yet not point back to us, no?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Indeed, dear boy. And you have found someone?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cerise the Medianite, reverend father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...A challenging selection. Why her?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, she&#039;s a competent witch, with a highly trained dancer retinue. Admittedly, she is down to three. My guess is that she needs to recruit and train replacements, and for this, she will need money.  These things are never cheap.&amp;quot;&lt;br /&gt;
In addition, she has publically expressed a certain contempt for the Order. Should we need to, we can always claim anything she reveals is a desperate attempt to blacken our reputation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I find myself intrigued to see how your strategy will evolve, my boy. In the meantime, let us make contact with the dear lady and inform of her of the news. Then retain the Medeanite, but keep each ignorant of the other,&amp;quot; the large man said, as a frozen liqueur dissolved on his tongue.&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes - Summary ==&lt;br /&gt;
* Meet Cerise and commence travel, reaching House Kerboroth. &lt;br /&gt;
&lt;br /&gt;
== Scribe Notes - Full ==&lt;br /&gt;
Cerise, accompanied by only three of her five bodyguards, has been engaged by Dr Wormwood to examine what is happening in the Land of Nod. As she is missing some guards and is requesting we complete some for her. She wont tell us any further about what we are looking for as she believes it will bias our actions, but does advise us to return and report back if our lives are in danger.&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We are offered most of what loot we recover and a non-lethal favour from her. We discuss the route to reach the Land of Nod and the dangers.&lt;br /&gt;
We discuss supplies for the journey and agree in 20,000sp in gems, some Amulets, Witchskins and restoratives. We decide to pose at traders so Kel spends a week making perfumes and we and purchase myrrh, ambergris, frankincense.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We head out of Seagate with Cerise and travel or a few hours before we stop and she casts a ritual to open a portal to the astral that we pass through. We commence a six week journey, travelling through the Astral and then the Abyss until we reach the boundary of House Kerberoth.&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
There is a large boundary wall and we pass through a gate, a rune portal what has been heavily modified, that is guarded by 9ft tall guards. Through the gates we observe more guards with enormous three headed hounds. Uzi briefly considers drinking from the glowing green pond the dogs drink from&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==World Lores==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Banishment&amp;lt;/U&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
If banished you travel along the trail you used to get there, you leaving a trail and only reach the edge of the previous boundary territory. Banishment from the Land of Chaos will leave you in a random location, which could be very dangerous. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Skills&amp;lt;/U&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
* Anyone with the spy skill are treated with extreme hostility, and are often are interrogated and killed. Never admit to having this. &lt;br /&gt;
* People will skills &amp;gt;4 are rare. R6 are the masters. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Telepathy&amp;lt;/U&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
If you make telepathic contact with something thats mad, you can attract a mental illness.&lt;br /&gt;
&lt;br /&gt;
==People and Places==&lt;br /&gt;
===People===&lt;br /&gt;
* Lady Cerise – Our employee. A Medeanite. Normally accompanied by 5”dancers” (bodyguards), she is only accompanied by three. &lt;br /&gt;
* Dr Wormwood – has hired Lady Cerise. A slight woman of average height with tired looking blond hair, and appeared to be in her early forties&lt;br /&gt;
&lt;br /&gt;
===Places===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Land of Nod&amp;lt;/B&amp;gt;&lt;br /&gt;
* The land is “ruled” by The Duke of Faces, has a Keep that you need to pass to access the land. Time is a dimension in Nod, there are magics that can impact this. I.e. Sphere of darkness will destroy space and the universe will become smaller. &lt;br /&gt;
* Has two temporal boundaries - garden of Eden (source) and the flood (terminus).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Inhabitants&amp;lt;/U&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Almost entirely human, but also &lt;br /&gt;
* Nephilim (produce of Gregorian (angels) and human). Nephilim are powerful, outcome ois chaotic - tend to he humanoid but can have varied appearances; as heros of old or giants or trolls. Are tall, 9ft+&lt;br /&gt;
* Seirim (demon) - look a lot like saytrs. The will try to lure you into sacrificing themselves. Associated with the Seir.  If sacrificed they disappear for a lifespan but they take your soul when your die. They tend to offer you a deal and they are the sacrifice. &lt;br /&gt;
* Mazzakin (chthonic demon) - violent&lt;br /&gt;
* Lilin (chthonic demon) - associated with harming woman and babies&lt;br /&gt;
* Pishaka (chthonic demon)- spirits of wickedness&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
NOTE - chthonic demon - don&#039;t need to be summoned, they are on plane. They can be banished. Cant be SG or stunned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Politics of Nod&amp;lt;/U&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
* Meadenites (lots in Nod) are at was with Jasonites.&lt;br /&gt;
* Meadeanite - Bruja (very ugly - fright check)&lt;br /&gt;
* The Duke of Faces rules northern Nod - he can&#039;t personally extend into the plane as he is from Hell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Route to Nod&amp;lt;/U&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
The route from Alusia&lt;br /&gt;
* Astral&lt;br /&gt;
* Abyss&lt;br /&gt;
* House Kerberoth in Tanuel &lt;br /&gt;
* Caravan to Jiroth&lt;br /&gt;
* Long straight road (carriage can travel 50miles/day) to Surah&lt;br /&gt;
* Surah &lt;br /&gt;
* Khatheris - &amp;gt; Upstream on a barge&lt;br /&gt;
* Horath -&amp;gt; boat across midnight sea&lt;br /&gt;
* Aeaea -&amp;gt; (only Kel can get in)&lt;br /&gt;
* East to get to the Keep of five faces.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;House Kerberoth&amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Ruled by Tirwh (powerful summoner) and Lady Suneth (chaosites).&amp;lt;BR&amp;gt;&lt;br /&gt;
Every months there is a bazar outside his castle, these people include; &lt;br /&gt;
* Theophrastus - R10 Alchemist &lt;br /&gt;
* Jiroth - trade with honey and candles. Their bees sing. &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;U&amp;gt;Inhabitants&amp;lt;/U&amp;gt;&lt;br /&gt;
* 300 chaosites, few of them are wizaeds  &lt;br /&gt;
* Three headed hounds - were product of experimentation but have become a normal magical creature - they can create degree of uncertainly to make stuff less and more likely. The feed from glowing green ponds, which is full of concentrated uncertainty&lt;br /&gt;
&lt;br /&gt;
==Items and Loot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Purchased for trading&amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
6000sp in myrrh, ambergris, frankincense&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Obtained from Cerise&amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
* Mouse skin changes x 11&lt;br /&gt;
* Amulets;  &lt;br /&gt;
** Kel - Enhanced Amulet of Chalcedony, Amulet of Amethyst, Amulet of Elder Flowers, Enhanced Amulet of Jade, Amulet of Luck, Amulet of Black Amber&lt;br /&gt;
** Uzi - Amulet of Luck, Amulet of Black Amber&lt;br /&gt;
** Jedburg- amethyst, Luck and normal Iron&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Autumn&amp;quot; &lt;br /&gt;
! colspan=15 | &amp;lt;h1&amp;gt;Autumn&amp;lt;/h1&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| colspan=14 | &amp;lt;b&amp;gt;[[Lugnasad]]&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 130%;&amp;quot;&amp;gt;[[Fruit]] (4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=3 height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt; Meet employer. Prep in Seagate&lt;br /&gt;
| class=day |  2 || Prep in Seagate&lt;br /&gt;
| class=day |  3 || Prep in Seagate&lt;br /&gt;
| class=day |  4 || Prep in Seagate&lt;br /&gt;
| class=day |  5 || Prep in Seagate&lt;br /&gt;
| class=day |  6 || Prep in Seagate&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |  7 || Prep in Seagate&lt;br /&gt;
| class=day |  8 || Commence travel....&lt;br /&gt;
| class=day |  9 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 10 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 12 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 13 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 14 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 15 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 16 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 17 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 18 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 19 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 20 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 21 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 22 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 24 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 26 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 28 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 30 || &amp;amp;nbsp;&lt;br /&gt;
| colspan=8 | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 130%;&amp;quot;&amp;gt;[[Harvest]] (5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=7 height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day |  1 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  2 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  3 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  4 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |  5 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  6 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  7 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  8 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  9 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 10 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 12 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 13 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 14 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 16 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Seagate Autumn Fair&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 18 || &amp;lt;i&amp;gt;Seagate Autumn Fair&amp;lt;/i&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]&lt;br /&gt;
| class=day | 20 || Arrive at House Kerberoth&lt;br /&gt;
| class=day | 21 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 22 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 24 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 26 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 28 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29 || &amp;lt;i&amp;gt;Michaelmas&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 30 || &amp;amp;nbsp;&lt;br /&gt;
| colspan=4 | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 130%;&amp;quot;&amp;gt;[[Vintage]](6)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=11 height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day |  1 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  2 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |  3 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  4 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  5 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  6 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  7 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  8 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  9 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 10 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 12 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 13 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 14 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 15 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 16 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]&lt;br /&gt;
| class=day | 18 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 19 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 20 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 21 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 22 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 24 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 26 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 28 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Beerfest&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100681</id>
		<title>Red Laughter</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100681"/>
		<updated>2024-03-20T09:59:50Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: Jim Arona]]&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Red Laughter&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[User: Velcanthus|Jim A]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Autumn]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sunday Discord&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Medium]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Jedburgh]] - Mighty warrior&lt;br /&gt;
# [[Kel]] - harmless coiffeur&lt;br /&gt;
# [[Uzi Urksome]] - well trained beast&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Cerise of Aeaea&lt;br /&gt;
; Mission&lt;br /&gt;
: Travel to the [[Land of Nod]] in Tanuel, investigate the Red Laughter&lt;br /&gt;
; Pay&lt;br /&gt;
: A non-lethal favour appropriate to the adventurer.&lt;br /&gt;
&lt;br /&gt;
;Prologue&lt;br /&gt;
&amp;quot;Ah, Dr. Wormwood. So good of you to come&amp;quot;, the large man said. His voice was warm and, somehow, foreign. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was kind of you to invite me&amp;quot;, she said, briskly, &amp;quot;Shall we make a start.&amp;quot; She was a slight woman of average height with  tired looking blond hair, and appeared to be in her early forties. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course.&amp;quot; He made a round, curiously elephantine, welcoming gesture and indicated a table attended by a pair of delicate chairs, one of which groaned as he settled upon it. There was a  quality of marshmallow softness about him that she found disarming.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So, it&#039;s my claim that there is an invisible hand at work&amp;quot;, she said, drawing a slender glass vial from a small silver reticule.&amp;quot;Here are my findings and the evidence that I used to form them.&amp;quot; She passed the vial into the middle of the small table, the lenses of her spectacles glinting under the lights. &lt;br /&gt;
&lt;br /&gt;
He stared at it as if it were poison and she were asking him to drink it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will review this as soon as we finish here, of course.&amp;quot; He paused. &amp;quot;How do you believe we should act on this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, surely you could deploy some of your people to investigate? We don&#039;t know who is involved, we remain unaware of their goals, and I fear that our security, such as it is, is much compromised.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I fear, dear lady, that I wouldn&#039;t know where to begin. My expertise lies in other areas. Perhaps you&#039;d be interested in a copy of medieval poertry, carefully curated by my own fair hand?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sure you&#039;ll be taking tea with someone who may be of use, if you were to be appropriately recompensed.&amp;quot; She took out another vial. &amp;quot;Twenty years of vibrant, healthy youth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As always, Doctor, you make business a pleasure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
The young man entered the large, sunny chamber carrying an armload of scrolls. He bustled his way past other robed acolytes bent over inclined desks, and made his way to the senior who was reclining beneath fans wielded by muscular Nubian twins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have the information you requested, Archimandrite,&amp;quot; the young man said.&lt;br /&gt;
&lt;br /&gt;
The older man rose to a sitting position in a curiously graceful way, like a whale rising to the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What information was that, dear boy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That Wormwood matter. You wanted to find someone who might meet the terms of the agreement and yet not point back to us, no?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Indeed, dear boy. And you have found someone?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cerise the Medianite, reverend father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...A challenging selection. Why her?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, she&#039;s a competent witch, with a highly trained dancer retinue. Admittedly, she is down to three. My guess is that she needs to recruit and train replacements, and for this, she will need money.  These things are never cheap.&amp;quot;&lt;br /&gt;
In addition, she has publically expressed a certain contempt for the Order. Should we need to, we can always claim anything she reveals is a desperate attempt to blacken our reputation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I find myself intrigued to see how your strategy will evolve, my boy. In the meantime, let us make contact with the dear lady and inform of her of the news. Then retain the Medeanite, but keep each ignorant of the other,&amp;quot; the large man said, as a frozen liqueur dissolved on his tongue.&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100680</id>
		<title>Red Laughter</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100680"/>
		<updated>2024-03-20T09:59:11Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: Jim Arona]]&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Red Laughter&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[User: Velcanthus|Jim A]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Autumn]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sunday online&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Medium]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Jedburgh]] - Mighty warrior&lt;br /&gt;
# [[Kel]] - harmless coiffeur&lt;br /&gt;
# [[Uzi Urksome]] - well trained beast&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Cerise of Aeaea&lt;br /&gt;
; Mission&lt;br /&gt;
: Travel to the [[Land of Nod]] in Tanuel, investigate the Red Laughter&lt;br /&gt;
; Pay&lt;br /&gt;
: A non-lethal favour appropriate to the adventurer.&lt;br /&gt;
&lt;br /&gt;
;Prologue&lt;br /&gt;
&amp;quot;Ah, Dr. Wormwood. So good of you to come&amp;quot;, the large man said. His voice was warm and, somehow, foreign. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was kind of you to invite me&amp;quot;, she said, briskly, &amp;quot;Shall we make a start.&amp;quot; She was a slight woman of average height with  tired looking blond hair, and appeared to be in her early forties. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course.&amp;quot; He made a round, curiously elephantine, welcoming gesture and indicated a table attended by a pair of delicate chairs, one of which groaned as he settled upon it. There was a  quality of marshmallow softness about him that she found disarming.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So, it&#039;s my claim that there is an invisible hand at work&amp;quot;, she said, drawing a slender glass vial from a small silver reticule.&amp;quot;Here are my findings and the evidence that I used to form them.&amp;quot; She passed the vial into the middle of the small table, the lenses of her spectacles glinting under the lights. &lt;br /&gt;
&lt;br /&gt;
He stared at it as if it were poison and she were asking him to drink it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will review this as soon as we finish here, of course.&amp;quot; He paused. &amp;quot;How do you believe we should act on this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, surely you could deploy some of your people to investigate? We don&#039;t know who is involved, we remain unaware of their goals, and I fear that our security, such as it is, is much compromised.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I fear, dear lady, that I wouldn&#039;t know where to begin. My expertise lies in other areas. Perhaps you&#039;d be interested in a copy of medieval poertry, carefully curated by my own fair hand?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sure you&#039;ll be taking tea with someone who may be of use, if you were to be appropriately recompensed.&amp;quot; She took out another vial. &amp;quot;Twenty years of vibrant, healthy youth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As always, Doctor, you make business a pleasure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
The young man entered the large, sunny chamber carrying an armload of scrolls. He bustled his way past other robed acolytes bent over inclined desks, and made his way to the senior who was reclining beneath fans wielded by muscular Nubian twins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have the information you requested, Archimandrite,&amp;quot; the young man said.&lt;br /&gt;
&lt;br /&gt;
The older man rose to a sitting position in a curiously graceful way, like a whale rising to the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What information was that, dear boy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That Wormwood matter. You wanted to find someone who might meet the terms of the agreement and yet not point back to us, no?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Indeed, dear boy. And you have found someone?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cerise the Medianite, reverend father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...A challenging selection. Why her?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, she&#039;s a competent witch, with a highly trained dancer retinue. Admittedly, she is down to three. My guess is that she needs to recruit and train replacements, and for this, she will need money.  These things are never cheap.&amp;quot;&lt;br /&gt;
In addition, she has publically expressed a certain contempt for the Order. Should we need to, we can always claim anything she reveals is a desperate attempt to blacken our reputation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I find myself intrigued to see how your strategy will evolve, my boy. In the meantime, let us make contact with the dear lady and inform of her of the news. Then retain the Medeanite, but keep each ignorant of the other,&amp;quot; the large man said, as a frozen liqueur dissolved on his tongue.&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100679</id>
		<title>Red Laughter</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100679"/>
		<updated>2024-03-20T09:58:29Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Red Laughter&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[User: Velcanthus|Jim A]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Autumn]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sunday online&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Medium]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Jedburgh]] - Mighty warrior&lt;br /&gt;
# [[Kel]] - harmless coiffeur&lt;br /&gt;
# [[Uzi Urksome]] - well trained beast&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Cerise of Aeaea&lt;br /&gt;
; Mission&lt;br /&gt;
: Travel to the [[Land of Nod]] in Tanuel, investigate the Red Laughter&lt;br /&gt;
; Pay&lt;br /&gt;
: A non-lethal favour appropriate to the adventurer.&lt;br /&gt;
&lt;br /&gt;
;Prologue&lt;br /&gt;
&amp;quot;Ah, Dr. Wormwood. So good of you to come&amp;quot;, the large man said. His voice was warm and, somehow, foreign. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was kind of you to invite me&amp;quot;, she said, briskly, &amp;quot;Shall we make a start.&amp;quot; She was a slight woman of average height with  tired looking blond hair, and appeared to be in her early forties. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course.&amp;quot; He made a round, curiously elephantine, welcoming gesture and indicated a table attended by a pair of delicate chairs, one of which groaned as he settled upon it. There was a  quality of marshmallow softness about him that she found disarming.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So, it&#039;s my claim that there is an invisible hand at work&amp;quot;, she said, drawing a slender glass vial from a small silver reticule.&amp;quot;Here are my findings and the evidence that I used to form them.&amp;quot; She passed the vial into the middle of the small table, the lenses of her spectacles glinting under the lights. &lt;br /&gt;
&lt;br /&gt;
He stared at it as if it were poison and she were asking him to drink it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will review this as soon as we finish here, of course.&amp;quot; He paused. &amp;quot;How do you believe we should act on this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, surely you could deploy some of your people to investigate? We don&#039;t know who is involved, we remain unaware of their goals, and I fear that our security, such as it is, is much compromised.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I fear, dear lady, that I wouldn&#039;t know where to begin. My expertise lies in other areas. Perhaps you&#039;d be interested in a copy of medieval poertry, carefully curated by my own fair hand?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sure you&#039;ll be taking tea with someone who may be of use, if you were to be appropriately recompensed.&amp;quot; She took out another vial. &amp;quot;Twenty years of vibrant, healthy youth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As always, Doctor, you make business a pleasure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
The young man entered the large, sunny chamber carrying an armload of scrolls. He bustled his way past other robed acolytes bent over inclined desks, and made his way to the senior who was reclining beneath fans wielded by muscular Nubian twins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have the information you requested, Archimandrite,&amp;quot; the young man said.&lt;br /&gt;
&lt;br /&gt;
The older man rose to a sitting position in a curiously graceful way, like a whale rising to the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What information was that, dear boy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That Wormwood matter. You wanted to find someone who might meet the terms of the agreement and yet not point back to us, no?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Indeed, dear boy. And you have found someone?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cerise the Medianite, reverend father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...A challenging selection. Why her?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, she&#039;s a competent witch, with a highly trained dancer retinue. Admittedly, she is down to three. My guess is that she needs to recruit and train replacements, and for this, she will need money.  These things are never cheap.&amp;quot;&lt;br /&gt;
In addition, she has publically expressed a certain contempt for the Order. Should we need to, we can always claim anything she reveals is a desperate attempt to blacken our reputation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I find myself intrigued to see how your strategy will evolve, my boy. In the meantime, let us make contact with the dear lady and inform of her of the news. Then retain the Medeanite, but keep each ignorant of the other,&amp;quot; the large man said, as a frozen liqueur dissolved on his tongue.&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100677</id>
		<title>Red Laughter</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100677"/>
		<updated>2024-03-20T09:47:01Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Red Laughter&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[User: Velcanthus|Jim A]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Autumn]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sunday online&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Medium]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Jedburgh]] - Human(m) played by Ross A&lt;br /&gt;
# [[Kel]] - Elven(f) Mind Mage played by Terry Spencer&lt;br /&gt;
# [[Uzi Urksome]] - Orc (m) E&amp;amp;E played by Zane&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Cerise of Aeaea&lt;br /&gt;
; Mission&lt;br /&gt;
: Travel to the [[Land of Nod]] in Tanuel, investigate the Red Laughter&lt;br /&gt;
; Pay&lt;br /&gt;
: A non-lethal favour appropriate to the adventurer.&lt;br /&gt;
&lt;br /&gt;
;Prologue&lt;br /&gt;
&amp;quot;Ah, Dr. Wormwood. So good of you to come&amp;quot;, the large man said. His voice was warm and, somehow, foreign. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was kind of you to invite me&amp;quot;, she said, briskly, &amp;quot;Shall we make a start.&amp;quot; She was a slight woman of average height with somewhat tired looking blond hair, and appeared to be in her early forties. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course.&amp;quot; He made a round, curiously elephantine, welcoming gesture and indicated a table attended by a pair of delicate chairs, one of which groaned as he settled upon it. There was a  quality of marshmallow softness about him that she found disarming.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So, it&#039;s my claim that there is an invisible hand at work&amp;quot;, she said, drawing a slender glass vial from a small silver reticule.&amp;quot;Here are my findings and the evidence that I used to form them.&amp;quot; She passed the vial into the middle of the small table, the lenses of her spectacles glinting under the lights. &lt;br /&gt;
&lt;br /&gt;
He stared at it as if it were poison and she were asking him to drink it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will review this as soon as we finish here, of course.&amp;quot; He paused. &amp;quot;How do you believe we should act on this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, surely you could deploy some of your people to investigate? We don&#039;t know who is involved, we remain unaware of their goals, and I fear that our security, such as it is, is much compromised.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I fear, dear lady, that I wouldn&#039;t know where to begin. My expertise lies in other areas. Perhaps you&#039;d be interested in a copy of medieval poertry, carefully curated by my own fair hand?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sure you&#039;ll be taking tea with someone who may be of use, if you were to be appropriately recompensed.&amp;quot; She took out another vial. &amp;quot;Twenty years of vibrant, healthy youth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As always, Doctor, you make business a pleasure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
The young man entered the large, sunny chamber carrying an armload of scrolls. He bustled his way past other robed acolytes bent over inclined desks, and made his way to the senior who was reclining beneath fans wielded by muscular Nubian twins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have the information you requested, Archimandrite,&amp;quot; the young man said.&lt;br /&gt;
&lt;br /&gt;
The older man rose to a sitting position in a curiously graceful way, like a whale rising to the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What information was that, dear boy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That Wormwood matter. You wanted to find someone who might meet the terms of the agreement and yet not point back to us, no?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Indeed, dear boy. And you have found someone?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cerise the Medianite, reverend father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...A challenging selection. Why her?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, she&#039;s a competent witch, with a highly trained dancer retinue. Admittedly, she is down to three. My guess is that she needs to recruit and train replacements, and for this, she will need money.  These things are never cheap.&amp;quot;&lt;br /&gt;
In addition, she has publically expressed a certain contempt for the Order. Should we need to, we can always claim anything she reveals is a desperate attempt to blacken our reputation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I find myself intrigued to see how your strategy will evolve, my boy. In the meantime, let us make contact with the dear lady and inform of her of the news. Then retain the Medeanite, but keep each ignorant of the other,&amp;quot; the large man said, as a frozen liqueur dissolved on his tongue.&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100661</id>
		<title>Red Laughter</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100661"/>
		<updated>2024-03-20T05:27:22Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Red Laughter&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[User: Velcanthus|Jim A]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Autumn]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sunday online&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Medium]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Jedburgh]] - Human(m) played by Ross A&lt;br /&gt;
# [[Kel]] - Elven(f) Mind Mage played by Terry Spencer&lt;br /&gt;
# [[Uzi Urksome]] - Orc (m) E&amp;amp;E played by Zane&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Cerise of Aeaea&lt;br /&gt;
; Mission&lt;br /&gt;
: Travel to the Land of Nod in Tanuel, investigate the Red Laughter&lt;br /&gt;
; Pay&lt;br /&gt;
: A non-lethal favour appropriate to the adventurer.&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100660</id>
		<title>Red Laughter</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Red_Laughter&amp;diff=100660"/>
		<updated>2024-03-20T05:23:40Z</updated>

		<summary type="html">&lt;p&gt;Velcanthus: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Red Laughter&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[User: Velcanthus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Autumn]] 824 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sunday online&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Medium]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Jedburgh]] - Human(m) played by Ross A&lt;br /&gt;
# [[Kel]] - Elven(f) Mind Mage played by Terry Spencer&lt;br /&gt;
# [[Uzi Urksome]] - Orc (m) E&amp;amp;E played by Zane&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Cerise of Aeaea&lt;br /&gt;
; Mission&lt;br /&gt;
: Travel to the Land of Nod in Tanuel, investigate the Red Laughter&lt;br /&gt;
; Pay&lt;br /&gt;
: A non-lethal favour appropriate to the adventurer.&lt;/div&gt;</summary>
		<author><name>Velcanthus</name></author>
	</entry>
</feed>