If you can't be bad, be bad at it

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Summary

Adventure: If you can't be bad, be bad at it
GM: Dean
Season: Autumn 823 wk
Night: Varying weekends
Level: Low

Party
  1. Dart - Halfling Bard - Alex MS
  2. Roxanna - Human Mind Mistress - Paige PL
  3. Tharlin - Dwarf Air Mage - Conal
  4. Mattin - Halfling Celestial Shadow - Kyan
  5. Moly - Orc Fist of Fire - Ciaran
  6. Zardoz - Halfling Celestial - Martin
  7. Ari - Human Namer - Stephen Scribe
  8. Petra Fied - Halfling Necro with a touch of Darkness - Lisa
Employer
Lord Carzon, represented at the guild by The Chancellor of Oz, impeccably dressed Emerald Green Robes.
Mission
Find The Dark Priest and get him back on the job to help restore the balance
Pay
6,000 each in services or coin from Lord Carzon

Scribe Notes

Oz Boot Camp

Duesday 1st Fruit

The chancellor organises and afternoon carriage to an ill-kept house on the outskirts of Old Seagate. Once we're all strapped into the chairs that are bolted to the floor, he activates the magic to summon a storm to fly the house.

We are met by 6' tall armed and armoured spiders. An elderly mage spider, Wegan the Inscrutable and guards. Other spider mages are called to instruct and assist us in acclimatising to the extreme mana levels.

A woman skips out of the woods to say hi, and give hugs and a kiss (blessing) - Gayalette, Good Witch of the North, a Dryad.

We start casting, drinking restoratives, eating and resting.

W'ansday 2nd Fruit - Th'rsday 3rd Fruit

... continued training.

Frysday 4th Fruit

Gayalette leads us skipping through the forest to a couple of miles from Carzon's manor house.

Chasing Leads

A polite welcome by Jeeves, snacks, drinks, Carzon arrives in his housecoat and starts to explain:

  • Oz is a place of balance, Good vs Wicked, Light vs Dark, etc.
  • The Dark Priest has been beaten and supressed several times by guild parties, now he hasn't been seen for a while and things are getting out of balance.
  • We are to find him, return him to his home, and help him get his dark-mojo back.
  • Carzon can't sense him which means he's not in central-Oz or in the homes of one of the other powers of Oz.
  • Priest of Light lives in Loon Ville, southern Gillikin Country.
  • Priest of Darkness lives near Red Top Mountain in the south.

Carzon shares enchanted cookies, equivalent to rank 20 Greater Enchantment on all areas.

Plans:

  • Visit Ozma and the Wizard
  • Loonville to see the Light Priest
  • Dark Priest's home at Red Top Mt.
  • Truth Pond, South West Oz - might share the truth of where he is.
  • Valley of the Lost in Merry Land, Greater Oz?
  • The Knowledge Dragon, south of the Valley of the Lost.
Does Mattin have a vendetta against someone?
No, he has a vendetta against everyone!

By Shadow Wings, Air Flight, and Serpent, we fly the 75 miles south/north to the Emerald City.

Horse-Ari's tail hair is braided into a hair piece for Ozma, dyed green.

Ozma is painting, using all of the colours, including several she didn't have a moment ago. We paint, see her room and treasures, chat...

At our request, Ozma makes the poisoned binapple core that the Dark Priest gave her into a cloth apple that will get more real as it gets closer (within miles) to the priest. She gives us a kiss, her blessing. And some Crocodile Tears.

Seeking out and speaking to The Wizard, he gives us a lot of bad or obvious information, and suggests he was occasionally allied with WWoW and the Gnome King.

We leave the city heading back north/south towards Gillikin Country to Loonville.

The guards at the one wall are convinced to let us in and guide us to the Light Priest. He is in full flight in his sermon to a small audience, it comes to a thunderous crescendo then comes to talk to us. Sighting Mattin and Moly, he cries, "The Servants of Death and Cleansing, is it a sign, is it time?" drawing his glowing two-handed sword (a holy relic).

Dark & Mysterious Bar Fight

We inform the Light Priest of our quest to find where the Dark Priest is lurking, he agrees to help if we would prove ourselves by smiting some evil, we agree. After blessing us and on request, our weapons, he takes us to The Tower of Forever (which is endlessly tall) and states the evil is below ground.

Inside the tower is bigger than the outside.

We head downstairs and come to a door labelled The Dark and Mysterious Tavern, oddly there seems to be ways to go left or right of the door even though we cannot see them. We enter, singers (5, humans and halflings), bar, servers, patrons: Dwarf, Orcs, Halflings, Humans.

Zardoz slips in and studies the crowd (DA identifies they are sentient undead, greater zombies). My blessed glaive alights with Silver fire revealing the presence of evil. I declare we are here to smite evil who should show themselves, innocents may step aside. The room goes quiet, they all back away as I step in, clearly declaring themselves innocent. Mattin, Dart, and Rox disavow me and argue, Zardoz searches the patrons pockets, Tharlin & Moly head to the bar.

Some of the patrons sidle out the doors, a couple of the locals open the trapdoor to the basement saying the evil must be down there.

Mattin DAs the Barkeep as he pours beers for Tharlin and Moly, discovering he is an undead Zombie Master, Tharlin sniffs the beer and smells something odd has been added to it, Mattin identifies it is poisoned.

The Barman then commands the patrons to swarm us and battle is on.

Zombies fall to our attacks; the bar grow hands which grab Tharlin as he leaps over it, slowing him until he breaks free; Rox knocks out the Barman; Dart summons a rat swarm and sends them to attack the zombie minstrels who are playing a tune to make the zombies faster. The Barman's rag (and command of the zombies) transfers to another zombie, we slowly carve through them all, taking some blows in return, we eventually win.

We loot:

  • some coin
  • the cursed evil bar rag of becoming a zombie master
  • a lute of enhancing undead

Exiting, we take the rag back to the Light Priest who has us dump it in the brazier. He tells us the Dark Priest has left to drown his sorrows, somewhere near the Valley of the Lost.

We skip south past the Emerald City and camp in a field in the south (Quadling Country).

Reapsday 5th Fruit

Skipping south-west to the border, then quickly across to the Truth Pond.

Truth and Deserts

While standing at the border about to cross, we see something glinting in the sky behind us (east) and getting closer with an entourage of small clouds. The silvery sphere leaves its escort of clouds behind as it descends in front of us, opening to reveal Glinda, good witch of the south.

She delivers two scrolls to us that allow one extra question from the Lady of the Lake for each of us, and her blessing, a cool kiss upon the chin.

We cross the border, enter the woods then lose track of each other before emerging from the mists beside our own version of the Truth Pond.

When I present the scrolls, a lady emerges from the water to answer our questions, gathering the party by the lakeside to hear her answers.

How may we find the Dark Priest
Through the portal in the Inn of Sorrows, found at the lowest point in the land of the lost
What must we do to induce the Dark Priest to return to his duties
He has lost himself and his interest in his profession, he needs a purpose. He is drowning his sorrows after being defeated.
He is hiding from the monsters in a cave.

We skip east for the afternoon towards Glinda's palace, stopping for the night at Posties. We send some messages:

  • Ari - sending a letter home to family
  • Ari - To the Dark Priest: "Help is coming. A."
  • Ari - Glinda: a request to call on her tomorrow.
  • Ari - Carzon: a report on our quest progress.
  • Ari & Roxxie - Ozma: a fun & friendly letter.
  • Zardoz - The Wizard, Emerald City: "I know what you did! W."
  • Zardoz - To WWoW: Prank letters regarding the warranty on her broom and outstanding payments to release her delivery from customs.
  • Zardoz - To Mary-M, Dart's Mother (forged in Dart's hand): "Dear Mum, I have been arrested on Oz and am in jail. I need you to bring bail money to <the house that goes to Oz>".
  • Ari - (Post Dated) To the Seagate Guild Adventurer imprisoned on Oz: Mattin's backup lockpicks wrapped in a letter, "To aid your exit".
  • (The next morning after he finds out) Dart - To Mary-em: "The previous letter was forged. Please disregard. <signed> D'Artagnan Took"
  • Zardoz - To Mary-em (forged in Dart's hand): "The previous letter was forged. Please disregard. <signed> D'Artagnan Took"

An Alusian Interlude

Late afternoon. A local courier delivers a letter to Mary-M at her home in the Tookery, Seacroft. Mary-M's surprise at this odd arrival is significantly increased as she reads that Dart has been arrested on Oz and is in need of bail. The next morning the courier brings two new letters each claiming that the letter before is a forgery and should be ignored. Examination indicates the paper has Oz as its plane of origin, and that the writing on the first and third letters may differ to the second.

Mary-M flies to the Guild and make enquiries about Dart's whereabouts. The Guild informs Mary-M that Dart is on a sanctioned mission for Lord Carzon of Oz and that they have not been informed of any incarceration. The Guild offers to contact Lord Carzon, who confirms that the group contacted him from Posties and that Dart is not in jail. Mary-M asks the Guild for the party list - which they release to her as a senior Guild member in good standing. Running her eye down the list Mary-M pauses at: Zardoz. Muttering under her breath she heads to Gravesend and confronts Petal and Mortimer. Petal is sympathetic, but entirely unsurprised, while Mortimer notes that the "e"s in the messages are a tell-tale sign of two different hands. Mary-M is placated with tea and sweet-buns, but notes that "Those children are in trouble when they get home", and that Dart will be admonished for not writing to his mother when he had the chance.

Sunday 6th Fruit

After breakfast, we skip east and come to the dark wood after a couple of hours. Skipping south to where the forest borders the desert, a thin strip of grass between. The sand of the desert has conversion magic that would convert us to sand, Binder Counterspells would help. The air above the sand has disorientation, Illusion counterspells would help against it. Throwing a stick out onto the sand, it turns to sand as it lands.

Moly casts flames over the sand, turning a section to glass, testing we find it is safe from the conversion on the glass.

We look at both the desert and dark foreboding forest, then cast wings and fly over the forest. Beyond the forest, once the wings expire, we continue skipping east until we come to a section of the yellow brick road, we turn right and skip to Glinda's Palace - beautiful towering spires, grand halls.

We are met by a welcoming party of Quadlings and Humans. Guest rooms, baths, a feast with people from the palace and local villages, music, drinks. Then after dinner, an audience with Glinda in a library:

  • We would need to bribe the Rock Nomes with metal to get through the Nome King's Tunnel.
  • The impassable desert can only be passed by someone who doesn't want to cross it.
  • The Deadly Desert would lead to our death, except those who are agents of death.
  • The Great Sandy Waste would turn us to sand, flying over it we'd probably become disoriented and end up landing on the sand.
  • The Shifting Sands are a maze, both the sands and the air above it. Glinda can help us with travelling and the maze traversing gifts that four of us have would probably be enough.

We decide to cross the Shifting Sands to the East.

Moonday 7th Fruit (New Moon)

Glinda creates a flying bubble (50 mph) for us and gives control to Tharlin. We fly east about 3 hours until we come to Mudge then enter the canyons of the Shifting Sands. About 5 hours wending our way through the canyons then we emerge into the hills next to the coast south-east of Heelers. Turning north, we fly for another couple of hours then come to the mountains and cave where we're told the Knowledge Dragon resides.

Knowledge and Merry Land

The mountains are extensive (about 600 miles north-south, 250 east-west) and tall mostly enclosing a large valley scattered with towns, rustic villages, and caves on the inside.

As we get closer we see the people are mostly Lizard Folk, humans, gnomes, coloured halflings, and a few Dwarves.

We fly towards the biggest cave, landing at the stairs leading to entrance we are met by a party of large (9') lizards, 4 guardians and 1 Knowledge Dragon with 2 scribbles on its shoulders.

We chat over dinner and then spend the night.

How to get to the Inn of Sorrows
It is polite to enter Merry Land through Stony Vale which has a Queen (who resides in the Valley of Dolls) and a guardian - The Watchdog (canine humanoid).
Town of Santa Carla, on the Island of Neverland. To get there, go the lowest point (we get a map) in the valley of Lost things where we invert into Neverland.
To get back, take the sailing ship from the Black Rock at the centre of the island.
Watch out for the Man in Black and the bad Lost Boys who live in Santa Carla.
The Lost Boys won't be helped by giving them a map. They are lost in other ways.
Some of the Lost Boys like Blood (Vampires?).
The good Lost Boys live on a rocky island just off the main island.
In The Land of the Lost
Expect extinct mythical monsters, giant lizards.
Exit back through the portal.

We all adopt Scribbles.

  • Roxie adopts Ruby
  • Moly adopts Smirnoff
  • Zardoz adopts Cypher a.k.a Smiley
  • Mattin adopts Bubba a.k.a. Obit(uary)
  • Dart adopts Aramis
  • Ari adopts Adjutant
  • Tharlin adopts Beorn Björn
Duesday 8th Fruit

It is about 300 miles to the Valley, NNE up the coast then head north over land as the coast turns east.

1st leg, 100 miles, we fly over the mountains to the coast and up the coast. Landing on a clear stretch of beach.

2nd leg, 100 miles up the coast then inland mostly over Valley of Dolls which has battlements at its border. We follow the ridge line between the Valleys of Babies and Dolls. We land on scrubby a ridge between the valleys of Bon-Bons (Candyland) and Toy Animals.

3rd Leg, 100 miles north, staying west of the Valley of Clowns, we come to the Valley of Lost Things. Streams and waterfalls of lost things cascade off the mountains into a deep sound, except the water is lost stuff. The main river emerges from a stone arch at a convergence of the ridgelines - The Stony Vale.

Circling round to the coast, there is a port with docks, barbicans and some sort of barrier on the river. Estimate the population is about 10,000, mostly humans but lot of others: gnomes, clowns, candy people, merchants, thieves... Ships, docks, markets. At the arch the dog-people guards charge us 35sp for a 1-year fishing license and a pass to Merry Land. Many of the denizens are dangerous and best avoided. One of the biggest is Nessie (a sea monster). Revenants, Ghosts.

We fly up river into the Valley of Lost Things, heading for a fishing village in the northern branch where the lowest part of the valley is.

As we approach a horn sounds an alarm, the fishing boats respond by urgently heading for shore. A giant sea serpent emerges and spits a chest at one of the boats, we swoop down to distract and nearly get hit by a high speed armoire.

Once the fishing boats are safe, we land behind a village where the yokels welcome us in.

They regale us with tales of some of the other dangers while Nessie bombards the walls with old furniture

  • Sasquatch lurks around the coasts, he's territorial.
  • Woman with dark hair and red eyes who brings tragedy to villages she passes through.
  • Arcrabwelomer - large Scorpion-Man, he sometimes helps people.
  • Ghosts and Revenants

Flying out as a colourful serpent, I bait Nessie and lead her away to a distant part of the Valley, taking one solid hit and a few glancing blows from her spat projectiles.

For a small fee, the fisher-folk will take us out to the deepest part tomorrow and leave a pontoon there for us to return to.

The Noland Orcs

W'ansday 9th Fruit

After breakfast a delegation of the locals request our help with an incursion of Grey-skinned people from Noland. They have been causing issues for the locals, piracy, kidnapping, disrespecting local laws. They offer some of the 'magiky' stuff they have found.

We fly NW a few minutes to the next village to talk to the rock gnomes. They have a long history of conflict with the Noland Orcs and are keen for us to just kill them. They tell us the Nolanders also have an Ogre. Their blessing of rocks gives us strength and protection (+2NA +2 PS) for an hour.

We try negotiating, it doesn't go well so Moly challenges their leader who after some goading, accepts. We set up a ring of darkness out front of their cave as an outside arena.

An armed and armoured 8' Ogre, Blek comes out, he turns out to be an Ork (Short Lived Sentient, under effects of 'Battle Brew'). Moly delivers a decent beating and takes a beating in return, things are looking a bit marginal until a stealthy Mental Attack gives Moly the win.

The Orcs honour the agreement and accept Moly as their new chief. Drinks, feasting, music, religion, larceny. Blek comes to and accepts his position as Moly's second.

Blek knows a Warrior ability of Double-Attack with Glaive.
Zardoz liberates a delicate magic ring and some precious gems from the Orc's treasure chest.
Th'rsday 10th Fruit

We fly back to the gnome and human villages to report we have bought the Noland Orcs under control.

They pay us with some of the magical findings: 05 - Mattin; 40 - Zardoz x 2; 57 - Dart; 62 - Ari; 77 - Tharlin; 85 - Rox;

  • Several feet of steel wire - Lucille, musically magical.
  • Lucky Coin - reroll then 50/50 to keep it
  • Unlucky Coin - force a reroll then 50/50 to keep it
  • Sabre - +20% +2 Damage, Fumble = Lost
  • Hand & a 1/2 - +20% +2 Damage, Fumble = Lost
  • Ring of Fire Protection, has a limit then it is gone.
  • Ring of Misdirection, easily forgotten.

We head out to the pontoon and then dive in, it feels like swimming through gloopy water, we can breathe underwater with difficulty, like breathing through a damp cloth. Following a rope down until we pass the anchor and continue to over 600' deep, we see a light source below us. Swimming through a planar barrier, we emerge into shallow surf just offshore from a tropical beach.

On the beach, we confirm we are on the plane of Neverland.

Neverland Fairies

As we emerge from the waves, our party has increased by 1, who turns out to be Petra, she was lost and went to sleep in a cemetery, sense Mattin nearby and woke up in the waves. After introductions we ask her to join us.

Drying out over morning tea, we attract some birds, Tharlin chats for a while and thinks Santa Carla is west of us. We try flying there and find we have forgotten how, the birds tell Tharlin we need to find the Fairies to remember how to fly.

We set off west for nearly an hour, come to a stream, follow that into the jungle the take a game trail west. Another hour then I sense a ley line, following that north we come to a Fae village in the trees, Fae-mushroom border, on Telepathy many of them seem to be tripping. We call out with no response, then try music which gets a slow response. Two of the come down to see, we trade alcohol for Fairy Dust, 2 pinches each.

We fly west along the coast for about 40 miles then land to recast, 3 of us landing in a patch of quicksand. Sand fishing, something hungry lurking beneath, some damage taken by spear fishing.

Fresh flight spells, another 120 miles west past a large cove, we see a harbour town ahead of us and land about 15 miles before it. Camping in the jungle near the beach.

Frysday 11th Fruit

We fly out predawn, landing on the beach about a mile from town before dawn and waiting for our wings to expire and the sun to rise before entering town.

The town seems run-down and ramshackle, about 1,000 buildings. 2 tall-ships and several fishing boats in the harbour.

Pirates and Dinosaurs

We walk into town with Mattin as a 'dog', our other Halflings disguised as children and tied up. Muddy town, planks over the mud down the middle of most streets, drunks sleeping it off, lurking thugs and spies.

Zardoz: with a lot of civic improvement this could almost be described as a hive of scum and villany.

We're met in town by the local thugs & gang boss, I imply we're here to sell the children and could get more. They lead us to 'the Inn' where we slowly negotiate terms, distracting them while the others scout the Inn (toileting the prisoners).

Petra detects several lesser under in our building and nearby and a couple of greater undead in the larger hall next door. But no obvious portal.

The 'children' demonstrate their skills with juggling and sewer pipes, the rats come in, things escalate.

Their boss is killed, others die, a couple escape, we take some damage but win the fight.

The prisoners and barman between them are able to direct us to the portal, room 4 upstairs. Entering carefully the room is empty apart from a high quality wooden (Yew) wardrobe. Within, quality women's clothing hangs from the bar, behind it are two grey stone panels, each containing a revenant. It is the portal, there is a cost in lifeforce to pass, except for Petra and Mattin (as followers of a Death deity). We feed the portal with swarms of rats, every 10 or so rats seems to allow one of us to pass.

We exit in a stone circle on a stormy bleak rocky hill - The Land of the Lost. The Binapple is decaying, indicating we're getting closer to the Dark Priest, DAs indicate 30-50 miles south east.

Our noise startles something which flies off, sounding very large, we see it later, a Pteranodon.

Tharlin suggests flying in the storm may be bad for some, so we start skipping SE downhill to the forest.

Down in the forest, we come to a game trail, seeing the tracks of some very large creatures. Sabre Tooth Tigers, 3 different large unknown Reptiles (Alodars, Brontobors, Carnitores), ...

We make better speed on the game trail, 3/4 of an hour and about 15 miles later we pick up something hunting us - a pair of 30' tall two legged death-lizards. Rox controls the bigger of them and sends both off back down our trail.

We emerge from the forest at an escarpment, the Binapple indicates the Dark Priest is within a mile in or through a cleft.

Dark Priest's Lair in Exile

Entering the cleft there are areas of music-magic affecting us as soon as we enter:

  • Turn around bright eyes (we need to close our eyes or turn around again)
  • Wake me up before you go-go (Sleep), leap and drag everyone through.
  • Hello Darkness my old friend, followed by a pit. We work out that counter songs of light help, plus a guide rope.
  • Slip sliding away (counter: a fraction too much friction), guide rope, climbing and singing.

Beyond the slippery area is a phase spider web with spiders lurking beyond.

We turn right head down to another song-magic area:

  • take by breath away, we countersong about breathing and use rope.

A side tunnel half way through gives us breathing space so we can do it in 2 steps. About 20' beyond is another magic area:

  • Toxic / Poison - we hurry half way through to the south turning, easing the damage by countersongs and other means.

A short way then a Y-intersection with another song-magic covering it:

  • Eye of the Tiger - countered by In The Jungle, the Tiger Sleeps Tonight. The summoned tigers go to sleep.
  • South-east: I will walk 500 miles

Following divine guidance, we go south-west

  • Hungry like the wolf - countered by Wolves without teeth.

Around to the east, another song-magic:

  • Shout, we counter with the Sounds of Silence

Opens into a large cavern

  • Shock the monkey (lightning), we counter with riders on the storm (on Torrent Steeds)

The Dark Priest (Damian) steps out of an alcove giving us a slow clap.

We talk him up a bit over lunch, telling him he is needed to save Oz. He eventually agrees.

We spend the night.

Frysday 11th Fruit

He collects his rune song-spells on the way out.

We fly to the stone circle avoiding the ambush of three Manticores.

Examining the centre stone of the circle, Damian identifies there are runes for Neverland but we prompt him to check for runes to Greater Oz, he says yes and thinks they'd lead to the Gnome Kings lands. We activate the runes with blood and then step through.

We emerge into a large underground plaza, an enormous obelisk behind us. Downtown The Rock Gnomes respond in various ways, some calling for aid, others running, some hanging around and chatting. Dart casts a spell to understand them, reading the signs we head over to the tavern and order some ales while we wait for their rapid response team.

A mage arrives with a squad of heavily armoured rock trolls, we offer drinks, apologise for the disturbance and seek passage through their tunnel. Somewhat bemused, he agrees, charging us 20sp each. We let him know Moly will be coming this way a bit later and request passage for him.

The Gnomes escort us the 40 miles to the tunnel entrance, travelling quickly via Earth Current.

Reapsday 12th Fruit

We spend the day walking through the tunnel under the desert, it is well defended and fortified, very safe as along as we're on-side.

Exiting in West Oz, we quickly skip east to The North, stopping at the town of Hoopers.

Wrap-Up

Sunday 13th Fruit

We skip Oz-wards to Lord Carzon's house to report in.

Moonday 14th Fruit

We skip around the Emerald City and head 'east' into Munchkin Land, following the yellow brick road until we discover the soporific effects of the Poppy Fields. A few naps later, Tharlin casts Vapour Breathing on us all. We gather some poppies and seeds for Herbalism.

We continue on to Fiddlesticks Forest, the trees are all buzzing in harmony like crickets. There Dart steps into the forest and starts performing, using song to seek permission to take some wood for an instrument worthy of Lucille. A fey looking woman comes from the forest and speaks to Dart, he politely requests the wood and she grants it. It turns out it is Mombi, the Witch of the East. We become even more polite, exchange pleasantries and then enjoy a picnic she left for us.

We head south west towards Posties.

Duesday 15th Fruit

Arriving at Posties late in the day we start posting:

  • Dart sends a letter to his mother (after some prompting).
  • Dart enquires about sending a letter to find his father but they can't if he doesn't have
  • We send a letter to Moly telling him how to get back to Oz via the Nome King's tunnel.
  • A letter to Glinda, passing on Mombi's regards. She replies immediately, we correspond politely.
  • To the Wizard of Oz: Hurry, they're coming for you.
  • The Scribbles secretly send a post-paid return box to the Knowledge Dragon, requesting a colleague for Petra.
W'ansday 16th Fruit

We skip west to the border then quickly escort Petra to the Truth Pond.

As Petra emerges, we see a dark cloud approaching from the north. We flee east for the border.

A Postie is waiting for us with a box for Petra, her very own Scribble.

Th'rsday 17th Fruit - Frysday 18th Fruit

We skip back to the Emerald City & Carzon's to wrap up and catch a house home.

Buffs & Mil Sci

Buffs and Abilities

Long Term (assumed always on)
Magic (caster) Rk Effects Duration Da Ro Th Ma Mo Za Ar
Shadow Form (Ma) 15 +32% Def 8 hrs Y Y Y Y Y Y Y
Weapon of Fire (Mo) 6 +7 BC%, +3 Dam 11 min
Dark Sword (Ma) 6 +7 BC%, +3 Dam 11 min
Witchsight (Za) 6 See Invis 3½ hrs
Fire Armour (Mo) 6 28 Ablative Protection from Magical Fire 14 hrs Y Y Y Y Y Y Y
Fire Proofing (Mo) 6 Protection from Normal Fire 14 hrs Y Y Y Y Y Y Y


Short Term/Situational
Magic (caster) Rk Effects Dur Da Ro Th Ma Mo Za Ar
Air Flight (Th) 7 37 mph 4 hrs
Shadow Wings (Za) 6 36 mph 3½ hrs
Self Only Buffs
Magic Rk Effects Dur Da Ro Th Ma Mo Za Ar
Mind Shield (rank) 1+2*rk hrs 6
Senses and other stuff
Capability Rk Effects Dur Da Ro Th Ma Mo Za Ar
Sense Danger (%) Mind Talent (or equivalent) 36 %
Detect Ambush (%) Ranger (-5/rank of opposition) 57 % 35 % 50 %
See Invis (Rk) Effective rank for seeing invisible 3
Stealth (%) Std / Ranger Outdoors 108% 116% 73% 130% 55% 144% 86%
Mil Sci Raise Morale
+1 WP

Watch Order

Hour: 1 2 3 4 5 6 7 8 9 10 11 12
Watches Ari Moly Tharlin
Mattin Dart Roxanna Zardoz

Marching Order

Skirmish Formations (Front)
Default

Moly Ari
Tharlin Mattin
Dart Roxanna Zardoz

Double File

Moly Ari
Tharlin Mattin
Dart Roxanna
Zardoz

Single File

Moly
Ari
Tharlin
Mattin
Dart
Roxanna
Zardoz

Calendar

Autumn 823 WK: Fruit (4)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Lugnasad 1 Guild Meeting 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 1 2 3 4
Autumn 823 WK: Harvest (5)
5 6 7 8 9 10 11
12 13 14 15 Equinox 16 17 18
19 Harvest Moon .. 20 21 22 23 24 25
26 27 28 29 30 1 2
Autumn 823 WK: Vintage (6)
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 Blood Moon 18 19 20 21 22 23
24 25 26 27 28 29 30 Beerfest