Monsters Inc II
Summary
Adventure: Monsters Inc II
GM: Dean
Season: Winter 825 wk
Night: Monday in St Johns
Level: High
- Party
- Cher - Blade Dancer - Sean
- Dramus - Fae Wanderer - Mandos
- Mortimer - Renaissance Scholar - Martin PL
- Rahne - Enchantress of the Stars - Stephen Scribe
- Serendipity - Lady Dark - Lisa
- Tari - Forest Druid - Michelle MilSci
- Zohar 'Captain Blood' - Privateer Admiral of the WK - Chris
- Employer
- Ashkar of 'The Brotherhood' on behalf of Scarlet
- Mission
- Cleaning up loose ends from Monsters Inc. Scout/investigate:
- Tower in the Sea of Ash
- Dramus has a Tower Point near the Void Wolves about 100 miles north of the Sea of Ash.
- Site of a city destroyed during the Elven war. Ash Lake is the remnant of the city.
- Sister Tower of Argon's Watch, only the tip is showing above the ash.
- Lots of anti-magical effects. Mana eating worms.
- Dreamlands lab
- Is in a forest, The Dream Wood. Tree/Fae/Dryad focussed. Controlling Key: Dryad
- South-West Terra Nova
- Shadowlands (Ashen Dawn lab)
- Shadowlands is very spidery also used Undead. Controlling Key: Spider Queen she slept with the joiner, has a Drow form, probably how she became the key.
- Entrances(?): cave in Brastor, mists near village in southern Carzala. But the lab will be in the Terra Nova adjacent.
- Carefully locate Scarlet's (Joining) brother
- Don't go too close as he is extremely anti-magical. His trail is likely to include broken magic.
- Pay
- 40k each in cash or services
- Customised joining
Scribe Notes
Secret Plans
- Duesday 1st Frost
Ashkar turns up at the guild meeting seeking 'hard' adventurers for some important work he can't be explicit about in open conversation.
Reconvening in a meeting room, he places a device on the table and there is a Chaos Priestess, Valerian, in the corner to interfere with scrying. Valerian is human, she messes with all prophecy/scrying near her, her face and aura are constantly changing, choatic light emits from the cracks in her visage.
Ashkar explains about the schism within the Brotherhood, he is one of the leaders of the 'Not Dark' portion that is allied with our guild.
"Lady Bug!" says Tari with expressive loathing.
One of the 'weapon types' during the War of Tears was advanced Chimeras, most of the 'labs' were off plane and lost when the Elven Ways were damaged. Now the Elven Ways are recovering, some of these labs are becoming accessible. Scarlet is leading a consortium to ensure they are not recovered or used for evil ever again.
We travel in Ashkar's carriage to Seagate to meet with Scarlet at a fine inn.
Scarlet shares his history and what he knows of labs. Payment could include acquiring talents of other races. Amulets of Protection from Death.
We decide to check out the Sea of Ash first.
We have some enchanting and Astrology to do before we head out.
- W'ansday 2nd Frost
We enter Dramus' tower in Seagate and exit in the garden near the void wolves in Terra Nova.
Mythran Esari Tower
Where the sea of ash is was once a city was once known as Mythran Esari was on the southern shore of a lake with 'great' lakes to the south and east. The tower sat out over the lake, 15 yard radius, 5/8ths of a mile high. The sea of ash is a nearly perfect circle, with just over 31 mile radius. There are aquatic equivalents living in the ash. E.g. Ash Sharks.
We emerge from Dramus' tower and look back at a country house with unusual architecture, the area is unnaturally warm. An Earth Elemental looking like an Elf with the typical manners of an Elf emerges from the ground and welcomes our Elves to House Teleria, its masters have been away for a while (~30 millennia).
- Side note: There is a city a few hundred miles to the west that has many uncontrolled elementals.
With permission, we take off and fly south for a couple of hours. 10 miles of scrub between the forest and the 'beach' of the Sea of Ash.
We pause above the beach to investigate, large birds fly towards us, attracted by magic: Parasitic Vulture, they're completely mad animals. We know they carry brain bugs so we kill them at range.
The 'ash' is a slurry, or thick liquid. The solid components are a mix of organic (died about 30k years ago from 'Universal Solvent') and inorganic (stone, water, etc.). The 'water' gets gradually deeper, like a regular beach.
When Seren dips a Spectral Hand into the ash, it gets bitten and destroyed by a Flat-Nosed Vampire Fish - spectral looking extensible teeth.
We eventually find some mana worms: Non-sentient construct, Mana Worms, like long thin worms living in burrows in the sand of the beach. They slowly eat spells one 'rank' at a time. Burrow through the sand slowly, like worms. Easily killed by damage spells (above rank 1).
Having finished playing at the beach, we fly on to the tower. Vultures are roosting on it which we are forced to kill.
The top of the tower is powerfully magic but seems safe enough for us to land on. Impervious to most magic we try on it, bound earth/crystal.
Scrying inside with a Crystal of Vision accesses an illusion (or equivalent) showing an animated view of the tower and city as was.
Mending a portion of the outer surface restores a small amount of the attractive veneer of the tower. Cher spends a few hours restoring a balcony and bits of the roof, the tower seems to respond positively to this aiding her efforts.
Ancient Divination of the Tower: So magical it is almost sentient. Choosably immutable, can't be changed against its will. Currently 'locked down'/closed - all entrances/windows/portals closed. Drawing mana/power from an external source, probably not on Alusia. It is one piece of living Binder/Alchemy crystal. Exists in multiple realms: Alusia, Dream, Elven Ways. Made by name-tba, the Crystal Crafter. It has commands but they are not currently available.
Zohar spots birds behaving oddly, works out they are pursuing something, flying out to look they see an invisible bug-eyed Imp scout trying to elude the birds. A servant of Savnok. It doesn't live much longer.
Elven Ways to a tree in a Swamp
We head to the coast and into a Fai Circle. Wandering the paths with a goal of finding a connection to the Elvan Ways.
We find a nexus point with 5 paths occupied by a thatched cottage with rocking chairs on the porch. Stopping for lunch we meet <insert name here> who is a Fae revenant who is friendly, lonely and has a power of belief which maintains the cottage.
On to a dark swamp, wave riding across it. Giant frog has a go at Mortimer. Come to a large tree which is a manifestation of the tower, Raven-like creatures unnaturally arrayed on the branches.
The Tower as an Astral Tree
We spiral into range of some of our detection magics, the birds have an unnatural light in their eyes which is associated with Horrors, they are muttering to themselves about dining/consuming/eating.
We circle and find a potential entrance half way around, as we approach that side the birds start combining, becoming larger.
DA on birds: Long-Lived Sentient Minor Horror, Ashen Crow. Susceptible to Order, Beauty, Water. Primary attack: Ashen Dawn. Most effective counterspell: something Elemental. Plane of Origin: Alusia. Flesh to Ash.
We approach the potential entrance actualising it through Astrology & Opening. The birds combine until there are only 2 which land and attack: tendrils of burning ash, cloud of blinding ash.
Annihilation, Necrosis, Hellfire, etc. do some damage. The Sword of Solomon does more. Rainstorm increases the damage they take. Drowning Waters takes out one of the birds while it is pinned by Serendipity's Dark Elemental.
It takes a while but we pull the door open to reveal a ghostly figure, the revenant of an Elven Doorman/Butler. (In Ancient Elven) He welcomes us as the expected rescuers.
- Thylarus (in ancient Elven): "Welcome to the House of Cyrandor of the Enduring Ivory Sword Clan."
He leads us in to a room with a 25' creature (Chimera) with 4 Elf-like heads, multiple hands.
Dramus detects 3 Revenants and some of the Chimera is undead (Vampire Lord, Poltergeist, Greater Spectre).
Dreaming away from the nightmare
Our Philosophers of the ancient Elven Empire, recognise Enduring Ivory Sword as a minor sub-clan of Mocking Ashen Dawn.
The tower went into lockdown, they've been waiting for someone to sort things out and rescue them.
Mortimer introduces us as members of Dancing Raven Chrysanthemum.
Thylarus leads us straight ahead, down the corridor between the sweeping stairs to a banquet room with double balcony doors looking over a lake. Statuary of guards around the walls.
Large dining table, headless (Thylarus') corpse in a chair at one end, large (30' long, 20' wide) cloaked entity with several heads showing: Elf, Vampire Lord, Hydra Head (just 1), Elf (Thylarus' head), Gorgon, Draconic, other serpentine, Fae, Ithilid (Calamar?), Basilisk, Beholder (Death, Sleep, Disintegrate, Petrifaction), ... Long Lived Sentient, GTN: Chimera (primarily). It may also be present or able to manifest in other rooms in the tower.
Cyrandor issues orders, demanding that we re-open the tower, release him, return him home, ... We choose to politely follow its orders to investigate re-opening the tower and depart.
Thylarus shows us around this area, locked rooms for Cyrandor's lab and private rooms are conventionally locked away but there is no access to other parts of the tower.
We attempt to scry above or below with a Crystal, a few other tries, then succeed on scrying the room where the control key is. A darkened room, shadows moving, blob-like frog that can see our scrying point, a Phoenix/Displacer/Cockatrice passes through. We explore a bit more, finding an administrative room away from the more active rooms.
Once the party is asleep (with some help) I scry through dream to the lobby and then portal the party to the lobby, the real version is a large foyer with stairs and doors, the dream version is the entry way of a lighthouse in a storm. Then I scry the administrative room and portal us to that where I wake everyone up.
The Slab in the Lab
The room is dusty but not as damaged as the rest of the complex.
- Quill - Everlasting Ink
- Quill - Speech to Writing - Eldaran only.
Moving through to the next room, it has a 3'x8'x4' stone altar - create food & water, activates through touch and verbal instruction, once per day per person.
Out to a 20' wide curving hallway. We wall off to the left and go right through broken doors into a large lab (120' across by 180' long x 30' high). Huge solid one-way transparent doors to a containment room. 3 & 6 chairs (places of death) lined up facing it linked by lines of channelling and amplification targeting a 20' square in the containment room. Solid door opposite leads to private chambers and the 'strange-light room'.
Something small moving to the north, we dimly light up the area and they flee. Cabinet to the north that is still intact, protected by a barrier that only allows access by Elves. Contains 10 black tablets charged with 200 mana.
- 10 x slabs each contains 10 sacrificed souls to be used as such or as 20 mana.
- 7 potions of temporary bonus MA
- 7 potions of temporary magic rank enhancement
- Phase Spiders - 2' wide
- Shadow Kin - Non-Sentient Construct. Moth-like nearly 2-dimensional small creature. They consume shadow.
- Chimera (Mustard Ooze-Chameleon-Doppelgänger), Long-Lived Sentient 'Fluffy' - millennia old, memory absorption. Looks after the shadow kin.
- Chimera (Phoenix-Displacer Beast-Cockatrice) 'Burny' - female, mostly lives to the north-west.
- Chimera (?Phase Spider-??) male, lives with spiders, doesn't roam around.
Fluffy remembers that down below are Portals (to odd places), cells and storage, where the old master went and the control key used to be kept.
We search the north-east lab - where fluffy normally hangs out
- Tongs of TK
- Gloves of protection from acid
- Self-heating beaker
- Spinning (stirring) metal bar
- Mask of vapour breathing
- various reagents and magical ingredients
We search the living quarters, 2 suites of bedroom & 2 other rooms. The rooms have been deliberately rage-smashed, probably by 'Burny'.
- Cloak of Fire Resistance
The spirits of those that died in these rooms believe the control ring is through the void portal in stasis. Escapes would trigger lockdown, countermeasures, stasis.
Amulets are the key
No obvious lock or controls on the 20' high & wide door, fortunately, Opening opens the door. 40' across shaft leading down about 50', doors opposite. Upstairs doors close before the downstairs doors will open. Corridor leading to big reinforced doors, plinth (controls?), on entering a disembodied Eldaran voice asks if we are ready to enter by setting our hands to the plinth, it also states that we should have amulets to enter, it has no control of the room beyond.
We head back up to ask Fluffy about the amulets, it has seen them in the past on the masters but not since.
- Th'rsday 3rd Frost
We approach the spider area, scry it then ask to talk. A minion spider calls a boss to talk to us:
- Phase Spider / Shadow Reaver
They have the amulets, they want to be released in return for the amulets.
While we're discussing options, the Phoenix speaks to us informing that we will die before releasing the spiders, we arrange to visit and talk with Corona who is willing to negotiate with us.
- She will grant us the amulets to aid us in closing the horror gate and taking her request for release to our employer.
- If we return from that, our aid in destroying the spiders will earn us a gift - an aged Phoenix wish.
- Amulets (which we divine) - Links to a Geas (acquired when using the plinth downstairs) - combines with this geas to provide specific immunities: Stasis, Folded Space, ...; Mental Defence, a key, Linking Lifeforce triggers removing protections if we lose control of ourselves.
We head back downstairs, wearing the amulets, with 'Fluffy' (as a master) authorising us, we activate the plinth.
Through the door is a corridor to a 200' room. Cages, storage around edges. Swirly symbol of folded space in the floor in the middle of the room. Corridor opposite contains the portal to chaos/horror beyond. 6 tentacles extending from it appear to be frozen and have had their ends severed. 2 things moving within the middle pattern, one near the edge. Another horror/creature to our left, also trapped/frozen in a pattern. 4 other corridors, presumably leading to other portals. A 50' platform floating above us with 6 control chairs.
We split up to check the portal and platform, 3 authorised people on the chairs are sufficient for Eldaran commands to close the Horror Portal which it does as an eye peers out at us extending more tentacles.
The pressure of Horror eases but is still present in the form of the trapped horrors.
One Ring to Control Them All
3 Trapped Horrors (Sentient Construct, GTN a piece of something) - 2 in folded space mazes, one at the edge of a maze not stepping out into a Teleport-to-maze trap; and it turns out the bits of tentacle trapped in stasis were also horror entities. All eventually banished.
- Holocaust Rings - channelled through triggering entity, uses up their vitality to power the holocaust. Ability derived from a Phoenix.
- Rechargeable Invested Bracelets: Mana Squares, 20FT & ritual casting to charge an empty square with a spell.
- Bookshelf containing logs of 1500 years of Joining Lab use.
We then check the 'prisons'. Corridor 1:
- Sylph, Nymph, Fossegrim, Pixie
- Elder Mad Cap (Dwarf with red hat)
- Basilisk
- Displacer Beasts
- Empty
- Greater Beholder (15') - main eye is closed
Corridor 2:
- Spectre, Wraith, Poltergeist, Wraith Lord
- Elf (m) - Moon magic?, Greater Werewolf
- Elf-Wraith Lord (m) - socially important, Lycanthrope, Greater Werewolf
- 2 Phase Spiders
- Dimensional Weaver (Spider) - Long-Lived Sentient, very small.
- Shadow Reaver - 10' humanoid shaped darkness, has Giant Axe of Slaying.
Corridor 3:
- Mustard Ooze (Long-lived Sentient), Black Jelly (non-sentient), Jewel Ooze (Long-lived Sentient), Ooze Lord (Long-lived Sentient)
- Empty
- Gorgon
- Hydra - 5 heads
- Hydra-Gorgon joining (5 Gorgon Heads)
- Elf (GTN: Dark & Mysterious Elf - Vampire?) (m) - Innate Charm, reasonably high social rank
Corridor 4:
- Empty
- Empty
- Ogre - larger than normal, Witchcraft
- Cave Troll - 15' tall
- Ithilid-Cave Troll joining
- 2 Ithilids (aka Mind Flayers)
We use the chairs to open the Void Portal, Seren and I step through into an airless folded concealed Middlemarch within the void. Searching for a while, we eventually find the concealed stasis within that contains the control ring - divination reveals it is a very good fake.
The plinth upstairs and the logs agree on who last took the control ring out and returned it - one of the masters that lived upstairs. We assume this is when it was replaced with the fake.
We report what we found to Corona, sharing our suspicion that the ring is still in the complex somewhere. Corona lets us look through everything she has gathered, a non-magical metal ball that we can't make transparent raises our interest. Mortimer can tell it contains a dimensional void but it has no means of opening it. It is made of Null-Metal. Dramus talks to the dead, finds the spirit of the master who knows about the null-metal, he had a ring (disguised as a minor ring of protection) that allowed him to slip through null-metal - it is in Coronas collection. Mortimer uses the ring to Teleport into the dimensional space within the metal ball, he returns with the actual control ring.
We start making plans to destroy the spiders and their masters.
Spider Burning
After some preparation and planning, we attack. Opening with damage enhanced Dragon Flames, Blackfire, & Hell Fire, we clear the room of most things that are not phased at the time. Then we hit them again and Blood picks off some of those that think they are safely phased. They throw expanding boulders, axes, and spells at us from their bunker of dimensionally folded space and darkness. Some melee as wounded spiders engage Seren's elemental.
We move in, their area seems to have two openings: one to a dimensional maze, the other to a cave (much bigger on the inside).
Cher makes a hole in the wall on their flank, it leads to a void (dimensionally warped space, also bigger on the inside).
We clear the rest of the spiders in the outer zone. Their command closes the entrance to their cave.
Into the Spider's Lair
Scrying the 4 big Phase Spiders and Black Widow, space in there is extremely distorted and their distance from us changes on a complicated cycle. As the cycle close enough, we blast them through the enhanced crystal killing two of the phase spiders.
They are transferring some spells onto webbed up pods, they send a Web Elemental out to get us which takes half a minute to dispatch.
We then disintegrate a couple of doors and burn out pods we can reach, they have retreated to the far corner of their cavern, mostly outside of our range.
We teleport across the cavern, dispersed a bit by the dimensional distortions then launch our next attack from close range.
The Queen's Lair
Seren destroys the big spider with her Black Lightning. Blood & Cher open the bunker around the other two and blast them with light.
A 30' wide funnel web tunnel is exposed, we charge down chasing another large spider which was coming our way but starts falling back.
I engage it, it tries to collapse the funnel and drop us into the void, Dramus and Blood patch the hole, it teleports away.
Following, we come to a large cavern of folded space hanging in the void, dense ground fog covers egg pods, some open, some waiting to emerge.
We start destroying large areas of eggs and the emerging spider-joinings with Blackfire and Dragon Flames, isolating areas with Star Domes, progressing into the cavern. The Queen Spider-Humanoid loses her rag and charges in to kill us, Mortimer Curses it and Seren takes control of it. A couple of minutes later, we've cleansed the room and killed them all.
We search and loot the lair.
Fall of the House of Cyrandor
We finish cleaning up and discuss options.
- Frysday 4th Frost - Reapsday 5th Frost
We rest and make potions for a couple of days to prepare for dealing to Cyrandor.
- Sunday 6th Frost
We Dream Portal to the Foyer, pause for a half hour of final preparation then enter through the open door to Cyrandor's house where Thylarus obsequiously ushers us in.
We launch our surprise attack: Smoke grenado to reduce resistance, two lots of Black Lightning, Dragon Flames, Slaying Darts, Undead affecting agony, and Mortimer invokes Natural Justice.
Cyrandor uses one Phoenix ability to resurrect from the first Black Lightning, then triggers his retributive holocaust when the second lightning strikes which kills most of himself that survived our attacks. Most of the Dragon, Hydra, and Madcap survive, then justice arrives and reduces them to ash.
We then take our time searching his house.
Debrief
- Moonday 7th Frost
We carefully exit the tower into the Astral/Elven Ways, Wave-ride over the swamp towards the cottage-nexus, briefly talk to the Elf-like hearth spirit of the house and have a meal. We travel into the astral and through to Blackshore, from there we fly to Dramus' tower, portal to Seagate and report in to Scarlet.
- Duesday 8th Frost
With Scarlet, we head back into the astral, to the cottage, across the swamp, and into the tower where we show and tell and make introductions.
We release the Sylph, Nymph, Pixie. Banishing the Sylph, the Nymph & Pixie head to Asheth.
- W'ansday 9th Frost
We spend a couple of weeks sorting things out and sorting payment.
Reference
Scarlet
An old Elf, from pre-war of tears. House Ashen Dawn. A Joining (Chimera) - Elf blended with stuff: part Void Wolf, part Cho-ja (mantis like), part void entropy locust. Guardian of Elven University in north. Conscientious Objector, rather than be used in the civil war, froze/suspended himself in the Elven ways to freeze the city. He has been thawed for 10 years, he is catching up on the world and trying to track down those like him. He can destroy magic & enchanted/shaped items.
Buffs & Mil Sci
Buffs
| Magic (caster) | Rk | Effects | Duration | Ch | Dr | Mo | Rn | Se | Ta | Zo |
|---|---|---|---|---|---|---|---|---|---|---|
| Greater Ench. (Rn) | 20 | +21% to Res, Mag, Com, and S&S. | 5 days | A | A | A | Y | A | A | A |
| Witchsight (Rn) | 22 | See Invis | 12.5 hrs | Y | Y | Y | Y | Y | Y | |
| Strength of Stone (Ta) | 20? | +21 EN | 21 hrs | Y | Y | Y | Y | Y | ||
| Armour of Earth (Ta) | 20? | +42% Def +1 DR | 10.5 hrs | |||||||
| Ench Armour (Rn) | 22 | +46% Def +1 AP 14 DR vs Phnt/Nmare. | 11.5 hrs | Y | ||||||
| Ench Armour (Zo) | 23 | +48% Def +1 AP +23 Spell Armour | 12 hrs | |||||||
| Familial Defence (Mo) | 19 | +43% Def +3 DR | 10 hrs | Y | ||||||
| Shadowform (Se) | 20+ | 10 hrs | A | |||||||
| Dance of Swords (Ch) | 18 | 38% to their Defence provided they move at least 1 hex each pulse. | 9.5 hrs | Y | ||||||
| Str of Darkness (Se) | 20 | +11 PS | 200 min | - | Y | Y | Y | A | Y | Y |
| Instil Flight (Mo) | 15 | 80 mph, 800 lbs limit, item 20k+ sp to enchant | 16 hrs per 24 | |||||||
| Ice Traversal (Ch) | 20 | Travel over ice and/or snow without slipping or sinking in. (+7 TMR on flat ice) | 7 hrs | Y | ||||||
| Water Breathing (Zo) | 20 | 21 hrs | Y | Y | Y | Y | Y | Y | Y | |
| Water Proofing (Zo) | 10 | 11 hrs | Y | Y | Y | Y | Y | Y | Y | |
| Water of Strength (Zo) | 10 | [D-2]+10 | 22 mins |
| Mind Shield | +10+2/rk% vs M.Att. | 1+2/rk hrs | 8 | 12 | 13 | |||||
| Navigation | Extra Navigator ranks as listed and safer travel | 1+rk Hrs | +4 | ? | ||||||
| Water Breathing | 1+rk hrs | 12 |
| Magic (caster) | Rk | Effects | Dur | Ch | Dr | Mo | Rn | Se | Ta | Zo |
|---|---|---|---|---|---|---|---|---|---|---|
| Enchant Weapon (Rn) | 17 | +18 BC%, +6 Dam. +7 vs Phn/Nm | 22 min | |||||||
| Enchant Weapon (Zo) | 18 | +19 BC%, +6 Dam. | 23 min | |||||||
| Spectral Weapon (Dr) | 16 | +17 BC%, +5 Dam. | 21 min | |||||||
| Invisibility (Rn) | 22 | Invisible, optional Death's Shroud | 115 min |
| Capability | Rk | Effects | Dur | Ch | Dr | Mo | Rn | Se | Ta | Zo |
|---|---|---|---|---|---|---|---|---|---|---|
| Sense Danger (%) | Mind Talent (or equivalent) | 71% | ||||||||
| Detect Ambush (%) | Ranger (-5/rank of opposition) | 111% | 141% | 114% | ||||||
| Enhanced Vision | Pierce fog/obscurement | |||||||||
| See Invis (Rk) | Effective rank for seeing invisible | 22 | 22 | 22 | 22 | 22 | 22 | 22 | ||
| See/Sense Spirits | Effective rank for seeing spirits | 10 | ||||||||
| Second Sight | Effective rank for sensing planar anomalies | 10 | ||||||||
| Stealth (%) | Standard / Ranger Outdoors | 165% / 156% | ?% | 141% | 165 / 185% | 121% |
Misc
- Enhance Enchantment
- (Rn) rank 11-13: 65-80 seconds
- Herbalist Lunch/Broth
- ?? rk ?, Meal 4 FT or Broth 4 FT
- Rahne Ranger ring (Highlands)
- +8% Def, +8% SC, +8 IV in Melee and Ranged
- Dance (Cher)
- 5 mins dancing every morning for Reroll 1 failed MR or ignore 1 stun
- Crystal of Vision (Rn)
- Rk 20, 30 mins per day, 305 miles range, optional Audio, up to 3 hops.
- Dream Dust (Rn)
- Rk 20, resist at -20 or enchanted sleep for 21 hours.
- Pixie Dust (Rn)
- Rk 14, one of: Float for 7.5 hrs at Windspeed +/- 14 mph; Able to eat anything safely for 15 mins; Hallucinations for 75 sec, -15 PC.
Watch Order
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Zohar | Dramus | Cher | Serendipity | Tari | Mortimer | ||||||
| Rahne | |||||||||||
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Default
|
Double File
|
Single File
Zohar |
Astrology
| Cher | Dramus | Mortimer | Rahne | Serendipity | Tari | Zohar |
| 80 | 01 | 35 | 67 | -- | 66 | 91 |
- Timely Warnings
- 10 Portents (Advantage one one dice roll)
Astrology Readings
Calendar
| Winter: Frost 825 (7) | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Samhain | 1 | Guild Meeting Seagate | 2 | 3 | 4 | 5 | 6 | |||||||
| 7 | 8 | 9 | 10 | 11 | 12 | 13 | ||||||||
| 14 | 15 | 16 | 17 | 18 | 19 | 10 | ||||||||
| 21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
| 28 | 29 | 30 | 1 | 2 | 3 | 4 | ||||||||
| Winter: Snow 825 (8) | ||||||||||||||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
| 12 | 13 | 14 | 15 | Solstice | 16 | 17 | 18 | Yuletide | ||||||
| 19 | Days of Chaos | 20 | DoC2 | 21 | DoC3 | 22 | DoC4 | 23 | DoC5 | 24 | DoC6 | 25 | DoC7 | |
| 26 | DoC8 | 27 | DoC9 | 28 | DoC10 | 29 | DoC11 | 30 | Twelfth Night | 1 | 2 | |||
| Winter: Ice 825 (9) | ||||||||||||||
| 3 | 4 | 5 | 6 | First Plough | 7 | 8 | 9 | |||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | 18 | 19 | 20 | 21 | 22 | 23 | ||||||||
| 24 | 25 | 26 | 27 | 28 | 29 | 30 | ||||||||