A Walk in the Black Forest: Difference between revisions

From DQWiki
Jump to navigationJump to search
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
[[Category: Jim Arona]]
[[Category: Jim Arona]][[Category:Scribe Notes]][[Scribe_Notes#Winter 814 WK|Scribe Notes]]<div class="TOC">__TOC__</div>
Back to [[A Walk in the Black Forest#Treasure Master List|A Walk in the Black Forest]]
== Summary ==
= Consumables =
'''Adventure''': A Walk in the Black Forest<br>
'''GM''': [[Jim Arona]]<br>
'''Season''': [[Summer]] 814 wk<br>
'''Night''': Wednesday<br>
'''Level''': Medium violent<br>
; Party
* [[Boris]] (m) the Orc, <s>Necromancer</s> Scrivener, Embalmer & Coroner played by Mike Haycock
* [[The Parallel Man|Mr Morden]] (m), long-lived shadow weaver and combatant played by Paul Schmidt
* Yuko (f), vorpal chef played by Audrey Schmidt
* [[Bishop]] (m) warrior-priest of the wild west played by Jason Stevens
* [[Dellith]] (f) human warrior namer played by Clare
* [[Rahne]] (f) a Spell Blade. [[Akinrosi]] (human from [[Kinlu]]), E&E, Warrior. Played by [[User:Stephen|Stephen]]
* Gard (m) tattooed elder from the dark jungles played by Chris R.


== Grenadoes ==
; Employer
=== Amorphous Water Balloons ===
: Vice Admiral Rolland, RN
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.<br>
; Mission
If wielded as a rock, the balloon must strike an opponent.<br>
: Journey to the Schwarzwald on [[New Terra]] and rescue a deep cover agent.
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'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.<br>
; Pay
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -> MD x 2 or be subject to the same attack.
: 80,000 sp in diamonds + salvage


=== Cobalt Chaos Grenado x 3 ===
==Scribe Notes==
[[Image:Blue_grenado.jpg|right|80px]]
Rank 6 Alchemy<br>
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'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.<br>
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. <br>
On a 1, it was thrown 1D10 feet beyond the target hex. <br>
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.<br>
On a 3, it was thrown 1D10 feet to the right of the target hex.<br>
On a 4, it was thrown 1D10 feet short and to the right of the target hex.<br>
On a 5, it was thrown 1D10 feet short of the target hex.<br>
On a 6, it was thrown 1D10 feet short and to the left of the target hex.<br>
On a 7, it was thrown 1D10 feet to the left of the target hex.<br>
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.<br>
On a 9, it was thown 2D10 feet beyond the the target hex.<br>
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.<br>


{|border = 1 cellspacing = 2
=== Crossing Victoria ===
!width= "100px align" = "center"| Result
Travel via Kerberoth (to acquire supplies) to the home of Vitri, [[Lord of Glass]] in Venice, [[Victoria]].
!width= "100px" align = "center"|# of Spec. Griev. Injuries
 
|-
Two days by train to [[Paris]], overnight then by train to [[Antwerp]].
|align = "center"|1-4
 
|align = "center"|1
Hire ship to cross to [[London]], handsome-cab to the station.
|-
 
|align= "center"|5-7
Streets and station watched by 'spirit snakes'. We wait in station pub, blending with locals.
|align= "center"|2
Patrons are Soldiers and accompanying women, the women all leave about 8:30 and the soldiers suddenly freeze, out of time? about 9pm.
|-
A while later a man runs down the stairs into the station and falls dead, poisoned. Shortly a couple of the [[Lord of Serpents]] basilisks arrive and throw his body onto the tracks then stay and keep watch - we freeze like the soldiers any time they look our way.
|align = "center"|8 or 9
Later a trio of Cenobites arrive, we check our mind shields and continue to wait.
|align = "center"|3
 
|-
A few minutes before midnight we make our move, donning armour, applying spells and then crossing the platform to where the train will come.
|align = "center"| 0
The basilisks and Cenobites become aware of something happening, Yuko distracts them and draws most up the stairs, the more powerful basilisk stays, assuming high station I encourage him to ignore this distraction and protect his master which he does.
|align = "center"|4
The Cenobites have called the [[Jackals of Twilight]] and set them to find the intruder and are surprised when the hounds charge past them back towards us.
|}
Morden and Dellith engage the previously distracted basilisk, the rest of us add ranged attacks and move to help.
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.<br>  
I blind most of the hounds with a flash of light, Yuko destroys several, I reach the fight just before the basilisk is dispatched then loudly suggest that Morden remove his mind shield and share his insanity which he had just so ably demonstrated in combat with the basilisk.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.<br>
The Cenobites open a wormhole and leave.
The formula is teachable, but whoever teaches it must expend 8,650 Experience for each Alchemist taught.  
We slay the Jackals before their vision returns and Boris seals up the stairs with bones.
{| border=0 cellspacing=2 |
Then we wait for the train...
|width="100px" Align="Center"| Adventure
 
|width="100px" Align="Center"| Season
The Lord of Serpents arrives before the train, the walls slow him down but he steadily poisons them and approaches.
|width="100px" Align="Center"| Plane of Origin
Morden moves to engage and distract him to buy us time to get on the train, we board, Morden approaches death several times as he taunts and attempts to redeem the serpent then breaks free as the train pulls out.
|width="100px" Align="Center"| Aura
We snag him with ropes and magic and pull him aboard.
|width="120px" Align="Center" | Nature of Magic
 
|width="50px" Align="Center" | Value
=== Aliens in Gotham ===
|width="80px" Align="Center" | Cursed etc.?
The train travels to [[Gotham]] on [[New Terra]], the only other passenger eventually releases his death grip on his seat and talks to us.
|width="250px" Align="Center" | GM
He is from Gotham and was intending to travel to London to get away from the aliens that have infested Gotham but the infestation of serpents in London is just as bad. He know intends to stay on the train as it travels back and forth until one city of the other becomes safer or he starves, and he'll pay handsomely for delivered food.
|-
 
|align="center"| Black Forest
We rest and prepare ourselves for Gotham, invisibly we emerge from the train and make our way to the streets.
|align="center"| Summer 815
We see the insectile aliens everywhere picking off the residents who are steadfastly trying to ignore them, we make our way towards David's tower only to find it's not there.
|align="center"| New Terra
 
|align="center"| Alchemy
Dellith spots a Sun Dancer moving through the streets spreading beauty and sanity, they chat and after completing her task by passing two ''seeds'' to Morden and Yuko, the Sun Dancer invites the ladies to have tea with her, the men are to wait outside.
|align="center"| Incendiarism
She tells us that [[David]] left a few weeks ago, taking his ship to intercept an asteroid ship that was approach from the orbit of Uranus. The aliens started becoming a problem soon after that. The status of the [[Lord of the Swarm]] is unknown.
|align="center"| 2,000sp
We ask about alternate sources of dirigibles to get to [[Schwarzwald]], she suggests asking the British Consul though getting to him may be a problem.
|align="center"| {{No-I}}
 
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
A local cab takes us to near the consul but won't enter the killing ground around it. Morden purchases his vehicle, we prepare ourselves, then cram in and Bishop drives us towards the gates.
|}
We are assaulted by the aliens and fight them off while Bishop drives on.
We make it but the cab is destroyed and we have a few <s>serious</s> flesh wounds to bandage up.
 
We ask for the consul and are met by [[Vice Admiral Roland]] who tells us their spy has uncovered important information, they would like us to contact the spy get an update and investigate further. Boris performs a religious observance in the Consul's small cemetery.
He will arrange travel documents and an air craft to fly us to Europe, the only issue is that the air field is outside of the city and the city is under martial quarantine.
We decline their suggestions of crawling through the alien infested sewers and experimental spring loaded chairs to catapult us out and go with out own plan. Yuko turns most of us into kitchen utensils, Dellith invisibly flies out carrying us - this works.
 
At the airfield we meet our inebriated Irish pilot and the British aide who is working on our papers. Morden shanghais the aide to incentivise him to ensure the papers are up to scratch, Boris gives the pilot a ''sobriety draft'' and we take off.
It is a long flight over the ocean with stops in [[Spain]] and [[France]] (where we leave the aide) before heading for [[Munich]] for the beer festival, we bail out of the plane before dawn over the black forest and then make our way on foot to the castle where our contact should be.
 
We arrive near the village in the late afternoon, Boris performs a religious observance in the village cemetery, a few of us listen in on local conversations at the village pub.
In the evening we make our way stealthily towards the castle, now a hunting lodge for holidaying students, and spy through windows until we spot our contact.
In disguise I enter and invite him out to come to the aid of my mistress, there we reveal ourselves, exchange code words and he tells us of the activities of a cult that is moving a lot of mad scientists, troops and supplies to the south pole. He would like us to investigate what they are up to.
We discuss options and decide the best way would be to go to our pilot in Munich, fly to the [[Falkland Islands]] where we'll meet a dirigible to fly us to Argentina where we can hopefully pick up one of the supply ships and follow it to their base in the South Pole.
We agree to look into the cult and he returns to drinking at the lodge.
 
While we have been in this area, Yuko has been able to scent ''[[Black Lead]]'' which is extremely rare and valuable for its properties against immortals.
And we detected a couple of discrepancies, our contact showed some sort of shrouding in his aura and I sense he is of detrimental value to society - not what I would have expected.
Bishop reminds us that we met with Admiral Roland both on Alusia and in Gotham and the tasks the two of them asked of us were slightly different.
He believes the British intelligence network is compromised and that we are being deliberately diverted away from what is important here and that the Cenobites we encountered in London are probably involved.
 
=== Lead Shipment ===
Morden consults the stars sees the involvement of an old serpent and devilish creatures, and is certain that [[Colonel Turner]] is a double-agent working for Britain and the [[Cult of the Hold Vehm]], he advocates immediate murder or at least abstraction and questioning. He eventually convinces a majority of the party to go along with this then sneaks into the Colonel's bedroom, saps him and brings him out.
In the forest, Boris examines him and informs us of two foreign objects in his abdomen, then opens him up to show us.
One is a crystal radio connected to his heart ad we believe it is set to transmit a signal after his heart stops.
The other is a hexagonal shape that softly expands and contracts and is connected to his blood flow and spine.
After lengthy discussion and non-invasive investigation which doesn't get us very far, Bishop attempts to disable the radio - a simple process that goes catastrophically wrong, kills the colonel and activates the hexagonal device which opens and reveals or activates a small wormhole.
Morden releases his captured Purple Worm into the wormhole.
Boris questions the corpse to confirm some of our suppositions.
Bishop attempts to move the wormhole which only serves to shred the container and the Colonel's corpse.
While considering other options we spot the worm returning, now glowing Cobalt Blue.
Morden and Bishop have experience with this sort of thing and expect it to explode shortly after it arrives, devastating a few miles radius.
 
Morden captures us in his mirror, drinks my potion of distance ignorance and strides off to the south, where Bishop says there may be lead mines.
In the hills about 20 miles away, Morden releases us and we take cover as the explosion goes off.
 
Morden and Yuko take advantage of the effects of the potion to scout around and sniff out the source of the Black Lead then transport us to near it.
The mine entrance is fenced with guard towers and we estimate about 600 guards (3 shifts of 200), it appears to be operated by slaves with short life expectancies.
We find a ventilation shaft and make our way down, we carefully sneak through the mine, find the working face, carefully extract 5 lbs of the raw black lead, observe a lot of blood from the slaves at the mine face, and then start making our way out after we hear alarm sirens start up.
Once outside we observe them loading guards into trucks and driving out, they appear to be responding to the explosion which I confirm by tracing a truck.
 
We want to trace what they do with the ore so we settle in to wait and soon see a dirigible approaching, it descends into the camp, is loaded with a lot of raw black lead then departs southwards late in the day.
With most of us packed up as kitchen utensils, Morden follows the dirigible for a while then leaps on board and sneaks into the superstructure to find a hiding spot.
 
We hide in the vessel for 12 days while it travels south, stopping 3 ties to resupply. We deduce it is heading to the south pole (Turner was telling us at least partial truths) and Morden sneaks out at the stops in Africa to acquire fresh food and furs for colder weather.
At the last stop they also load tonnes of water and fly much lower as they cross the southern sea and the polar ice.
 
Eventually, in the constant night and lethal cold of the polar winter we come to a lit camp. It is fenced with watch towers but we notice that the fence is Hexagonal as are the towers.
Packing us up again, Morden leaps off and dashes into an unlit building before he freezes. The building is an engineering shed but it has a stove which Yuko gets going to warm the room.
We watch while they unload, blocks of ice and the ore all going to the larger buildings on the edges of the camp, people heading to the smaller internal buildings.
We observe the camp for two days while the dirigible is anchored and then loaded with smaller cargo - presumably the refined black lead.
We see frozen figures of disturbing geometry in the stone and Yuko smells hounds around the camp, we guess they are Corner Dogs - hence the protective or containing hexagons. People in the camp don't usually venture outside, enclosed tubes connect the personnel buildings with the manufactories.
 
We sneak back aboard the dirigible before it departs. As it lifts off we see that there is a layer of ice covering a rocket silo. We deduce it is a weapon to destroy David when he returns in his flying tower, we mention David by name to warn him but decide we need to take the dirigible then return and take the camp to stop them using the weapon.
 
=== Taking the Dirigible ===
We prepare for combat while we wait for the ship to get out of communications range of the base camp then make our way down to check out the cargo.
It turns out to be a large amount of refined black lead and some flasks of amorphous water.
We take a small amount of lead each and make our way towards the crew quarters.
 
Stealth and charm work well for us, only the bridge guard resists and is killed in combat.
Our new friends turn the ship around to head back to the camp.
 
Then we find out about the transuranian on board, he senses us coming and combat ensues.
We manage to defeat him but Boris is snap-frozen by one of the amorphous water flasks, Yuko manages to rapidly heat him without killing him but a lot of his equipment is damaged.
 
=== Rocket Silo ===
Our crew fly us back to the camp where we circle around and anchor beyond the ridge.
Wearing the cold weather gear we trudge to the ridge and over then make our way towards the iced-over pit where the rocket is.
On the way we notice that there is an area of magical warmth along the ridge line, this combined with the geography make the area of the camp warmer than it would otherwise be.
 
At the silo we find an external door and make our way in past store rooms where Boris finds medical supplies and an antidote to a specific disease.
Then through an empty control room to the stairs, most of us sneak down the stairs while Morden shadow walks Boris down to cover the other exit.
We attack the workers who mostly surrender once the guard and senior engineers are dead.
 
Investigating we find Corner Dogs in sealed octagonal crates and frozen (disease affected) zombie-like soldiers awaiting loading into the rocket. We also find comatose Blood Wolves connected to a device that seems to have been draining and refining their blood - we take their stock of potions before destroying the wolves with a silver soul sword.
 
Investigations complete we make a plan to flood the silo with the rocket fuel and ignite it with flares as we flee.
We are making our way up the stairs while Morden ad Yuko break open one of the fuel pipes when we hear soldiers coming down the stairs with another Transuranian.
Either we're very unlucky or we triggered an alarm somewhere.
 
=== Destruction ===
Morden and Yuko finish their job (finding there was a portal to transuranic space beneath the rocket) and teleport to meet us at the top of the stairs.
We charge up the stairs to engage the soldiers as the only other way out is through the entire complex.
 
The transuranian floats down the central column of the stairs attacking us with mind magic, the soldiers fire cold rays from weapons powered by the amorphous water.
We take a lot of damage but recover and slay the soldiers though not before one of them completes his Pure Heart Charm and rips Bishop's head off.
Morden and Yuko see our peril and ambush the transuranian with magic which sends his flambé'd body plummeting to his death.
 
Removing dangerous artefacts and weapons from their bodies we set the flares and make our way out - it doesn't ignite.
 
Heading back we debate options, Morden find the flight plan of the rocket - towards a secret base on the moon, then we open the other fuel pipes, exit, drop a flare through the ice and flee.
The explosion is as big as we could hope and blasts back through the complex too.
 
Leaving our prisoners to fend for themselves in the ruins we head back towards the dirigible at a rapid pace that changes to hurried shadow walking when we hear howling on the winds.
 
Safely aboard we fly north.
15 days and several refuelling stops later we arrive in Britain where we conceal the dirigible and contact the Admiralty.
 
We brief the admiralty on what we know of the Holy Vehm, their base, Zombie-soldiers, the antidote, the moon base but don't mention the black lead or that we have a dirigible.
They pay us and share information.
We work out that there is a void cruiser in orbit around the moon, probably the one that was crashed into the sea near Gotham a while ago. Somehow it has been repaired and re-crewed.
 
We then send messages to the Lords of Rings and Metals informing them we have a valuable resource to trade and arrange a meeting point.
3 days later the Lord of Rings arrives, we retire to a private room and tell him of the Black Lead, suggest some targets, and negotiate recompense.
Rings tells us of events in Tanuel.
A new shadow-maze has formed between the paths of the dead and Tintagel and Ungoliants brood have emerged from it, the Tintagelites and Kerberites have abandoned the Keep of faces to defend Tintagel.
Dantalion has taken the keep and has called in Seir who is bringing his two mountains closer together.
 
We discuss at length how to get the Black Lead off New Terra to where it can be best used - unable to use any Immortal based means of travel and not especially wanting to go through Gotham, Victoria, or Malkuth.
We are almost settled on having to take the void cruiser when I realise we could get Yuko to itemise it all to render it safe to handle then the Lord of Rings can transport us all.
 
=== Two Moons ===
The 'cargo' safely packaged and dispatched with porters, we decide to investigate and try to do something about the void cruiser and the secret moon base.
 
The Lord of Rings transports us to [[Assirrya]] where we spend some time, acquire some boots that allow limited survival in the void and a Shuttle Craft that could fly us from New Terra to its moon.
 
The Lord of Rings then transports us back to New Terra, from there we fly up - none of us have the skill to pilot the craft but Bishop's haunts can operate it for him to some extent.
 
We fly to the moon but fail to find the void ship for a while - the timing of orbits is an advanced art.
Eventually we sight it and discover that it is coated in sufficient black lead to conceal it from the Lord of Rings, significantly increasing it's importance and threat to immortals.
 
We attempt to intercept the cruiser but whether triggered by our presence or coincidence it starts to fly off making the intercept harder, we try and end up travelling faster than we can control, almost crashing to New Terra, then it's moon before finally making a successful landing (we didn't all die) only a few miles from the secret base.
In assessing our state of health and reviewing our plan we discover that was one near-death experience too many for the Lord of Rings and he found more pressing matters to be elsewhere.
 
The new plan is that we investigate the moon base first.
Hiking to the large crater containing the base we struggle with heat as we cross the dusty plane, a precipitous climb down into the crater, and then cold and moving discretely over the sheets of ice but eventually make it into the safety of the base.
 
Exploring we find the mushroom like buildings on the surface are just the start. Beneath are caves, a cobalt inferno for converting sick slaves into ash-zombies, a lot of Zombie-virus-soldiers on ice, mad scientists, experimental divine fruit trees, and some number of Transuranians living deeper below the base. The Transuranians (at least 3) are in charge.
We mess with some plans, abduct with the body of a mad scientist, experiment with some fruit, then hide in Bishop's priests hole to recover.
 
=== TOANIFO ===
We decide the first step is controlling or cutting off the communications, failing to find any connecting tunnels we make our way to the building we entered then across the surface to another that seems most likely.
Sneaking in and up we find the radio room, charm the operator then talk about his work.
The asteroid ship is due back in 3 days, we mention David's name a lot and the current coordinates of the ship which mean nothing to us but might help him.
Our story starts to wear thin with the operator so he heads out to talk to his supervisor, an attempt to knock him out goes fatally wrong.
We stage the room to try to make it look like an accident, cover our tracks and withdraw.
 
We discuss what to do next and realise that if David got our message, his best bet would be to hit the base with something really big around the time the ship (he can't detect) is due. His guilt at our unfortunate demise would probably be brief.
As we can't discuss it with him, we decide to endorse his plan then leave. After all ''Taking off and nuking it from orbit'' is the only way to be sure.


Hiking back across the lunar ice, mountains, and plain we have issues with cold and climbing but eventually make it back to our shuttle.
Outside we see fresh (non-humanoid) footprints around the shuttle but no sign of what left them.
Settling in we wait, rest, and heal...


== Amulets ==
The next day we are disturbed by tapping on the outside of the hull, looking then venturing out we see a giant ant-like creature (Lunar Ant) which turns out to be sentient.
We talk to it and find we are in the territory of its hive, it is scouting us out. We learn that the caves under the lunar base used to be theirs until the Transuranians drove them out, the ice on the surface was their water, they want it back.
We negotiate to meet with their queen at a later time to trade, they want water/ice (and their home back).
Tracking the ant we get an idea where the entrance to its cave is and how deep they are - possibly deep enough to survive a significant assault on the surface.


== Trumps ==
The next day the ship is due, we see it cruise over and hover above the base, we wait and nothing happens.
== Sticks ==
We wait some more and eventually decide that either David didn't get our message or has a different plan.
We don't want to enter the base again as he might just be delayed so we decide to go for the ship.


== Potions ==
Bishop haunts the controls of our shuttle and we take off.
=== The Suspension of Fire upon Water x 17 ===
His control is more challenged this time, things get worse and we eventually abandon the shuttle just before it crashes into a lunar mountain.
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:
Dellith's Solar Barque takes us safely out of the doomed shuttle and away from the moon where we abandon ship before it leaves the plane.
* onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.
* into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.
* into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.
Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist's Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.
{| border=0 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| New Terra
|align="center"| Maagical
|align="center"| Fire & Water
|align="center"|
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


=== The Consummation of Fire and Water x 24 ===
Roping ourselves together, Mordin casts Increased Gravity on himself to take us back toward the moon then cuts it out once we're heading the right way at a reasonable speed.
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid 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.<br>
We use Spectral Hands to guide our path and slow ourselves as we get closer to the asteroid ship.
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.<br>
The landing is fast and rough but we all survive and make our way to an external door.
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'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's enchantment. Only items made of orichalcum or those that are bound to the victim's soul are immune to this destruction.<br>
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.<br>
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
¼ inch of metal or stone per pulse.<br>
1 inch of material like wood or bone per pulse.<br>
1 foot of ice per pulse.<br>
It will not burn through orichalcum.<br>
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.'s discretion). The Alchemist might collect Wood from the remains of a door, for example.<br>
{| border=0 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| New Terra
|align="center"| Maagical
|align="center"| Fire & Water
|align="center"|
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


=== Yellow Potion of Health x 20 ===
We can only enter 3 or 4 at a time, our first group heads in and waits quietly for the doors to cycle the others in.
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.<br>
But it seems we have set off an alarm, a squad of a dozen Nazi-Zombie-Storm troopers come down the hall towards us, their ranged weapons are deadly so we engage in melee and start to cut them down.
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.
We have killed most but are in a bad way by the time the others come through. They step up to the front line and finish off the last of the zombies.
{| border=0 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| New Terra
|align="center"|  Magical
|align="center"|  Mind
|align="center"| 4,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


=== Slap x 13 ===
=== Deal with a Demon ===
[[Image: Greenpotion.jpg|left|65px]]
Boris reanimates most of the zombies to serve us and we make our way down towards the back middle of the ship.
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.<br>
When the seal is broken beneath someone'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.<br>
It does not rouse the dead.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="160px" Align="Center"| Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center"| GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| New Terra
|align="center"| Magical
|align="center"| Restoration
|align="center"| 1,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


=== Potion of Refined Wolves Blood x 23 ===
Halls run the length of the ship and occasionally cross-wise curving around. Rooms off the halls occasionally, lock-doors several hundred feet apart in the halls.
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.<br>
Shafts with ladders connect the levels, we make our way down 6 floors to the bottom of the first ladder. The floors are about 40' apart, mostly solid rock, some are occupied and busy others are lit but empty, some are dark and empty.
The imbiber receives a special enhancement to their Actions so that
This level is lit but empty, we make our way sternwards until we find another shaft going down and descend another 6 floors.  
* a Strike Check in excess of 70 + MD is a miss
This floor is dark and empty, we can hear an irregular booming through the ship as we make our way further back.
* a miss is otherwise a FT blow
Another shaft and another 6 floors, this one is dim and empty, we make our way back and figure we're close to the centre, we don't see any more shafts going down.
* a FT blow is treated as a blow directly to EN
* a blow directly to EN is considered a possible Specific Grievous Injury
* in the event of a possible Specific Grievous Injury, 2 are checked for and applied if possible.
This potion has a special enhancement which allows it to apply to Actions of a largely mental nature, so they may be applied to spell Casting checks with some differences:
* a roll in excess of 70 + MA is a backfire. If this is also a success, both are applied
* a failure is a success unless it is a backfire, in which case it's just a backfire
* a success is a double effect
* a double effect is a triple effect or two different double effects
* a triple effect is two different triple effects
Casting under the effects of this potion requires some blood from the Adept. In general, they must match the amount of FT spent, minimum of 1.
Taking the potion does not ''require'' the imbiber to take advantage of its special properties, but they must declare that they are not before rolling dice.
{| border=0 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| New Terra
|align="center"|  Formerly living
|align="center"|  Blood
|align="center"| 9,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


=== Potion of Strength of Stone x 8 ===
At the end of the hall we come to a locked door, making our way through we find the source of a red glow and the booming, they have imprisoned a Balrog.
This potion weighs 4 oz, and must be Prepared before it can be used.<br>
It speaks to us as we walk around it and calls for our aid, the Transuranians are draining it.
Once taken, the potion increases the imbiber's EN by 15 for 16 hours.
We agree to attempt to free it, in return it will not harm us, destroy our common enemies (the Transuranians), and then go home. Binding words are exchanged.
{| border=0 cellspacing = 0 |
We carefully disintegrate the rock around the outer bars which are made of Prime Metal that will explode if damaged. Then crawl in and disintegrate the rock the mithril spikes are driven into. Boris soothes pain on the Balrog (don't want him twitching at the wrong time and killing us) then cuts the spikes out.
|width="180px" Align="Center"| Adventure
Eventually it is freed and we're still alive, we wake it up, itemise it to get under the bars, then let it go as promised.
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| Tanuel
|align="center"|  Formerly living
|align="center"|  Earth
|align="center"| 4,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


=== Potion of Greater Healing x 15 ===
It doesn't slaughter us which probably equates to Balrog gratitude, then turns to smoke to fit through the halls and moves off to hunt Transuranians.
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.<br>
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.
{| border=0 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| Tanuel
|align="center"|  Formerly living
|align="center"|  Healing
|align="center"| 5,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


=== Counterspell Potion x 3 ===
Now the Balrog is gone we can see a blue glow from below, we make our way down to find a 30' sphere spiked (like cloves in an orange) with 128 blue 'coffins'. Each coffin contains a human in a frozen/near-death state and they are linked by something like mindspeech. Inside are five Transuranians casting spells.
This small phial weighs 3 oz and is as long as a man's index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.<br>
Morden recalls stories of a Mile-Long Dragon on Westover that could only manifest if 128 people were linked together. We debate a while then decide that we probably can't control it so we should deny the enemy this resource.
If a Namer takes this potion, their counterspells apply against a Branch of magic rather than a specific College, but the bonus to MR is divided by 3. Counterspells can still be used to banish, dispell, dissipate or prevent Casting, but in this case, the College and body of Knowledge counterspell must be specifically nominated by the Adept. <br>
If a non-Namer Adept takes this potion, then they can cast their Counterspells without Preparing them.<br>
If a non-Adept takes this potion, they increase their MR versus all College magic by 10.<br>
This potion lasts 8 hours.<br>
{| border=0 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| Alusia
|align="center"| Magical
|align="center"| Naming Incantations
|align="center"| 4,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


=== Phial of Poison Inversion x 6 ===
Plan A: Bishop wall walks with grenadoes, drops them inside where they do heinous damage then we open up and mop up. We plan the timing carefully and have a backup in case his spell fails. It all goes well until he hits the inner wall which slows him until the grenadoes go off in his arms. Now the Transuranians are alerted.
This small phial weighs 3 oz and is as long as a man's index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.<br>
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.<br>
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.
{| border=0 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| Sparlainth
|align="center"| Magical
|align="center"| Poison
|align="center"| 6,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


=== Potion of Pentecost ===
Plan B: (backup to Plan A) Yuko disintegrates a hole in the sphere and we pop the grenadoes in with a bone construction shield to minimise blow-back on us. Except her spell fails.
[[Image: Pentecost.jpg|left|75px]]
This potion is contained in a heavy glass vial and requires a Pulse to Prepare. It weighs 4 oz and does not break easily. <br>
A flame appears on the brow of the imbiber as soon as it is drunk. Its effects will last until the next Solstice or Equninox, whichever comes first, or until the flame is extinguished. For the duration, the imbiber acquires the language of whoever they speak with at one Rank less. They may use the time speaking that language as 'immersion' for the purposes of calculating training time if they choose to Rank that language.<br>
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="200px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="160px" Align="Center"| Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed?
|width="250px" Align="Center"| GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| Lands of Chaos
|align="center"| Magical
|align="center"| Communication
|align="center"| 5,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


Plan C: Boris' Zombies tear coffins out to make holes and we fire everything we have through the holes.
This mostly works, the backup grenados get put out by the Transuranians but the backup-backup last Grenado goes off and sets off most of the backups. Unfortunately the mind mages have their shields up to take most of the damage.
We shoot them with the Nazi guns and spells, they assault us with Phantasms which nearly kill Dellith and are occasionally met by Counterspells, we prevail, finishing off the last couple in melee which nearly gets Morden killed.


=== Sanctuary ===
=== The Singular Spine ===
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.<br>
Travel up spine of ship, looting, discovering use of Singularity within substance without form and form without substance.
It will only work for an imbiber who has an honourable reputation.<br>
When we reach the bridge we find the crew are dead and so is the Balrog, succumbed to its wounds.
Once drunk, the magic of the potion inflicts honourable behaviour on their opponents insofar as they must refrain from attacking them while the imbiber is not making a Strike Check, Casting or Triggering magic. This is not Resistable. If the imbiber would allow the hostile sanctuary, then they will similarly be granted sanctuary, otherwise it has no effect.
We estimate about a quarter of the 4,000 (approx) Transuranians were killed by the Balrog.
{| border=0 cellspacing = 0 |
We loot the crew, raid the captain's treasury, and dissect the Balrog.
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| Nualis
|align="center"| Magical
|align="center"| Benediction
|align="center"| 2,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


== Poisons ==
=== New Terra Firma ===
=== Blade Venom of the Marsh Cobra x 3 ===
We try to blindly control ship with Telekinesis without the intended success then chat with Dragon. It knows it's end is coming, it wishes to experience beauty before it dies, I convince it to set course for Jupiter to observe its atmospheric effects.
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a blade, arrow or bolt with it. The effect of this blade venom is to halve the PS, MD, AG and EN value of the victim on a blow that inflicts damage to EN. The process is gradual, taking about half an hour, and is not resistable. It will take at least an hour for the victim's body to fight off the toxins, at which time they must roll under 3 x their base EN to recover. This will take about half an hour or so.<br>
Then we set up Zombies with the Prime Metal bars to expose the singularity and destroy ship en-route (after we've left).
If the EN check is not made, then they must wait until dawn the following day to attempt to recover. However, their chance is now 3 x (EN/2). If this fails, they lose 1 EN point, and can only attempt to recover on the following dawn, the chance being 3 x ((EN-1)/2), and so on until they recover or die.<br>
As we are making final checks we are surprised by a force (Transuranians & giant spider with mounted siege weapon) trying to re-take the bridge, we set the Zombies to their task and Yuko transports us to Tierra del Fuego.
If the victim is gathered while the venom is still in their body, and the blood from their heart poured out, then a special property may be extracted therefrom. On most occasions, this ichor will be congruent with some or all of their Aspect, either the Season Stars or Elemental parts, or entirely if Lunar, Solar, Death or Life Aspected.<br>
Rich experiences of life increase these properties. A non-adventuring mortal would only have 1 such quality, a beginning adventurer about 3, a medium level adventurer as much as 15, a high level adventurer would return more, even, than this.<br>
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="110px" Align="Center"| Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center"| GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| Sparlainth
|align="center"| Formerly living
|align="center"| Serpent
|align="center"| 3,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


=== Bullet Venom x 4 ===
Rest up for a day in a nice hotel then set flight north the next evening.
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.<br>
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="110px" Align="Center"| Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center"| GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| New Terra
|align="center"| Weird Science
|align="center"| Fractals
|align="center"| 2,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


== Invested Gems ==
Land near a coastal town, walk in and catch the morning train north.
== Other Invested Items ==
=== Raygun of Cold x 4 ===
This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder's MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.<br>
The target's Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.<br>
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.<br>
The weapon can be swung like a light war hammer or military pick at the wielder's discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.<br>
The weapon may be reloaded by using a Pass Action and an [[A_Walk_in_the_Black_Forest:_Treasure#Amorphous_Water_Balloons| Amorphous Water Balloon]]
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="80px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Winter 815
|align="center"| New Terra
|align="center"| None
|align="center"| Weird Science
|align="center"|
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


=== Nazi Zombie Anti-Virus ===
Two weeks north by trains to Texas, visit observatory and convince them to keep watch on Jupiter.
This ampoule contains a blue fluid which, when DAed, has an aura strength of formerly living and is a legal target for the Animation of the Dead spell.<br>
On schedule we see the effects of something like the singularity impacting the red eye of Jupiter.
If injected, the subject will fall ill and suffer 'flu-like symptoms until they recover. Each day they are ill they may roll their EN or less, success indicating recovery. Each day they fail, their EN is reduced by 1. The attentions of a Healer or physician but not a barber, allow the subject to subtract 10 from the die roll result.<br>
Any survivor of the illness is immune to the effects of the Nazi Zombie virus.<br>
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="80px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Winter 815
|align="center"| New Terra
|align="center"| Formerly living
|align="center"| Weird Science
|align="center"|
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


== Crystals ==
Stay in Texas for 8 weeks training then 7 days travel to Britain to report into the admiralty and recover our dirigible.


== Charms ==
Unable to contact the Lord of Rings to get transport off-plane we fly our dirigible back to near Gotham, and release the crew to establish Bishop's new freight company.
=== Pureheart Charm ===
[[Image:Pureheart.jpg|right|120px]]
This scrap of parchment weighs ¼ lb and contains three charges of the Pureheart Charm. It does not need to be read out, in fact the phrase must be memorised and uttered, requiring a Free Act, the parchment itself might be kept in the owner's backpack, or even at home.<br>
When the charm is spoken aloud, the number of charges is reduced by 1 wherever they are, and it may not be uttered again until after the next dawn. The phrase must be spoken by the character's player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:<br>
'My strength is as the strength of ten because my heart is pure!'<br>
It will not work for anyone whose heart could not be reasonably considered pure, and never for anyone who has any Ranks in Assassin. If it does work, the effect lasts for three Pulses and  multiplies the utterer's base PS by 10. Bonuses from magic and items are added after the multiplication.<br>
== Firearms ==
=== Luger ===
This pistol weighs 2 lbs and is about 9 inches long.<br>
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes. <br>
The magazine holds 8 9 mm parabellum rounds.
{| border=0 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| New Terra
|align="center"| None
|align="center"| None
|align="center"|
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
=== Mauser C96 ===
This submachine pistol weighs 2.5 lbs and is about 12 inches long.<br>
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.<br>
The magazine holds 30 9 mm parabellum rounds.
{| border=0 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| New Terra
|align="center"| None
|align="center"| None
|align="center"|
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


== Other ==
=== Infestation and Disease ===
=== Coffin Nails ===
Teleport to garden chapel of the British Embassy in Gotham via Boris' Grave Circles.
These cigarettes are so black as not to reflect any light. The tobacco is dark, fibrous and moist, and when it burns, smells of burning boot leather. <br>
Invisibly sneak through the streets to the vacant site of David's tower and the nearby department store.
They may be used to create a miracle pool for a cunning master plan. The consumer comes up with a plan and re advised to make it as as general as practical. Key elements may need more explanation as the DM sees fit. <br>
There may be people still alive and hiding but it seems the Lord of Swarms and his ''Aliens'' have taken over the city.
Having determined the plan, the consumer may choose to smoke a Coffin Nail, sacrifice 1 or more PC points to provide a reroll should their alarms fail or some secure line of communication fails to resist being decrypted.<br>
The consumer may choose to smoke a Coffin Nail, sacrifice 1 or more WP points which will provide a reroll if their hench entities succumb to threats, bribes or seduction, they fail to obey instructions, keep to their assigned timetable or attempt to flee combat.<br>
The consumer may choose to smoke a Coffin Nail, sacrifice 1 or more EN points, which will provide a reroll for anything else that fails.<br>
Once the PC, WP and EN points have been spent, the consumer may choose to specify what they are guarding against, and the DM is enjoined to be generous in this. Or, they can leave it in the hands of the DM who will make determinations based on their understanding of the situation.<br>
All PC, WP and EN points may be bought back in the normal way.
{| border=0 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| New Terra
|align="center"| Formerly living plant
|align="center"| Uncertainty
|align="center"|
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


= Weapons =
Twice around the ground floor (ladies and menswear) before we make too much noise and sense something moving; up a floor (lingerie) where we sense movement too so up again (art?) which has good visibility so we circuit a couple of times before continuing up. Several more circuits and floors (home wares, bathrooms, cafe) staying just ahead of the prowling aliens.
On our eighth circuit we cut off by two patrolling aliens, freezing slows them down and we manage to take them out fairly quietly.
We ascend to the jewellers for our ninth and final circuit, we make it a third of the way around before six aliens corner us, abandoning stealth we engage them with all we have, taking significant damage but surviving, quickly looting, and then running to complete the circuit which we do just before larger aliens arrive.


== Viridian Wing ==
We emerge in a corner of Bunker 12 on Malkuth, people are walking the avenues but they are all suspiciously similar. Masked guards watch over them. Invisibly we start exploring trying to find Apocalypse Cafe without talking to anyone or interacting with systems that are probably monitored. After a while Boris tells us millions of people have died here recently (within 3 months) and we realise that Legion - the plague on this world is loose in the city.
This fan is folded from the wing of an enormous butterfly. The pleats are iridescent and alternately dark green and dark blue. Indeed, by holding it at the appropriate angle to the light or moving it just so, it may appear to be any shade between the two colours. <br>
We race for one of the external air locks, make use of a decontamination chamber and then don the protective rubber suits.
It will magically harmonise with the wearer's other clothes so that it contrasts strikingly or matches dynamically with them. Although this does not increase their PB, it does positively affect their social prestige so that, at the DM's discretions, others believe them to have started an exciting new fashion trend. This will be implemented in the style that the DM prefers.<br>
Back into the city we spot one of the Lord of Similarities accompanied by Mr Hiss, we debate ambushing them on the spot but decide to secure our exit first, we search the city centre but can't find the cafe. Morden resolves this dilemma with a trump and we find the cafe which is heavily guarded.
It may be wielded as a shield, although using the same values and Experience cost as a main gauche. The base Strike Chance is 47% and it inflicts D10 + 2 C Class damage. The fan's Defence bonus applies to ranged attacks and if an arrow would successfully strike the wielder, the fan may be used to cut 1 physical bolt or arrow per Pulse by taking a Free Act and Breaking 100 -> 2 x MD + Rank in Fan.<br>
Once an evening, the Fan provides protection from being overheard at a social gathering. To prevent a conversation from being overheard, the wielder must Break 100 -> Rank in Courtesan + Rank in Fan + PB. The number generated over 100 indicates the number of Pulses of private conversation.
{| border=0 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| Nualis
|align="center"| Formerly living
|align="center"| Folding
|align="center"|
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


== Bone Saw ==
Establishing a safe house near the cafe, Yuko creates a recall point, we come up with a plan to attempt the execution of Sims and Hiss from surprise then make our way back to a decontamination chamber to prepare potions that we can't safely drink in the exposed areas.
This surgical bone saw weighs 18oz, has a sharp point and a serrated edge. It may only be wielded by a Healer as a dagger, although a physician or barber can use it to cut bone. This weapon may not be thrown.<br>
Then back out to hunt our targets, while searching clues add up and we realise that this place is all one big trap for Sim's enemies - time to just leave.
As a weapon, it has a base Strike Chance of 53 and inflicts D + 3 base damage. This is increased by 1 for every four Ranks in Dagger and Healer. The weapon inflicts A & B Class injuries. The wielder subtracts their Rank in Healer from the die roll result of the Strike Check.<br>
In addition, if the wielder spends 3 FT, they may inflict D10 - 5 + Rank in Healer damage directly to EN, the FT cost being spent on a successful Strike Check.
{| border=0 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| Nualis
|align="center"| Magical
|align="center"| Flesh Crafting 
|align="center"|
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


== Dusk Blades & Sheath ==
Back to our bolt hole then we sneak and shadow walk into a building adjacent to the cafe. We plan to seal ourselves into a back room and disintegrate our way through the wall under cover of a silence.  
This scaled leather sheath contains three Dusk Blades and the entire thing weighs 1 lb. These Dusk Blades are daggers but may only be thrown, and have the following properties:
:The blades never lodge in a wound, although they may be envenomed, and fade once they have inflicted their damage
:Three attacks may be made on the same or different targets in the same Pulse without penalty
:If worn on a bandolier or the like (i.e. in an obvious, easily accessible place) they need not be Prepared before being used.
:The base Strike Chance is 57%
:The base Damage Modifier is D10 + 1. However, if a '''non-prime''' number is rolled on the damage die, it is doubled.
:They are treated as missile weapons, not thrown, for the purposes of calculating range penalties
:Blows directly affecting EN are inflicted on 20% of the modified Strike Chance, Specific Grievous Injuries on 10%
:They are A Class weapons, but if a Specific Grievious Injury is checked for, any result that ends in a 3 is considered to be 13
:The blades return to the sheath on the occasion of the next dusk
{| border=0 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| Nualis
|align="center"| Magical
|align="center"| Dusk 
|align="center"| 8,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


= Armour =
=== One Step Back ===
We talk more about the set up of this trap and the more we discuss it the more we convince ourselves that attempting to use the cafe nexus would be a bad idea.
Our alternatives are to hike or fly across Malkuth to Bunker 7, formerly the home of Marc which has a nexus to Feralie; Hike/fly to the Garden of Eden at the centre of the clock mechanism and exit there to the abyss; or back to Gotham.
Yuko mentions she has a potential house she could establish which would give us access to an astral gate, preferably not on Malkuth but potentially on New Terra.
Bishop suggests that we could ask the Lady of the Lake if we could use her Astral Gate and she may have a nexus there too, she has a house at Vinyasa (northern India, New Terra).


== Three Star Robe ==
We decide on returning to New Terra.
This loose robe is made of quilted turquoise silk with stars picked out in golden thread. Three of the stars, clustered over the heart, sparkle as if mirrors have bound inside the thread. It has a size factor of 1 and may be worn over leather or cloth armour, only.<br>
It provides 7 points of Spell Armour, a bonus of 3 to MA and 5 to Magic Resistance and Defence. In addition, a mirrored blade may be drawn from each of the three stars. They take no time to Prepare, and they are treated as Missiles not Thrown Weapons.
: Fu Blade - 53% base Strike Chance, damage is 2 rollup D10, if any damage is inflicted the blade will shatter and the target must read all of their die rolls in the least advantageous way for the next 2 Pulses. If it does not inflict any damage, it returns to its star in 2 Pulses.
: Lu Blade - 53% base Strike Chance, damage is 2 rollup D10, if any damage is inflicted the blade will shatter and the target loses all benefit of leadership, i.e. they no longer get the benefit of a Military Scientist. If they are the Military Scientist, none of their followers listen to them. If it does not inflict any damage, it returns to its star in 2 Pulses.
: Shou Blade - 53% base Strike Chance, damage is 2 rollup D10, the blade will shatter if any damage is inflicted but it is ignored. The target will not die regardless of the damage they take until a number of Pulses equal to the damage "inflicted" has passed. Having their head cut off, however, will definitely kill them. If it does not inflict any damage, it returns to its star in 2 Pulses.<br>
Shattered blades are restored after lunch on Fridays.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="120px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| Westover
|align="center"| Living Plant
|align="center"| Ginsu
|align="center"|
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


== Transuranian Fur Coat x 3 ==
We sneak back to the New Terra nexus and complete the 9 counter-circuits and find ourselves back on the top floor of the department store facing an Alien Queen and a dozen minions.
[[Image:Fur_coat.jpg |right|120px]]
We shield Yuko with our bodies and hit them with everything we can while she casts her recall to get us out of the city. Morden with the Queen and one of her minions captured in his mirror.
This fur coat counts as cloth armour and provides six points of protection. It has a weight factor of 2.5, and will adjust itself to its wearer. It is very cool and the wearer subtracts five from the gauge. It can quickly become dangerously cold. For every point that the wearer's gauge is below seven, they will lose one point of FT per hour. Magical abilities may reduce or remove these penalties.<br>
At a cost of two FT, the wearer may take the general appearance of a type of creature they have studied. This study is treated as an Adventuring Skill with an Experience Multiple of 125. Each creature type is learnt and advanced separately and is considered to be the Rank of the disguise. They must have had an opportunity to examine the creature's behaviour reasonably closely.<br>
The wearer may disguise themselves as a creature of the same size or a creature larger in size by up to Rank feet in any dimension, whichever is greater. They may not disguise themselves as something smaller than themselves. The disguise can be sustained for as long as the wearer maintains concentration. <br>
At least four points of FT must be surrendered to the coat each day or it will starve, dying in seven days.<br>


{| border=0 cellspacing=2 |
We pause in the village graveyard outside Gotham to check our status and ensure nothing is following.
|width="180px" Align="Center"| Adventure
Morden notices a Medeanite witch moving through shadows across the line of our recall, she notices him noticing.
|width="100px" Align="Center"| Season
Dellith has become infected with Legion, Boris is unable to immediately cure her, we itemise her until we can get a cure.
|width="100px" Align="Center"| Plane of Origin
|width="120px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| Uranus
|align="center"| Living non-sentient
|align="center"| Disguise
|align="center"| 12,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


== Snakeskin Leather Jacket ==
We fly to the airport near Gotham that we flew to Europe from, radio our dirigible to organise pick-up then wait a day for them to arrive.
This light leather jacket is sized for a human and weighs 3 lbs. It provides 7 points of Protection and 3 Spell Armour.<br>
Most of a week to northern India where we disembark and respectfully approach the Lady's house.
A point of Damage Reduction may be bought for the jacket by sacrificing a point of EN to it. This may be increased once per season or adventure, whichever is less, by sacrificing double the amount of EN previously spent. This EN may be bought back in the usual way.<br>
She's not home so we walk to one of her lakes and call her by name.
The scales absorb ambient sound and have minor colour shifting properties, increasing the amount of benefit the wearer gains from Stealth by 7 per Rank as opposed to 5.
When she rises from the lake and greets us we tell her all we know of what we have seen and done.
{| border=0 cellspacing = 0 |
She cures Dellith, shares some news with us, blesses our blades, answers some questions and bids us to leave via Victoria as she needs to know what is happening there.
|width="180px" Align="Center"| Adventure
: The Lady of Souls has gone to the Abyss to meet her end. She is a Questor for the transition of souls.
|width="100px" Align="Center"| Season
: Bishop acquires the ITN of Similarity's Named Demons.  
|width="150px" Align="Center"| Plane of Origin
Bishop places the remnants of the Abyssal Book in the lake of sorrow. We drink from the lake of hope then recall to the village outside Gotham.
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Black Forest
|align="center"| Summer 815
|align="center"| New Terra
|align="center"| Magical
|align="center"| Serpent
|align="center"| 13,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}


= Miscellaneous =
We successfully bone circle back into Gotham and sneak through to the train station.
== Cigarette Case ==
We decide not to wait for the train, walking the tunnel instead so we won't be arriving on the train's schedule to be met by Serpent's minions.
This cigarette case is made of highly polished bronze and weighs 10 oz. It has room for 20 cigarettes and contains  [[#Coffin Nails|11 thin, moist cigarettes]], all as black as sin.<br>
At the nexus transition point we find the tracks have been warped and twisted by 16 years of time - no trains can pass through here. ''NB Rings''
The cigarette case will void all damage from a single attack once per season, resetting on the next solstice or equinox.
We stop, rest, and heal for a day. Yuko puts down a recall point. Then we continue to Victoria.
The station platform is empty except for ghosts of WW1 soldiers. As we make our way up we see people entering the station and coming down the stairs but they are oddly distant from us and fade out of sight.
We make our way out to the street and down to the docks as fast as we can then board a ship for Venice.
As we leave we observe the river runs through the city in ways it didn't before and work out that London of Perfidious Albion has been overlaid on Victorian London.


== Mastermind Cigarette Holder ==
Nine days aboard ship to Venice where we visit the Lord of Glass and then use his Astral Gate to the Abyss, a week across with Shadow Wings and home to Alusia and Seagate around the end of Autumn 815wk.
This cigarette holder appears to be made of onyx, or some other dark, glassy material (not obsidian). One end has a recess for placing cigarettes which is made of intensely white silver.<br>
Whoever smokes a cigarette with this holder will be able to get away with doing so while putting a hand on one of their hips. Indeed, they will, generally speaking, attract the admiration of those who observe him.<br>
The possessor of the holder is considered lucky with respect to administering any involved or complicated master plan. When there is some question as to whether a schedule will be adhered to, a deadline met or that an instruction might have been misunderstood, then the DM is expected to give the owner the 'benefit of the doubt'.
In addition, they may smoke these [[#Coffin Nails|cigarettes]] and pay 1 half the normal EN, WP or PC cost, minimum 1.


== Hypercube Oven ==
== Buffs & Mil Sci ==
This hypercube is 2 ft x 2 ft x 2 ft and weighs 24 lbs. It may be folded into itself, halving each dimension and quartering the weight each time. If it weighs less than half a lb, it may be difficult to open and require a Break 100 -> 2 x MD roll.<br>
<css>
However, it is a fully functioning oven at full size and increases the Force or Rank of magic that arises from kitchens by 1. It is somewhat bulky and in general may not be deployed on the battlefield in the normal course of events. However, it is the home of a friendly but corpulent Fire Elemental called [[#Lapsang Suchong|Lapsang Suchong]].
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }
{| border=0 cellspacing=2 |
table.buffs th { text-align: center; width: 3%; }
|width="180px" Align="Center"| Adventure
table.buffs td { text-align: center; }
|width="100px" Align="Center"| Season
table.buffs th.mg { text-align: left; width: 20%; }
|width="200px" Align="Center"| Plane of Origin
table.buffs td.mg { text-align: left; }
|width="150px" Align="Center"| Aura
table.buffs th.rk { width: 5%; }
|width="160px" Align="Center"| Nature of Magic
table.buffs td.rk { }
|width="50px" Align="Center" | Value
table.buffs th.ef { text-align: left; width: 41%; }
|width="80px" Align="Center" | Cursed etc.?
table.buffs td.ef { text-align: left;}
|width="250px" Align="Center"| GM
table.buffs th.du { width: 10%; }
table.buffs td.du { }
</css>
=== Long Term (assumed always on) ===
{| class="buffs" |
!class="mg" | Magic (caster)
!class="rk" | Rk
!class="ef" | Effects
!class="du" | Dur
!Title="Bishop"   | Bi
!Title="Boris"     | Bo
!Title="Dellith"   | De
!Title="Gard"     | Ga
!Title="Mr Morden" | Mo
!Title="Rahne"     | Ra
!Title="Yuko"     | Yo
!Title="" |
|-
|-
|align="center"| Black Forest
|class="mg" |  
|align="center"| Summer 815
|class="rk" |  
|align="center"| Uranus
|class="ef" |  
|align="center"| Magical
|class="du" |  
|align="center"| Void
| <!-- Bishop    --> Y
|align="center"|  
| <!-- Boris    --> Y
|align="center"| {{No-I}}
| <!-- Dellith  --> Y
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Gard      --> Y
| <!-- Mr Morden --> Y
| <!-- Rahne    --> Y
| <!-- Yuko      --> Y
| <!--  -->
|-
|class="mg" | Greater Enchantment (Ra)
|class="rk" | 17
|class="ef" | +18% on all of (R)esistance, (M)agic, (S)kills & Stats, (C)ombat
|class="du" | Season
| <!-- Bishop    --> Y
| <!-- Boris    --> Y
| <!-- Dellith  --> Y
| <!-- Gard      --> Y
| <!-- Mr Morden --> Y
| <!-- Rahne    --> Y
| <!-- Yuko      --> Y
| <!--  -->
|}
|}


== Transuranian Pocket Robe ==
=== Short Term ===
This white robe is sized for a creature of size 7 but may be cut down by an Artisan Tailor of Rank 8. it will take 7 days per size category to cut it down to fit someone of smaller size, and they will charge 2,000 sp per week for their labour. The size factor is 1. It inflicts a penalty to Stealth of 30 in any environment except Arctic, where it provides a 10 point bonus.<br>
{| class="buffs" |
It is loose, light and may be worn over leather or mail but not plate armour. <br>
!class="mg" | Magic (caster)
The robe has 10 pockets, each of which may contain an object of not more than 5lbs in weight and which has two dimensions no greater than 4 inches.<br>
!class="rk" | Rk
Objects placed in the pocket weight nothing and may be found unerringly by the wearer and with no more than a Free Act.
!class="ef" | Effects
{| border=0 cellspacing=2 |
!class="du" | Dur
|width="180px" Align="Center"| Adventure
!Title="Bishop"   | Bi
|width="100px" Align="Center"| Season
!Title="Boris"     | Bo
|width="200px" Align="Center"| Plane of Origin
!Title="Dellith"   | De
|width="150px" Align="Center"| Aura
!Title="Gard"     | Ga
|width="160px" Align="Center"| Nature of Magic
!Title="Mr Morden" | Mo
|width="50px" Align="Center" | Value
!Title="Rahne"     | Ra
|width="80px" Align="Center" | Cursed etc.?
!Title="Yuko"     | Yo
|width="250px" Align="Center"| GM
!Title="" |
|-
|-
|align="center"| Black Forest
|class="mg" | Protective Scales (Bo)
|align="center"| Summer 815
|class="rk" | 14
|align="center"| Uranus
|class="ef" | Absorb 48 physical damage
|align="center"| Magical
|class="du" | 24 min
|align="center"| Void
| <!-- Bishop    -->
|align="center"|  
| <!-- Boris    -->
|align="center"| {{No-I}}
| <!-- Dellith  -->
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Gard      -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!--  -->
|-
|class="mg" | Wraithcloak (Bo)
|class="rk" | 12
|class="ef" | 20% Def +13% Stealth -4 dmg
|class="du" | 6.5 hrs
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Gard      -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!--  -->
|-
|class="mg" | Enchant Armour (Ra)
|class="rk" | 10
|class="ef" | +22% Def 2ap vs Phantasms/Nightmares
|class="du" | 5.5 hrs
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Gard      -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!--  -->
|-
|class="mg" | Enchant Weapon (Ra)
|class="rk" | 10
|class="ef" | +11% SC +5 Damage
|class="du" | 15 minutes
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Gard      -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!--  -->
|}
|}


== Tranuranian Belt ==
=== Spell Racks ===  
This belt weighs 5 lbs and is made from five 5 inch by 2 inch sections of a pale blue transparent glass, joined by dark green opaque links, also made of glass. It may be draped over a shoulder by threading through a sturdy epaulette, or worn around the neck like a stole and strapped into position on armour, but must be securely attached. The glass is as tough as steel and as flexible as willow.<br>
Standard contents of [[Spell Rack|spell racks]]:
If the wearer spends 1 FT, this belt reduces their weight down to 1/3rd, 90 lbs becomes 30 lbs, etc. This effect lasts for 10 minutes, and can be renewed as long as the wearer pays the FT cost.
;?
{| border=0 cellspacing=2 |
:
|width="180px" Align="Center"| Adventure
;?
|width="100px" Align="Center"| Season
:
|width="200px" Align="Center"| Plane of Origin
 
|width="150px" Align="Center"| Aura
=== Watch Order ===
|width="160px" Align="Center"| Nature of Magic
<css>
|width="50px" Align="Center" | Value
table.watches th, table.watches td { text-align: center; }
|width="80px" Align="Center" | Cursed etc.?
table.watches th { width: 3em; }
|width="250px" Align="Center"| GM
</css>
{| class="watches" |
|-
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12
|-
| colspan="2" | Dellith
| colspan="4" | Rahne
| colspan="4" | Boris
| colspan="2" | Dellith
|-
|-
|align="center"| Black Forest
| colspan="3" | Bishop
|align="center"| Summer 815
| colspan="3" | Gard
|align="center"| Uranus
| colspan="3" | Morden
|align="center"| Magical
| colspan="3" | Yuko
|align="center"| Force
|align="center"| 8,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
|}


=== Marching Order ===


== Crown of Mentacles ==
=== Plans ===
[[Image:Crown_of_mentacles.jpg|right|120px]]
 
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:
== Awards ==
*+5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).
=== Experience ===
*Telekinesis costs 1 less FT to cast.
{| border=1 cellspacing=1 |
*5 is subtracted from the die roll when casting Disruption.
!width="50px" Align= "center"| Bishop
*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.
!width="50px" Align= "center"| Boris
*Force Shield gains an extra point of Defence for every two Ranks.
!width="50px" Align= "center"| Dellith
;'''Mentacles'''
!width="50px" Align= "center"| Morden
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's Rank in Telekinesis.
!width="50px" Align= "center"| Rahne
*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.
!width="50px" Align= "center"| Yuko
*The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.
*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.
*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's WP. If a second mentacle is used then half the Adept's WP is added to the PS, and so on.
;Example
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).
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center" | GM
|-
|-
|align="center"| Black Forest
|align="center"|<!-- Bishop --> 42,666.25
|align="center"| Summer 815
|align="center"|<!-- Boris --> 46,212.5
|align="center"| Uranus
|align="center"|<!-- Dellith --> 49,840
|align="center"| Formerly living
|align="center"|<!-- Morden --> 46,393.75
|align="center"| Telekinesis
|align="center"|<!-- Rahne --> 52,293.75
|align="center"| 30,000sp
|align="center"|<!-- Yuko --> 50,812.5
|align="center"| {{No-I}}
|-
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|colspan = 8|After the Loot Auction:
|-
|style="background:#fdf;" Align ="center"|<!-- Bishop -->44,111.25
|style="background:#fdf;" Align ="center"|<!-- Boris -->45,557.5
|style="background:#fdf;" Align ="center"|<!-- Dellith --> 46,885
|style="background:#fdf;" Align ="center"|<!-- Morden -->44,313.75
|style="background:#fdf;" Align ="center"|<!-- Rahne --> 57,978.75
|style="background:#fdf;" Align ="center"|<!-- Yuko --> 49,407.5
|-
|colspan = 8|Income (less expenditures):
|-
|style="background:#dff;" Align ="center"|<!-- Bishop --> 102,915sp
|style="background:#dff;" Align ="center"|<!-- Boris --> 68,760sp
|style="background:#dff;" Align ="center"|<!-- Dellith --> 8,460sp
|style="background:#dff;" Align ="center"|<!-- Morden --> 127,215sp
|style="background:#dff;" Align ="center"|<!-- Rahne --> 31,365sp
|style="background:#dff;" Align ="center"|<!-- Yuko -->  43,335sp
|}
|}
[[A Walk in the Black Forest Treasure - Bishop|Bishop's Award]]<br>
[[A Walk in the Black Forest Treasure - Boris|Boris' Award]]<br>
[[A Walk in the Black Forest Treasure - Dellith|Dellith's Award]]<br>
[[A Walk in the Black Forest Treasure - Morden|Morden's Award]]<br>
[[A Walk in the Black Forest Treasure - Rahne|Rahne's Award]]<br>
[[A Walk in the Black Forest Treasure - Yuko|Yuko's Award]]


== Crown of Telepathic Mentacles ==
=== Treasure ===
[[Image:Crown_of_mentacles.jpg|right|120px]]
[[A Walk in the Black Forest: Treasure| Treasure Master List]]
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:
<css>
*+5 to the Base Chance of any magic of a telepathic nature (Telepathy, ESP, Mental Attack, Hypnotism, Phantasm).
table.loot { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }
*5 is subtracted from the die roll when casting Mental Attack.
table.loot th { text-align: center; width: 2em; }
*Phantasm may be cast as a spell with a duration of 5 seconds (+5 per 2 Ranks).
table.loot td { text-align: center; }
;'''Mentacles'''
table.loot th.itm,
The Adept may manifest telepathic tentacles, or mentacles, by casting ESP on the crown. There are five of these mentacles and they are unseeable to anyone except those who know the ESP or Telepathy spell, and likely appear rather unnerving. The mentacles have a reach in feet up to the Adept's Rank in ESP + WP feet.
table.loot td.itm { text-align: left; min-width: 15em; }
*If the Adept Breaks 100 -> 2 x WP + modified MA - Target's WP, they have estbalished a form of limited mental contact with up to 5 targets. Even if they cannot be seen or otherwise detected, so long as they are within range of the mentacles, the targets may legally be targeted with any of the telepathic spells listed above.
table.loot th.qty { width: 3em; }
{| border=0 cellspacing=2 |
table.loot td.qty { }
|width="180px" Align="Center"| Adventure
table.loot th.ef,
|width="100px" Align="Center"| Season
table.loot td.ef { text-align: left; min-width: 20em; }
|width="100px" Align="Center"| Plane of Origin
table.loot td.val { text-align: right; min-width: 5em; }
|width="100px" Align="Center"| Aura
</css>
|width="120px" Align="Center" | Nature of Magic
{| class="loot" |
|width="50px" Align="Center" | Value
!class="itm" | Item
|width="80px" Align="Center" | Cursed etc.?
!class="qty" | Qty
|width="250px" Align="Center" | GM
!class="ef"  | Effects
!Title="Bishop"    | Bi
!Title="Boris"    | Bo
!Title="Dellith"  | De
!Title="Mr Morden" | Mo
!Title="Rahne"    | Ra
!Title="Yuko"      | Yu
!Title="Used Up/Lost/Traded" | Used
|-
!colspan="3" | Consumables
|colspan="7" | &nbsp;
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Potion_of_Strength_of_Stone_x_8|Potion of Strength of Stone]]
|class="qty" | 8
|class="ef"  | EN Buff
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  --> 8
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Amorphous Water Balloons|Amorphous Water Balloons]]
|class="qty" | 35
|class="ef"  | Hyper-Freezing Grenadoes
| <!-- Bishop    --> 5
| <!-- Boris    --> 4
| <!-- Dellith  --> 4
| <!-- Mr Morden --> 4
| <!-- Rahne    --> 4
| <!-- Yuko      --> 5
| <!-- Used Up  --> 7
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Cobalt_Chaos_Grenado_x_3|Cobalt Chaos Grenadoes]]
|class="qty" | 3
|class="ef"  |
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  --> 3
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Potion of Greater Healing|Potion of Greater Healing]]
|class="qty" | 15
|class="ef"  | Heal 3rD10 + 12 EN & 8 FT
| <!-- Bishop    --> 3
| <!-- Boris    --> 2
| <!-- Dellith  --> 3
| <!-- Mr Morden --> 2
| <!-- Rahne    --> 3
| <!-- Yuko      --> 2
| <!-- Used Up  -->
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Potion_of_Refined_Wolves_Blood_x_23|Refined Wolf Potions]]
|class="qty" | 24
|class="ef"  |
| <!-- Bishop    --> 4
| <!-- Boris    --> 4
| <!-- Dellith  --> 4
| <!-- Mr Morden --> 4
| <!-- Rahne    --> 3
| <!-- Yuko      --> 4
| <!-- Used Up  --> 1
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Counterspell Potion|Counterspell Potion]]
|class="qty" | 3
|class="ef"  | Branch Counterspells
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  --> 3
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Phial of Poison Inversion|Phial of Poison Inversion]]
|class="qty" | 6
|class="ef"  | Invert Poison effects
| <!-- Bishop    --> 1
| <!-- Boris    --> 1
| <!-- Dellith  --> 1
| <!-- Mr Morden --> 1
| <!-- Rahne    --> 1
| <!-- Yuko      --> 1
| <!-- Used Up  -->
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Sanctuary|Sanctuary Potion]]
|class="qty" | 1
|class="ef"  | Contagious Honour
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    --> 1
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#The Suspension of Fire upon Water x 17|The Suspension of Fire upon Water]]
|class="qty" | 17
|class="ef"  | Rk 14
| <!-- Bishop    --> 2
| <!-- Boris    --> 2
| <!-- Dellith  --> 7
| <!-- Mr Morden --> 2
| <!-- Rahne    --> 0
| <!-- Yuko      --> 2
| <!-- Used Up  --> 2
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#The Consummation of Fire and Water x 24|The Consummation of Fire and Water]]
|class="qty" | 24
|class="ef"  | Rk 14
| <!-- Bishop    --> 3
| <!-- Boris    --> 3
| <!-- Dellith  --> 3
| <!-- Mr Morden --> 3
| <!-- Rahne    --> 3
| <!-- Yuko      --> 3
| <!-- Used Up  --> 6
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Yellow Potion of Health x 20|Yellow Potions]]
|class="qty" | 20
|class="ef"  | Heal 2rD in Mil Sci Timeout
| <!-- Bishop    --> 2
| <!-- Boris    --> 2
| <!-- Dellith  --> 2
| <!-- Mr Morden --> 2
| <!-- Rahne    --> 3
| <!-- Yuko      --> 2
| <!-- Used Up  --> 7
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Slap x 13|Blue Potions]]
|class="qty" | 13
|class="ef"  | Awaken/Unstun
| <!-- Bishop    --> 2
| <!-- Boris    --> 2
| <!-- Dellith  --> 2
| <!-- Mr Morden --> 2
| <!-- Rahne    --> 2
| <!-- Yuko      --> 2
| <!-- Used Up  --> 1
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Healing Potion x 12|Mind Healing Potions]]
|class="qty" | 12
|class="ef"  | Heal 22 damage
| <!-- Bishop    --> 2
| <!-- Boris    --> 2
| <!-- Dellith  --> 2
| <!-- Mr Morden --> 2
| <!-- Rahne    --> 2
| <!-- Yuko      --> 2
| <!-- Used Up  -->
|-
|class="itm" | Kline Bottle Potions
|class="qty" | 2
|class="ef"  | Contain FwS
| <!-- Bishop    --> 1
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  --> 1
|-
!colspan="3" | Poisons
|colspan="7" | &nbsp;
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Blade Venom of the Marsh Cobra|Blade Venom of the Marsh Cobra]]
|class="qty" | 3
|class="ef"  | Halve PS, MD, AG, EN.
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden --> 3
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Bullet Venom|Bullet Venom]]
|class="qty" | 4
|class="ef"  | D10/pulse x 3
| <!-- Bishop    --> 4
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
!colspan="3" | Other Consumables
|colspan="7" | &nbsp;
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Raygun of Cold|Raygun of Cold]]
|class="qty" | 4
|class="ef"  | Rk 15 Cold Ray, uses A.Water
| <!-- Bishop    --> 1
| <!-- Boris    -->
| <!-- Dellith  --> 1
| <!-- Mr Morden -->
| <!-- Rahne    --> 1
| <!-- Yuko      --> 1
| <!-- Used Up  -->
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Nazi Zombie Anti-Virus|Nazi Zombie Anti-Virus]]
|class="qty" | 36
|class="ef"  | Used 1 each.
| <!-- Bishop    -->
| <!-- Boris    --> 26
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  --> 10
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Pure Heart Charm|Pure Heart Charm]]
|class="qty" | 3
|class="ef"  | x10 PS for 15s.
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  --> 3
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Balrog Teeth x 36|Balrog Teeth]]
|class="qty" | 26
|class="ef"  | Rk 20 Wall of Flames
| <!-- Bishop    --> 4
| <!-- Boris    --> 4
| <!-- Dellith  --> 4
| <!-- Mr Morden --> 4
| <!-- Rahne    --> 4
| <!-- Yuko      --> 4
| <!-- Used Up  --> 2
|-
!colspan="3" | Weapons
!Title="Bishop"   | Bi
!Title="Boris"     | Bo
!Title="Dellith"  | De
!Title="Mr Morden" | Mo
!Title="Rahne"     | Ra
!Title="Yuko"      | Yu
!Title="Used Up/Lost/Traded" | Used
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Luger|Luger]]
|class="qty" | 6
|class="ef" | Single shot
| <!-- Bishop    --> 1
| <!-- Boris    -->
| <!-- Dellith  --> 1
| <!-- Mr Morden --> 1
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Mauser C96|Mauser]]
|class="qty" | 4
|class="ef" | Multi shot
| <!-- Bishop    --> 1
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Dusk Blades & Sheath|Dusk Blades & Sheath]]
|class="qty" | 1
|class="ef" | 3 throwing blades per dusk.
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      --> 1
| <!-- Used Up  -->
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Viridian_Wing|Viridian Wing]]
|class="qty" | 1
|class="ef"  | As Main-Gauche+
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden --> 1
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Bone_Saw|The Bonesaw]]
|class="qty" | 1
|class="ef"  | Healer weapon
| <!-- Bishop    -->
| <!-- Boris    --> 1
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Itemisable Octohedrite|Itemisable Octohedrite]]
|class="qty" | 27 lbs
|class="ef"  | Itemised Weapon blanks
| <!-- Bishop    --> 5
| <!-- Boris    --> 5
| <!-- Dellith  --> 5
| <!-- Mr Morden -->
| <!-- Rahne    --> 5
| <!-- Yuko      --> 7
| <!-- Used Up  -->
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Octohedrite|BoH Octohedrite]]
|class="qty" | 15 lbs
|class="ef"  | Weapon blanks in BagOfHolding
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden --> 15
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Balrog Fork|Balrog Fork]]
|class="qty" | 1
|class="ef"  | Staff/spear
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  --> 1
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Balrog Tail|Balrog Whip]]
|class="qty" | 1
|class="ef"  | Whip
| <!-- Bishop    --> 1
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Balrog Claws|Balrog Claws]]
|class="qty" | 8
|class="ef" | Throwing Knives
| <!-- Bishop    -->
| <!-- Boris    --> 2
| <!-- Dellith  --> 2
| <!-- Mr Morden -->
| <!-- Rahne    --> 2
| <!-- Yuko      --> 2
| <!-- Used Up  -->
|-
|-
|align="center"| Black Forest
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Balrog Spurs x 2|Balrog Spurs]]
|align="center"| Summer 815
|class="qty" | 2
|align="center"| Uranus
|class="ef" | Daggers
|align="center"| Formerly living
| <!-- Bishop    -->
|align="center"| Telepathy
| <!-- Boris    -->
|align="center"| 40,000sp
| <!-- Dellith  -->
|align="center"| {{No-I}}
| <!-- Mr Morden -->
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Rahne    --> 2
|}
| <!-- Yuko      -->
 
| <!-- Used Up  -->
== Crown of Telepathic Mentacles v 1.1 ==
|-
[[Image:Crown_of_mentacles.jpg|right|120px]]
!colspan="2" | Armour
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:
|colspan="8" | &nbsp;
*+5 to the Base Chance of any magic of a telepathic nature (Telepathy, ESP, Mental Attack, Hypnotism, Phantasm).
|-
*5 is subtracted from the die roll when casting Mental Attack.
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Balrog Scales|Balrog Scale Shields]]
*Adept halves their target's Magic Resistance when the Ritual of Binding Wills is Cast upon them.
|class="qty" |  
;'''Mentacles'''
|class="ef" | Buckler/S.R/L.R +1%/rk
The Adept may manifest telepathic tentacles, or mentacles, which writhe through their body, working on draining their physical form to power their mental abilities. 1 point of PS and MD are drained every day until Racial Minimums are met. For every point that PS is permanently reduced, WP is increased by 1, for every point that MD is increased, MA is increased by 1.<br>
| <!-- Bishop    --> 1
This is permanent.
| <!-- Boris    --> 1
For every 10 points of WP, the Adept may maintain another magic which requires Concentration.<br>
| <!-- Dellith  --> 1
{| border=0 cellspacing=2 |
| <!-- Mr Morden --> 1
|width="180px" Align="Center"| Adventure
| <!-- Rahne    --> LR
|width="100px" Align="Center"| Season
| <!-- Yuko      --> 1
|width="100px" Align="Center"| Plane of Origin
| <!-- Used Up  -->
|width="100px" Align="Center"| Aura
|-
|width="120px" Align="Center" | Nature of Magic
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Transuranian_Fur_Coat_x_3| Fur Coat]]
|width="50px" Align="Center" | Value
|class="qty" | 3
|width="80px" Align="Center" | Cursed etc.?
|class="ef"  |
|width="250px" Align="Center" | GM
| <!-- Bishop    -->
| <!-- Boris    --> 1
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      --> 1
| <!-- Used Up  -->
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Snakeskin Leather Jacket|Snakeskin Leather Jacket]]
|class="qty" | 1
|class="ef"  | 3 lbs 7 AP 3 MagProt
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      --> 1
| <!-- Used Up  -->
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Three Star Robe|Three Star Robe]]
|class="qty" | 1
|class="ef"  | 7 Mag Prot +3 MA 5% MR&Def 3 blades
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->  
| <!-- Yuko      --> 1
| <!-- Used Up  -->  
|-
!colspan="3" | Miscellaneous
!Title="Bishop"    | Bi
!Title="Boris"    | Bo
!Title="Dellith"   | De
!Title="Mr Morden" | Mo
!Title="Rahne"    | Ra
!Title="Yuko"     | Yu
!Title="Used Up/Lost/Traded" | Used
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Balrog Sinews|Balrog Sinew]]
|class="qty" | 1
|class="ef" | 90' rope
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  --> 1
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Balrog Eyes|Balrog Eyes]]
|class="qty" | 2
|class="ef" | Crystal of Vision +Fire effects
| <!-- Bishop    -->
| <!-- Boris    --> 1
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    --> 1
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|class="itm" | [[A_Walk_in_the_Black_Forest:_Treasure#Hypercube Oven|Hypercube Oven]]
|class="qty" | 1
|class="ef" | Oven & Elemental
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      --> 1
| <!-- Used Up  -->
|-
|class="itm" | [[A Walk in the Black Forest: Treasure#Transuranian Pocket Robe|Transuranian Pocket Robe]]
|class="qty" | 1
|class="ef" | 10 pockets
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  --> 1
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Transuranian Belt|Transuranian Belt]]
|align="center"| Summer 815
|class="qty" | 1
|align="center"| Uranus
|class="ef" | Reduces weight to 1/3rd
|align="center"| Formerly living
| <!-- Bishop    -->
|align="center"| Telepathy
| <!-- Boris    -->
|align="center"| 40,000sp
| <!-- Dellith  -->
|align="center"| {{No-I}}
| <!-- Mr Morden -->
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Rahne    --> 1
|}
| <!-- Yuko      -->  
 
| <!-- Used Up  -->
 
== Severe ==
[[Image:Gauntlet left.JPG |right|120px]]
This is a mail gauntlet for the left hand made of truesilvered orichalcum and weighs 1 ½ lbs. It has five fingers and one thumb. All are functional.<br>
The Individual True Name of this gauntlet is Severe, and it has no Generic True Name. Once a day, resetting at dawn, it is a legal target for the Compelling Obedience spell.
* While the spell is active on Severe, then the wielder  may perform one additional Pass Action per Pulse that they could reasonably execute with that hand (and the arm associated with it). As long as duration and Pass Actions remain, these can be executed according to Rank in the Individual True Name:
{| border = 1 cellspacing = 2|
!Rank
!Wielder is
!Pass Actions
|-
|-
|align = "center"| 0 - 3
|class="itm" | [[A Walk in the Black Forest: Treasure#Crown of Mentacles|Crown of Mentacles]]
| active
|class="qty" | 1
|align = "center"| 1
|class="ef" |  
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    --> 1
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
|align = "center"|4 & 5
|class="itm" | [[A Walk in the Black Forest: Treasure#Crown of Telepathic Mentacles|Crown of Telepathic Mentacles]]
| active
|class="qty" | 1
|align = "center"| 2
|class="ef" |
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      --> 1
| <!-- Used Up  -->
|-
|-
|align = "center"|6 & 7
|class="itm" | [[A Walk in the Black Forest: Treasure#Crown of Telepathic Mentacles v 1.1|Telepathic Enslavement Crowns]]
|stunned, dazed etc
|class="qty" | 5
|align = "center"|2
|class="ef" |
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    --> 1
| <!-- Yuko      --> 1
| <!-- Used Up  -->
|-
|-
|align = "center"|8 - 11
|class="itm" | [[A Walk in the Black Forest: Treasure#Severe|Severe]]
| stunned, dazed etc
|class="qty" | 1
|align = "center"|3
|class="ef" | Compel for pass actions
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  --> 1
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
|align = "center"|12
|class="itm" | [[A Walk in the Black Forest: Treasure#Crane Embroidery|Crane Embroidery]]
| stunned, dazed etc
|class="qty" | 1
|align = "center"|4
|class="ef" | Crane Transformation
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    --> 1
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
|align = "center"|13 - 15
|class="itm" | [[A Walk in the Black Forest: Treasure#Blank Phylactery|Blank Phylactery]]
| unconscious
|class="qty" | 4
|align = "center"|4
|class="ef" |
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
|align = "center"| 16 - 19
|class="itm" | [[A Walk in the Black Forest: Treasure#A Stone from a Plover's Nest|A Stone from a Plover's Nest]]
| unconscious
|class="qty" | 4
|align = "center"|5
|class="ef" |
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  --> 1
| <!-- Mr Morden -->
| <!-- Rahne    --> 3
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
|align = "center"| 20
|class="itm" | [[A Walk in the Black Forest: Treasure#Coffin Nails|Coffin Nails]]
| dead
|class="qty" | 11
|align = "center"|5
|class="ef" | Dark Scheming
|}
| <!-- Bishop    -->
 
| <!-- Boris    -->
* The wielder's PS and MD are raised by 6 for the left hand only.
| <!-- Dellith  -->
* 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 and always impolite.
| <!-- Mr Morden --> 11
* Damage that specifically attacks the left wrist or hand is always reduced by 6 points or the value of the wearer's other armour, whichever is greater. In addition, the wearer may Break 100 + 2 x MD to avoid the effects of a Specific Grievous Injury to the left hand or wrist.
| <!-- Rahne    -->
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them.
| <!-- Yuko      -->
* The wearer may determine by touch whether an object or entity is not native to the present realm, or if a place is a dimensional portal, middlemarch or similar. They must Break 100 -> MD + PC. Only one such attempt is allowed per place, object or entity.
| <!-- Used Up  -->
* The wearer may Prepare and Cast the Banishment spell as a single Pass Action. Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.<br>
:A distant bell will toll on these occasions.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="110px" Align="Center"| Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Mastermind Cigarette Holder|Mastermind Cigarette Holder]]
|align="center"| Summer 815
|class="qty" | 1
|align="center"| New Terra
|class="ef" | Dark Scheming
|align="center"| Magical
| <!-- Bishop    -->
|align="center"| Spite Crafting
| <!-- Boris    -->
|align="center"| 25,000sp
| <!-- Dellith  -->
|align="center"| {{No-I}}
| <!-- Mr Morden --> 1
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Rahne    -->
|}
| <!-- Yuko      -->
 
| <!-- Used Up  -->
== Crane Embroidery ==
This circular, 20 cm wide patch of a crane embroidered in white and red on a black background must be sewn onto the back of a silk over-robe or kimono of any colour except yellow. This may be worn over metal armour. It is a legal target for the Ritual of Enchantment. Instead of Black Myrrh, however, lotus oil costing 200 sp per Rank must be burnt.<br>
For the duration of the Ritual, the wearer if a woman, receives the following benefits:
* Once per day they may transform into a crane for a period of 1/2 an hour (+ 1/2 an hour / Rank of the Ritual):
;Description: This crane stands 5ft 2in tall, weighs 10 kgs and has a wingspan of 8 feet. It requires an area at least 10 feet wide to fly, and a space this close will require Flying checks.
; Special Abilities: Cranes are largely unaffected by the effects of high altitude, nor do they suffer any penalties from normal weather that is no worse than sub-arctic.
;Movement Rates: Flying: 475 Running: 200
{{BeastStats| 10 | 16 | 17 | Adept
| 8 | Adept | Adept | Adept
| 11 | 9/4 | Feathers absorb 1 DP}}
;Weapons: Cranes can attack only in Close Combat with their long beak (BC 40%, D10-3 damage).
;Flight properties: At heights in excess of 13 metres, crane's movement rate increases to 30 mph and they can climb at an angle of 30&#176;. However, this is taxing and costs 1 FT every 20 minutes.
:Gliding is not taxing. The glide ratio is 16:1 and the movement rate 30 mph (+2 mph / Rank in the Adventuring Skill, [[#Adventuring_Skill:_Gliding|Gliding]]).
:Flight ceiling is 6,000 metres
* The wearer receives a 10 point bonus to any activity involving dancing.
* Once per season, they may determine whether or not a couple are truly in love.
* They may bless those truly in love so that they may modify the die roll result of an Action they take in support of each other by the Rank of this Ritual. This lasts for 1 (+ 1 per 10 full Ranks in the Ritual) Actions. The wearer is awarded a Fidelity point by the DM in such circumstances.
* They may modify the die result of a "Luck" roll by the Rank / 2 of the Ritual. This costs a Fidelity point.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="200px" Align="Center"| Plane of Origin
|width="200px" Align="Center"| Aura
|width="160px" Align="Center"| Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Cigarette Case|Cigarette Case]]
|align="center"| Summer 815
|class="qty" | 1
|align="center"| New Terra
|class="ef" | Protection
|align="center"| Formerly living
| <!-- Bishop    -->
|align="center"| Chrysanthemum
| <!-- Boris    -->
|align="center"| sp
| <!-- Dellith  -->
|align="center"| {{No-I}}
| <!-- Mr Morden --> 1
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Rahne    -->  
|}
| <!-- Yuko      -->  
 
| <!-- Used Up  -->
== Blank Phylactery ==
[[Image:Phylactery.gif|right|80px]]
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.<br>
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's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.<br>
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.<br><br><br>
Cast Chance:_______%  Range:____________ Duration:____________ Rank:_______  Effects:________________
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="200px" Align="Center"| Plane of Origin
|width="200px" Align="Center"| Aura
|width="160px" Align="Center"| Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Barbed Mithril|Mithril Spikes]]
|align="center"| Summer 815
|class="qty" | 6 lbs
|align="center"| Lands of Chaos
|class="ef" |  
|align="center"| Formerly living
| <!-- Bishop    --> 1
|align="center"| Spell Storage
| <!-- Boris    --> 1
|align="center"| 10,000sp
| <!-- Dellith  --> 1
|align="center"| {{No-I}}
| <!-- Mr Morden --> 1
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Rahne    --> 1
|}
| <!-- Yuko      --> 1
 
| <!-- Used Up  -->  
== A Stone from a Plover's Nest ==
[[Image:Ploverstone.JPG|left|50px]]
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.<br><br>
Cast Chance:_______% Duration:_______ Range:_______ Rank:______
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="200px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="160px" Align="Center"| Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Barbed Ithildin|Mithril Pins]]
|align="center"| Summer 815
|class="qty" | 6 lbs
|align="center"| Lands of Chaos
|class="ef" |  
|align="center"| Magical
| <!-- Bishop    --> 1
|align="center"| Spell Storage
| <!-- Boris    --> 1
|align="center"| 5,000sp
| <!-- Dellith  --> 1
|align="center"| {{No-I}}
| <!-- Mr Morden --> 1
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Rahne    --> 1
|}
| <!-- Yuko      --> 1
 
| <!-- Used Up  -->
== Spell Racks ==
 
= Jewellery =
 
== Great Ring of Hags ==
This ring is made from a dark green metal and is set with an agate stone. It weighs 2 oz and its magic will only be effective if it is worn on the thumb of the left hand.<br>
:'''Hag Ward''' - the bearer may not be approached by hags and witches any closer than 5 feet, and in any case they must successfully Resist to attack them. It increases the bearer's Defence against hags and witches by 5 and their Magic Resistance against their magic by 10
:'''Hag Strike''' - the bearer's Strike Chance to attack hags and witches is increased by 20.<br>
:'''Hag Charm''' - the bearer may force a hag or witch to Resist or fall under the effects of a Charm spell, even though they would normally be considered a racial enemy. Should they avoid this effect, all benefit of Hag Ward is lost <br>
In addition, it has the following properties:
* Disguise Face - the bearer may change their facial appearance (only) which will have the same effects as a Rank 10 Disguise spell, Base Chance 60% + MA bonuses etc
* Detect Familiar - the bearer may detect whether or not a creature within 30 feet is the familiar of a witch or hag. Break 100 -> PC x 2 + MA
* Create Amulet - if the bearer spends 3 days exclusively working on the required materials, they may create an amulet according to this [[Amulet List|list]].
* Create Love Philtre - if the bearer spends 3 days exclusively working on the required materials, they have a 60% + Enchantment of creating a [[Love Philtre|love philtre]].
* Wall of Thorns - 2 x a day, Base Chance 50% + bonuses from MA etc, Rank 10
* Damnum Magnuatum - 1 x a day, transform target into a frog, halves Magic Resistance, Base Chance 35% + bonuses from MA etc, Rank 10
The ring is a focus for the following spells:
* [[The_Middle_Way:_Treasure#Evil_Eye_v._Jono|Evil Eye v.Jono]]
* Mind Cloak
* Hypnotism
* Charm
* Instill Flight (only cast upon a broom)
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="50px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center" | GM
|-
|-
|align="center"| Black Forest
|class="itm" | Prime Bars
|align="center"| Summer 815
|class="qty" | 9
|align="center"| Feralie
|class="ef" | Bars of explosive Prime Metal
|align="center"| Magical
| <!-- Bishop    -->
|align="center"| Ring Lore
| <!-- Boris    -->
|align="center"| 45,000sp
| <!-- Dellith  -->
|align="center"| {{No-I}}
| <!-- Mr Morden -->
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Rahne    -->
|}
| <!-- Yuko      -->  
 
| <!-- Used Up  --> 9
== Ring of Protection ==
[[Image: Plainring.jpg|right|60px]]
This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand. The wearer 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.<br>
In addition, it surrounds the wearer with 11 pentagonal planes of protection that float around them on all sides. Each pentagon is inscribed with magical glyphs along the edges. A pentagon will appear and protect the wearer so that the first 7 physical damage points the wearer takes per pulse are ignored. This does not work vs most kinds of magical damage, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries.
If the wearer has some similar means of protection, then the greatest protection will apply.<br>
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="50px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center" | GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Crystal Spell Rack x 4|Crystal Spell Rack]]
|align="center"| Summer 815
|class="qty" | 4
|align="center"| Tanuel
|class="ef" | +2WP vs Mind
|align="center"| Magical
| <!-- Bishop    --> 1
|align="center"| Protection
| <!-- Boris    --> 1
|align="center"| 15,000sp
| <!-- Dellith  -->
|align="center"| {{No-I}}
| <!-- Mr Morden -->
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Rahne    --> 1
|}
| <!-- Yuko      --> 1
 
| <!-- Used Up  -->
== Equestrian Brooch ==
This amulet appears as a simple intaglio brooch made of jasper and brass has been carved to represent a figure mounted on a horse. It  is well - made with an apparent value of 50 sp. When used to pin a cloak to the bearer's right chest, it has the following properties:
* The bearer subtracts 10 from the result of any attempt to use the Horsemanship skill.
* The bearer is always considered to mounted for the purposes of determining their TMR. If a bearer does not have sufficient Rank in Horsemanship to wield weapons or Cast spells, then they receive no benefit from the amulet.
 
The amulet provides no advantage if the wearer is flying or swimming, unless they are riding a flying or swimming mount.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="50px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center" | GM
|-
|-
|align="center"| Black Forest
!colspan="3" | Jewellery
|align="center"| Summer 815
!Title="Bishop"   | Bi
|align="center"| Nualis
!Title="Boris"     | Bo
|align="center"| Magical
!Title="Dellith"   | De
|align="center"| Protection
!Title="Mr Morden" | Mo
|align="center"| 8,750sp
!Title="Rahne"     | Ra
|align="center"| {{No-I}}
!Title="Yuko"     | Yo
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
!Title="Used Up/Lost/Traded" | Used
|}
 
== Sun Brooch ==
This brooch of a large topaz in a gold, sunray setting weighs 5 oz. It has a jewel value of 3,500sp <br>
When it is worn on the chest, it will absorb 1 Flash of Light, 1 Pyrotechnics, 1 Bolt of Starfire, 1 Whitefire and 1 Solar Flare spell that afflicts the wearer and the hex they stand in.<br>
The wearer may trigger a Solar Aspect over the megahex they occupy, which will last for 20 seconds. This may be recharged by exposing the brooch to the sun at noon on a Sunday. The brooch will hold 3 such charges at a time.<br>
In general, the sky will be clear enough 50% of the time in Spring and Autumn, 30% of the time in Winter and 70% of the time in Summer. The DM may determine otherwise at their discretion.
{| cellspacing = 1 border = 1
|colspan = 3 align = "Center"|Charges
|-
|-
|align = "center"|3
|class="itm" | [[A Walk in the Black Forest: Treasure#Enhanced Amulet of Luck|Enhanced Amulet of Luck]]
|align = "center"|2
|class="qty" | 1
|align = "center"|1
|class="ef" |  
|}
| <!-- Bishop    -->
 
| <!-- Boris    -->
{| border=0 cellspacing=2 |
| <!-- Dellith  -->
|width="180px" Align="Center"| Adventure
| <!-- Mr Morden --> 1
|width="100px" Align="Center"| Season
| <!-- Rahne    -->
|width="100px" Align="Center"| Plane of Origin
| <!-- Yuko      -->
|width="50px" Align="Center"| Aura
| <!-- Used Up  -->
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center" | GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Enhanced Amulet of Amethyst|Enhanced Amulet of Amethyst]]
|align="center"| Summer 815
|class="qty" | 1
|align="center"| New Terra
|class="ef" |  
|align="center"| Magical
| <!-- Bishop    --> 1
|align="center"| Solar
| <!-- Boris    -->
|align="center"|
| <!-- Dellith  -->
|align="center"| {{No-I}}
| <!-- Mr Morden -->
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Rahne    -->  
|}
| <!-- Yuko      -->  
 
| <!-- Used Up  -->
= Allies =
== Lapsang Suchong ==
; Description: Lapsang Suchong is a corpulent, somewhat oily green Fire Elemental of around 7 ft tall. He can grow up to 22 ft tall if there is enough room. Nothing pleases him so much as a fine meal and this may cause him to clap his hands in sheer pleasure. He is completely uninterested in physical labour, fighting or burning, unless fireworks are involved, and they're pretty ones. <br>
:He may have been bullied by the other Fire Elementals.
; Comments: Lapsang Suchong is focused very strongly on his own comforts, in particular fine food, spirits and anything that can be smoked. He is an appreciative audience for a talented cook, and loves nothing more than to gossip over sweetmeats.
; Abilities: His constant encouragment reduces the cost of performing magic related to the kitchen by 1 to a minimum of 1.
: He may increase the temperature of an object he is touching by his EN value every 10 seconds, max increase in temperature: 132 C.
: He may extinguish any natural fire within 100 feet of him.
; Movement Rates : Running: 500
{{BeastStats| 7 | 22 | 27 | 1 | 22 | 43 | 16 | 16 | 7 | 10 | 3 DP }}
; Weapons
: In theory, Lapsang Suchong may attempt to Immolate a target. Damage is doubled in Close. He will attempt to Close if he can be convinced to lift a hand in a fight.
:'''Immolate''':    BC 70%, [D10 +12 ], Melee & Close.<BR>
{| border="0" cellspacing="2"
| width="180" align="Center" | Adventure
| width="100" align="Center" | Season
| width="100" align="Center" | Plane of Origin
| width="150" align="Center" | Aura
| width="160" align="Center" | Nature of Magic
| width="50" align="Center" | Value
| width="80" align="Center" | Cursed etc.?
| width="250" align="Center" | GM
|-
|-
| align="center" | Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Enhanced Amulet of Diamonds|Enhanced Amulet of Diamonds]]
| align="center" | Summer 815
|class="qty" | 1
| align="center" | Transurania
|class="ef" |  
| align="center" | Long living sentient
| <!-- Bishop    -->  
| align="center" | Chaos
| <!-- Boris     --> 1
| align="center" | Quest
| <!-- Dellith  -->  
| align="center" | {{No-I}}
| <!-- Mr Morden -->  
| align="center" | [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Rahne    -->  
|}
| <!-- Yuko      -->  
 
| <!-- Used Up  -->
== Zygote ==
Zygote is a care-free and happy testicle who likes nothing more than to hang out with his friends. He enjoys colourful surroundings and breezy, tropical climes and any opportunity to meet other organs of generation in a variety of convivial exchanges.<br>
He wears a jaunty hat and carries a small bronze swagger stick which he twirls across the fingers of his left hand from time to time. Although his dexterity is not the greatest, he never drops it.<br>
Zygote gives Boris the following abilities:
* Increased virility - Boris increases his virility by 50, and may generate issue with women of any player character race except Elves.
* Resistance to vertigo - Boris applies a 10 point modifier in his favour whenever he may be disoriented by being swung around or hung upside down.
Unfortunately, not everyone finds encountering Zygote all that pleasant, and this has repercussions when procuring entertainment from people who rent their passion, and they will charge a minimum of 50% more than the going rate.<br>
For each child that is born from Boris' endeavours, then he may store a single charge that will regenerate 1 EN per Pulse for 6 Pulses. This does not stack or queue. Another Regenerative Charge will only be awarded after the current one is used.<br>
Finally, Boris may combine a Pass Action with any other Action (including a Pass Action). This ability may not be used again until 24 hours have elapsed.
 
= Lore =
== Tome of Abysmal Lore ==
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children until he revealed the secret lore of the Kerberites by writing them in this book.<br>
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants. <br>
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).<br>
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader's Experience can be spent on these abilities.
=== Abysmal Travel ===
Experience Multiple: 750<br>
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.<br>
The reader takes 1 day less to travel accross the Abyss for each non-prime Rank of this ability.
The reader reduces the count of the number of entities who travel with them across the Abyss by 1 for each non-prime Rank of this ability.
 
=== Damage Squares ===
Experience Multiple: 1,000<br>
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.<br>
The reader acquires the ability to avoid damage according to the following schedule:
{| cellspacing = 1 border = 1
!Rank
!Squares
|-
|-
|align = "Center"|1
|class="itm" | [[A Walk in the Black Forest: Treasure#Enhanced Amulet of Carbuncle|Enhanced Amulet of Carbuncle]]
|1
|class="qty" | 1
|class="ef"  |
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    --> 1
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
|align = "Center"|2
|class="itm" | [[A Walk in the Black Forest: Treasure#Enhanced Amulet of Aquilegius|Enhanced Amulet of Aquilegius]]
|1,4
|class="qty" | 1
|class="ef"  |
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      --> 1
| <!-- Used Up  -->
|-
|-
|align = "Center"|3
|class="itm" | [[A Walk in the Black Forest: Treasure#Enhanced Amulet of Elder Flowers|Enhanced Amulet of Elder Flowers]]
|1,4
|class="qty" | 1
|class="ef"  |
| <!-- Bishop    --> 1
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
|align = "Center"|4
|class="itm" | [[A Walk in the Black Forest: Treasure#Enhanced Amulet of Hypericum|Enhanced Amulet of Hypericum]]
|1,4,9
|class="qty" | 1
|class="ef"  |
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      --> 1
| <!-- Used Up  -->
|-
|-
|align = "Center"|5
|class="itm" | [[A Walk in the Black Forest: Treasure#Ring of Protection|Ring of Protection]]
|1,4,9
|class="qty" | 1
|class="ef"  | -10 MR dm, 7 AP / pulse ablative
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  --> 1
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
|align = "Center"|6
|class="itm" | [[A Walk in the Black Forest: Treasure#Equestrian Brooch|Equestrian Brooch]]
|1,4,9,16
|class="qty" | 1
|class="ef"  | Mounted bonuses
| <!-- Bishop    -->
| <!-- Boris    --> 1
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
|align = "Center"|7
|class="itm" | [[A Walk in the Black Forest: Treasure#Eclipse Brooch|Eclipse Brooch]]
|1,4,9,16
|class="qty" | 1
|class="ef"  | Eclipse aspects
| <!-- Bishop    -->
| <!-- Boris    --> 1
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
|align = "Center"|8
!colspan="3" | Lore
|1,4,9,16,25
!Title="Bishop"    | Bi
!Title="Boris"    | Bo
!Title="Dellith"  | De
!Title="Mr Morden" | Mo
!Title="Rahne"    | Ra
!Title="Yuko"     | Yo
!Title="Used Up/Lost/Traded" | Used
|-
|-
|align = "Center"|9
|class="itm" | [[A Walk in the Black Forest: Treasure#Abysmal Travel|Abysmal Travel]]
|1,4,9,16,25
|class="qty" | 1
|class="ef"  |
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      --> 1
| <!-- Used Up  -->
|-
|-
|align = "Center"| 10
|class="itm" | [[A Walk in the Black Forest: Treasure#Damage Squares|Damage Squares]]
|1,4,9,16,25,36
|class="qty" | 1
|}
|class="ef"  |
A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader's Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.<br>
| <!-- Bishop    --> 1
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.
| <!-- Boris    -->
 
| <!-- Dellith  -->
=== Morph Lore ===
| <!-- Mr Morden -->  
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. Rank may not be achieved with this ability, although costs are associated with Morphs.<br>
| <!-- Rahne    -->  
This ability may only be used by people who have a form that they can turn into. It allows them to make alterations to abilities they already have, but does not usually allow the creation of new ones. So, the reader may not learn how to fly as a result of this ability. They may learn how to modify their flight abilities however.<br>
| <!-- Yuko      -->
{| cellspacing = 1 border = 1
| <!-- Used Up  -->
|colspan = 3 align = "Center"|'''Morphs'''
|-
|-
!Morph
|class="itm" | [[A Walk in the Black Forest: Treasure#Abysmal Strikes|Abysmal Strikes]]
!Initial Experience Cost
|class="qty" | 1
!Subsequent Cost
|class="ef"  |
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden --> 1
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
| + 5 to SC with a natural weapon
|class="itm" | [[A Walk in the Black Forest: Treasure#Morph Lore|Morph Lore]]
| 10 x base Strike Chance
|class="qty" | 1
| align = "Center"| x 2
|class="ef" |
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  --> 1
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
| + 1 to DM with a natural weapon
|class="itm" | [[A Walk in the Black Forest: Treasure#Glass Book|Power Words]]
| 100 x base DM
|class="qty" | 3
| align = "Center"| x 2
|class="ef" | Speed, Vitality, Spark
| <!-- Bishop    -->
| <!-- Boris    --> Vit
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    --> S&S
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
| - 1 Stall TMR
|class="itm" | [[A Walk in the Black Forest: Treasure#Sun Dancer's Candle|Sun Dancer's Candle]]
| 400
|class="qty" | 1
| align = "Center"| x 2
|class="ef" | Sun Dancer Skill
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  --> 1
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
| + 1 Charge TMR
!colspan="3" | Incantations
| 200
!Title="Bishop"    | Bi
| align = "Center"| x 2
!Title="Boris"    | Bo
!Title="Dellith"  | De
!Title="Mr Morden" | Mo
!Title="Rahne"    | Ra
!Title="Yuko"      | Yo
!Title="Used Up/Lost/Traded" | Used
|-
|-
| + 1 Dive TMR
|class="itm" | [[A Walk in the Black Forest: Treasure#Telekinesis - Triple Strength|TK - Triple Strength]]
| 200
|class="qty" | 2
| align = "Center"| x 2
|class="ef" |
| <!-- Bishop    -->
| <!-- Boris    -->
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    --> 2
| <!-- Yuko      -->
| <!-- Used Up  -->
|-
|-
| + 1 NA
|class="itm" | [[A Walk in the Black Forest: Treasure#Telekinesis - Enhance Rank|TK - Enhance Rank]]
| 500 x base NA
|class="qty" | 1
| align = "Center"| x 2
|class="ef"  |
|}
| <!-- Bishop    -->  
Stall TMR is the minimum amount of movement (measured in TMR) a flying form needs to stay airborne. <br>
| <!-- Boris    -->  
A Charge is an explosive movement associated with 1 or more attacks, and generally assumes a quadrupedal form. It may only be used once a day, dawn to dawn, and the shapeshifter may make a melee attack against any opponent they become adjacent to without being forced to become engaged unless this is their desire. Nor are they required to move in a straight line, they may use their Charge TMR normally in this regard.<br>
| <!-- Dellith  -->  
A Dive is the same as a Charge, except that it is an aerial attack, and movement in a straight line is required (excepting for pulling out of it at the bottom).<br>
| <!-- Mr Morden -->  
A Morph that affects a natural weapon applies to all weapons of its type. A Morph to enhance claw attacks applies to all claw attacks. However, bite attacks will not affected by that Morph.<br>
| <!-- Rahne    --> 1
Initial Experience Cost indicates how much Experience the first Morph costs. Subsequent costs for a given Morph are double the previous cost.
| <!-- Yuko      -->  
 
| <!-- Used Up  -->  
== Sun Dancer's Candle ==
This squat silver cup holds a fat candle, the wick of which is made from astonishingly blonde human hair. It weighs 3 lbs. <br>
When it is lit, the wax will be consumed, leaving the wick unharmed. However, it will only burn for a training half day and will not be lightable until after dawn of the next day. There is enough wax to light the candle for 246 days.<br>
The spirit of a Sun Dancer rises from the flame when the candle is lit, and will teach a noble woman of good standing the Sun Dancer Skill, while they learn Troubadour. In other words, they must learn the Troubadour Skill and as they do, they will learn Sun Dancer. It does not require an extra training track.
 
=== Sun Dancer ===
A Sun Dancer gains a bonus to defence of (2 + 2% per Sun Dancer Rank) if they have taken the Acrobatics proficiency.<br>
A Sun Dancer gains + 1 / Rank to their engaged initiative if they have taken the Dance proficiency. No bonus is gained at Rank 0.<br>
A Sun Dancer’s base chance to hit is increased by 1% + 1% additional per Rank with thrown weapons and swords if they have taken the Juggling proficiency.<br>
A Sun Dancer also inflicts an extra point of damage at Ranks 5 & 10 with thrown and natural weapons if they have taken the Juggling proficiency.<br>
A Sun Dancer also inflicts an extra point of damage at Ranks 5 & 10 and gains a bonus of +1 at Ranks 4 & 8 to the parry calculation with swords if they have taken the Sword Swallowing proficiency.<br>
At Rank 5, if they have taken the Fire Breathing proficiency, then as a Free Act and at a cost of 7 FT (which may Stun), the Sun Dancer may create a Flash of Light across all three of their front hexes. The Flash effect lasts for 1 Pulse (+ 1 per even numbered Rank over 5). This may be recovered at noon on Sunday.<br>
At Rank 6, while affected by a Solar Aspect event, their PS is increased by their Rank in Sun Dancing.<br>
At Rank 7, the Sun Dancer may derive sustenance from the sun obviating any need to eat (but not drink) for Rank days.<br>
At Rank 8, the Sun Dancer may cure 3 damage at noon if the sky is clear. They may cure 6 damage at noon on Sunday if the sky is clear. They may cure 9 damage <u>'''or'''</u> one Specific Grievous Injury at noon on the Summer Solstice, if the sky is clear.<br>
At Rank 9, if they have taken the Fire Breathing proficiency, then as a Free Act and at a cost of 8 FT (which may Stun), the Sun Dancer may create a second Flash of Light across all three of their front hexes and 2 hexes deep. The Flash effect lasts for 1 Pulse (+1 per even numbered Rank over 5). This may be recovered at noon on Sunday.<br>
At Rank 10, while affected by a Solar Aspect event and at a cost of 9 FT (which may Stun), the Sun Dancer may blaze as bright as the noon day sun. This requires a Free Act. Intense, violent coils of the sun's energies lash everyone within 15 feet, inflicting 3 rollup D10 damage to anyone who shares their hex, 2 rollup D10 to those who are adjacent and 1 rollup D10 to those are occupy the outer area of their hyper-megahex. Those who Break 100 -> AG + MD take half damage. Entities who are specially vulnerable to solar attacks are not entitled to a saving throw. This may be recovered at noon of the Summer Solstice.<br>
This Skill does not stack with Assassin or Warrior.
 
 
 
== Adventuring Skill: Gliding ==
''Exp. Mult:'' 125<br>
This is the skill of performing aerial manoeuvres using gliding. As a rule, aerial combat is difficult.<br>
A character may always take off, glide, or land in an appropriate manner and reasonable conditions, and under such circumstances no roll is necessary.<br>
Note that landing appropriately is not precise. The success chance to perform a complex aerial manoeuvre with precision is (3 x AG + 10 x Rank). This base chance may be modified by the following:
:0 to -50 Environmental conditions.
:+10 to -50 Type of flight used.
:0 to -m/hr Speed.
Gliding into an obstacle causes up to [D + (relative speed in miles per hour / 10) squared] endurance damage. The nature of the obstacle may reduce the damage. Specific Grievous injuries (normally C class) may also be incurred. See Climbing (§29.1) for falling (as opposed to gliding) damage.<br>
As a rule of thumb, an airborne clothed humanoid who falls through the air drops 350ft in the first pulse, 650ft in the second, and 1000ft in each subsequent pulse.<br>
Note that a speed of one mile per hour is equal to 30 yards per minute in the chase sequence and 1.5 hexes per pulse in combat.
 
= Special Abilities =
 
== Refreshment ==
Once a day, Mr Morden may use a Free Act to cleanse his body and clothing of filth. This works against most things that are unclean, slimy or unhygienic, but not necessarily damaging. It will avoid damage from Stream of Corruption if it is the very next Action or Act.<br>
Once a week, Sunday to Sunday, Mr Morden may take a Free Act and recover all FT lost from any cause except drain and FT reduction.<br>
Should he be gathered by those capable of such things, his heartblood may be collected for 25 Refreshment.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="120px" Align="Center"| Nature of Magic
|width="80px" Align="Center" | Value
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Telekinesis - Shield Bearer|TK - Shield Bearer]]
|align="center"| Summer 815
|class="qty" | 1
|align="center"| Meta-magic
|class="ef" |  
|align="center"| Quest
| <!-- Bishop    -->  
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Boris    -->  
|}
| <!-- Dellith  -->
 
| <!-- Mr Morden -->
== Slough Blame ==
| <!-- Rahne    --> 1
Once a day, Yuko may use a Free Act to absolve herself of blame against an accusation. She must Break 100 -> WP + PB, and if successful,  will be believed. She may increase her chance of being believed by blaming someone else which will mean her chance increases to WP + 2 x PB.<br>
| <!-- Yuko      -->
Should she be gathered by those capable of such things, her heartblood may be collected for 20 Innocence.
| <!-- Used Up  -->
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="120px" Align="Center"| Nature of Magic
|width="80px" Align="Center" | Value
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Telekinesis - Unseen Servant|TK - Unseen Servant]]
|align="center"| Summer 815
|class="qty" | 1
|align="center"| Meta-magic
|class="ef" |  
|align="center"| Quest
| <!-- Bishop    -->  
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Boris    -->  
|}
| <!-- Dellith  -->  
 
| <!-- Mr Morden -->
== Strong of Will, Chaste of Heart ==
| <!-- Rahne    --> 1
Once a day, for 12 Pulses, Dellith may increase her PS by her WP.<br>
| <!-- Yuko      -->
It is surmised that her hymen is particularly robust with rumours persisting that the thing regenerates. This makes her attractive to entities interested in deflowering virgins. She gains +20 Reaction with respect to unicorns.<br>
| <!-- Used Up  -->
In addition, for every hour spent with her knees crossed, she gains an extra point of FT.<br>
Should she be gathered by those capable of such things, her heartblood may be collected for 15 Purity.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="120px" Align="Center"| Nature of Magic
|width="80px" Align="Center" | Value
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Telekinesis - Remote Sense of Touch|TK - Remote Sense of Touch]]
|align="center"| Summer 815
|class="qty" | 1
|align="center"| Meta-magic
|class="ef" |  
|align="center"| Quest
| <!-- Bishop   -->  
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Boris    -->  
|}
| <!-- Dellith  -->
 
| <!-- Mr Morden -->
== A Penetrant, Illumininant Eye ==
| <!-- Rahne    --> 1
Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.<br>
| <!-- Yuko      -->
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.<br>
| <!-- Used Up  -->
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="120px" Align="Center"| Nature of Magic
|width="80px" Align="Center" | Value
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Hypnotism - Suggestion|Hypnotism - Suggestion]]
|align="center"| Summer 815
|class="qty" | 3
|align="center"| Meta-magic
|class="ef" |  
|align="center"| Quest
| <!-- Bishop    -->  
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Boris    -->  
|}
| <!-- Dellith  -->  
 
| <!-- Mr Morden -->  
== The Strength of Silk ==
| <!-- Rahne    -->
Rahne may buy 3 more points of EN, even if this would take her above Racial Maximum.<br>
| <!-- Yuko      --> 3
Once a day, she may replace her AG with her EN for a single Pulse. This  is a Free Action and may be taken after dice have been rolled.<br>
| <!-- Used Up  -->
In addition, as a function of some mystical combination of flexibility and inner strength, Rahne's head and limbs may not be torn off purely as a function of enormous PS difference.<br>
Finally, her FT cap has been removed and she may buy a point of FT per Adventure or Season, whichever is less.<br>
Should she be gathered by those capable of such things, her heartblood may be collected for 15 Vitality.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="120px" Align="Center"| Nature of Magic
|width="80px" Align="Center" | Value
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Hypnotism - Forget|Hypnotism - Forget]]
|align="center"| Summer 815
|class="qty" | 2
|align="center"| Meta-magic
|class="ef" |  
|align="center"| Quest
| <!-- Bishop    -->  
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Boris    -->  
|}
| <!-- Dellith  -->  
 
| <!-- Mr Morden -->
== Rude Health ==
| <!-- Rahne    -->
Boris enjoys rude health which means that he won't die of old age. In fact, he will grow no older than a vigorous orc of late middle age.<br>
| <!-- Yuko      --> 2
He is entitled to two recovery rolls whenever he is afflicted by physical illness, disease or infection, one for himself and one for Zygote.<br>
| <!-- Used Up  -->
If anyone can be convinced to do so, Zygote counts as a separate target for the Greater Heart Rune, and so Boris can have two of these spells active on him at the same time. It will require a steady hand and a certain degree of desperation to draw or tattoo the rune onto Zygote, however.<br>
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Vitality.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="120px" Align="Center"| Nature of Magic
|width="80px" Align="Center" | Value
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Phantasm - Improved Damage Capacity|Phantasm - Improved Damage Capacity]]
|align="center"| Summer 815
|class="qty" | 2
|align="center"| Meta-magic
|class="ef" |  
|align="center"| Quest
| <!-- Bishop    -->  
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Boris    -->  
|}
| <!-- Dellith  -->  
 
| <!-- Mr Morden -->
== Discriminating Sense of Taste & Smell ==
| <!-- Rahne    --> 1
''Experience Multiple:'' 150<br>
| <!-- Yuko      --> 1
''Base Chance:'' PC + 3 * Rank<br>
| <!-- Used Up  -->
''Effects:''Yuko's sense of smell and taste is enhanced so that the can distinguish smells & tastes that are food, drink or kitchen-related.<br>
In particular:
* she may detect poison in food, drink or borne in the air, but not contact poisons or blade venoms and the like
* the smell of burning will always rouse her from natural sleep (no die roll needed)
* she can tell at a sniff if a kitchen is hygienic (no die roll needed)
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="120px" Align="Center"| Nature of Magic
|width="80px" Align="Center" | Value
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Phantasm - Enhanced Damage|Phantasm - Enhanced Damage]]
|align="center"| Summer 815
|class="qty" | 2
|align="center"| Meta-magic
|class="ef" |  
|align="center"| Quest
| <!-- Bishop    -->
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Boris    -->  
|}
| <!-- Dellith  -->  
 
| <!-- Mr Morden -->  
== Telekinesis - Triple Strength ==
| <!-- Rahne    --> 1
Spell: Telekinesis<br>
| <!-- Yuko      --> 1
Effects: Multiplies the amount lifted by the Adept's Telekinesis spell by three.<br><br>
| <!-- Used Up  -->  
Cost: 750 Experience.<br>
Constraints: Unracks the spell, reduces FT value by 1.<br>
This incantation is not teachable.<br>
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="120px" Align="Center"| Nature of Magic
|width="80px" Align="Center" | Value
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#ESP - Mind Sense|ESP - Mind Sense]]
|align="center"| Summer 815
|class="qty" | 1
|align="center"| Meta-magic
|class="ef" |  
|align="center"| Quest
| <!-- Bishop    -->  
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Boris    -->  
|}
| <!-- Dellith  -->  
 
| <!-- Mr Morden -->  
== Hypnotism - Suggestion  ==
| <!-- Rahne    -->  
''Name:'' Suggestion<br>
| <!-- Yuko      --> 1
''Spell:'' Hypnotism <br>  
| <!-- Used Up  -->  
''Effects:'' This incantation of Hypnotism allows the Adept to target and make a single Suggestion verbally or by means of the Telepathy spell. If Telepathy is used, the projection of the Suggestion is entirely mental, and the Adept need not meet their victim's gaze nor speak their language. <br>  
The Suggestion is implanted at the time of Casting, and the duration is Immediate, although its effects may last for 3 hours (+3 hours per Rank).<br>
'''Note''': Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.<br>  
'''Cost:''' 3000<br>  
'''Constraints:''' Unracks the spell, reduces FT value by 2.<br>
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="120px" Align="Center"| Nature of Magic
|width="80px" Align="Center" | Value
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Mental Attack - Multi-Target|Mental Attack - Multi-Target]]
|align="center"| Summer 815
|class="qty" | 1
|align="center"| Meta-magic
|class="ef" |  
|align="center"| Quest
| <!-- Bishop    --> 1
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Boris    -->
|}
| <!-- Dellith  -->
 
| <!-- Mr Morden -->
== Lesser Celerity ==
| <!-- Rahne    -->
By taking a Free Act and 2 EN damage, the character is allowed to combine a Pass Action with any other Action for the next 12 Pulses. Subsequent uses of Celerity double the EN damage, and the ability resets at dawn on Tuesdays.
| <!-- Yuko      -->
{| border=0 cellspacing=2 |
| <!-- Used Up  -->
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="120px" Align="Center"| Nature of Magic
|width="80px" Align="Center" | Value
|width="250px" Align="Center"| GM
|-
|-
|align="center"| Black Forest
|class="itm" | [[A Walk in the Black Forest: Treasure#Mental Attack - Mind Blast|Mental Attack - Mind Blast]]
|align="center"| Summer 815
|class="qty" | 1
|align="center"| Ring Lore
|class="ef" |
|align="center"| Quest
| <!-- Bishop    -->
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| <!-- Boris    --> 1
| <!-- Dellith  -->
| <!-- Mr Morden -->
| <!-- Rahne    -->
| <!-- Yuko      -->
| <!-- Used Up  -->
|}
|}


== Advancement of Agility ==
==Calendar==
Dellith may advance her Agility 2 points by spending 5,000 Experience per point. This may be done once per adventure or season, whichever is less, and may exceed racial maximums.
{| cellspacing=1 width="100%" border=0 class="Season" id="Summer"
{| border=0 cellspacing=2 |
! colspan=15 | <h1>Summer</h1>
|width="180px" Align="Center"| Adventure
|-
|width="100px" Align="Center"| Season
| class="calMoon" | &nbsp;
|width="120px" Align="Center"| Nature of Magic
! colspan=2 | Moonday
|width="80px" Align="Center" | Value
! colspan=2 | Duesday
|width="250px" Align="Center"| GM
! colspan=2 | W'ansday
|-
! colspan=2 | Th'rsday
|align="center"| Black Forest
! colspan=2 | Frysday
|align="center"| Summer 815
! colspan=2 | Reapsday
|align="center"| Ring Lore
! colspan=2 | Sunday
|align="center"| Quest
|-
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
| class="calMoon" | [[Image:moon0.jpg]]
| colspan=14 | <b>[[Beltane]]</b>
|-
! colspan=15 | <span style="font-size: 130%;">[[Meadow]] (1)</span>
|-
| colspan=3 height=54px | &nbsp;
| class=day |  1 || <i>Guild Meeting</i>
| class=day |  2 ||
| class=day |  3 ||  
| class=day |  4 || &nbsp;
| class=day |  5 || <i>White Lotus</i>
| class=day |  6 || <i>Seagate Light Festival</i>
|-
| class="calMoon" height=54px | [[Image:moon1.jpg]]
| class=day |  7 || &nbsp;
| class=day |  8 || &nbsp;
| class=day |  9 || &nbsp;
| class=day | 10 || &nbsp;
| class=day | 11 ||
| class=day | 12 ||
| class=day | 13 || &nbsp;
|-
| class="calMoon" height=54px | [[Image:moon2.jpg]]
| class=day | 14 || ''New Moon''
| class=day | 15 || &nbsp;
| class=day | 16 || &nbsp;
| class=day | 17 ||
| class=day | 18 ||
| class=day | 19 ||
| class=day | 20 ||
|-
| class="calMoon" height=54px | [[Image:moon3.jpg]]
| class=day | 21 ||
| class=day | 22 ||
| class=day | 23 ||
| class=day | 24 ||
| class=day | 25 || &nbsp;
| class=day | 26 ||
| class=day | 27 ||
|-
| class="calMoon" height=54px | [[Image:moon0.jpg]]
| class=day | 28 || ''Full Moon''
| class=day | 29 || &nbsp;
| class=day | 30 ||
| colspan=8 | &nbsp;
|-
! colspan=15 | <span style="font-size: 130%;">[[Heat]] (2)</span>
|-
| colspan=7 height=54px | &nbsp;
| class=day | 1 || &nbsp;
| class=day | 2 || &nbsp;
| class=day | 3 || &nbsp;
| class=day | 4 || <i>Seagate Guildmasters Ball</i>
|-
| class="calMoon" height=54px | [[Image:moon1.jpg]]
| class=day |  5 || &nbsp;
| class=day |  6 || &nbsp;
| class=day |  7 || &nbsp;
| class=day |  8 || &nbsp;
| class=day |  9 || &nbsp;
| class=day | 10 || <i>Seagate Races</i>
| class=day | 11 || <i>The Duke of Carzala's Summer Ball</i>
|-
| class="calMoon" height=54px | [[Image:moon2.jpg]]
| class=day | 12 || ''New Moon''
| class=day | 13 || &nbsp;
| class=day | 14 || <i>Midsummers<Br>&nbsp;Eve<br>&nbsp;(Faerie Day)</i>
| class=day | 15 || <i>Solstice</i> 
| class=day | 16 || &nbsp;
| class=day | 17 || <i>Seagate Summer Fair Day</i>
| class=day | 18 || <i>Seagate Summer Fair Day</i>
|-
| class="calMoon" height=54px | [[Image:moon3.jpg]]
| class=day | 19 || &nbsp;
| class=day | 20 || &nbsp;
| class=day | 21 || &nbsp;
| class=day | 22 || &nbsp;
| class=day | 23 || &nbsp;
| class=day | 24 || <i>The Castellan of Brastor's Summer Ball</i>
| class=day | 25 || &nbsp;
|-  
| class="calMoon" height=54px | [[Image:moon0.jpg]]
| class=day | 26 || ''Full Moon''
| class=day | 27 || &nbsp;
| class=day | 28 || &nbsp;
| class=day | 29 || &nbsp;
| class=day | 30 || &nbsp;
| colspan=4 | &nbsp;
|-
! colspan=15 | <span style="font-size: 130%;">[[Breeze]] (3)</span>
|-
| colspan=11 height=54px | &nbsp;
| class=day | 1 || &nbsp;
| class=day | 2 || &nbsp;
|-
| class="calMoon" height=54px | [[Image:moon1.jpg]]
| class=day | 3 || <i>Day of Death</i>
| class=day | 4 || &nbsp;
| class=day | 5 || &nbsp;
| class=day | 6 || &nbsp;
| class=day | 7 || &nbsp;
| class=day | 8 || &nbsp;
| class=day | 9 || &nbsp;
|-
| class="calMoon" height=54px | [[Image:moon2.jpg]]
| class=day | 10 || ''New Moon''
| class=day | 11 || &nbsp;
| class=day | 12 || &nbsp;
| class=day | 13 || &nbsp;
| class=day | 14 || &nbsp;
| class=day | 15 || &nbsp;
| class=day | 16 || &nbsp;
|-
| class="calMoon" height=54px | [[Image:moon3.jpg]]
| class=day | 17 || &nbsp;
| class=day | 18 || &nbsp;
| class=day | 19 || &nbsp;
| class=day | 20 || &nbsp;
| class=day | 21 || &nbsp;
| class=day | 22 || &nbsp;
| class=day | 23 || &nbsp;
|-
| class="calMoon" height=54px | [[Image:moon0.jpg]]
| class=day | 24 || ''Full Moon''
| class=day | 25 || &nbsp;
| class=day | 26 || &nbsp;
| class=day | 27 || &nbsp;
| class=day | 28 || &nbsp;
| class=day | 29 || &nbsp;
| class=day | 30 || &nbsp;
|}
|}
<br>

Latest revision as of 01:03, 2 October 2018

Scribe Notes

Summary

Adventure: A Walk in the Black Forest
GM: Jim Arona
Season: Summer 814 wk
Night: Wednesday
Level: Medium violent

Party
  • Boris (m) the Orc, Necromancer Scrivener, Embalmer & Coroner played by Mike Haycock
  • Mr Morden (m), long-lived shadow weaver and combatant played by Paul Schmidt
  • Yuko (f), vorpal chef played by Audrey Schmidt
  • Bishop (m) warrior-priest of the wild west played by Jason Stevens
  • Dellith (f) human warrior namer played by Clare
  • Rahne (f) a Spell Blade. Akinrosi (human from Kinlu), E&E, Warrior. Played by Stephen
  • Gard (m) tattooed elder from the dark jungles played by Chris R.
Employer
Vice Admiral Rolland, RN
Mission
Journey to the Schwarzwald on New Terra and rescue a deep cover agent.
Pay
80,000 sp in diamonds + salvage

Scribe Notes

Crossing Victoria

Travel via Kerberoth (to acquire supplies) to the home of Vitri, Lord of Glass in Venice, Victoria.

Two days by train to Paris, overnight then by train to Antwerp.

Hire ship to cross to London, handsome-cab to the station.

Streets and station watched by 'spirit snakes'. We wait in station pub, blending with locals. Patrons are Soldiers and accompanying women, the women all leave about 8:30 and the soldiers suddenly freeze, out of time? about 9pm. A while later a man runs down the stairs into the station and falls dead, poisoned. Shortly a couple of the Lord of Serpents basilisks arrive and throw his body onto the tracks then stay and keep watch - we freeze like the soldiers any time they look our way. Later a trio of Cenobites arrive, we check our mind shields and continue to wait.

A few minutes before midnight we make our move, donning armour, applying spells and then crossing the platform to where the train will come. The basilisks and Cenobites become aware of something happening, Yuko distracts them and draws most up the stairs, the more powerful basilisk stays, assuming high station I encourage him to ignore this distraction and protect his master which he does. The Cenobites have called the Jackals of Twilight and set them to find the intruder and are surprised when the hounds charge past them back towards us. Morden and Dellith engage the previously distracted basilisk, the rest of us add ranged attacks and move to help. I blind most of the hounds with a flash of light, Yuko destroys several, I reach the fight just before the basilisk is dispatched then loudly suggest that Morden remove his mind shield and share his insanity which he had just so ably demonstrated in combat with the basilisk. The Cenobites open a wormhole and leave. We slay the Jackals before their vision returns and Boris seals up the stairs with bones. Then we wait for the train...

The Lord of Serpents arrives before the train, the walls slow him down but he steadily poisons them and approaches. Morden moves to engage and distract him to buy us time to get on the train, we board, Morden approaches death several times as he taunts and attempts to redeem the serpent then breaks free as the train pulls out. We snag him with ropes and magic and pull him aboard.

Aliens in Gotham

The train travels to Gotham on New Terra, the only other passenger eventually releases his death grip on his seat and talks to us. He is from Gotham and was intending to travel to London to get away from the aliens that have infested Gotham but the infestation of serpents in London is just as bad. He know intends to stay on the train as it travels back and forth until one city of the other becomes safer or he starves, and he'll pay handsomely for delivered food.

We rest and prepare ourselves for Gotham, invisibly we emerge from the train and make our way to the streets. We see the insectile aliens everywhere picking off the residents who are steadfastly trying to ignore them, we make our way towards David's tower only to find it's not there.

Dellith spots a Sun Dancer moving through the streets spreading beauty and sanity, they chat and after completing her task by passing two seeds to Morden and Yuko, the Sun Dancer invites the ladies to have tea with her, the men are to wait outside. She tells us that David left a few weeks ago, taking his ship to intercept an asteroid ship that was approach from the orbit of Uranus. The aliens started becoming a problem soon after that. The status of the Lord of the Swarm is unknown. We ask about alternate sources of dirigibles to get to Schwarzwald, she suggests asking the British Consul though getting to him may be a problem.

A local cab takes us to near the consul but won't enter the killing ground around it. Morden purchases his vehicle, we prepare ourselves, then cram in and Bishop drives us towards the gates. We are assaulted by the aliens and fight them off while Bishop drives on. We make it but the cab is destroyed and we have a few serious flesh wounds to bandage up.

We ask for the consul and are met by Vice Admiral Roland who tells us their spy has uncovered important information, they would like us to contact the spy get an update and investigate further. Boris performs a religious observance in the Consul's small cemetery. He will arrange travel documents and an air craft to fly us to Europe, the only issue is that the air field is outside of the city and the city is under martial quarantine. We decline their suggestions of crawling through the alien infested sewers and experimental spring loaded chairs to catapult us out and go with out own plan. Yuko turns most of us into kitchen utensils, Dellith invisibly flies out carrying us - this works.

At the airfield we meet our inebriated Irish pilot and the British aide who is working on our papers. Morden shanghais the aide to incentivise him to ensure the papers are up to scratch, Boris gives the pilot a sobriety draft and we take off. It is a long flight over the ocean with stops in Spain and France (where we leave the aide) before heading for Munich for the beer festival, we bail out of the plane before dawn over the black forest and then make our way on foot to the castle where our contact should be.

We arrive near the village in the late afternoon, Boris performs a religious observance in the village cemetery, a few of us listen in on local conversations at the village pub. In the evening we make our way stealthily towards the castle, now a hunting lodge for holidaying students, and spy through windows until we spot our contact. In disguise I enter and invite him out to come to the aid of my mistress, there we reveal ourselves, exchange code words and he tells us of the activities of a cult that is moving a lot of mad scientists, troops and supplies to the south pole. He would like us to investigate what they are up to. We discuss options and decide the best way would be to go to our pilot in Munich, fly to the Falkland Islands where we'll meet a dirigible to fly us to Argentina where we can hopefully pick up one of the supply ships and follow it to their base in the South Pole. We agree to look into the cult and he returns to drinking at the lodge.

While we have been in this area, Yuko has been able to scent Black Lead which is extremely rare and valuable for its properties against immortals. And we detected a couple of discrepancies, our contact showed some sort of shrouding in his aura and I sense he is of detrimental value to society - not what I would have expected. Bishop reminds us that we met with Admiral Roland both on Alusia and in Gotham and the tasks the two of them asked of us were slightly different. He believes the British intelligence network is compromised and that we are being deliberately diverted away from what is important here and that the Cenobites we encountered in London are probably involved.

Lead Shipment

Morden consults the stars sees the involvement of an old serpent and devilish creatures, and is certain that Colonel Turner is a double-agent working for Britain and the Cult of the Hold Vehm, he advocates immediate murder or at least abstraction and questioning. He eventually convinces a majority of the party to go along with this then sneaks into the Colonel's bedroom, saps him and brings him out. In the forest, Boris examines him and informs us of two foreign objects in his abdomen, then opens him up to show us. One is a crystal radio connected to his heart ad we believe it is set to transmit a signal after his heart stops. The other is a hexagonal shape that softly expands and contracts and is connected to his blood flow and spine. After lengthy discussion and non-invasive investigation which doesn't get us very far, Bishop attempts to disable the radio - a simple process that goes catastrophically wrong, kills the colonel and activates the hexagonal device which opens and reveals or activates a small wormhole. Morden releases his captured Purple Worm into the wormhole. Boris questions the corpse to confirm some of our suppositions. Bishop attempts to move the wormhole which only serves to shred the container and the Colonel's corpse. While considering other options we spot the worm returning, now glowing Cobalt Blue. Morden and Bishop have experience with this sort of thing and expect it to explode shortly after it arrives, devastating a few miles radius.

Morden captures us in his mirror, drinks my potion of distance ignorance and strides off to the south, where Bishop says there may be lead mines. In the hills about 20 miles away, Morden releases us and we take cover as the explosion goes off.

Morden and Yuko take advantage of the effects of the potion to scout around and sniff out the source of the Black Lead then transport us to near it. The mine entrance is fenced with guard towers and we estimate about 600 guards (3 shifts of 200), it appears to be operated by slaves with short life expectancies. We find a ventilation shaft and make our way down, we carefully sneak through the mine, find the working face, carefully extract 5 lbs of the raw black lead, observe a lot of blood from the slaves at the mine face, and then start making our way out after we hear alarm sirens start up. Once outside we observe them loading guards into trucks and driving out, they appear to be responding to the explosion which I confirm by tracing a truck.

We want to trace what they do with the ore so we settle in to wait and soon see a dirigible approaching, it descends into the camp, is loaded with a lot of raw black lead then departs southwards late in the day. With most of us packed up as kitchen utensils, Morden follows the dirigible for a while then leaps on board and sneaks into the superstructure to find a hiding spot.

We hide in the vessel for 12 days while it travels south, stopping 3 ties to resupply. We deduce it is heading to the south pole (Turner was telling us at least partial truths) and Morden sneaks out at the stops in Africa to acquire fresh food and furs for colder weather. At the last stop they also load tonnes of water and fly much lower as they cross the southern sea and the polar ice.

Eventually, in the constant night and lethal cold of the polar winter we come to a lit camp. It is fenced with watch towers but we notice that the fence is Hexagonal as are the towers. Packing us up again, Morden leaps off and dashes into an unlit building before he freezes. The building is an engineering shed but it has a stove which Yuko gets going to warm the room. We watch while they unload, blocks of ice and the ore all going to the larger buildings on the edges of the camp, people heading to the smaller internal buildings. We observe the camp for two days while the dirigible is anchored and then loaded with smaller cargo - presumably the refined black lead. We see frozen figures of disturbing geometry in the stone and Yuko smells hounds around the camp, we guess they are Corner Dogs - hence the protective or containing hexagons. People in the camp don't usually venture outside, enclosed tubes connect the personnel buildings with the manufactories.

We sneak back aboard the dirigible before it departs. As it lifts off we see that there is a layer of ice covering a rocket silo. We deduce it is a weapon to destroy David when he returns in his flying tower, we mention David by name to warn him but decide we need to take the dirigible then return and take the camp to stop them using the weapon.

Taking the Dirigible

We prepare for combat while we wait for the ship to get out of communications range of the base camp then make our way down to check out the cargo. It turns out to be a large amount of refined black lead and some flasks of amorphous water. We take a small amount of lead each and make our way towards the crew quarters.

Stealth and charm work well for us, only the bridge guard resists and is killed in combat. Our new friends turn the ship around to head back to the camp.

Then we find out about the transuranian on board, he senses us coming and combat ensues. We manage to defeat him but Boris is snap-frozen by one of the amorphous water flasks, Yuko manages to rapidly heat him without killing him but a lot of his equipment is damaged.

Rocket Silo

Our crew fly us back to the camp where we circle around and anchor beyond the ridge. Wearing the cold weather gear we trudge to the ridge and over then make our way towards the iced-over pit where the rocket is. On the way we notice that there is an area of magical warmth along the ridge line, this combined with the geography make the area of the camp warmer than it would otherwise be.

At the silo we find an external door and make our way in past store rooms where Boris finds medical supplies and an antidote to a specific disease. Then through an empty control room to the stairs, most of us sneak down the stairs while Morden shadow walks Boris down to cover the other exit. We attack the workers who mostly surrender once the guard and senior engineers are dead.

Investigating we find Corner Dogs in sealed octagonal crates and frozen (disease affected) zombie-like soldiers awaiting loading into the rocket. We also find comatose Blood Wolves connected to a device that seems to have been draining and refining their blood - we take their stock of potions before destroying the wolves with a silver soul sword.

Investigations complete we make a plan to flood the silo with the rocket fuel and ignite it with flares as we flee. We are making our way up the stairs while Morden ad Yuko break open one of the fuel pipes when we hear soldiers coming down the stairs with another Transuranian. Either we're very unlucky or we triggered an alarm somewhere.

Destruction

Morden and Yuko finish their job (finding there was a portal to transuranic space beneath the rocket) and teleport to meet us at the top of the stairs. We charge up the stairs to engage the soldiers as the only other way out is through the entire complex.

The transuranian floats down the central column of the stairs attacking us with mind magic, the soldiers fire cold rays from weapons powered by the amorphous water. We take a lot of damage but recover and slay the soldiers though not before one of them completes his Pure Heart Charm and rips Bishop's head off. Morden and Yuko see our peril and ambush the transuranian with magic which sends his flambé'd body plummeting to his death.

Removing dangerous artefacts and weapons from their bodies we set the flares and make our way out - it doesn't ignite.

Heading back we debate options, Morden find the flight plan of the rocket - towards a secret base on the moon, then we open the other fuel pipes, exit, drop a flare through the ice and flee. The explosion is as big as we could hope and blasts back through the complex too.

Leaving our prisoners to fend for themselves in the ruins we head back towards the dirigible at a rapid pace that changes to hurried shadow walking when we hear howling on the winds.

Safely aboard we fly north. 15 days and several refuelling stops later we arrive in Britain where we conceal the dirigible and contact the Admiralty.

We brief the admiralty on what we know of the Holy Vehm, their base, Zombie-soldiers, the antidote, the moon base but don't mention the black lead or that we have a dirigible. They pay us and share information. We work out that there is a void cruiser in orbit around the moon, probably the one that was crashed into the sea near Gotham a while ago. Somehow it has been repaired and re-crewed.

We then send messages to the Lords of Rings and Metals informing them we have a valuable resource to trade and arrange a meeting point. 3 days later the Lord of Rings arrives, we retire to a private room and tell him of the Black Lead, suggest some targets, and negotiate recompense. Rings tells us of events in Tanuel. A new shadow-maze has formed between the paths of the dead and Tintagel and Ungoliants brood have emerged from it, the Tintagelites and Kerberites have abandoned the Keep of faces to defend Tintagel. Dantalion has taken the keep and has called in Seir who is bringing his two mountains closer together.

We discuss at length how to get the Black Lead off New Terra to where it can be best used - unable to use any Immortal based means of travel and not especially wanting to go through Gotham, Victoria, or Malkuth. We are almost settled on having to take the void cruiser when I realise we could get Yuko to itemise it all to render it safe to handle then the Lord of Rings can transport us all.

Two Moons

The 'cargo' safely packaged and dispatched with porters, we decide to investigate and try to do something about the void cruiser and the secret moon base.

The Lord of Rings transports us to Assirrya where we spend some time, acquire some boots that allow limited survival in the void and a Shuttle Craft that could fly us from New Terra to its moon.

The Lord of Rings then transports us back to New Terra, from there we fly up - none of us have the skill to pilot the craft but Bishop's haunts can operate it for him to some extent.

We fly to the moon but fail to find the void ship for a while - the timing of orbits is an advanced art. Eventually we sight it and discover that it is coated in sufficient black lead to conceal it from the Lord of Rings, significantly increasing it's importance and threat to immortals.

We attempt to intercept the cruiser but whether triggered by our presence or coincidence it starts to fly off making the intercept harder, we try and end up travelling faster than we can control, almost crashing to New Terra, then it's moon before finally making a successful landing (we didn't all die) only a few miles from the secret base. In assessing our state of health and reviewing our plan we discover that was one near-death experience too many for the Lord of Rings and he found more pressing matters to be elsewhere.

The new plan is that we investigate the moon base first. Hiking to the large crater containing the base we struggle with heat as we cross the dusty plane, a precipitous climb down into the crater, and then cold and moving discretely over the sheets of ice but eventually make it into the safety of the base.

Exploring we find the mushroom like buildings on the surface are just the start. Beneath are caves, a cobalt inferno for converting sick slaves into ash-zombies, a lot of Zombie-virus-soldiers on ice, mad scientists, experimental divine fruit trees, and some number of Transuranians living deeper below the base. The Transuranians (at least 3) are in charge. We mess with some plans, abduct with the body of a mad scientist, experiment with some fruit, then hide in Bishop's priests hole to recover.

TOANIFO

We decide the first step is controlling or cutting off the communications, failing to find any connecting tunnels we make our way to the building we entered then across the surface to another that seems most likely. Sneaking in and up we find the radio room, charm the operator then talk about his work. The asteroid ship is due back in 3 days, we mention David's name a lot and the current coordinates of the ship which mean nothing to us but might help him. Our story starts to wear thin with the operator so he heads out to talk to his supervisor, an attempt to knock him out goes fatally wrong. We stage the room to try to make it look like an accident, cover our tracks and withdraw.

We discuss what to do next and realise that if David got our message, his best bet would be to hit the base with something really big around the time the ship (he can't detect) is due. His guilt at our unfortunate demise would probably be brief. As we can't discuss it with him, we decide to endorse his plan then leave. After all Taking off and nuking it from orbit is the only way to be sure.

Hiking back across the lunar ice, mountains, and plain we have issues with cold and climbing but eventually make it back to our shuttle. Outside we see fresh (non-humanoid) footprints around the shuttle but no sign of what left them. Settling in we wait, rest, and heal...

The next day we are disturbed by tapping on the outside of the hull, looking then venturing out we see a giant ant-like creature (Lunar Ant) which turns out to be sentient. We talk to it and find we are in the territory of its hive, it is scouting us out. We learn that the caves under the lunar base used to be theirs until the Transuranians drove them out, the ice on the surface was their water, they want it back. We negotiate to meet with their queen at a later time to trade, they want water/ice (and their home back). Tracking the ant we get an idea where the entrance to its cave is and how deep they are - possibly deep enough to survive a significant assault on the surface.

The next day the ship is due, we see it cruise over and hover above the base, we wait and nothing happens. We wait some more and eventually decide that either David didn't get our message or has a different plan. We don't want to enter the base again as he might just be delayed so we decide to go for the ship.

Bishop haunts the controls of our shuttle and we take off. His control is more challenged this time, things get worse and we eventually abandon the shuttle just before it crashes into a lunar mountain. Dellith's Solar Barque takes us safely out of the doomed shuttle and away from the moon where we abandon ship before it leaves the plane.

Roping ourselves together, Mordin casts Increased Gravity on himself to take us back toward the moon then cuts it out once we're heading the right way at a reasonable speed. We use Spectral Hands to guide our path and slow ourselves as we get closer to the asteroid ship. The landing is fast and rough but we all survive and make our way to an external door.

We can only enter 3 or 4 at a time, our first group heads in and waits quietly for the doors to cycle the others in. But it seems we have set off an alarm, a squad of a dozen Nazi-Zombie-Storm troopers come down the hall towards us, their ranged weapons are deadly so we engage in melee and start to cut them down. We have killed most but are in a bad way by the time the others come through. They step up to the front line and finish off the last of the zombies.

Deal with a Demon

Boris reanimates most of the zombies to serve us and we make our way down towards the back middle of the ship.

Halls run the length of the ship and occasionally cross-wise curving around. Rooms off the halls occasionally, lock-doors several hundred feet apart in the halls. Shafts with ladders connect the levels, we make our way down 6 floors to the bottom of the first ladder. The floors are about 40' apart, mostly solid rock, some are occupied and busy others are lit but empty, some are dark and empty. This level is lit but empty, we make our way sternwards until we find another shaft going down and descend another 6 floors. This floor is dark and empty, we can hear an irregular booming through the ship as we make our way further back. Another shaft and another 6 floors, this one is dim and empty, we make our way back and figure we're close to the centre, we don't see any more shafts going down.

At the end of the hall we come to a locked door, making our way through we find the source of a red glow and the booming, they have imprisoned a Balrog. It speaks to us as we walk around it and calls for our aid, the Transuranians are draining it. We agree to attempt to free it, in return it will not harm us, destroy our common enemies (the Transuranians), and then go home. Binding words are exchanged. We carefully disintegrate the rock around the outer bars which are made of Prime Metal that will explode if damaged. Then crawl in and disintegrate the rock the mithril spikes are driven into. Boris soothes pain on the Balrog (don't want him twitching at the wrong time and killing us) then cuts the spikes out. Eventually it is freed and we're still alive, we wake it up, itemise it to get under the bars, then let it go as promised.

It doesn't slaughter us which probably equates to Balrog gratitude, then turns to smoke to fit through the halls and moves off to hunt Transuranians.

Now the Balrog is gone we can see a blue glow from below, we make our way down to find a 30' sphere spiked (like cloves in an orange) with 128 blue 'coffins'. Each coffin contains a human in a frozen/near-death state and they are linked by something like mindspeech. Inside are five Transuranians casting spells. Morden recalls stories of a Mile-Long Dragon on Westover that could only manifest if 128 people were linked together. We debate a while then decide that we probably can't control it so we should deny the enemy this resource.

Plan A: Bishop wall walks with grenadoes, drops them inside where they do heinous damage then we open up and mop up. We plan the timing carefully and have a backup in case his spell fails. It all goes well until he hits the inner wall which slows him until the grenadoes go off in his arms. Now the Transuranians are alerted.

Plan B: (backup to Plan A) Yuko disintegrates a hole in the sphere and we pop the grenadoes in with a bone construction shield to minimise blow-back on us. Except her spell fails.

Plan C: Boris' Zombies tear coffins out to make holes and we fire everything we have through the holes. This mostly works, the backup grenados get put out by the Transuranians but the backup-backup last Grenado goes off and sets off most of the backups. Unfortunately the mind mages have their shields up to take most of the damage. We shoot them with the Nazi guns and spells, they assault us with Phantasms which nearly kill Dellith and are occasionally met by Counterspells, we prevail, finishing off the last couple in melee which nearly gets Morden killed.

The Singular Spine

Travel up spine of ship, looting, discovering use of Singularity within substance without form and form without substance. When we reach the bridge we find the crew are dead and so is the Balrog, succumbed to its wounds. We estimate about a quarter of the 4,000 (approx) Transuranians were killed by the Balrog. We loot the crew, raid the captain's treasury, and dissect the Balrog.

New Terra Firma

We try to blindly control ship with Telekinesis without the intended success then chat with Dragon. It knows it's end is coming, it wishes to experience beauty before it dies, I convince it to set course for Jupiter to observe its atmospheric effects. Then we set up Zombies with the Prime Metal bars to expose the singularity and destroy ship en-route (after we've left). As we are making final checks we are surprised by a force (Transuranians & giant spider with mounted siege weapon) trying to re-take the bridge, we set the Zombies to their task and Yuko transports us to Tierra del Fuego.

Rest up for a day in a nice hotel then set flight north the next evening.

Land near a coastal town, walk in and catch the morning train north.

Two weeks north by trains to Texas, visit observatory and convince them to keep watch on Jupiter. On schedule we see the effects of something like the singularity impacting the red eye of Jupiter.

Stay in Texas for 8 weeks training then 7 days travel to Britain to report into the admiralty and recover our dirigible.

Unable to contact the Lord of Rings to get transport off-plane we fly our dirigible back to near Gotham, and release the crew to establish Bishop's new freight company.

Infestation and Disease

Teleport to garden chapel of the British Embassy in Gotham via Boris' Grave Circles. Invisibly sneak through the streets to the vacant site of David's tower and the nearby department store. There may be people still alive and hiding but it seems the Lord of Swarms and his Aliens have taken over the city.

Twice around the ground floor (ladies and menswear) before we make too much noise and sense something moving; up a floor (lingerie) where we sense movement too so up again (art?) which has good visibility so we circuit a couple of times before continuing up. Several more circuits and floors (home wares, bathrooms, cafe) staying just ahead of the prowling aliens. On our eighth circuit we cut off by two patrolling aliens, freezing slows them down and we manage to take them out fairly quietly. We ascend to the jewellers for our ninth and final circuit, we make it a third of the way around before six aliens corner us, abandoning stealth we engage them with all we have, taking significant damage but surviving, quickly looting, and then running to complete the circuit which we do just before larger aliens arrive.

We emerge in a corner of Bunker 12 on Malkuth, people are walking the avenues but they are all suspiciously similar. Masked guards watch over them. Invisibly we start exploring trying to find Apocalypse Cafe without talking to anyone or interacting with systems that are probably monitored. After a while Boris tells us millions of people have died here recently (within 3 months) and we realise that Legion - the plague on this world is loose in the city. We race for one of the external air locks, make use of a decontamination chamber and then don the protective rubber suits. Back into the city we spot one of the Lord of Similarities accompanied by Mr Hiss, we debate ambushing them on the spot but decide to secure our exit first, we search the city centre but can't find the cafe. Morden resolves this dilemma with a trump and we find the cafe which is heavily guarded.

Establishing a safe house near the cafe, Yuko creates a recall point, we come up with a plan to attempt the execution of Sims and Hiss from surprise then make our way back to a decontamination chamber to prepare potions that we can't safely drink in the exposed areas. Then back out to hunt our targets, while searching clues add up and we realise that this place is all one big trap for Sim's enemies - time to just leave.

Back to our bolt hole then we sneak and shadow walk into a building adjacent to the cafe. We plan to seal ourselves into a back room and disintegrate our way through the wall under cover of a silence.

One Step Back

We talk more about the set up of this trap and the more we discuss it the more we convince ourselves that attempting to use the cafe nexus would be a bad idea. Our alternatives are to hike or fly across Malkuth to Bunker 7, formerly the home of Marc which has a nexus to Feralie; Hike/fly to the Garden of Eden at the centre of the clock mechanism and exit there to the abyss; or back to Gotham. Yuko mentions she has a potential house she could establish which would give us access to an astral gate, preferably not on Malkuth but potentially on New Terra. Bishop suggests that we could ask the Lady of the Lake if we could use her Astral Gate and she may have a nexus there too, she has a house at Vinyasa (northern India, New Terra).

We decide on returning to New Terra.

We sneak back to the New Terra nexus and complete the 9 counter-circuits and find ourselves back on the top floor of the department store facing an Alien Queen and a dozen minions. We shield Yuko with our bodies and hit them with everything we can while she casts her recall to get us out of the city. Morden with the Queen and one of her minions captured in his mirror.

We pause in the village graveyard outside Gotham to check our status and ensure nothing is following. Morden notices a Medeanite witch moving through shadows across the line of our recall, she notices him noticing. Dellith has become infected with Legion, Boris is unable to immediately cure her, we itemise her until we can get a cure.

We fly to the airport near Gotham that we flew to Europe from, radio our dirigible to organise pick-up then wait a day for them to arrive. Most of a week to northern India where we disembark and respectfully approach the Lady's house. She's not home so we walk to one of her lakes and call her by name. When she rises from the lake and greets us we tell her all we know of what we have seen and done. She cures Dellith, shares some news with us, blesses our blades, answers some questions and bids us to leave via Victoria as she needs to know what is happening there.

The Lady of Souls has gone to the Abyss to meet her end. She is a Questor for the transition of souls.
Bishop acquires the ITN of Similarity's Named Demons.

Bishop places the remnants of the Abyssal Book in the lake of sorrow. We drink from the lake of hope then recall to the village outside Gotham.

We successfully bone circle back into Gotham and sneak through to the train station. We decide not to wait for the train, walking the tunnel instead so we won't be arriving on the train's schedule to be met by Serpent's minions. At the nexus transition point we find the tracks have been warped and twisted by 16 years of time - no trains can pass through here. NB Rings We stop, rest, and heal for a day. Yuko puts down a recall point. Then we continue to Victoria. The station platform is empty except for ghosts of WW1 soldiers. As we make our way up we see people entering the station and coming down the stairs but they are oddly distant from us and fade out of sight. We make our way out to the street and down to the docks as fast as we can then board a ship for Venice. As we leave we observe the river runs through the city in ways it didn't before and work out that London of Perfidious Albion has been overlaid on Victorian London.

Nine days aboard ship to Venice where we visit the Lord of Glass and then use his Astral Gate to the Abyss, a week across with Shadow Wings and home to Alusia and Seagate around the end of Autumn 815wk.

Buffs & Mil Sci

Long Term (assumed always on)

Magic (caster) Rk Effects Dur Bi Bo De Ga Mo Ra Yo
Y Y Y Y Y Y Y
Greater Enchantment (Ra) 17 +18% on all of (R)esistance, (M)agic, (S)kills & Stats, (C)ombat Season Y Y Y Y Y Y Y

Short Term

Magic (caster) Rk Effects Dur Bi Bo De Ga Mo Ra Yo
Protective Scales (Bo) 14 Absorb 48 physical damage 24 min
Wraithcloak (Bo) 12 20% Def +13% Stealth -4 dmg 6.5 hrs
Enchant Armour (Ra) 10 +22% Def 2ap vs Phantasms/Nightmares 5.5 hrs
Enchant Weapon (Ra) 10 +11% SC +5 Damage 15 minutes

Spell Racks

Standard contents of spell racks:

?
?

Watch Order

1 2 3 4 5 6 7 8 9 10 11 12
Dellith Rahne Boris Dellith
Bishop Gard Morden Yuko

Marching Order

Plans

Awards

Experience

Bishop Boris Dellith Morden Rahne Yuko
42,666.25 46,212.5 49,840 46,393.75 52,293.75 50,812.5
After the Loot Auction:
44,111.25 45,557.5 46,885 44,313.75 57,978.75 49,407.5
Income (less expenditures):
102,915sp 68,760sp 8,460sp 127,215sp 31,365sp 43,335sp

Bishop's Award
Boris' Award
Dellith's Award
Morden's Award
Rahne's Award
Yuko's Award

Treasure

Treasure Master List

Item Qty Effects Bi Bo De Mo Ra Yu Used
Consumables  
Potion of Strength of Stone 8 EN Buff 8
Amorphous Water Balloons 35 Hyper-Freezing Grenadoes 5 4 4 4 4 5 7
Cobalt Chaos Grenadoes 3 3
Potion of Greater Healing 15 Heal 3rD10 + 12 EN & 8 FT 3 2 3 2 3 2
Refined Wolf Potions 24 4 4 4 4 3 4 1
Counterspell Potion 3 Branch Counterspells 3
Phial of Poison Inversion 6 Invert Poison effects 1 1 1 1 1 1
Sanctuary Potion 1 Contagious Honour 1
The Suspension of Fire upon Water 17 Rk 14 2 2 7 2 0 2 2
The Consummation of Fire and Water 24 Rk 14 3 3 3 3 3 3 6
Yellow Potions 20 Heal 2rD in Mil Sci Timeout 2 2 2 2 3 2 7
Blue Potions 13 Awaken/Unstun 2 2 2 2 2 2 1
Mind Healing Potions 12 Heal 22 damage 2 2 2 2 2 2
Kline Bottle Potions 2 Contain FwS 1 1
Poisons  
Blade Venom of the Marsh Cobra 3 Halve PS, MD, AG, EN. 3
Bullet Venom 4 D10/pulse x 3 4
Other Consumables  
Raygun of Cold 4 Rk 15 Cold Ray, uses A.Water 1 1 1 1
Nazi Zombie Anti-Virus 36 Used 1 each. 26 10
Pure Heart Charm 3 x10 PS for 15s. 3
Balrog Teeth 26 Rk 20 Wall of Flames 4 4 4 4 4 4 2
Weapons Bi Bo De Mo Ra Yu Used
Luger 6 Single shot 1 1 1
Mauser 4 Multi shot 1
Dusk Blades & Sheath 1 3 throwing blades per dusk. 1
Viridian Wing 1 As Main-Gauche+ 1
The Bonesaw 1 Healer weapon 1
Itemisable Octohedrite 27 lbs Itemised Weapon blanks 5 5 5 5 7
BoH Octohedrite 15 lbs Weapon blanks in BagOfHolding 15
Balrog Fork 1 Staff/spear 1
Balrog Whip 1 Whip 1
Balrog Claws 8 Throwing Knives 2 2 2 2
Balrog Spurs 2 Daggers 2
Armour  
Balrog Scale Shields Buckler/S.R/L.R +1%/rk 1 1 1 1 LR 1
Fur Coat 3 1 1
Snakeskin Leather Jacket 1 3 lbs 7 AP 3 MagProt 1
Three Star Robe 1 7 Mag Prot +3 MA 5% MR&Def 3 blades 1
Miscellaneous Bi Bo De Mo Ra Yu Used
Balrog Sinew 1 90' rope 1
Balrog Eyes 2 Crystal of Vision +Fire effects 1 1
Hypercube Oven 1 Oven & Elemental 1
Transuranian Pocket Robe 1 10 pockets 1
Transuranian Belt 1 Reduces weight to 1/3rd 1
Crown of Mentacles 1 1
Crown of Telepathic Mentacles 1 1
Telepathic Enslavement Crowns 5 1 1
Severe 1 Compel for pass actions 1
Crane Embroidery 1 Crane Transformation 1
Blank Phylactery 4
A Stone from a Plover's Nest 4 1 3
Coffin Nails 11 Dark Scheming 11
Mastermind Cigarette Holder 1 Dark Scheming 1
Cigarette Case 1 Protection 1
Mithril Spikes 6 lbs 1 1 1 1 1 1
Mithril Pins 6 lbs 1 1 1 1 1 1
Prime Bars 9 Bars of explosive Prime Metal 9
Crystal Spell Rack 4 +2WP vs Mind 1 1 1 1
Jewellery Bi Bo De Mo Ra Yo Used
Enhanced Amulet of Luck 1 1
Enhanced Amulet of Amethyst 1 1
Enhanced Amulet of Diamonds 1 1
Enhanced Amulet of Carbuncle 1 1
Enhanced Amulet of Aquilegius 1 1
Enhanced Amulet of Elder Flowers 1 1
Enhanced Amulet of Hypericum 1 1
Ring of Protection 1 -10 MR dm, 7 AP / pulse ablative 1
Equestrian Brooch 1 Mounted bonuses 1
Eclipse Brooch 1 Eclipse aspects 1
Lore Bi Bo De Mo Ra Yo Used
Abysmal Travel 1 1
Damage Squares 1 1
Abysmal Strikes 1 1
Morph Lore 1 1
Power Words 3 Speed, Vitality, Spark Vit S&S
Sun Dancer's Candle 1 Sun Dancer Skill 1
Incantations Bi Bo De Mo Ra Yo Used
TK - Triple Strength 2 2
TK - Enhance Rank 1 1
TK - Shield Bearer 1 1
TK - Unseen Servant 1 1
TK - Remote Sense of Touch 1 1
Hypnotism - Suggestion 3 3
Hypnotism - Forget 2 2
Phantasm - Improved Damage Capacity 2 1 1
Phantasm - Enhanced Damage 2 1 1
ESP - Mind Sense 1 1
Mental Attack - Multi-Target 1 1
Mental Attack - Mind Blast 1 1

Calendar

Summer

  Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Beltane
Meadow (1)
  1 Guild Meeting 2 3 4   5 White Lotus 6 Seagate Light Festival
7   8   9   10   11 12 13  
14 New Moon 15   16   17 18 19 20
21 22 23 24 25   26 27
28 Full Moon 29   30  
Heat (2)
  1   2   3   4 Seagate Guildmasters Ball
5   6   7   8   9   10 Seagate Races 11 The Duke of Carzala's Summer Ball
12 New Moon 13   14 Midsummers
 Eve
 (Faerie Day)
15 Solstice 16   17 Seagate Summer Fair Day 18 Seagate Summer Fair Day
19   20   21   22   23   24 The Castellan of Brastor's Summer Ball 25  
26 Full Moon 27   28   29   30    
Breeze (3)
  1   2  
3 Day of Death 4   5   6   7   8   9  
10 New Moon 11   12   13   14   15   16  
17   18   19   20   21   22   23  
24 Full Moon 25   26   27   28   29   30