It Came From The Depths: Difference between revisions
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:C9 is an '''alchemist lab''', labled with unknown language, find true form potions 1 each | :C9 is an '''alchemist lab''', labled with unknown language, find true form potions 1 each | ||
:items and '''books''', find '''haversack''' in the corner, '''wayfinder''' something dated with initials SC | :items and '''books''', find '''haversack''' in the corner, '''wayfinder''' something dated with initials SC | ||
:'''knoted rope''' | :'''knoted rope''' can give commands | ||
:a '''green elixer''',a plain wand carved with leafy, '''ring''', harp, brush | :a '''green elixer''',a plain wand carved with leafy, '''ring''', harp, brush | ||
:'''ring''' looks like metal feather curled into itself, '''ring''' with wave pattern | :'''ring''' looks like metal feather curled into itself, '''ring''' with wave pattern | ||
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:fly back to guild | :fly back to guild | ||
:get checked out, true formed | :get checked out, true formed | ||
:end adventure | |||
===Day 3=== | ===Day 3=== |
Latest revision as of 08:04, 27 February 2024
Adventure: It Came From The Depths
GM: Keith
Session: Summer 824
Night: Tuesday 7pm
Location: Online
Level: Medium+
Party
- Sabastian - Terry
- Uzi - Zane
- Seraph - Connor
- Tulip - Tricia
- Lim - Bernard. May lose some nights to shift work or Christmas.
- Ashe
- Lizette - Dylan
Employer: Spica Capella - Aventi Arch Magus in Sanctuary at the western end of the Coral Sea. Located south of Pasifika on the Zeylandia Plateau
Mission: Investigate Strange Goings Ons In Aventi Country
Plane: Alusia
Pay: 20sp per day per person, reasonable expenses and Loot (there's bound to be some. Right?) and 35,000 sp
Days on Adventure: We'll know when we get back
Job Description
Somewhere to the South West of the Coral Sea is the sunken area where the Aventi came from. In Sanctuary, some of the Aventi family groups, who moved there have, over the last few weeks, transmuted into strange aquatic humanoids, which DA as 'Ulat Kini' and swam off back to their aquatic homelands. They seemed to be under some sort of trance as they left as they did not acknowledge anyone as they left. DA's seemed to indicate they were under some sort of compulsion. Aventi that followed them, noticed other groups joining this exodus, all similarly transformed and heading towards an eldritch green mist shrouded area, that emitted a strong feeling of dread as well as a Forbiddance against any other sentient aquatic species. So Arch Magus Spica teleported to the Guild in order to seek help from non-aquatic adventurers. It is feared that all the Aventi may be affected by this over time and she wants it stopped.
Astrology Reading
The island is covered in purple fire and shadows, I fear it will destroy us. The Tridents grow eyes and watch for us to all fall asleep, fools them, for I do not sleep and outwit them.
Of note by Lim. See previous adventure that is likely related.
Coral_Sea_Colony
Scribe Notes
Party
Uzi, Leader and Mil Sci Orc e&e (what can go wrong?)
Lim, wood elf, master alchemist, potion mage, ranged damage, celestial
Sebastian, hobbit, crafter, rapier & maingauche, high level celestial, wings, blackfire, darksphere, binder, Rnk 20 Heal?
Seraph, Namer, not front line, counter-spells (Rnk 6), picks locks
Ashe Willowberry, wood Elf, military and hits things, mil sci, earth mage, good DA, beast master, healer
Tulip, Scribe elf, earth mage, not front-line, controls animals
Individuals Encountered
Spica Capella is an (Aventi) a form of aquatic human (have gills)
(white hair, arch-magus of pacifica region, dancer) she not from this plane, due to a magical accident
Vydia wife to Spica, siren mermaid, mayor of pacifica region (dark purple tail, brunette)
Melody is the Aventi daughter of Spica (blue hair)
Harmony is mermaid daughter of Vydia (lavender tail, blond), is a bard, they have tail to legs spell
Kierl is king of Merfolk who have dominion of the whole area, rules from Atlantia
Ursula is Kierl's sister, can do mind shield, Shriver and Necromancer (black tail, white hair)
Ariel is their daughter and heir who rules Coral Sea and Zeylandia, Celestial Star mage, master MilSci
Aquana is the older daughter but she become an adventurer and abdicated, Bard (orange tail, blond)
Day 1 2nd of Meadow
Spica Capella comes to guild
they have a problem in that there are Aventi who are mutating into Ulat-Kini also called colloquially Skum
problem is that they got up and left, and seemed dazed, they were coherent until few days ago, originally they thought it was a disease, about 30 people are effected, first happened about 3-4 weeks ago
on investigation their generic true name is changing, guild security says there is a threat there, someone is tinkering with them at genetic level
otherwise there is some activity around deeps, horrors
origin story of Aventi is that their continent sank, humans prayed to gods and were turned into mer-people, or they were created slaves of the Aboleth ( high level mind mages, expert illusionists)
we uncover that this kind of thing may have happened in the past, so need to look up info in the library
previously something similar happened on contact with the slime of Aboleth but this if much more widespread and without the slime, the only known local Aboleth has been eliminated (see Coral Sea Colony adventure) Standard Aboleth are creatures that extrude slime with transforms land victims into water breathers and mindless servants
the transformed people walked into a mist shrouded area, which is warded by a Forbiddance, those Aventi unaffected bounced against the barrier, which seems to forbid aquatic sentients, orca and dolphins did not get through
we spend evening preparing to portal out
- Uzi-provides everyone with a stuffed mouse to enable location
- Sabastian-provides linked life force
- Sabastian-all have Rnk 20 witch sight
- Uzi-provides all with Rnk 20 greater
- Uzi/Sabastian-provides all with permanent lesser
Day 2
next morning
- we all get water breathing 16hrs
- all have Rnk 20 water breathing potion
portal out
goto library find Melody there being assisted by a 'fairy' (lykarian azata), do research
goto hospital, Vydia and Harmony are there Harmony doing bardic ritual to sleep the Aventi that are being transformed
could be the effect is transferred over telepathy, mind-spell like, so to protect we would need mind cloak on all Aventi, difficult!
effect is coming from the west, DA and find out it is a curse, around rank 42, duration-permanent unless countered
the physical transformation is a week, mental effect starts earlier, total 8 days
Lim sets-up to try to try remove curse
loud family argument ensues
we look into getting range of items/spells to protect which Ursula provides
- 2 pearls of Aboleth increases the wearer's Magical Resistance by 10 to any attempt at magical control, charm, compulsion, coercion, or possession. Should this magic be performed by an Aboleth (or any Horror) this increase is doubled to 20. In addition, should if it becomes the possession of a Controlled entity that entity gains a new Magical Resistance vs Control with the above bonuses.
- 5 each of Rnk 20 mind special counter (a message is sent to initiate production)
- 18 mind-shield Rnk10
- 30 waters of healing Rnk 20 (5 each)
- 5 potions to increase will-power +2 Rnk 7 herbalist
- Spica provides amulets to 2 earth mages that allow us to function not in contact with earth
there is some thought that the mind effects follow an inverse square law
we rest the Aventi have air filled residences on top floor
discuss summoning of aquatic animals, sea-cats (but at 3 sisters) octopus
underwater breathing works on land animals (Buz the dog)
Uzi finds out he shouldn't just pee in the water
Sebastian does some linking life force
Lim provides everyone with squeezable potion bottles, ,green healing, purple restorative, blue strength
prepare to explore, arm up(see the standard buffs below)
- all waterproofing, protection from cold, buoyancy, water breathing etc
- all witch-sight, armour earth, strength of stone, etc
- all Rnk +5 sailor
plan to use boat as an Aventi base
need to consider potential for controlled people to attack us
Rnk 32 shadowings fly (11-39 mph)
fly out and send crystal balls into mist to take a look, one shows an eye, then reaches full duration
9 Mi-Go (Horrors -agent of destruction) come out and attack
- we prepare, they appear to be multi-dimensional and are hard to focus on, require 2*WP to target
- Sebastian blasts one, which goes into a dive, and is eaten by Tulips animal growthed shark
- One flys through walls and attacks is pounded and finished off by Tulips shark
- Sebastian has 4 walls up which are doing very well, especially the fear rolls
- Find out they are animated flying plants, have 4 claw attacks
- They turn and flee
- DA one of plant bodies Mi-Go dark aspected, no collage of magic, plane of origin Yuggoth, trans-dimensional
- look inside, leaf like leaves, sap like blood, body formed of vines, head has structure that is a clump of small fibers that radiate through the body (brain), has no eyes but sensory organ, glaive like appendages
Human, woman flys in (Lizette from court of Brandenburg) with red hair and a note on a lanyard around her neck, she is from Aqualina, she is a Namer, healer, can banish, curse removal, can tank, sling/sap main weapons
We investigate the wall of mist
- forms a dome 8-10 miles high, flashes of lightening, deep purple colour further go in
- close to but not necromancy, effect on humans on going through cloud is draining, 10s of FT a round. Necros special (+30) to resist. Effected the shark, which shows it works underwater.
- Forbiddance is a little further in 5ft.
- Sebastian flys in, finds out its 3 miles wide, 3 magic and 2 flight checks required
- There is an island another 7 miles in and at least 50 Mi-Gos, purple greenish light
- cove and black sand beach (rock with writing on it) and path, surrounded by a cliff, at tope seems to be old civilisation (buildings, roads etc) graceful spires, some broken towers appear to be in "orbit" around the island and pyramid in middle, beyond pyramid is a dome with a broken tower,
- see giant lobster for an instant (Chuul) which turns into shipwrecked sailor who is waiving, mind effect save, to disbelieve illusions. Not control or compulsion.
We ride a wave in,
- there is a pink patch which is full of jelly-fish which we skirt
- large kraken behind us, from Alusia,long lived sentient, all tenticles miss us, kracken is being controlled by mind mage, we leave it behind
- on the beach a large rock covered in graffiti, within 10ft of rock need to do a resistance check, the stone drops memories directly into mind, DA magical enchantment, sleep
- see giant lobster tracks that lead into a cave
- actively resist being mentally "tickled" by telepathy, drink mind shield potions (last rnk hours)
land on the island
- sheer cliff, 30m high, climb up with rope, work our way along an old "Roman" road through a forest, looks like someone has taken a chunk out of the landscape
- failed save get webbed feet/hands and knobly, unique magical minor taint, usual ways removing will not work. Constant barrage magical effects
- lay down some mind special counter vs transformation (only last about 24min)
- think about flying inland, looking up we see a
- "Dementor" flying past, looks like wraith, GTN Cloaker, college illusion plus other spell like effects
- on balance we decide its better to fly inland
Library
- on the way see building B2 on map, collapsed crystal dome with large shards in the ground
- move on to look inside, is a ruined library
- evidence of preservation and indexing magics
- there are metal plates floating around the room
- "merlyn" is written on plates, apparently outermost planet of solar system which appears/disappears, some elvish writing suggest it is passing in and out of Alusian plane, we think this is a link to the plane of merlin
- see tracks up to some of copper plates that are degraded
- then see some insectoid, small dog sized creatures, heading for the person with most metal, DA is light aspected, rust monsters
- this plane is Alusia "with a subscript"
- we fight them and win
- roll MR for taint 2 more people get a minor taint??
Conversation with will-o-wisps
- we get ready to explore more and are surrounded by 8 will o'wisp
- DA college none, aspect light
- we talk with them, find out that the taint makes you into a servant of the great old one
- great old one is waiting to be summoned, but his servent is here on other side of the island, and driving the taint,
- we need to kill him to release those already transformed.
- Need also to destroy the amplifier, which is in the observatory B7.
- Old Orrery master wears the old amulet of Aulis? which is needed to shut down Orrery.
- Amulet is needed to shut down the wards Old Orrery master is now actively helping the servant.
- The astrologer was consumed by the beast in the ever growing tower, B3. First need to speak to the elder things, in the quick-silver graveyard, B4. Will-o-wisp gives us directions.
- B5 is the aquarium where exotic creatures from the sea were kept
- so plan is to go B4 (talk elder)-B3(recover amulet)-B7(shut down orrery)
- will-o-wisp disperse
Move on
- our GTN is changing human with subscript "deep one"
- effect is getting stronger and stronger the closer we get to the center
- same thing happening to others
- climb up the wall that encircles center make our way to the graveyard
Quicksilver Graveyard
- 7 pools, growing out of each pool is an "elder thing"
- quite large, wings, fingers, eyes on stalks
- highest ranked skill philosophy
- college, mostly mind
- empathy, they are in some kind of hibernated state
- stacked humanoid corpses, with hands folded
- coppery plaque writing in same ancient elvish language
- 3 inscriptions are burnished clean, proper names with ascriptions
- one of which Ossoryol, Master of Lenses & Optics
- need to perform a summoning ritual, reach into the pool and summon the person by name
- activate "recordings" obtain information/skill on how to operate the orrery
- +20% to operate Orrery, identify the location of missing Orrery lenses in tower B8
Growing Ruin
- spire keeps dropping shale, there is an opening at the base
- 4AG every round or be cut by falling shale
- send eye in to check out cave
- Uzi is turning down a drink! (of Lizzete's blood) with goblin grog, Uzi relents and agrees
- find non-sentient lizard inside, cannot control it as it is already controlled by the aboleth
- strategy to attack creature, giant lzzard with a large multicoloured neck frill
- we feel like something is watching us, blue glowing will-o-wisp in witch-sight
- wizard was eaten by lizard
- we prepare, entangle, many walls of light/dark, and make short work of lizard
- we search tower thoroughly
- Uzi eats the lizard scat
- find a horn (bugle, magical, nature:obscurement)
- butcher the lizard, steaks, drumsticks for food, find lizard has been eating chuul
- take claws, teeth
- cut off the colourful ruff
- find cyst and extract amulet
- amulet not cursed
Aquarium
- sheet water flows from central pool, up walls to fall from domed ceiling, reverse floating in it is a bubble, mosaics on wall
- something large with tentacles moving in there, sphere turns black, from ink, octopus attacks we defeat it
- find decaying ulat-kini, with magical cloak (mind, broach to activate, command word, transformation into a manta ray), magic potion (transformation, water) and scroll case, not trapped, find scrolls, 2 scrolls of freedom of movement spell, to ignore restraining conditions
Move on
- B6 has a tunnel being dug to the center pyramid, lots of ulat-kini are being compelled to dig
- party goes unseen and walks the long way around not to be seen by the diggers
- carrying Amulet
- see some dark shapes in sky flying over us, more than last time, look like they are looking for intruders/dinner, feel fear/despair aura from them (Dementor)
- few specters/ghosts wandering around
- feel something scratching at our mind cloaks trying to get in
Orrery
- get to the orrery, circular room (200m diameter) with crystal ceiling dome (60ft high),
- the orrery in the center shows our star system, looks to be an accurate representation
- furthest one out "merlyn" is glowing a very dark purple
- glyphs are floating about some are dark (broken, deactivate) others are deep purple (DA amplification)
- many wards bouncing about
- there are some bits missing, someone has sabotaged the orrery to stop us from fixing it
- the top of one tower is processing (and tumbling end over end) around the orrery, in the orbit it goes underwater
- at one point it comes within 10ft of ground
- orbits every 10min, if we miss we get dragged into magical air currents
- we jump on and access the internal rooms
- find racks of lenses and spare parts
- 1/2 m lenses, electrical damage trap 4D10,6D10
- we take 3 lenses and fly back
- need to cross floor of orrery which is covered in moving damage spells
- 5ft diameter fire/cold/electrical/acid
- person with amulet (Sebastian) is not effected
- Sebastian is attacked by 4 phase spiders, combat, we kill the spiders
- Sebastian fits the new lens
- +20 for listening to ancients, +20 for the amulet
- knock the amplification spell out, we still feel it but it doesn't go much beyond the island
- now starts pulling in starlight and creates a focused beam which can be directed to the amplification glyph which is "turned off"
- everything settles down and orrery is in balance
- get poison sacks and fangs (from 4 phase spiders)
- we hide the other two lenses
- whispering message saying it was starting to effect Neri.
Pyramid
- now go to where they are digging
- the channel goes towards a reverse pyramid in the middle, the channel is turning into a tunnel
- looks like they will need to flood it
- the guards are "deep ones" and are also controlled, some are heading towards the observatory
- true form would bring them back to their original form
- pretty sure there is an abolith under there
- find an entrance between 2 pools that are full of stagnant water
- find armour made from prehistoric armoured fish (GTN=Placodermi)
- find 6 potions e&e featherfall
- there is an illusionary wall, resort to feeling around and find a large iris opening
- 10 ft shaft that drops 90ft into a large spherical chamber, 30ft high
Down the hole
- 6 of us take potions, Lim & Ash levitate, Sebastian climbs
- throw a light down, 3 tunnels, 1 with water, 2 dry
- Sebastian scouts down the shaft, finds and hides in a hole above the cistern, sits and casts magic from there
- there is a pool with large creature 20ft long, with tail and frills
- highly probable the sea serpent is under compulsion, there is very little to eat
- land an run on top of water to stand on a landslide into the pool
- we attack, spec grev the sea serpent 3hex, it looks like it should be down but something is holding it "up
- 3 other monsters "snakes" appear
- sea serpent monster attacks uzi from behind, he kills it, pushes his tree-trunk quarter staff through one eye, the brain and out the other eye
- everyone attacks remaining 2 snakes, kill them, successfully harvest 2 of electric organ of 2 of eels also take eel meat
In the tunnels
- there are 3 exists 2 are blocked by rock falls, we take the southeast passage, which gently slopes upward where the water is shallower we find two grey oze and Sebastian blackfire them
- we find a cavern full of people recent slaughtered, these are the transformed people we are trying to rescue, but this is an illusion!
- keep going, then hit dementor monsters
- everyone needs to make fear checks, we kill them
- find a skeleton with a magical silvered spear DA as bane against aberations, horrors
- see an ulakini, but DAs as chuuls, projecting an illusion, kill it by walling it in with a phantasom
- progress and find another hollow with another chuuls,
- we harvest the skin/chiten of both chuuls for armour
- find a fist sized red gem that is warm and glowing, DA summoning magic, not cursed, summons fire elementals
- move on find a small metal urn, preservation magic, cannot read writing on urn
- following the tunnel around the ground slopes down into water
- we come to ulatkini who are building a trench, there is a wall that is growing as they dismantle it
- the whole underground network is a large trefoil
- the creature brushing against our minds is now very strong
- the ulatkini pepare to attack with their digging tools
- an aquatic mage casts lightening bolt through an eye, multiple times
- we take 2 down and 3 flee from fear, ashe and tulip chase and take down along with the aquatic mage
- we also detect the abolth moving, banging on bound walls
- it breaks through onto prepared ground (mind special counters) and the party is prepared bracketing it either side
- abolth is determined to be light aspected, it goes down, it has a red gem embeded in its head
- red gem is magical, 2" long, looks like a spindle, nature of magic, sustinance
searching for loot
- C9 is an alchemist lab, labled with unknown language, find true form potions 1 each
- items and books, find haversack in the corner, wayfinder something dated with initials SC
- knoted rope can give commands
- a green elixer,a plain wand carved with leafy, ring, harp, brush
- ring looks like metal feather curled into itself, ring with wave pattern
- skillet and spatula, dark green cloak, dog collar
- found another wayfinder, something dated with initials SC
- roll of pure blacksilk cloth, glass rod, the mage wand made of copper with blue onyx stones
- make a crystaline book tree, transfer books to the tree, books on history, astronomy ...
- iron stone in head of the abolith (same as red gem?), amulet silver set with green jasper, :travelers crystal ball, trident blades emposed in silver
- healing potions, wearing 2 pearls, torn red robes,
- blue bottle potions styalised wings,white feather, wand, 2" diameter crystal sphere
- lots of coin 11,000sp,
- collect small box from several rooms back
the return
- there is a ship just outside the exclusion zone,
- we get a wispering word, shield is breaking up, we send a message back via sending stones
- will-o-wisps extract life force and dissapear
- go back up, avoid flooding the tunnels
- the purple sky starts to dissipate
- test potion on a child, turns back into an aventi
- spika teleports onto the beach, she calms the people, 216 innocents, get them on the ship
- the land/structures are starting fo fade away
- we do a rapid survey and grab/loot of the other sites on the island
- loot cooper scrolls from library
- get the spare lenses
- all get on the boat and watch the island disapper
- see large black depression in the water, tentacles come up and pull the island down
- bardic divination by Harmeny on a villager, looks like they will be ok in a week or so
- one of the wayfinders turns out to be spicia's she takes it are offers its value into the loot split
- fly back to guild
- get checked out, true formed
- end adventure
Day 3
loot
Growing Ruin
- find a horn (bugle, magical, nature:obscurement)
- take claws, teeth
- cut off the colourful ruff
- extract amulet
Aquarium
- magical cloak (mind, broach to activate, command word, transformation into a manta ray),
- magic potion (transformation, water) and
- scroll case,
- 2 scrolls of freedom of movement spell, to ignore restraining conditions
Orrery
- Phase spiders; poison sacks and fangs
temple (surface)
- Armour. Form of ancient armoured fish. (GTN=Placodermi)
- feather fall potions. (used for descent into temple)
cavern
- electric organ of 2 of eels
- Magical silvered spear (Bane, Aberations/Horrors)
- Chuul Chiten * 2
- Fist sized red gem
- Metal urn
Mil-Sci
Travel Magics
- Wings (Sab+GW). 11-49 Miles / Hour. 16 Hour duration. 490 Miles / 10-hour Day.
- Wave Riding (Lim+GW). 15-65 Miles / Hour. 14 Hour duration. 650 Miles / 10-hour Day. 1560 Miles / Day including overnight, can rest on wave.
- Method. ## Miles / Hour. ### Miles / Day.
Watch Order
First - 11111 / 22222.
Second - 33333 / 44444.
Third - 55555 / 66666.
Marching Order
Skirmish Formations (Front) | |
---|---|
Double File
11111, 22222 |
Single File
11111 |
DA's on Party
by Seraph
by Ashe
by Sabastian
by Tulip
by Lim
- Whole party, including pets. Nature of Control or Compulsion currently in effect.
by Lizzete
- Sabastian - Last Magic to impact.
Buffs
General Buff Notes
Buffs listed in the table don't need to be detailed; other buffs not on the table must be mentioned when they are cast.
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight.
Weapon Spells, which weapon/s it is going on normally should be noted also
- Waterproofing can be cast on all packs, bows, cloaks & other items desired by people, duration 55 days. All items get affected when a possession.
FT Usage & Recovery
Restoratives are available as required. Minimum restorative is 8/16. Typically done Breakfast & Dinner.
Herbalist Meals / Tea made by Tulip give # Ft back Morning, Lunch & Dinner.
Waters of Healing [D-5]+20 as needed.
Long duration buffs
Spells that can be kept up constantly.
Magic | Rk | Effects | Dur | Sabastian | Uzi | Ashe | Seraph | Tulip | Lim | Lizette | Norto | Sharky |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Underwater Suite (Lim) | Varies by spell. | Bouyency 25'/pulse, Water breathing, Waterproofing, Resist cold. | Varies by spell./+5 ranks GW | Y | Y | Y | Y | Y | Y | Y | Y | Y |
Blending (Tulip/Sab/Ashe), Walking Unseen (Tulip/Uzi/Sab/Ashe) | B 6/10/6 U 7/7/6/6 /+5 ranks GW | Unseeniness | B 7/11 U 8/8/7 Hours | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Strength of Stone | 11/+5 ranks GW | +11 STR or EN (+16 with GW) | 12 Hours | Y | Y | Y | EN | Y | EN | Y | Y | Y |
Armour of Earth (Tulip/Ashe) | 11/+5 ranks GW | +24% DEF -1 damage (+34% DEF with GW) | 6 Hours | N | Y | Y | Y | Y | Y | Y | Y | Y |
Greater Enchantment(Uz) | R20 | +21% all four areas. | 3 months | Y | Y | Y | Y | Y | Y | Y | Y(3) | N |
Shadow Wings (Sab) | R14/+5 ranks GW | Travel at 16-44mph (11-49mph with GW) | 7.5 Hours | ? | ? | ? | ? | ? | ? | ? | N | N |
Witchsight (Sab) | R20 | See invisible, in darkness | 10.5 Hours | Y | Y | Y | Y | Y | Y | ? | Y | Y |
Animal Growth (Ashe) | 6 | Animal grows | 7 days | ? | N | N | N | N | N | N | Y | Y |
?????? | ## | ????? | ## Hours | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Short duration buffs
Short-duration buffs are always situational, but the below covers the standard combat prep.
Magic | Rk | Effects | Dur | Sabastian | Uzi | Ashe | Seraph | Tulip | Lim | Lizette | Norto | Sharky |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Waters of Strength (Lim) | 20 | [D-2]+20 PS | 105 Mins | ? | ? | ? | ? | ? | Sit | ? | ? | ? |
Wizard's Eye (Uzi) | 13 | invis and intangible eye Uzi can see and hear thru | 14 mins | N | Sit | N | N | N | N | N | N | N |
Quickness (Uzi) | 13 | IV+10 Two actions (6 targets) | 26x[D-5] pulses | Sit | Sit | Sit | Sit | Sit | Sit | Sit | Sit | Sit |
Strength of Darkness (Sab) | R13 | +8 PS | 140min | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Enhance Enchantment (Uzi) | R13 | Add 13 ranks to an aspect of a spell | 115 sec | ? | ? | ? | ? | ? | ? | ? | ? | ? |
?????? | ## | ????? | ## Hours | ? | ? | ? | ? | ? | ? | ? | ? | ? |
?????? | ## | ????? | ## Hours | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Skill Chances and Talents GM needs to know.
Usually covers things like danger sense, detect ambush, etc.
Magic | Rk | Effects | Dur | Sabastian | Uzi | Ashe | Seraph | Tulip | Lim | Lizette | Norto | Sharky |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ranger Detect Ambush | N/A | Standard Ranger skill to detect ambush. Also favoured terrain (+10%) | N/A | Whats a ranger :) | ? | ? | ? | ? | 96%+Gr / Woods | ? | ? | ? |
Danger Sense / Sixth Sense | N/A | Chance for Danger Sense (D.S.) or Sixth Sense (S.S.) to trigger before walking into something. | N/A | ? | ? | ? | ? | ? | S.S. 99%+Gr | ? | ? | ? |
Heroism | 14 | +15% vs fear for anyone in LOS of Lim or Sab | Always | Y | Y | Y | Y | Y | Y | Y | Y | Y |
Eye of Chaos | n/a | Uzi can never be surprised in combat (acts as normal), +5 PC spotting hidden/obscured | always | N | Y | N | N | N | N | N | N | N |
Charismatic Aura (Sab) | 20 | +25% to reaction rolls. | 105 min | Self | N | N | N | N | N | N | N | N |
Geomancy Wand | N/A item | can add 5 ranks to all aspects of a spell, except BC (Cant exceed 20). See discord to writeup | N/A | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Loot
Summer
Summer | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
Beltane | ||||||||||||||
Meadow (1) | ||||||||||||||
1 | Guild Meeting | 2 | Portal to Coral Sea Fight with Mi-Go |
3 | 4 | 5 | White Lotus | 6 | Seagate Light Festival | |||||
7 | 8 | 9 | 10 | 11 | 12 | 13 | ||||||||
14 | 15 | 16 | 17 | 18 | 19 | The Castellan Borderers Ball | 20 | |||||||
21 | 22 | 23 | 24 | 25 | 26 | Seagate Crafters Ball | 27 | |||||||
28 | 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 | 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 | 27 | 28 | 29 | 30 | ||||||||||
Breeze (3) | ||||||||||||||
1 | 2 | |||||||||||||
3 | Day of Death | 4 | 5 | 6 | 7 | 8 | 9 | |||||||
10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
17 | 18 | 19 | 20 | 21 | 22 | 23 | ||||||||
24 | 25 | 26 | 27 | 28 | 29 | 30 |