Friendly Fire: Difference between revisions
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| class=day | 16 || | | class=day | 16 || Return to guild | ||
| class=day | 17 || | | class=day | 17 || Arrive at guild | ||
| class=day | 18 || | | class=day | 18 || | ||
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Latest revision as of 10:12, 5 June 2024
Summary
GM: Bernard
Season: Autumn 824 WK
Night: Wednesday
Location: Online
Level: Medium+
- Party
- Remel cook and scribe
- Belladona fire starter
- Mirage vegetarian
- Elidon Fire stopper
- Eugene Military Scientist
- Aaron bonfire enchanter
- Vixen Party leader
- Employer
Guild Council.
Underwritten by Azhaar el-Abbas of the Thonian Shamans of Change.
- Mission
To investigate an anomaly in the Gatar Depression.
- Pay
Each
- 5,000sp
- Unprimed Potion of Change (Expires end of season)
Scribe Notes - Summary
- Meet employer and make preparations
- Head to Gatar Depression, locate waterfall
- Explore waterfall cavern
- Destroy fire crystal. Head to cathedral.
- find ruins. Skeleton fight.
- Search cathedral
- Lava field and horn
- Exploding crystal forest
- Poisonous jungle
- Oasis
- Explore towers - water/ice and fire
- watch canyon disappear, return to the guild
Scribe Notes - Full
Guild meeting
The party assembled late after the guild meeting to meet with Azhaar el-Abbas, a powerful mage with influence over change. He explained there is a large sinkhole in the Gatar Depression, which is both there and not there. It is caused by multiple worlds are overlapping, most of there are alternative Alusias but here are some others. He offers various rewards but the party choose a potion of change, it allows an individual to activate a change in themselves but requires a focus and personal ritual.
He would like us to investigate and try and end the collision. They believe there are elemental nodes there that are anchoring the alternative words and removing these should disentangle the world. He also advises for us to speak to an astrologer philosopher, called Lozahl that lives in Seagate.
The party head to the visit the astrologer, accompanied by a cat that Belladonna met at the guild. His house seems very magical, it is larger on the inside. Lozahl provides us all a tokens and explains his theory that the sinkhole seems to be more than 17 alternate planes, many of which are alternate Alusias, and that its likely that the sinkhole anomaly originated within at least one of them. He mentioned that its likely that places of power are the tethering points / anchors that are causing the overlap and that by removing them or desiccating the powerful places that the anomaly may vanish. He mentions that they should be distinguishable from the normal environment. From what we can tell there shouldn't be major differences in magic between the areas but we should still be careful. He offers us a reward if we can provide research notes on what we discover to him once we return.
The party spend three days preparing, Aaron casting his powerful rituals and the party assembling equipment.
Journey to Desert
It’s a nice clear morning on Frysday as the party head out. The young people are insistent at getting there quickly, and were moved under the power of Belladonnas firerunning, so we done get to experience the beautiful nature we pass in the trip. The days travel takes us through Brastor, where we stop in The Burning Heretic for a quick lunch, and then make our way through the Sea of Grass and arrive at Resmaldi that evening. We learn from the locals that the weather in the Gatar Depression has become unpredictable with people reporting sandstorms appearing out of nowhere, sudden heat and voices in the air.
Remel cooks a filling breakfast and almost all the party enjoy eat bacon, eggs and bread. Mirage sticks with some salad. We head into the desert with firerunning saving us an exhausting journey through the sands. After some hours we feel a strange prickling sensation and they then an unpleasant squeezing and stretching sensation, at which time we stop. We find we are about a miles from the large sinkhole and there are strange spatial effects in place and carefully walk the last mile.
We look down into the vast sinkhole and are met with a very strange sight, although covered in moving sandstorms, we see;
- A large piece of desert floating above the sinkhole, which is the source of sand for the storms.
- An enormous, stepped waterfall that emerges from the wall of the canyon and eventually feeds into a lake at the base of the canyon
- A volcanic crater at the base of the crater
- A grand cathedral at the base of the crater
We camp that night at the top of the canyon and Mirage hears a strange slurping sound from within the canyon but we cannot see the source.
The next morning the party fill their stomachs on eggs and cheese before spending a few hours climbing into the canyon to reach the source of the waterfall. We decide to explore the source of the water, climbing past the thundering water into the cave. Remel tries but the water is too strong for him, he leaves it to the young people and Mirage is able the make it into the cave and secure a rope to allow the party to all make into the cave, past the water.
Cavern Exploration
The tunnel opens out to an enormous cavern, it seems to extend beyond our vision. Its filled with water and a small number of island. Far into the cavern we can see what seems to be a bright, shining gem.
We slowly make our way through the cavern, using fire jumping to keep to the islands. Fortunately Mirages image sets off an ambush, and we find ourselves fight some enormous snails the size of cow (not the normal Angus cow but the enormous Lunar Longhorn cow). These snails that would give you heartburn if you ate them - they fire razor sharp spikes, throw acid and fire, and have shells that constantly change colours and can sometimes absorb magic. The party quickly kill two of them with fire magic but another seven arrive, and they party take considerable damage. The party rally and Aarons enhance damage allows Vixen, Belladonna and Eugene to turn the heat up in the kitchen. Most of the snails become what I would call thoroughly roasted, except for three that escape down the waterfall.
Several healing potions are drunk, and then we start examining the dead snails. Remel determines that snails are not edible, even with extra garlic, but Aaron discovers the fragile sail shells have a magical repulsion effect that could be formed into a shield.
We delve further into the cavern and find the large, glowing crystal. It seems to be composed of prismatic fire and its heat is warming large clutches of flail snail eggs. After some careful examination, and much discussion, we come up with a plan. Belladonna performs her bind fire ritual, which pulls prismatic fire from the crystal, and causes it to commence collapsing. The party flee, escaping an enormous fiery explosion. As the party flees the area of the waterfall a large section of the cliff collapses and falls into the canyon.
Spooky Cathedral
We all decide it time for lunch, stew and bread, and decide upon our next steps. Belladonna places the prismatic fire in her change potion. We survey the canyon and spot some new features in the sandstorms, the most striking is a castle floating on a cloud. We decide to head for the cathedral in the wood on the floor of the valley. We spend the rest of the day climbing down into the valley and have an uneventful night camping.
The next morning Remel prepares a fortifying porridge for breakfast, and with a spring in their step the party reach a dark wood later that morning. As we enter the oppressing forest our vision is soon reduced as are find we are cursed and our vision is reduced. Elidon gets struck a brutal blow from a tree when we attempt to mark our path and Eugene has us prepare for battle as we strike further into he woods. Some time later we are attacked by two spectres, they are strange creatures that disappear each time they are struck – only to reappear a few seconds later. Finally, we think they are vanquished as they do not reappear.
The party walk for another hour, and we run across some old ruins. Slowly working our way through the rubble we managing to avoid some old, camouflaged pits. We are on watch for trouble, which is fortunate as we are attacked by almost twenty skeletons, which are led by fearsome skeletal knights. A punishing fight takes place with many of the party taking powerful blows from the undead, with Belladonna, Vixen and Eugene use devastating fire magics. Once the dust settles the skeletons lay destroyed and both Eugene and Elidon lying unconscious.
We begin advancing further into the woods and are soon approached by a single skeleton with green light emerging from its skull. A lich speaks through the skeleton asking us to retrieve the alter from the church. Mirages illusion scouts ahead and spots the lich and its sizable retinue. We discuss the proposal - Eurgene is keen the attack them, but the wiser heads prevail, and we agree. We only agree as it will get us past the lich and into the church.
The church has a ward around it to keep undead away, and some dangerous celestial wards at the entrance which we painfully pass. Inside the church is a magic suppression zone which makes it difficult to use our magic. The alter situated at the back of the church and surrounded by some beautiful stained-glass windows with images of heros carrying flaming swords. The stairs to the alter has an increase gravity and more celestial fire magic on it, making it difficult to pass. Elidon smartly suggests carrying a flaming sword up the stairs, this doesnt remove the increased gravity but stops the fire magic. Aaron and Vixen are able to investigate the area, unfortunately the alter is anchoring the plane there so we remove it, along with a sword and scales. We are able to get past the lich without any flee the woods, which disappear into the sand storms. We climb out of the canyon for a well-earned dinner of lamb and potatoes.
Lava Fields
The next day we climb to the canyon floor and head towards the lava fields. As we approach, we can feel both the heat and faint music. The music is gently pulling at our minds, but we are not affected by it. The lava fields are a mix of rocky outcroppings and bubbling lava. At the centre of the area is a small stone platform with a large hunting horn resting on it, there are about ten creatures of fire all dancing around the horn in a mesmorising manner. There is another group of lizard like figures on the other side of the lave field, we try to communicate with them but they don’t respond, and move away from us as we approach them. Returning to our original position we decide to ignore the other group and fire jump to the outcropping with the horn and try to grab it. We deafen ourselves in various ways to ensure we are not affected by the music. Belladonna and Aaron fire jump down, Aaron tries to grab the horn but it is very difficult to touch and it slips from his hands. The creatures dancing around the horn start attacking so Belladonna fire jumps them out of the area, pursued by the fire creatures. The lizard figures use the chaos to fly in and grab the horn for themselves. As the anchor is now removed we leave the area as it disappears into the sand storms. Eugene spends the next few days healing peoples ears.
Crystal Forest
Our next destination is the Crystal Forest, which at first glance appears serene, promising a respite from our recent challenging travels. The forest is a breathtaking spectacle, where every plant is made of crystal, each one emitting melodic sounds that weave together into a harmonious tune. Notably, the forest is devoid of animal life, adding to the eerie calm.
We proceed with caution, mindful that the crystal flora is fragile; disturbing them halts their music, shattering the tranquillity. In the heart of the forest, our search for anything of significance proves fruitless. Experimenting with the musical tones yields no results.
When we start to examine the plants more closely, our interference causes a discordant cacophony. This disharmony triggers an explosive reaction from the surrounding flora, sending razor-sharp crystals flying and resulting in numerous injuries among us. As the discordant sounds intensify, we have no choice but to flee.
Just as we cross the forest's boundary, a massive explosion rocks the area, reducing the entire forest to dust that merges with the sands of the canyon.
Poison Jungle
Our next outing led us into a sweltering, humid jungle, teeming with dangerously poisonous plants and creatures. Even the skilled rangers among us were caught off guard by the lethal nature of the environment. After several hours trekking through the dense undergrowth, we encountered a colossal, stepped structure seemingly built for giants, with each floor standing at least 30 feet high.
We spotted a green, glowing object enveloped in a sickly cloud. We suspected it was the node we sought. Fortunately, our group of Fire mages used their fire arc to spare us a lengthy climb and helped us evade a monstrous crocodile. They propelled us close to the node with a burst of fire.
However, our relief was short-lived as we were suddenly ambushed by lizard-like creatures. They attacked with poison-tipped arrows and cast spells that inflicted further poisoning. The battle was fiercely intense, and we were losing ground until Eugene activated a powerful investment, killing many of our opponent, which rallied the party. Bolstered, we managed to overcome most of the lizards, with one surrendering and the others scattering.
During the fray, Elidon was struck down, teetering on the brink of death. It was only through Mirage's timely intervention that he was snatched back from the edge, his life barely preserved.
After healing up, we engage in conversation with the surrendered lizards, who are hiding within the poisonous gas. They reveal that we are in their temple and inquire if we will assume the role of high priests, which we respectfully decline. We turn our attention to a skull emitting the toxic gas. Despite employing a variety of magical and non-magical methods, we fail to find a solution to suppress the poison. Unfortunately, during our experiments, the skull ends up falling into deep water inhabited by a crocodile, prompting us to depart the temple.
Oasis
Our next destination is an Oasis, featuring a large pond encircled by trees and a simple altar dedicated to Blestreimhnenn by the water’s edge. The pond is several hundred feet deep, and at its bottom, we discover Sadra, a beautiful blue-skinned humanoid from the plane of Celestia. She is a powerful being with a deep understanding of the planar intersection issue and requests that we do not disturb the node. We agree, partly because a geas from touching the water compels us to comply. We rest there for the day.
Eugene attempts to persuade the party to convert the location into a site for demonic worship but fails to gain support.
Towers
After a restful night and a hearty breakfast, we venture to a verdant plain featuring five stone towers, each bathed in a corresponding colored light:
- Blue: 30 feet tall
- Brown: 50-foot squat tower
- Red: 70 feet tall with minarets
- White: 100-foot spiraling tower
- Yellow: 200-foot straight tower with a large sphere on top, three times the width of the tower
The fields surrounding the towers are filled with plants and flowers bearing unusual names, all prefixed by the power of a tower, such as Dragonfire Daisy and razor grass.
Our first destination is the blue tower, which offers a significant magical benefit to Remel, an Elidon. The tower is heavily protected by a coralification spell that turns intruders into coral. After multiple attempts, with Remel resisting the spell nearly ten times, we finally manage to open the door. Inside, we find a magical maze, but thanks to Mirage's counterspells, we escape into the main room of the tower.
This room contains giant-sized furnaces and jewelry workbenches, all of which have been thoroughly looted. The most striking feature is a floating ball of water above a pool connected to the Sea of Frost. Anything that touches the water freezes instantly. Elidon successfully collects two samples, but Remel is less fortunate and severely injures his hand. Deciding not to destroy the node, we proceed to the red tower at the fire mages' insistence.
The red tower also has deadly wards, but we quickly manage to open the door. Eugene enters first and becomes lost in the maze, separated from the rest of us. Despite hours of searching, we are unable to find him. Mirage casts counterspells, allowing us to enter the main room of the tower. This room is equipped with furnaces and glassblowing tools but has also been looted. At the center is a large glass hourglass filled with liquid fire. Vixen takes a sample and adds it to her change potion, destabilizing the node and forcing us to flee. We escape just before an enormous explosion. Eugene, heavily burned, eventually staggers out of the tower.
All the towers in the area begins to slowly fade so we leave the area, while collecting some of the plants along the way.
Departure
We make our way out of the canyon and soon the entire canyon is consumed by the sandstorm. We spend some hours observing and search for any sign of the canyon or presence of the other planes, but only find desert. Agreeing that our work is done we send the next few days returning to the guild.
Over the next month the party all come up with ways to use their change potions, some for the better and some for the worse.
Seagate Times
Smartest Adventurer - We got hit by a divine smite when we stepped onto a walkway in a church. There were stained glass windows of heros with flaming swords. Elidon suggested we hold a flaming sword when stepping onto the walkway, which we did, and we no longer got hit by the divine smite.
Bravest - Eugene attempts to persuade the party to convert the consecrated site into a site for demonic worship, while standing in the area.
Stupidest - Remel for trying to open the same door over 10 times risking his safety against coralfication
Bravest? - Vixen for the cathedrial
People and Places
People
- Azhaar el-Abbas - employer. Of the Thonian Shamans of Change.
- Lozahl - astrologer philosopher
Places
Sinkhole, in the Gatar Depression
- An oasis.
- A large piece of desert floating above the sinkhole, which is the source of sand for the storms.
- swampy area covered in fog.
- a canyon with a large bridge over it.
- Stone castle on jagged black stone.
- Five stone towers. They are ordered, counter clockwise, shortest to tallest. The colours order is; Blue, brown, red, white then yellow
- Giant skull. It has both and ominous and falling sensation when we look at it.
- Flat mountain top with ruins
- A lighthouse on a rock surrounded by a stormy sea and rain etc. There are no clouds in the sky
An enormous, stepped waterfall that emerges from the wall of the canyon and eventually feeds into a lake at the base of the canyonA volcanic crater at the base of the canyonA grand cathedral at the base of the canyonCloud floating near the bottom with a castle on it - party didnt resolve, it disappearedsmall forest of crystalline trees.a lake and jungle at the base of the waterfall
Cavern behind Waterfall - Alusia (Gothic)
- flail snails
- prismatic fire crystal
Cathedral in Forest - Alusia (Blood red spikey)
- Dark oak - animates
- darkness curse
- spectres that blink
- things that reduce visibility of the user; wall of fire and every burning torch. Bolts of fire are ok
Lava field (burning)
- another group
- horn that charms
Crystal forest (Crystaling)
- Harmonic tune from all the plants
- not animals
- disrupting harmony causing the plants to explode
Swampy forest (Unreadable)
- everything is toxic
- structure built for giants
- lizard that have poisonous weapons and spells
Loot and Expenses
SP & other cash value loot
Significant Items
- Snail shells - shell of the flail snail from the waterfall canyon. Magic repelling attributes.
- Prismatic fire - from the fire crystal in the waterfall canyon. Belladonna adds to her change potion.
- scales, alter, dagger and sword - from cathedral
- Crystals - from crystal forest
- poison water - poison jungle
- blessed water - water plane
- jungle - loot from lizards and temple
- ice and liquid glass from towers - Vixen added the liquid glass to her change potion
- plants from the planes
- plane shift sand from the canyon
Gifts
- Gold - Mirage
- Silver - Remel, Vixen & Belladonna
- Copper - Elidon, Eugene, & Aaron
- Copper- Minor Token of Luck. Can be used to minorly influence a prediction or a significant action that is associated with the giver in some way.
- Silver - Token of Prosperity. Can be used to increase the results from an action that is associated with the giver in some way. Also can be used as per copper.
- Gold - Token of Reality. Can be used to influence an illusion effect to be more real, impact directly related to how unstable the area is. Also can be used as per copper or silver.
Purchases
Minor Items
Mil-Sci
Daily pattern
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’
Travel Magics
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’ ‘’Can the party eat/sleep/etc on the mode of transport.’’
Watch Order
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’
First - ??
Second - ??
Third - ??
Night watch
First - Vixen, Remel
Second - Elidon, Eugene, Mirage
Third - Aaron, Belladonna
Vision
- Remel - Witchsight R8
- Belladona - infravision R8.
- Mirage - Witchsight R8
- Mirage - Illusionist Enhanced Vision Rk6
- Elidon - Witchsight R8
- Eugene - Witchsight R20
- Aaron - Witchsight R20
- Vixen - infravision R12. Witchsight R12
DA
- Remel - last magic to impact
- Belladona - none.
- Mirage - triple - last magic to impact, duration of last magic,
- Elidon - none
- Eugene - effect of last magic to impact
- Aaron - none
- Vixen - none
Marching Order
Skirmish Formations (Front) | ||
---|---|---|
Double File
Vixen Elidon
|
Single File |
Buffs
General Buff Notes
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time 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
Long duration buffs
Magic | Rk | Effects | Dur | RE | BE | MI | EL | EU | AA | VI |
---|---|---|---|---|---|---|---|---|---|---|
Water Breathing (Re) | 18 | Gills. Breath and see under water | 19h | ? | ? | ? | ? | ? | Y | Y |
Water proofing (Re) | 8 | protects completely from all forms of non-magical water damage. | 29h/45d | ? | ? | ? | ? | ? | Y | Y |
Buoyancy (Re) | 8 | float at whatever depth they choose. Change depth 21ft/action | 9 hr | ? | ? | ? | ? | ? | Sit | Sit |
Cold Resistance (Re) | 8 | protects the target from the effects of temperature down to -16C. -3 from cold based attacks | 9 hr | ? | ? | ? | ? | ? | S | Y |
Cold Resistance (El) | 4 | This spell protects the target from the effects of cold temperature by increasing the Gauge by 2. -2 cold damage | 9 hr | ? | ? | ? | ? | ? | Y | N |
Greater Enchantment (Aa) | 18 | +19% 4 areas | 5/21 Days | ? | ? | ? | ? | ? | Y | Y |
Enchant Armour(Aa) | 16 | 34 def +1 Armour | 14 hrs or 21 days ritual cast | ? | ? | ? | ? | ? | Y | Y |
Eleutherian Ward (Aa) | 11 | remove up to 3 AG penalty from Armor & Enc. give +31 to resist entanglement/restraint, and you don't loose actions to things like agony, slow or torment (plus it makes your eyes sparkle) | 6/11.5 hrs | ? | ? | ? | ? | ? | Y | Y |
Armour of Ice (El) | 10 | 7 ft armour. 1/2 fire damage up to 70 points. | ? Hours | ? | ? | ? | ? | ? | - | N |
Fire Armour (Be/Eu/Vi) | 8/10/6 | This spell protects the target against dam-age by fire. 36/44/28 | 9/11/7 Hours | ? | ? | ? | ? | ? | ? | Y |
Fireproofing (Be/Eu/Vi) | 10/10/6 | The spell protects the target from all non-magical fire and heat effects up to the heat equiva-lent of a bonfire. An entity or object is also protected against smoke effects (including smoke inhalation), heatstroke and sunstroke | 11/11/6 Hours | ? | ? | ? | ? | ? | ? | Y |
Wild Fire (Be) | 10 | The target may run without tiring at a speed of 40 mph over any solid surface. The target may leap a gap (as a fire leaps a firebreak) a horizontal distance of PS + 10 feet or a vertical distance of 1/2 PS + 10 feet. | 220 min | ? | ? | ? | ? | ? | ? | ? |
Name (??) | ## | ???? | ? Hours | ? | ? | ? | ? | ? | ? | ? |
Disguise (Mi) | 12 | The Adept may change the target’s appearance. height may vary by 12%, and their weight by 24%. The target’s voice or clothing may be changed at Rank 5 or both of these at Rank 10. The disguised form has the PB of the target +8 full Ranks, within racial limitations. | 13 Hours | ? | ? | ? | ? | ? | ? | ? |
Short duration buffs
Magic | Rk | Effects | Dur | RE | BE | MI | EL | EU | AA | VI |
---|---|---|---|---|---|---|---|---|---|---|
Waters of Healing (Re) | 10 | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10 | 22min | ? | ? | ? | ? | ? | Y | ? |
Waters of Strength(Re) | 7 | Increase strength [D-2]+7 | 16min | ? | ? | ? | ? | ? | S | ? |
Enhance Enchantment (Aa) | 11 | Enhance range, damage or duration | 65sec | ? | ? | ? | ? | ? | ? | ? |
Enchant Weapons (Aa) | 11 | +12% SC +4 dam | 16/27 mins or 21 days. | ? | ? | ? | ? | ? | Y | ? |
Weapon of Flames (Be/Eu/Vi) | 11/?/? | +12% SC +7DM/ | 16/?/? Mins | ? | ? | ? | ? | ? | S | ? |
Weapon of Cold (El) | 10 | +11% SC, +4dm | 15 Mins | ? | ? | ? | ? | ? | ? | ? |
Scales (Aa) | 16 | cover you in little scales giving 52 pts of ablative protection from magic and mundane damage, before armour. | 26/37 min | ? | ? | ? | ? | ? | S | ? |
Invisibility (Aa) | 7 | Invisible | 80/150 min | ? | ? | ? | ? | ? | S | ? |
Multiple Images (Mi) | 10 | One image of the target (+ 1 / 5 full Ranks) appears in the target’s hex. Each image disappears upon receiving damage. All images are identical to the target, and will imitate their actions faithfully. The images have the same defence as the target, but no magic resistance. Any targeted attack has an equal chance of hitting each image and the target. More than one image may be struck by a multi-target or area effect attack. | 11 min | ? | ? | ? | ? | ? | ? | ? |
Talants, Skills, other buffs
Magic | Rk | Effects | Dur | RE | BE | MI | EL | EU | AA | VI |
---|---|---|---|---|---|---|---|---|---|---|
Sense danger | ## | sense the presence of a hazard to the Adept's life or wellbeing | Always | 63% | ? | ? | ? | ? | ? | ? |
Detect Hidden (ranger) | ## | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it | # Hours | ? | ? | ? | ? | ? | 73% | ? |
Recognise danger (Navigator) | recognise non-magical danger at sea before subjecting the ship to it. | # Hours | 77% | ? | ? | ? | ? | ? | ? | |
Create Fog (Re) | 20 | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell. | 126mn | ? | ? | ? | ? | ? | ? | ? |
Rainstorm (Re) | 10 | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target's head (little dark rain cloud, tiny lightning bolts and all). If the target fails to resist, the storm will follow them for the duration (even inside buildings), completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell |
5.5h | ? | ? | ? | ? | ? | ? | ? |
Sixth Sense | ## | sense traps or the possibility of discovery before stepping in it. | Always | ? | ? | ? | ? | ? | 117% | ? |
?? | ?? | ?? | ? | ? | ? | ? | ? | ? | ? |
Calendar
Autumn | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
Lugnasad | ||||||||||||||
Fruit (4) | ||||||||||||||
1 | Guild Meeting Meet employer. Prep in Seagate | 2 | Prep in Seagate | 3 | Prep in Seagate | 4 | Travel via firerunning. Camp in Resmaldi | 5 | Travel via firerunning. Camp in at top of Sinkhole | 6 | Climb into sinkhole. Examine waterfall | |||
7 | Head to Cathedral in forest. | 8 | Lava fields; | 9 | Crystal forest; | 10 | healing; | 11 | healing; | 12 | healing; | 13 | Jungle; | |
14 | Oasis; | 15 | Towers; | 16 | Return to guild | 17 | Arrive at guild | 18 | 19 | 20 | ||||
21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
28 | 29 | 30 | ||||||||||||
Harvest (5) | ||||||||||||||
1 | 2 | 3 | 4 | |||||||||||
5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
12 | 13 | 14 | 15 | Equinox | 16 | 17 | Seagate Autumn Fair | 18 | Seagate Autumn Fair | |||||
19 | Harvest Moon | 20 | 21 | 22 | 23 | 24 | 25 | |||||||
26 | 27 | 28 | 29 | Michaelmas | 30 | |||||||||
Vintage(6) | ||||||||||||||
1 | 2 | |||||||||||||
3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||||
10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
17 | Blood Moon | 18 | 19 | 20 | 21 | 22 | 23 | |||||||
24 | 25 | 26 | 27 | 28 | 29 | 30 | Beerfest |