Full Metal Breastplate: Difference between revisions
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=== Session 12 (14th Mar) === | === Session 12 (14th Mar) === | ||
continued engagement in Albion Street, inc Lord of Clocks (dead - exploded), beating off the Medeanite sorceress (and attendant spirits or toad, hawk and otter) , feathered serpent down. Fun with Machine Gun. The Panther arrives and starts down oxford st with a hydra rising from the serpentine and following via gutters. | continued engagement in Albion Street, inc Lord of Clocks (dead - exploded), beating off the Medeanite sorceress (and attendant spirits or toad, hawk and otter) , feathered serpent down. Fun with Machine Gun. The Panther arrives and starts down oxford st with a hydra rising from the serpentine and following via gutters. | ||
<br/> | |||
We successfully escort [[The Panther]] to the burrows and the fun starts.<br/> | |||
We get back to the guild on! | |||
== Reference == | == Reference == |
Revision as of 01:38, 9 April 2018
Return to Scribe Notes
Summary
Adventure: Full Metal Breastplate - Westover, Reich & New Terra
GM: Jim
Session: Summer 818
Night: Possibly Wednesday
Location: TBA
Level: Medium
- Party
- Bishop - a servant of the dead played by Jason Stevens
- Bower - The Knave of Shadows played by Ed Douglas
- Tsayoi- Chris Caulfield
- Mr Morden - a shadow of the Parallel Man, played by Paul Schmidt
- Yuko - an avatar of the Lady of Hearth, played by Audrey Schmidt
- Rahne of Blackshore - a human aspirant played by Stephen Martin
- Mario a human lothario played by Dean Ellis
- Anooke - Surfboard
- Mission
- Gather information on the Black Star Conspiracy's plans
- Reward
- 25 tsg each
What Has Gone Before
Having tracked down a coven of hags on Westover, Bishop & Bower have found and combined two books of shadows. Aside from some concert spells, the ITN of a steganographic demon is revealed in the reconstituted grimoire. This, it turns out, is the key to a message concealed in a von Thurn und Taxis stamp of a plough upon a field of grain.The message of the stamp reads "Lord of the Dew".
Two other stamps remain:
- - Weapons of Naram-Sin, Babylonian; Tiglath-Pileser, historic King of Assyria, New Terra. About Italian invasion of North Africa, they will be supported by Devils on Black Marble.
- - Mithras, red eye is Aldebaran, Hastur resides beyond. To Annises in Westover, instruction to look for a dead Order, symbol Crescent Moon with Serpent wrapped around it, investigate Blood Rites, Force Creatures, Phantasms, Mind Flayers, Corner Dogs.
- Important notes
- On New Terra
- Germany has "invaded" Sudetenland, then advanced column upon column of infantry and armour, positioning them for an obvious attack against Slovakia and Hungary. Britain has declared war, although Poland has not been attacked yet. A lightning strike against Belgium has left it conquered and demoralised, a staging post for an assault upon France.
- Italy has landed troops in Libya, staging for an attack against the British holdings in Egypt, after oil.
- On Reich
- The Black Star conspiracy has a multi-millenia history. Its membership includes a few undying, possibly a few non-humans, but the greatest proportion of its membership (including its leadership) is mortal humanity. They have a burning desire to see the end of immortals, although their reasons are not clear.
- Their sicherdienst arm is the Holy Vehm, many of whom have been exposed to one or more Ubermensch programs, and all are highly trained. And yes, some of them are sufficiently fanatical to be able to use Pureheart Charms.
- The Nazi apparatus has been infiltrated, in partuclar der Bestellung des Eisenbahn Ritus by members of the Black Star.
- On Westover
- Hag covens have been very quiet of late.
Scribe Notes
Introductions
- Frysday 12th - 18th Meadow
Meet up at Kerberoth, shopping, fraternising, training.
Decide to find someone (mortal) to decode the other stamps, a specialist in the British Museum, London, New Terra.
- Frysday 19th - 30th Meadow
Abyss to New Terra
- W'ansday 1st - 7th Heat
New Orleans, Lord of Masks, Beauty, Lord of Wands.
Train to New Mexico, Bishop's Air Ship to Gotham.
Gotham is a ruin except for Grand Central Station and the department store.
Attempted travel through Gotham station aborted after overwhelming numbers of aliens.
Stamps
- W'ansday 8th - 9th Heat
Seeking an alternate path, the Lady of Veils transports us to Vanity in Paris, Victoria. We ask her about getting visas for London but she can no longer issue them. She and her agent Joan suggest we ask Vitri, he is an active stamp collector and may know mortals who could help.
Venice, Vitri directs us to Kruft in St Mark's Square who is able to give us the keys to the other stamps.
Stamp 2 is of the Weapons of Naram-Sin, war carts of Babylon. The key is T'glath Plaser, ancient King of Assyria. The message is about the Italian invasion of North Africa on New Terra. The attack will be supported by demonics.
Stamp 3 is Mithras, his eye is Aldebaran, beyond which lurks Hastur. The message is to Westover, instructing those there to seek an ancient order identified by a serpent wrapped around the crescent moon. Also to seek information about Blood Rites, Force Creatures, Phantasms, Corner Dogs, and Mind Flayers.
Bishop wanting to ensure the dead are not disturbed, we decide to head to Westover.
- Frysday 10th - 21st Heat
Abyss to Westover, the house of Brass. IN the north-east of Westover by the (grey) Moonlit Sea.
- W'ansday 22nd - 24th Heat
We head north to the mountains and the temples of Metis, Half Moon, Crescent Moon, and Full Moon. There the Celestial Aspected are able to engage with the temples and make offerings. We learn of the ancient order the message referred to, 12 priests were able to join in ritual to create a mile-long dragon. Their tower was on a Mesa to the south-east.
Travelling there we find it is where Bishop and Bower encountered the hags. The complex is abandoned now, we find the portal they used to leave in the lower levels, it links to a portal on New Terra. Using the ritual found in the book of Shadows, the immortals concert-cast to open the portal and we go through.
Emerging in occupied Libya, Martyr's Square in Tripoli. The square is floored in Black Marble and patrolled by Blue Devils. We quickly and discretely exit. Yuko senses traces of a hag moving east, we requisition a supply truck and follow.
- Khamsin
- Description
- Khamsin is a courser out of the Great Mare Sirroco and the Great Horse Grit. He is a dun buckskin, darkening along his spine, mane, tail and lower legs.
- Talents, Skills, and Magic
- Khamsin speaks the Common tongue at Rank 8 and the language of equines, fantastical or otherwise. When he is literate in a language at Rank 8 or higher he may learn any General Knowledge spell as if it were a Special Knowledge magic and walk upon sand, whether it be quicksand or sand borne by wind or storm. Once a week, resetting at dawn on Sunday, he may call a sand storm from the west. Once a season, resetting at noon on the next solstice or equinox, as a Reflex Action, the force of all damage that afflicts him for the remainder of the Pulse are reduced to their square root (i.e. 100 becomes 10, 49 becomes 7)
- Movement Rates
- Running: 600
PS: | 90 | MD: | 15 | AG: | 20 | MA: | 10 | EN: | 45 | FT: | 60 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 15 | PB: | 13 | TMR: | 12 | NA: | Hide reduces Damage by 2 |
- Weapons
- Bite BC 25%, [D + 8], Melee & Close, Rank 0. This attack requires but a Free Act
- Kick BC 45%, [D + 7], Melee Rear, Rank 0. This attack may be delivered as a Reflex Action to a rear hex but in that case no other Kick attack is allowed.
- Trample BC 25%, [D + 8], Close, Rank 0. This attack is delivered automatically whenever Khamsin first enters Close with an opponent.
- Reapsday 25th Heat
We catch up with the hag late in the afternoon, she is riding in the side car of a motorcycle. At the next town we subdue her and Yuko takes her as an agent.
- Annie Slash
- Description
- Annie is a chaos hag, hideous, bandy and about 5 ft tall.
- Talents, Skills, and Magic
- Annie may dual-wield daggers or throw three in a single Pulse without attracting any penalties. She may only be harmed by magic or silvered weapons. She may increase her Defense by 58 by surrendering one of her dagger attacks a Pulse. She is Rank 12 in dagger and her throwing range is 12 hexes. All of her Adventuring Skills are Rank 6
- She wears a hooded robe that provides 5 points of Protection, 7 points of Spell Armour and improves Steatlh by 15
- She may use the Disguise Illusion as a Talent to make herself appear as a young and attractive woman (PB 18), but the illusion has no Rank and is easily dispelled.
- Anyone who gazes upon Annie must Break 100 -> WP or lose half their PS. This does not require any Action on Annie's part.
- Any male who gazes upon Annie must Break 100 -> EN or become impotent for 4 weeks. This awards Annie a Virility point. She may spend Virility points when she Purifies to increase her Magic Resistance by twice her Rank with the Ritual. She can also use a Virility point to double the damage of her daggers or heal 1 roll up D10 damage. Only 1 Virility point may be spent in a Pulse at a time. She may hold no more than 3 Virility in her heart.
- Movement Rates
- Running: 350
PS: | 25 | MD: | 30 | AG: | 23 | MA: | 5 | EN: | 25 | FT: | 35 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 28 | PC: | 24 | PB: | 0 | TMR: | 7 | NA: | Skin reduces Damage by 3 |
- Weapons
- Annie's base Strike Chance with daggers is 80% (+ dagger base chance & Enchantment) and her base damage is D10 +6
- Spells per day
- Keen Edge - increases Penetration by 3 of a sword or dagger, increases it's damage type to include B Class wounds and the wielder subtracts 5 from their Strike Checks. Lasts 20 minutes
- Blur - increases Annie's Defense and Stealth by 10. In addition, she may modify her D% roll by 10 to avoid harm. Lasts 1 hour
- Word of Chaos - Roll 1 rollup D10 which Annie takes as damage directly to EN. If the result is 3 or less, halve the FT & EN of any entity within 40 yards that does not love Chaos. An entity that loves Order loses all of their EN & FT and is bleeding to death. There is no Magic Resistance against this ability unless a special ability or item allows one.
- Gems
- Black Pearl (4800sp)
- Bloodstone (7160sp)
- Emerald (14,400 sp)
- Golden Yellow Topaz (7,600sp)
- Jacinth (17,400sp)
- Eyes
Sea Hags
14 x 3 Death = 42 Death in groups of 3
Night Hag
2 x 3 Night = 6 Night in groups of 3
Green Hags
8 x 3 Green = 24 Green in groups of 3
- Heart of Darkness
This black and shriveled organ, once dried, will weigh 4 oz. It may be burnt to cause night to fall within 1 minute from horizon to horizon, even in Hell.
- Pylon x 2
Each pylon contains 8 Fae, 8 Hell & 8 Gate.
- Black Marble Tiles x 5
Each tile contains 7 Dark, 6 Earth & 6 Law
- Primal Grenado x 3
This grenado is striated with blue and orange and weighs 3 lbs. The base Strike Chance is 53% and, on impact, percentile dice are rolled and the following table consulted to find the damage that impacts the target hex:
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 3 | 5 | 7 | 11 | 13 | 17 | 19 | 23 | 29 | 31 | 37 | 41 | 43 | 47 | 53 | 59 | 61 | 67 | 71 |
21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |
73 | 79 | 83 | 89 | 97 | 101 | 103 | 107 | 109 | 113 | 127 | 131 | 137 | 139 | 149 | 151 | 157 | 163 | 167 | 173 |
41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 |
179 | 181 | 191 | 193 | 197 | 199 | 211 | 223 | 227 | 229 | 233 | 239 | 241 | 251 | 257 | 263 | 269 | 271 | 277 | 281 |
61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 |
283 | 293 | 307 | 311 | 313 | 317 | 331 | 337 | 347 | 349 | 353 | 359 | 367 | 373 | 379 | 383 | 389 | 397 | 401 | 409 |
81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 |
419 | 421 | 431 | 433 | 439 | 443 | 449 | 457 | 461 | 463 | 467 | 479 | 487 | 491 | 499 | 503 | 509 | 521 | 523 | 541 |
Damage is halved (rounding down) for each hex from the centre of the explosion.
- Alchemist's Pistol
This brass tube is 1 inch across and 9 inches in length. It has a pearl handled pistol grip, and a top-opening breach to fit a dart-like syringe. It weighs 2 lbs 7 oz and is treated as a missile weapon.
The pistol has a base Strike Chance of 67% + MD + 4 x Rank in Alchemy, and the Range is calculated at 2 hexes (+1 hex per Rank in Alchemy). Damage is variable, depending on the payload of the syringe, but for the purposes of penetrating armour, 1 rollup D10 (+ 1 / Rank in Alchemy). This does no damage, merely determining whether the syringe has hit effectively enough for the contents of the syringe to be applied to the target.
The pistol is fiddly to reload so takes 3 Pass Actions to Prepare, less 1 Pass Action at Ranks 9 & 10 each.
She was sent as a diversion to lure and kill any who followed. She was not privy to the plans but overheard some of them. They are taking the mummies by Air Ship, getting Canopic Jars from the pyramids at Giza then probably heading to Megiddo.
We travel through the night by carriage to Giza and to the archaeological camp. Sneaking in we disable guards at their store house, search around and find that the canopic jars were removed about 2 days ago. Going with Mr Morden's plan of pretending to be senior Nazi's and bullying the locals into telling us where they took the jars, we end up fighting a couple of Ubermen. The Alchemist (a mad scientist) and a fusion of 5 strong young men.
- Sunday 26th - 27th Heat
We charter an Air Ship from Cairo to Meggido.
There we find they are still half a day ahead of us, racing to the museum we speak to the curator who reveals they came for a Statue of Pessago, a god of Storms and Winds. We also purchase two enchanted wheels that resemble those of the stamp.
Following east through a pass in the north-south mountain range, we see a familiar peak to the south-east, Mt Seir. Scrying it from range we spot vast doors leading to a grand castle. We also spot that we have just flown over two gate pylons concealed in the shadows of the mountains, Yuko senses Hags there. Turning south we get dropped in the shadow of the mountains and discuss plans for assault and start preparing ourselves.
After dusk we are attacked by the hags, the Airship is destroyed and crew killed in the explosion. They attack from a fold of night, observing us via a night of a thousand eyes. We target the fold as much as we can and engage the Green Hags and Sea Hags as they emerge. Many curses and gazes later the battle turns our way. The Night Hag dislikes the rough treatment from Bishop, she rides off and then returns with Seir for help, Seir starts to talk so Bishop opens his coat. Seir's avatar and the Nightmare are ashed, the hag's undamaged corpse hits the ground.
Asteroid
The 2 surviving Green Hags swear to the service of Yuko. We loot bodies and then head towards their camp by the portal.
- Lily Fen
- Description
- Lily is a green hag, hideous, clammy and about 5' 11" tall.
- Talents, Skills, and Magic
- Lily may wield a trident and net, and her Rank with these weapons is cumulative. She may only be harmed by magic or silvered weapons. For the purposes of fighting in water, she is considered an aquatic. All of her Adventuring Skills are Rank 6
- She wears a hooded robe that provides 5 points of Protection, 7 points of Spell Armour and improves Steatlh by 15
- She may shape change to middle age (PB 9), or to a 12 year old (PB14). This may not be dispelled at all and may be ended with a Free Act.
- Anyone who gazes upon Lily must Break 100 -> WP or lose half their PS. This does not require any Action on Annie's part.
- Any male who gazes upon Lily must Break 100 -> EN or become impotent for 4 weeks. This awards Lily a Virility point. She may spend Virility points when she Purifies to increase her Magic Resistance by twice her Rank with the Ritual. She can also use a Virility point to double the damage of her weapons or heal 1 roll up D10 damage. Only 1 Virility point may be spent in a Pulse at a time. She may hold no more than 5 Virility in her heart.
- Movement Rates
- Running: 300, Swimming: 350
PS: | 35 | MD: | 18 | AG: | 20 | MA: | 17 | EN: | 35 | FT: | 45 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 28 | PC: | 24 | PB: | 0 | TMR: | 6/7 | NA: | Skin reduces Damage by 5 |
- Weapons
- Lily's base Strike Chance with trident is 58% (+ trident base chance & Enchantment) and her base damage is D10 +10
- Spells per day
- Pass Without Trace x 3 - Target leaves no tracks and can pass through overgrown areas without restriction, even Walls of Thorns or similar. Lasts until next dusk or dawn.
- Bark Skin - increases Lily's Protection by 3 and Defense by 10. Lasts 1 hour
- Water Breathing x 3
- Unless otherwise mentioned, all of Lily's magic is known at Rank 12
- Slicker
- Description
- Slicker is a green hag, hideous, clammy and about 5' 2" tall.
- Talents, Skills, and Magic
- Slicker may wield a garotte or cosh, and her Rank with these weapons is cumulative. She may only be harmed by magic or silvered weapons. For the purposes of fighting in water, she is considered an aquatic. All of her Adventuring Skills are Rank 6. She practices the Assassin profession at Rank 6
- She wears a hooded robe that provides 5 points of Protection, 7 points of Spell Armour and improves Steatlh by 15
- She may shape change to middle age (PB 13), or to a 12 year old (PB17). This may not be dispelled at all and may be ended with a Free Act.
- Anyone who gazes upon Slicker must Break 100 -> WP or lose half their PS. This does not require any Action on Sllicker's part.
- Any male who gazes upon Slicker must Break 100 -> EN or become impotent for 4 weeks. This awards Slicker a Virility point. She may spend Virility points when she Purifies to increase her Magic Resistance by twice her Rank with the Ritual. She can also use a Virility point to double the damage of her weapons or heal 1 roll up D10 damage. Only 1 Virility point may be spent in a Pulse at a time. She may hold no more than 5 Virility in her heart.
- Movement Rates
- Running: 300, Swimming: 350
PS: | 35 | MD: | 22 | AG: | 20 | MA: | 17 | EN: | 35 | FT: | 45 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 28 | PC: | 24 | PB: | 0 | TMR: | 6/7 | NA: | Skin reduces Damage by 5 |
- Weapons
- Slicker's base Strike Chance with trident is 42% (+ weapon base chance & Enchantment) and her base damage is D10 + 8)
- Spells per day
- Enchant Plants - Lasts until dawn on the next Sunday or Tuesday.
- Pass Without Trace x 3 - Target leaves no tracks and can pass through overgrown areas without restriction, even Walls of Thorns or similar. Lasts until next dusk or dawn.
- Blending
- Unless otherwise mentioned, all of Slicker's magic is known at Rank 15
- Agate Amulet x 5
This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.
This amulet will cure the bearer of any non-magical diseases as if they were being treated by a Rank 7 Healer. The necklace always tries to cure diseases in the order in which they were acquired. It has three charges. In the event that the amulet succeeds in its Cure Disease check, no charge is used. If the roll fails, a charge is used and the bearer is cured anyway.
Charges | ||
---|---|---|
3 | 2 | 1 |
Once all of the charges are used, the amulet fades to a greenish dust.
- Sardonyx Moor Hound
This figurine of a moor hound is made from sardonyx and weighs 2 lbs 11oz. Once the name "Khaine" has been uttered, it will transform into a powerful moor hound for up to 6 hours.
- Khaine
- Description
- Khaine is trained in combat, and hunting, stands 3 feet high at the shoulder and weighs 90 pounds. He is an enormous brindle moor hound.
- Abilities
- Khaine speaks Common at Rank 6, has good stamina and has +10 resistance to cold and inclement weather. He knows the Ranger Skill at Rank 0, specialising in moors. He gains +20 to any check that involves Perception. He has the same vision as a dwarf, Enhanced Vision and never forgets a scent.
- Comments
- Khaine is loyal unless mistreated, and as smart as a slightly dim human. He is sentient
- Movement Rates
- Running: 400
PS: | 16 | MD: | 20 | AG: | 20 | MA: | 8 | EN: | 18 | FT: | 25 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 16 | PC: | 24 | PB: | 14 | TMR: | 8 | NA: | Fur reduces damage by 2 |
- Weapons
- Khaine may bite for [D + 5] in Close.
- Bite: BC 65%, [D + 2], Melee & Close, Rank 0
Ranks in Ranger, Enhanced Vision and Bite may be advanced 1 Rank per adventure or season, whichever is least at the standard Experience cost. This takes no time although Ranger may not be advanced beyond 7 and Bite may not be advanced beyond 6. At the end of the next dusk or dawn, or if Khaine has been slain, he will return to his figurine form and may not be reused until moonrise on the next Monday. Monday nights of the new moon do not count.
- Horseshoes of Blood & Iron
When these horseshoes are attached to a horse, an equestrian whose Horsemanship is Rank 0 may drift down from any height at a rate of 30 hexes a Pulse and ride their mount an inch above the ground. The maximum height above ground increases according to the following schedule:
Rank | Height | Rank | Height |
---|---|---|---|
1 | 1 foot | 2 | 1 yard |
3 | 2 yards 1 foot | 4 | 5 yards |
5 | 10 yards 1 foot | 6 | 21 yards |
7 | 42 yards 1 foot | 8 | 85 yards |
9 | 170 yards 1 foot | 10 | 341 yards |
This is measured as the distance from the ground not structures upon the ground nor from sea level so while tall structures may have to be circumnavigated, mountainous terrain features may be ascended, depending on the angle of ascent.
At heights above the ground of 15 yards or more, the mount's movement rate increases by 2 miles per hour per Rank.
In addition, the mount's Kick attack may be advanced as Cesti, with a base Strike Chance of 45% and base Damage of [1 rollup D10 + 8]. Blows directly affecting EN may be inflicted on 20% of the modified Strike Check, and Possible Specific Grievous Injuries on 10%.
- Enhanced Jade
This green jade may be made into an enhanced amulet which, when it is worn as a cloak clasp or a brooch on the right breast, increases the wearer's Initiative by 8 versus the undead. In addition, any Cast or Strike check vs the undead that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.
Those who know how to work Special Alchemy will need 3 days to make this amulet and require 4,000sp for their labour.
- Enhanced Amber
This brilliant amber may be made into an enhanced amulet which, when it is worn openly as an earring in the left ear, increases the wearer's Initiative by 8 versus demons of the Abyss. In addition, any Cast or Strike check vs these demons that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.
Those who know how to work Special Alchemy will need 3 days to make this amulet and require 4,800sp for their labour.
- Enhanced Hematite
This reflective grey hematite stone may be made into an enhanced amulet which, when it is displayed openly, increases the wearer's Initiative by 8 versus hags, witches or wiccans. In addition, any Cast or Strike check vs these entities that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8. It must be attached to a leather bracelet and worn on the inside, just above the right wrist.
Those who know how to work Special Alchemy will need 3 days to make this amulet, require 40tg and a Word of Binding for their labour.
- Ancient Tooth
This yellowed ivory tooth may be made into an enhanced Amulet of Luck which, when it is worn openly around the neck, increases the wearer's Defence by 3, Magic Resistance by 2 and stacks with one other Amulet of Luck. In addition, it holds 3 charges of Luck which allow the wearer to immediately reroll a failed check. Charges of Luck may be bought back at a cost of 1,000 Experience on the stroke of midnight of an equinox or solstice.
Those who know how to work Special Alchemy will need 3 days to make this amulet and require 8,700sp for their labour.
- Ring of the Eye
This thick but plain gold band weighs 4oz and must be worn on the index finger of the right hand. While it is worn, the range of the bearer's racial vision is doubled. Magical sight, whether racial or not, is unaffected.
- Carnelian Brooch
This 3oz brooch holds an oval uncarved carnelian stone about 2 inches tall and 1 inch across. The likeness of the wearer must be carved into the stone and must be worn high on the left shoulder.
When an attempt is made to predict the wearer by spell, ritual or Astrology, the DM makes a Magic Resistance check for the wearer vs Backfire (+1 per Rank of the Artisan jeweller / lapidary).
An Artisan jeweller / lapidary will require 50 x 2 ^ Rank sp and no bargaining may be entered into.
- Pale Crossbow
This heavy crossbow is made out of the bones of some creature of the earthen deep, weighs 3lbs and is the colour of ash. The base Strike Chance is 67% and base Damage is 2 rollup D10. If the wielder's PS is 40 or more, they may Prepare the weapon with a Free Act, but at a penalty of 20 to Strike Chance.
- Zaganatic Potion
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion will have their PC increased by 5 and their MA by 10.
The potion's effects last for 15 hours, and the imbiber must eat grass or hay once every 2 hours they are awake.
- Duesday 28th - 29th Heat
Approaching pre-dawn we find their camp (of bound earth, water and fire) empty. Yuko senses the Black Annises are in a proximate dimension. The (rk 28) portal has a couple more days work to activate, it is linked to hell - outside the City of Seven Gates, black marble is already spreading (requires the portal to exist but does not need to be complete or active).
We retreat and setup above the camp, waiting for the Annises to return and resume their work. They don't. Then we see a large ship approaching, getting larger until we realise it must be an asteroid ship.
A dozen mind-flayers descend from the ship and investigate the camp. After a while most of them return to the ship which departs. We observe for a while, the 3 mind flayers appear to be on guard here long term.
We attack at dawn, sniping from our higher ground but their defences are too strong. They take cover and we approach, then they come to meet us. We're invisible and mind-shielded, limiting their attack options, they get within range of TK Sense of Touch, Yuko burns their fingers and puts one on the back-burner, we exchange ranged attacks, Rahne is transformed into a Frog but manages to sleep one and pull another to Anooke's waiting weapons. We take out 2, the last one flees but we bring it down.
We loot the flayers and drain the pylons and some (96 of approx 300) of the black marble of its power. Then we hear the sounds of footsteps from beyond the horizon and decide to leave before the Lord of Dark Earth arrives, travelling by Word of Recall to the outskirts Tripoli.
There we hear that the Mile-long Dragon has manifested and done significant damage, it is resting at the Giza Pyramids. We guess the raised mummies of the order are within the Pyramids.
Giza Dragon
We travel through the night by carriage and other means to Cairo.
- 30th Heat - 1st Breeze
Time spent gathering info on the Pyramids and pumping sources.
Then the dragon departs to the west. We immediately head towards the pyramids which reveal nothing unusual but the Sun Temple shows signs of recent rituals. Col. Ishi, the Biolurgan, the Lord of Similarities, participated in a ritual to create 14 new 'monks' with the ability to raise the dragon. Sims left from there, the others headed west into the desert. One canopic jar was accidentally left behind.
That night we follow by carriage, arriving at the Siwa Oasis about 3am. This is where they came but they have already left. Beneath the mosque in the oasis is a secret temple to Amon Ra. The Evil Dr Mesmer was waiting for them and had sacrificed 24 people, an astral gate was opened, they all departed.
A phoenix palm in the oasis has a middle-march at the top, within is Savannah, a Simurgh, guardian of the Fire People (looks like a giant winged dog). It can track people extremely well, we convince it to come into the astral with us to track Dr Mesmer who killed some descendants of the Fire People.
Opening an astral gate we follow Savannah to a house we identify as belonging to T.E.D. Mesmer, he was not part of the group that later departed to the Abyss. Looking down we see Abyssal demons scattered over the area and signs of the Chaos Wind having passed through.
- Mace of Hope x 12 oz
This mace is collected from the crimson aril of the seed of a mystic nutmeg tree. Any attempt to harvest it will fail unless performed by a Rank 6+ Herbalist.
A meal made with this spice allows the diner to Resist undead drain or, if they fail a Check against Fear or Horror, allows a second roll. Each diner requires a dose equal to ¼ oz.
- Purging Cinnamon x 7 oz
This cinnamon is collected from the inner bark of a Malabar tree. Any attempt to harvest it will fail unless performed by a Rank 5+ Herbalist.
There are tales of an emulsion made from Malabar cinnamon that purges victims of ingested poisons.
- Sukhad Twigs x 13
A twig of this sandalwood may be burnt to create a white smoke that afflicts djinni & efreeti that are not aligned to the Powers of Light in that megahex. This will last 5 Pulses. If Smoke Creation is cast upon the fumes, this will increase the volume and duration in accordance with the spell's workings.
Those afflicted by the smoke lose the largest of their damage dice, have their Magic Resistance reduced by 10, and their Defence by 20 for the duration.
Star of Westover
- Sunday 2nd - 13th Breeze
I locate the group we're tracking and keep watch while others drop pets and followers to local allies to reduce our numbers and Savannah returns home.
Descending the cliff, Anooke spots a small cleft that leads to a larger chamber behind a pressure door. We stay focused and continue our descent. Moving carefully with unseen we avoid most demons while following the trace, it leads toward one of the Known Realms.
We lose the trace after several days but we're fairly sure we've followed correctly when we come to Westover and find portal pylons in the Astral.
- Frysday 14th - 15th Breeze
Re-opening and discretely entering the portal we find an asteroid ship docked within the star of Westover. We exit, moving as fast as we can away until we're outside of the range of the Elder Brain before our mind protections are pierced.
In our flight we find a shaft with ethereal scaffolding heading up into the star where there is something very hot, this all dates back to a long time ago, potentially the builders of these structures in the star. We head up to investigate but after a day we realise our sense of scale is way-off, a Dilemma Trump indicates this is not helpful to stopping the evil plan and potentially fatal. We descend again.
- Sunday 16th Breeze
Preparing to sneak back closer to the ship to try and grab some outliers to question or just observe, we feel the star shudder. Scrying ahead we see they have launched the mile-long dragon towards Westover where it will fall through an open shaft to Assyria, emerging at speed to impact the rings of Feralie. We name Lords of Rings and Machines to hopefully warn them of what's coming but have no idea if the message is received.
Gathering our courage we race towards the asteroid ship to find and kill the monks to dissipate the dragon before it impacts.
Breaking In
Swinging, jumping and sliding, we make our way onto the asteroid and then run up the spine of it towards the protruding bits above where the mummies are about half way up the ship.
The first entrance we try has small creatures that swarm out at us but we manage to dispose of them quickly. Within, below a grill are frozen aliens and no obvious sign of a door to further in.
We try another entrance, using Bower's door within the existing door then descending down a 40' vertical 8' tunnel.
Nobody on this level so we use Bower's door in the floor and descend to an empty corridor.
Descend the same way again we enter a large room occupied by Mind Flayers and Pale Dwarves, we immediately engage and take them down as fast as we can.
Descending again we are in a room with crystal coffins set into the floor containing the mummies, guarded by ice creatures and more mind flayers. Bishop opens with a 2D Grenado which is not as effective as hoped, we follow up with more conventional attacks. Apart from Bower getting too close to a Mind Flayer and losing his face, we're doing well then a portal opens and 6 aliens flood through. Yuko messes with the portal, blocking further waves while we deal with the current one and start opening coffins to destroy mummies.
- Cinnabar Brooch
This blank brass oval has a velvet bed the colour of cinnabar and weighs 7 oz. It must be worn on the chest near the point of the right shoulder for its magic to be effective. A second standard amulet may be pinned to the cinnabar bed so that the wearer may benefit from, say, 2 amulets of luck. This will not work for all amulets.
- Pale Ring
This ring of dull, pale grey metal weighs 2 oz and must be worn on the small finger of the left hand for its magic to be effective. It will only fit a human, dwarf or orc. The bearer uses their EN value instead of AG to avoid being knocked prone
- Potion of Melancholia
This phial weighs 4 oz and contains potion that tastes of ashes and grief. The phial is robust and must be Prepared before it can be taken. Whoever drinks it reduces their TMR by 3 and their movement rate by 150 yards per minute for 1 minute. During that time, they are somewhat unaffected by things that affect the physical world, be they magical or mundane. Things that affect the mind, spirit or personality, be they magical or mundane, are enhanced.
Things that heal or inflict damage are halved in effectiveness.
Things that cause fear, confusion, pain or attack consciousness inflict 1 rollup D10 (+1 rollup D10 for every 10 Ranks)
Charming, befriending or otherwise increasing happiness level causes the effects of both to immediately terminate.
- Interment Unguent
This robust pot weighs 6 oz and must be Prepared before it can be used. There is only enough unguent to apply to a dead person of size 4 or less. However, once applied, they will sink into the ground and rise at the crack of dawn if their Resurrection Check is successful. The Rank of the Unguent is equal to the number of hours the dead person was interred
- Barbed Ring
This ring weighs 1 oz and may only be worn on a finger or similar protuberance that does not contain a bone. On the bearer's Initiative, but requiring no Action, the bearer may increase the protuberance to 24 inches in length and tipped with a vicious barb. This may be used to deliver an Unarmed Combat attack with the usual Strike Chance, but the base Damage increases to 1 rollup D10 + 3. If used to parry successfully or if successfully parried, the bearer must Break 100 + 2 x MD to avoid having the protuberance amputated.
- Potion of Relief
This robust phial weighs 7 oz and must be Prepared before it can be used. It contains a potion the colour of headaches and tastes like an overcast morning. Once it has been drunk, an amputated, boneless finger or protuberance will be regrown in a minute
- Ring of Angles
This ring is made from a matte black inert substance vaguely similar to fulminite and encumbers as if it weighed 4 oz. The outside of the ring is smooth, the inside shaped like a regular polygon with 36 sides.
When it is worn on the middle finger of the left hand for 7 days, Thursday to Thursday, the bearer is considered to be void of any curves, and the hex they are standing in contains no angle more acute than 170°.
On the occasion of the next full moon, the bearer must Break 100 -> 1 x WP or dream of damp, soft things who press up against their back while they sleep, whispering. Once the dreaming starts, the Break 100 target climbs by 1 each day until the bearer fails, whereupon they will will feel that something cold and pitiless is watching them from the shadows. becoming more and more estranged from reality and, from time to time, experiencing blackouts where they cannot account for their movements. They may even become distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are “all aroundâ€). The bearer will eventually become unhinged and may plot to destroy their friends in the belief that they are “out to get them†or perhaps provide a critique of transparent opera-singing flamingos or, indeed, any other bizarre behaviour the DM deems appropriate.
The bearer's sanity may not be restored until the ring is removed. However, removing it while barking mad will halve the bearer's WP value, which will return at 1 point every 3 days. Hypnotism will not help with this, although therapy may.
If the bearer goes mad on adventure, the DM receives 4,000 Experience. If the madness is permanent, they get a round of applause at the Guild Meeting.
- Minor Ring of Protection
This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the left hand. The bearer subtracts 5 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance. In addition, the bearer's Defense is increased by 5.
In addition, it surrounds the bearer with a pale blue aura. This will protect the wearer so that the first 7 magical damage points the wearer takes per pulse are ignored. This does not work vs any kind of physical damage, even those created by spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against spells that directly target the body like Putrid Wound, Necrosis, or Disruption.
If the wearer has some similar means of protection, then the greatest protection will apply.
- Enhanced Amulet of Aquilegious
This violet 5-pointed flower has been crystallised in a clear topacious stone and bound to a brooch. It weighs 2 oz and must be worn openly over the heart in the left lapel for its magic to be effective. Whenever the wearer rolls versus fear, they subtract 10 from the result, and 10 from any Fright Table result, if there is one.
- Scroll of Ensorcelments
This scroll contains the following Incantations:
Levitate - Walk on Air
Range: Self
Duration: 15 minutes (+ 15 minutes / Rank)
Target: Sentity entity
Effects: The Adept may walk upon the air as if upon the ground for the duration of this magic. At heights above 50 feet, they may increase their movement rate to 30 miles per hour (+1 mph / Rank). The Flying Skill is not applied to this magical effect, although acrobatics may be, at the DM's discretion.
Cost:3,750 Experience.
Constraints: Unracks the spell, everything blue the Adept is wearing becomes bright red for the duration. If less than half of their clothing is blue, then the air around them dances as if covered in fireflies
This incantation may not be taught.
- Bolt of Energy - Levin Bolt
Range: 30 feet + 15 / Rank
Duration: Immediate (during Pulse)
Resist: Passive, for half damage
Target: Object or entity
Effects: A bolt of lightning about the length and shape of a javelin flies from the Adept's outstretched hand, damaging the first object or entity that it impacts on for 1 rollup D10 + 5 (+1 per 3 or fraction Ranks). Anyone afflicted by a levin bolt is so dazed that they can do nothing until they spend a Pass Action to recover.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 1
This incantation may not be taught.
- Bolt of Energy - Levin Bolt
Range: 30 feet + 15 / Rank
Duration: Immediate (during Pulse)
Resist: Passive, for half damage
Target: Object or entity
Effects: A bolt of lightning about the length and shape of a javelin flies from the Adept's outstretched hand, damaging the first object or entity that it impacts on for 1 rollup D10 + 5 (+1 per 3 or fraction Ranks). Anyone afflicted by a levin bolt is so dazed that they can do nothing until they spend a Pass Action to recover.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 1
This incantation may not be taught.
- Bolt of Energy - Levin Bolt
Range: 30 feet + 15 / Rank
Duration: Immediate (during Pulse)
Resist: Passive, for half damage
Target: Object or entity
Effects: A bolt of lightning about the length and shape of a javelin flies from the Adept's outstretched hand, damaging the first object or entity that it impacts on for 1 rollup D10 + 5 (+1 per 3 or fraction Ranks). Anyone afflicted by a levin bolt is so dazed that they can do nothing until they spend a Pass Action to recover.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 1
This incantation may not be taught.
- White Harpoon
The haft of this harpoon is made from the ivory tooth of a narwhal magically hardened, and the curved blade is made from a white metal of mysterious origin. It requires 12 PS and 18 MD to wield. At temperatures below 0 degrees C, it is as harder than steel and will not break unless PS used to wield it is in excess of 47. It weighs 4 ½ lbs and is sized for a human child. A slender rope braided from the light grey hair of a grandmother extends 30 foot, allowing the harpoon to be drawn back once it has been thrown. With sufficient practice (Rank 7+), the harpoon may be drawn back to the wielder's hand as a Free Act, otherwise it requires a Pass Action. It may be wielded as a lariat or as a spear and in the hands of someone smaller than size 5 these Ranks are cumulative. The base Strike Chance is 53% and the base Damage is 2 rollup D10. It may inflict A & B Class injuries. A Specific Grievous injury is inflicted on 10% of the modified Strike Chance, and a blow directly to Endurance is scored on 20%. It may not be used to Entangle, but an attempt may be made to Trip a bipedal target within 30 feet if the result is a blow directly to Endurance or better. In such cases, 4 is subtracted from the die roll result of the Strike Check.
Things, including the ground, in an area 65 feet in diameter centred on the wielder, are always 6 degrees C colder than the air. This makes it possible to see terrain features with racial infravision inside that volume.
Three times a day, resetting at dawn, the wielder may use a Free Act to travel down the rope to the harpoon, and this does not count against their movement or TMR.
A fetish made from the brush of a snow fox is attached to the harpoon , and is a spell rack. It contains these incantations:
Ice Creation - Frictionless Floor
Range: 20 feet + 10 / Rank
Duration: 15 seconds + 5 / Rank
Resist: None
Target: Area
Effects: Up to 20 (+ 10 / Rank) square feet of contiguous surface is covered in nearly frictionless wet ice. Footing becomes treacherous, and handholds non-existent.
Any entity attempting to move on the surface must make a 1 x AG check each Pulse or fall prone. If they fall, a successful AG check is required to regain their feet; and while prone, they will continue in the direction of their last movement until they clear the icy surface.
This spell may be cast underneath entities.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1
This incantation may not be taught.
Ice Armour - Shield of Frost and Snow
Range: Self
Duration: 1 hour + 1/2 hour / Rank
Resist: None
Target: Entity
Effects: The magic will cover the Adept's body or armour with frost and snow, adding 2% (+ 3 per two full Ranks) to their defence and Rank / 4 points to their Protection value . The armour will absorb Rank fire damage per Pulse, resetting at the beginning of each Pulse and this is counted after all appropriate damage reductions are applied. In arctic environments, it provides a bonus to Stealth equal to the Rank of the spell. If the Rank is greater than 10 but less than 20, a Grievous Blow will dissipate the frost and snow but, in that case, the Specific Grievous injury will not be applied to the Adept. If the Rank is 20 or higher, it will take two Specific Grievous injuries to dissipate the frost and snow but, similarly, neither of them will be applied to the Adept.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1
This incantation may not be taught.
- Pale Blade
This curved shortsword is made from a dull, light grey metal and weighs 2 lbs. It inflicts A or B Class injuries, has a base Strike Chance of 53% and inflicts 1 rollup D10 + 5. It may be wielded (and Ranked) as a scimitar by a halfling or a dagger by a hill giant.
When an elf, dark or bright, is within 30 metres, the blade darkens.
- The Staunch Ring
This red ring weighs about 2 oz. Its magic only becomes effective if it is worn on the thumb of the left hand. Whoever wears it for at least a month can increase their EN by +2 and their WP by +2. This will not exceed racial maximums. They gain one point of Natural Armour out of being just generally hard, and suffer one less DP per bleeder. If they take it off for longer than a day, it will take another month before they can expect to recover the bonus to EN and WP.
If the bearer has been Stunned as a consequence of taking damage (but not as a consequence of magical molestation), they may immediately Break 100 => EN to avoid the effects entirely. The bearer may replace FT with their current EN for the purposes of calculating Stun Recovery.
- Scarab of Life
This brooch must be worn openly over the heart. It weighs 4 oz, and while it is worn it absorbs the first 3 points of damage per Pulse. While this stacks with similar magic, it is applied after all others have been exhausted. The wearer subtracts 5 from the die roll result of Magic Resistance checks, and increases their Defense by 5. If the wearer's Magic Resistance check modifies to "01", then they and the hex they occupy have Resisted all aspects of the magic.
The scarab spares the wearer 48 points of undead draining. Once it has taken this much damage, it crumbles to a greenish dust.
The scarab will always absorb undead draining, the wearer may not elect to take it on behalf of the amulet.
- Ice Pick
The haft of this weapon is made from briar root with glyphs etched along the length. The head is made from the tooth of a dragon, into which a hole as been drilled so it can be attached to the haft by two orichalcum screws. It has two faces, a curving spike like a wolf's fang, the other end flat and covered with a 1 inch thick granite circle.It may be wielded as a war hammer or military pick, requires 17 PS and 16 MD to wield, provides a base Strike Chance of 53%, inflicts A & C Class injuries, and inflicts 2 rollup D10 damage (+ 3 versus humanoids of size 7 or larger). If, and only if, the result of the Specific Grievous check does not result in A or C Class, the wielder may roll again. When wielded by someone size 4 or smaller:
- it is a cumulative Rank weapon.
- it may be wielded 1 or 2 handed.
If the wielder knows the Extinguish Fires spell of the College of Ice Magic, then they may cast it three times a day as a Reflex Action (resetting at dinner time in the evening). Aside from its other uses, it may be used to disrupt an opponent's Action that creates a fire effect of some kind, e.g. to disrupt a Fire Mage casting Fire Arc, a dragon about to breathe fire or, say, a fire elemental about to Immolate an opponent. The chance of the Extinguish Flames is 50% + 3% / Rank of Extinguish Fires - 3% / Rank of the Fire spell. As a guideline, the special abilities like breath weapons have the same Rank as their MA.
- Belt of the Qalamari x 3
This belt is braided out of one or more Calamari tentacles, who, presumably, resented it. It weighs 10 oz.
The wearer gains a bonus of 5 to cast Telekinetic Rage, Force Shield, Telekinesis or Disruption spells.
Telekinetic Rage
- The wearer may choose to create an instantaneous, magical storm that fills a cone emananating from them to a range of 15 ft (+5 ft/Rank), 5 ft (+5 ft per 3 or fraction Ranks) wide, with roiling, body-wrenching forces. All objects and entities that fail to resist, are hurled away from the Adept until they are out of the area of effect, or they strike a solid barrier.
- The storm inflicts [D - 5] (+ 1 / foot travelled) of magical damage and is inflicted once only, at the time of casting. The damage is not contingent on striking an object. Additional damage may be done on hitting a wall, entity or other substantial object.
Telekinesis
- The belt can sustain one Telekinesis spell so that the wearer does not need to concentrate upon it. This sustained Telekinesis must be counterspelled or the duration expire for its effects to end.
- Void Robes of the Qalamari x 3
These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer's Magic Resistance to Annihilation or Dark Sphere contact is increased by 10.
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM's whim.
- Spectral Cape
This cape is light grey in colour and appears to be made from woven shadows. It weighs 11 oz and is a legal target for the Spectral Hand spell, in which case the Adept creates a second primary hand (and arm) which emerges from their upper back. This grey but corporeal limb has the same PS and MD as the Adept's normal primary limb but, obviously, does not benefit from itemry unless subsequently adorned. It lasts for 15 minutes and may be used as a primary hand / arm. The Adept may deliver a dual attack with this limb as if it were another primary arm / hand. At Rank 10, the limb may deliver an attack as a Free Act and as a Reflex Action when the spell is Rank 20. The arm / hand may not deliver more than 1 attack a Pulse.
The arm/hand is not obvious until called upon but its emergence from the Adept's back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12.
Breaking Out
A large dark eye with a vertical pupil appears in the room and starts throwing Celestial magic at us. Bishop haunts the controls and messes with the ship. Mind-Flayer reinforcements get in, we eventually destroy the last Mummy and start our exit.
Word of Recall is blocked by the ship's shields. We start back the way we came in, leaving as much devastation behind us as we can to slow the Mind-Flayers.
Eventually getting to the exit tube we see an army of aliens and Mind-Flayers awaiting our exit.
Killing the Mind-Flayers below so there are no direct witnesses, we send a shadowy-distraction out sideways, create a hidden zone to exit to, step out beyond the shielding then recall to our camp within the asteroid about 1 mile from the ship.
Falling
Patching up the worst damage we descend through the floors to the outermost level of the star. Along the way we see the armaments on the asteroid are being changed to large crystal lances and a guarded 8' sphere of annihilation. We also find the components of an enormous ward placed thousands of years ago to exclude Corner Dogs.
Scouting 40 miles away from the ship then around at that distance for half a day, we find no sign of any other exits from the star.
Ascending to about 1/3rd of the way up the ship we protect ourselves then sneak up to the ship and jump off the edge.
Free-falling we pass the guards before they can react and make it out. Unfortunately we are falling into the hole through the moon, Bower and Bishop who are falling as rain are unable to change their course. Into the hole and down, for a long time... about 1,000 miles down on the Westover side then 1,000 miles up on the Assyria side, gradually slowing. We pass the wreckage of a great device at one point, it was an elevator for traversing the tunnel. We calculate the point when we will be slowest and create ice for the rain to fall on then leap for the sides of the tunnel.
Sitting on the side about 800 miles below the void of Assyria's surface we contemplate options. Yuko considers the history of inscribed runes and sees it was once created as a weapon to lase a light and dark dragon then then fire the result at Feralie.
Then we detect the asteroid ship entering the Westover end of the tunnel and Devils start winking in (each missing an eye) to attack - Seir.
Setting up temporary defences, Bower opens a portal to Westover, we all make it through.
The owner (Brass) of a conveniently nearby house is not in residence and his staff refuse us entrance to use the astral gate. So we make for the temples of the moon, a while later we see a huge explosion (probably pentavalent nitrogen) back where our portal emerged.
Sneaking up to the nearest temple we make our way in and down to a basement level where there is a shrine. Approaching the shrine with magic in effect triggers the creation of a portal to the temple of the new moon on Sparlainth. The most powerful magic in effect at the time was on Anooke, placed there by a trickster god whose attention some of us drew.
As we go through a large dark serpent goes through the portal in the opposite direction. I manage to charm it and try to talk it back but its binding to complete a mission is too strong.
Roses
Outside the temple we are in a field of boulders a long way from anywhere we need to be. We create a hearth, Yuko blesses it then enters the astral to head to the City of Roses. Once there she opens a portal to bring us through.
A local Tower Corp branch gets us to Feralie where we report all to Judecca and spend a week recovering. He mentions Serpent's house under the world span mountains and that Seir is part of a cabal with 4 other fallen angels to bring on the coming certainty.
While there we received word that the Lord Serpents was laying siege to the Lord of Dragons on Westover, presumably intending to devour him to regain control of Dragons.
- Sunday 23rd Breeze
Through the astral to the Abyss we scatter roses from the Lord of Rings to attract the attention of Lady Faversham. She soon arrives in her carriage, we tell her of the asteroid ship traversing the Abyss, the chaos wind and demon remnants in its wake, the siege on Westover and we ask to meet with her guest, the Lord of Patterns. She acquiesces and invites us aboard her carriage (which is significantly larger on the inside) to travel to her home.
There we brief Serafin, point out this means that Serpents is no longer in London and as expected he invites us to assist him in re-taking his home.
The gracious lady sends her carriage to take us all to the chaos mill near the Prince of Demon's house. There Serafin creates a pattern to take us to London, Victoria. We arrive in the Limehouse district, Serafin departs to make contact with Intrigue's agents, we catch a hansom cab to the rope-makers yard at docks.
There while finding and approaching the entrance to the Warrens, we are attacked by the Dark Hunt. We drive him into retreat and then burn him out of the mists, capturing his foul heart.
- Heart of the Dark Hunt
This shriveled, blackened heart contains 15 Cruelty
A Zoo Trip
Entering the Warrens, we take a room at an Inn where Yuko sends a cat familiar to seek out Scratch, the Lord of Cats. It returns with a message, setting a meeting time in the morning.
We rest, eat, acquire fish and prepare a meal.
- Moonday 24th Breeze
At the meeting we present Scratch with Yuko's sashimi, tell him of Serpents current movements and ask if he can help us seek the Great Panther. He tells us that The Panther is on Perfidious Albion and suggests if we were to approach we could end up being a snack. We discuss plans, he suggests it would be better to take it to Feralie as its fate is to devour Set when he is the World Serpent. Scratch volunteers to seek the Panther and bring it through the Serpentine on P. Albion to Hyde park, we'll need to be waiting to keep the basilisks off it while in transit to the Warrens. From there we can take it to Assyria then through to Feralie. He'll need about 2 weeks.
- Snow Leopard Transformation
Anooke has received a transformation from the Lord of Cats into a Snow Leopard once a day as a Pass Action.
- Snow Leopard
- Natural Habitat
- Highlands, Jungle, High Plains, Waste, Mountains
- Description
- This snow leopard has white and palest brown fur with dark brown spots which, on its flanks, have grown into large rosettes. He weighs 165 lbs pounds, his body is 1.5 metres long and his tail is an additional metre. They show no preference to hunting by day or night.
- Comments
- The depth of his coat is 4 or 5 inches long and is worth 1,000sp to 3,000sp depending on the season. It improves the gauge for the leopard by 2. His base Stealth is 96%.
- Abilities
- He has the ability to climb trees, rocky outcrops, rough terrain and mountains with ease. Once a day, resetting at 3 in the afternoon if it lazes in the sun from noon, as a Free Act, he may change his composition to snow. In this form he weighs 33 lbs and falls no faster than 30 hexes per Pulse. This cost 1 FT, doubling each hour.
- Movement Rates
- Running: 400; Climbing: 200
PS: | 24 | MD: | 26 | AG: | 24 | MA: | Anooke's | EN: | 20 | FT: | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | Anooke's | PC: | Anooke's | PB: | 12 | TMR: | 8/4 | NA: | Fur absorbs 3 DP |
- Weapons
- Snow leopards may use one bite or two fore claws in Melee Combat, or one bite and four claws in Close Combat. If the bite and at least one fore claw is successful (even if no damage is done) in Close Combat, then instead of two hind claw attacks, a Rake may be attempted. Snow leopards will attempt to Close.
- Bite: BC 50%, [D + 3], Melee & Close, Rank 0 - 5.
- Claws: BC 60%, [D + 2], Melee & Close, Rank 1-6.
- Rake: BC 60%, [2 rollup D10 + 6], Close, Rank is the same as Claws.
We return to London and make our way to Baker Street where we discretely enter the Lord of Patterns run-down house. He is happy with the plan so we wait with him for two weeks while he repairs his Orrery.
- Moonday 7th Fruit (Autumn)
Using astrology and foresight we determine when the Panther is due to arrive and begin our assault on Serpent's Astral gate a couple of hours prior. We search the Serpentine in Hyde Park but find no sign. Astrology indicates it is in Regent's Park, in the Reptile House of the Zoo.
Quickly and unremarkably walking over we take our child to the Zoo and break into the keeps entrance to the reptile house. Making our way through the sheds and pens we enter the 'Anaconda Exhibit' where the resident a giant serpent construct attacks, we realise its maw is the astral gate.
A tough fight, eventually won then 10 minutes of carefully deconstructing the snake and destroying the gate.
- Eye of the Serpent x 2
This crystal eye is 1 foot in diameter and weighs 65 lbs. If a Ritual of Creating a Crystal of Vision is cast upon it, then it will create a Scry Shielded volume with a radius of 10 feet (+5 feet per Rank of the Ritual). The effect is permanent until the crystal or the ground upon which it rests is moved.
The Rank of the Scry Shield is equal to the Rank of the Ritual.
Once enchanted, it cannot be placed in a bag of holding or other weird spaces.
- Orichalcum Escapement
This escapement weighs 15 lbs, is made from an orichalcum cog a foot in diameter, 1/4 inch in thickness, attached to a rectilinear cuboid frame of 9 inches x 2 feet x 1.5 inches, inside of which a pale grey weighed rod 1 yard in length is attached.
If an Adept casts a spell that causes the rod to vacillate, then they may reduce the force (i.e the weight x movement) or PS value of the spell to as little as 1/ Rank in Mechanician but multiply the duration by a similar Rank value.
- Serpent Jewels x 47
These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication.
With respect to a clockwork device of a Mechanician's making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.
An enterprising Mechanician may find other uses for them.
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).
- Bridge & Movement x 3
Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs.
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of 9, but not both. The maximum these values may be increased is Rank in Mechanician.
Only a Rank 5+ Mechanician can modify or repair the movement, only one of Rank 6+ can modify or repair the bridge.
- Mainspring x 2
This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 7. The maximum this value may be raised to is 2 x the Mechanician's Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician of Rank 3+, and this will cost 3 FT + the FT value to be transferred.
Only a Mechanician who knows how to make Tempers and is Rank 5 or higher can modify or repair the mainspring.
- Cogs & Gears x 53
Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.
- Serpent's Tongue
This grey-pink tongue is 9 inches wide, 2 inches thick and 9 feet long, forking into finer tails for a further 2 1/ 2 feet. It weighs 13 lbs.
Surprise me.
- Serpent Strike Reservoir
This round glass decanter is covered in canvas and holds 3 doses of Serpent Strike. It can only be taken during the Military Scientist phase of combat, and no other Action is possible in that phase.
The imbiber, and only the imbiber, automatically wins their next Initiative unless the opponent also has Serpent Strike plus 10 more initiations.
3 | 2 | 1 |
- Serpent's Heart
This heart contains
Containment | 15 |
Clockwork | 15 |
Alchemy | 10 |
Time | 5 |
- Seeds of the London Plane Tree x 18
The we exit back the way we came.
session 11 (7th Mar)
engagement in Albion Street. Battle with Basilisk and companion
- Staunch Potion of Healing x 5
This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.
- Healing Potion of Steadfastness x 4
This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc). It
- heals 3 rollup D10 +10 Damage
- increases PS, MD, AG and EN by 4 beyond personal and racial maximums for 5 minutes
- halves all damage taken for the rest of the Pulse it was taken and the one following it.
- Yellow Potion of Health x 5
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.
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.
- Pot of Flesh x ?
This pot contains a pinkish, oozing mass and weighs 4 oz.
When it's contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied.
No particular Skill is required to place the mass, it will slither around the target's body and infiltrate the wounds.
In addition, D10+5 EN damage is cured.
- Potion of Ophan Blood x 4
This potion bottle is chased in an alloy of lead and tin and will not break easily. It must be prepared before imbibing. It weighs 4 oz.
The effects lasts for 12 pulses. For that period, the imbiber can decide which of their percentile dice are the tens and which are the units. For example, if 91 were rolled it could be read as 19 instead.
- Minute Glass of Time Stop x 2
This minute glass is 3 inches high and 1 inch in diameter. It weighs 4 oz and is very fragile.
It must be Prepared before it can be used unless it is worn openly on a fob chain on the abdomen and chest, in which case a Free Act is required. When the wielder breaks it, time stops for them and their familiar for the next twelve Pulses. Other allies or minions are not affected.
As an examle, the wielder may deliver a blow to an opponent but this will do no harm since they are held outside of the flow of time. However, they could Fire missile weapons or spells, spending the ammunition or FT etc, which will leave the wielder's personal space and then fall subject to the time stop effect. As soon as the effect terminates, the effects will impact on the target one after the other.
Or they could perform other Actions in the minute glass period so long as they do not directly affect anyone else.
- Falling
Experience Multiple: 50
Rahne has learnt Falling, which is a Discipline. It may only be raised once per Season, requiring no training time, but there is no maximum Rank. If Rahne successfully Breaks 100 => 2 x AG + Rank, then she reduces the distance she has fallen by 20 feet (+1 foot per Rank).
- Ring of Fire Resistance
This heavy but plain band is made from red bronze and weighs 4 oz. It must be worn on the smallest finger of the right hand for it's magic to be effective.
If the bearer is attacked by magical fire (including breath weapons), they Break 100 => AG + MA instead of making a Magic Resistance check. If this check fails or if it succeeds but they suffer a secondary effect, then they are entitled to a second Break 100 => AG + MA. Two successful results against, say, Hellfire, will quarter the damage or, at the DM's discreation, reduce it to zero.
In any case, the value of the largest damage die is reduced to one.
- Fascinator x 3
This veil weighs 3 oz, and must be attached to appropriate head wear. Its magic only works for human or human like entities who are women.
It does not conceal the identity of the wearer in any way. It does, however, increase their ordinariness. An observer, upon seeing the wearer, will be consider them uninteresting unless they somehow presume upon them in some way. Violence is always considered presumptuous.
Their expression is less predictable so any attempt to identify their mood or state of mind is difficult. In particular, if the wearer rolls under half her Magic Resistance, she may avoid being detected by Face Reading or ESP.
- Bewitched Webley
This revolver is made of a dull, pale grey metal that has been blued, weighs 2lbs 6oz, and holds six .476 calibre bullets in the cylinder. It may be wielded as if it were a crossbow although the PS requirement is 9 and does not need to be Prepared before it is Fired. Any roll higher than 95 is a fumble (refer to Table 52.4) a roll of 70 + MD is a miss, any other miss is a hit, any hit is a blow directly to EN inflicting 2 DP, a blow directly to EN is a Specific Grievous injury (with any injury allowed except for amputations) inflicting 2 DP. Should the wielder roll in the range of a possible Specific Grievous injury, then two are rolled and applied (if they can be) + 2 DP.
In addition to any damage from the bewitched bullet, these Minor Curses are applied if a hit is scored. In the normal course of events, Magic Resistance is not checked for.
Bullet# | Result |
---|---|
1 | Recurring migraines: Lose 5 MA & WP. Spells must be Prepared twice before Casting. Permanent until treated by Curse Removal (20 MA) or Repair Vital Organs. |
2 | Periodic hallucinations: Lose 5 PC & WP and halve Magic Resistance against spells that attacks the mind or personality for 2 rollup D10 Pulses. |
3 | Mortification: Lose 5 MD & AG and halve Magic Resistance against spells that cause pain (Harming Entity, Torment, Agony) for 2 rollup D10 Pulses. |
4 | Enfeeblement: Lose 5 PS & EN and halve Magic Resistance against spells that disrupt flesh (Putrid Wound, Necrosis, Disruption or the like) for 2 rollup D10 Pulses |
5 | Convulsions: Break 100 => the worst of AG,PS or MD each Pulse for 2 rollup D10 Pulses. Each Pulse the victim is convulsed they cannot move unless they spend a Pass Action and suffer 3 DP which cannot be avoided. |
6 | Asthma: Halves TMR, doubles FT loss due to exercise, and cannot perform strenuous exercise. Permanent until treated by Curse Removal (20 MA) or Repair Vital Organs. |
The order in which the curses are applied cannot be changed, and although the Webley can be reloaded, it will not be effective until dusk on a Saturday. If it is not cleaned before it is reloaded, the fumble chance becomes 90 or higher. The wielder will have to find ammunition, which will be entirely unavailable in any period outside of the Victorian era, and only 10% of the time within it. Each bullet costs one gold shilling and six silver pennies.
- Manticore MG17
This firearm is 4 feet long and weighs 22 lbs. It is made almost completely of steel and prevents the initiation of any magic that is not racial. A bipod must be deployed before the weapon can be used, unless the wielder's PS is 40 or greater, in which case it can be wielded 2 - handed. It may be used with the Machine Gun skill, the Firearms skill or the Crossbow skill. Fully automatic fire is only possible with the Machine Gun skill. A wielder who possesses the Firearms or Crossbow skill may fire the weapon in "semi-automatic" mode.
In "semi-automatic" mode, the wielder may make a number of Fire Actions equal to their Rank, each such Fire Action using 10 rounds of ammunition. Subsequent to the initial Preparation, the machine gun does not need to be Prepared before next being Fired. Any roll higher than 60 + MD is a miss, any other miss is a hit, any hit is a blow directly to EN + 1 rollup D10 + 5, a blow directly to EN is a Specific Grievous injury + 1 rollup D10 + 5. Should the wielder roll in the range of a possible Specific Grievous injury, then two are rolled and applied (if they can be) + 1 rollup D10 + 5.
Belt Ammunition
- 100 round belt weighing 8 lbs (10 "semi-automatic" Fire Actions)
- 500 round belt weighing 40 lbs (50 "semi-automatic" Fire Actions)
Note: Any Strike Check that is a miss requires the wielder to roll their PC + Rank or less to avoid attracting a Table 52.4 Fumble.
- Serpent's Tooth x 2
This tooth may be made into a baselard dagger that holds a reservoir large enough for a single dose of blade venom in the hilt, is 22 inches long and weighs 12 oz. It is curved but only has a point, so can only score A Class injuries. The base Strike Chance is 53% and the base Damage is 1 rollup D10 + 3 but is not weighted for throwing. However, the point is so sharp that it ignores the first 12 points of Protection. Damage Reduction and Endurance Armour are not affected. It will inflict a blow directly to EN on 20% or less of the modified Strike Chance and a possible Specific Grievous injury on 10% or less. On such a quality hit, blade venom may be injected into the wound. A Weaponsmith will take 14 days to create each weapon and charge 9 gold shillings per day.
- Golden Krait
- Description: This golden automaton measures up to 9 inches in length and weighs 7 oz. It has a triangular head, flattened towards the rear, and a thin body about a ¼ inch across.
- Abilities: The krait always wins Initiative against someone reaching into a pocket that it considers its territory. It is a legal target for any weapon spell but not Dark Sword or Spectral Weapon, and which will last for the next dusk or dawn.
- Movement Rates: Crawling: 150
PS: | 2 | MD: | 22 | AG: | 16 | MA: | 3 | EN: | 6 | FT: | 14 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 18 | PC: | 12 | PB: | 8 | TMR: | 3 | NA: | Metal reduces damage by 5 |
- Weapons:
- Bite: BC 65%, [D 10] A Class damage, Close, Rank 0. Protection and EN armour are never considered and neither is Damage Reduction.
- Poison: Break 100 => modified EN, failure indicating that the victim halves their PS, MD, AG & EN. Each of these stats are reduced by 1 per minute thereafter for 10 minutes. If this would reduce any stat to zero, the victim falls into a coma. If the roll is successful, then PS, MD, AG & EN are not halved, although they are still reduced by 1 per minute for 10 minutes. While the victim still lives, they may attempt to recover from the venom by Breaking 100 => modified EN, each fail indicates that EN is reduced by 1. This is considered a Rank 12 synthetic poison. The automaton has sufficient venom for one bite which will take 7 days to refill.
- Map of the Iron Sparrows of Issarkhaddon
This scroll is a cylinder 10 inches long and 2 inches across. It weighs 8 oz. It contains a map to The Iron Sparrows of Issarkhaddon in Khores, a plane found off the third layer of the Pit.
- Head of the Hydra
This is the immortal head of a hydra, which will eventually regenerate into a five headed beast that personifies a boundless river unless care is taken. Otherwise, it will serve as a spring of water, and generates 3 Water a season. EN may be sacrificed to the hydra to increase the rate at which Water is generated at a 1:1 basis. The Water will dissipate by midnight if some means is not found to store it.
Session 12 (14th Mar)
continued engagement in Albion Street, inc Lord of Clocks (dead - exploded), beating off the Medeanite sorceress (and attendant spirits or toad, hawk and otter) , feathered serpent down. Fun with Machine Gun. The Panther arrives and starts down oxford st with a hydra rising from the serpentine and following via gutters.
We successfully escort The Panther to the burrows and the fun starts.
We get back to the guild on!
Reference
People
Places & Locations
History
Logistics
Mil Sci
- Daily Pattern
- Sleep/Camp 11 Hours (4/3/4hr). Travel 10 Hours, Meals 2 Hours, Rituals 1 Hour
- Watches
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
---|---|---|---|---|---|---|---|---|---|---|
- Marching Order
Astrology
Bishop | Bower | Tsayoi | Mr Morden | Yuko | Mario | Rahne | Anooke |
- | 65 | 88 | - | 33 | 54 | 48 | 18 |
Anooke | |
Bishop | |
Bower | |
Mario | |
Mr Morden | |
Rahne | 392: Fire Wolf Body, 249: Earth Dragon Magic, 043: Mana Dragon Order |
Tsayoi | 997: Sun Wolf Life, |
Yuko | 478: Water Sheep Death, 633: Metal Tiger Order, 339: Fire Tiger Magic |
Short term Buffs
Short duration magics that when called for will be cast - if we have time!!
Magic (caster) | Rk | Effects | Dur | Bi | Bo | Ts | Mm | Yu | Ra | Ma | An |
---|---|---|---|---|---|---|---|---|---|---|---|
Weapon of Flames (Ts) | 14 | +15% SC and +8DM (+15DM vs undead) | 19 minutes | Sword | Whip | ||||||
x | x | x | x | ||||||||
x | x | x | x | ||||||||
x | x | x | x |
Long Term (assumed always on)
Magic (caster) | Rk | Effects | Dur | Bi | Bo | Ts | Mm | Yu | Ra | Ma | An |
---|---|---|---|---|---|---|---|---|---|---|---|
Greater Ench. (Ra) | 20 | +21% to Res, Mag, Com, and S&S. | 3 days | RMCS | RMCS | RMCS | RMCS | RMCS | RMCS | RMCS | RMCS |
Ench Armour (Ra) | 14 | +30% Def +1 AP 4 DR vs Phnt/Nmare. | 7 1/2 hrs | Y | |||||||
Fire Armour (Ts) | 11 | 48pts ablative armour vs Fire | 12 hours | Y | Y | Y | |||||
Strength of Stone (Ts) | 14 | either 14pts to EN or PS | 15 hours | EN | EN | EN | EN | EN | EN | EN | EN |
Lesser Enchantment | 4 | +/1% of Die roll | 2 weeks | Y | Y | Y | Y | ||||
Heroic Aura (M) | 13 | Mario:+14SC,+2Dmg,+14vsFear; Allies:+4SC,+1Dmg,+7vsFear; Both+4Def,+1DR | 420 mins | Y | |||||||
x | x | x | x | ||||||||
x | x | x | x | ||||||||
x | x | x | x |
Enhance Enchantment (R) rank 11: 70 seconds
Loot
Full Metal Breastplate - Treasure
Item | Qty | Effects | Bi | Bo | Ts | Mm | Yu | Ra | Ma | An | X |
---|---|---|---|---|---|---|---|---|---|---|---|
Purchased | |||||||||||
Blank Phylacteries | 3 | ||||||||||
Plover Stones | 2 | ||||||||||
Pentecost Potions | 3 | 1 | 1 | ||||||||
Tincture of Aconite and Passionflower * | 9 | Rk12 + 24 PB | |||||||||
Wands Deck | Defeat Enemy, Gems, also see below. | ||||||||||
Stats | 2 | Within racial limits | MA | MA AG | |||||||
Ally | 1 | 1 | 1 | 1 | 0 | 1 | 1 | 1 | 1 | ||
Dilemma | 1 | 1 | 0 | 1 | 1 | 0 | 0 | 1 | 3 | ||
Avoid Fate | 1 | 1 | 1 | 0 | 1 | 0 | 1 | 1 | 2 | ||
Treasure map | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |||
Defeat next enemy for ... | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |||
Loot | |||||||||||
xx |
'* From Lady Syn, Mal'eboniran - in return for a week with Tsayoi.
- Chaos Hag
- 5 x Yellow Healing Potions
- Dagger 1: Scale Leather 45% +1, 60% r+4 vs Scaled
- Dagger 2: Dragon Tooth 45% +1, 60% 3r+3 vs Dragons
- Dagger 3: Black Stone has 9 charges of making victim irresurrectable
- Clearaudience Potion
- Ring of Swimming (Left Index Finger) Swim TMR = TMR + (Rk/3)
- Weird Alchemist/Ubermen
- 3 x Primal Grenades
- 3 x Consummation of Fire & Water
- 3 x Consummation of Fire on Water
- Injection Gun
- Green/Sea/Night Hags and Seir
- 8 x Agate Amulets
- Horse shoes of Blood & Iron
- 5 Big Gems
- 1 x Night Hag corpse
- 4 x Sea Hag corpses
- ? x Green Hag Corpses
- Mind Flayers and Gate
- 3 x Mindflayer Robes
- 3 x Mindflayer TK Belts
- Incantation: Levitate - Walk on Air
- Incantations...
- Pylons 2 x 24 pts of power
- Black marble 5 x 19 Black Marble
NB Used 7 Consummations, 3 from Alchemist, 1 from Yuko, 1 from Morden, 2 from Rahne.
- Savannah's Middlemarch
- Spice: Mace of Hope
- Cinnamon - chance to dissipate an ingested poison
- Jade can be used to make an Enhanced Jade Amulet
- Amber can be used to make an Amulet of protection from Demons of the Abyss
- Ancient Tooth can be used to make an Amulet of Luck that holds up to 3 re-rolls (cost 1,000xp each)
- Mind Flayers & Pale Dwarves
- Zaganatic Potion + MA & PAC
- Orange Broach - Star Disguise
- Scarab of Protection: -8 dm MR no effect if modified below 1, 24 Ablative Drain Resistance
- Ring - doubles range of racial special vision
- Staunch potion of healing
- 6 x Flesh Pots
- Pick/Hammer: combines ranks in both
- Harpoon Spear/Lasso, Cold
- Crossbow
- Mind Flayer Ring: -5 dm MR, +5% def, 5 ablative damage resistance per pulse
- Hematite Amulet +8 IV vs Hags/Witches, 8's to 1's, 1's to 8's.
- ...? combat looting in Mummy room
- Serpents Portal Construct
- 2 x Lightning Batteries
- Serpent Strike Reservoir
- 2 x Fangs - 12? penetration
- Heart - 45 Containment, Clockwork, Alchemy, Time.
- Snake's Tongue, Eyes
- Escapement
- Toromond
- Manticore Machine Gun 1
- Staunch Potion of Healing 1
- Yellow Healing Potion 5
- Flesh Pots 5
- Ophan's Blood 3
- Toromond Hourglasses 2
- Victorian Battle for London
- Manticore Machine Gun
- ...
- From Henry the Toymaker
- Tsayoi - A brass telescope - wear as an earring then attach to the eye to use.
- Meet the Lord of the Mask (Masquerade) & Beauty
- Can advance appreciation of beauty to 30 due to appreciating Beauty: Tsayoi, Rahne, ?
- Deck Items
- Tsayoi: Ring of Fire resistance; Spear +1
- Rahne: Candle +2 ranks to all magic, 12 hours; Scimitar +10% +2 (60% D+5)
- Deck Wishes x 4 for all.
- Tsayoi: Healing (done), Fire Gate (done), a second ranger speciality, dissipation (done)
- Rahne: Katana +1 rank; Self Healing; Always appear dressed in appropriate style; Ench Armour on self, CS attacks 1/3rks
- Deck Gems
- Rahne: 2 x Deep Blue Sapphires 25k each (one now contains 5 power from Chaos Wind), Star Sapphire 5k, Red Diamond 3,250, Moon Stone 2,500, Green Crysoberyl 1,000 (+ 1 power from Chaos Wind), Deep Green Jade Scale 1,000, Dazzling Star Rose Quartz 500, Deep Blue Spinnel 500.