Lord Azzur's Black Fleet: Difference between revisions
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=== Night 2: Breakfast, Sleeping Booty, & Light entertainment === | === Night 2: Breakfast, Sleeping Booty, & Light entertainment === | ||
On entering the Killing Ground, we Proceed to the Fortress proper. From the many entrances, we chose a larger one (easier for us to remove piles of loot) partway along (discrete, without being suspiciously so). | |||
Minor difficulties bypassing the locks: an undetected '''Mindwraith''' outgrabed at Cap'n Blood, so Seren whipped out her Sword of Solomon ... fortunately none of the party were viable targets (i.e., not ''currently'' controlling or mind-devouring anyone. Good timing!). The complex has excellent, functional stonework: the 30'-high passage, with murder slots adding a professional ambience. Reaching the next door, we decided that checking for traps should be SOP. | |||
====Breakfast, the most important encounter of the Day==== | |||
It was 50x50' room with exits elsewhere. '''Golem''' (skill: cook) at an oven; another golem working pastry. '''Pantry''' with a sink … genric provisions, etc. Golem took notice when stuff was nicked. Next room cold store with liquids in containers & a meat safe. A small door was opened — it's a portal (dumb waiter). | |||
Kilroy's ''Totem spirit'' returned & mentioned seeing a young woman a few rooms ago.<BR> | |||
The Golems speak Eldaran & we were served food by the Golem Pre-eminent Chef.<BR> | |||
There are multiple rooms in the complex, many containing local elves (e.g., 5 in the Sth hall).<BR> | |||
Yesterday there 80 people for breakfast spread over 12 chambers. | |||
'''Kilroy''' returned to an empty plate: “Who's been eating MY breakfast?†| |||
'''Aryan''': "Don't worry ... your's was definitely the best.†| |||
On reaching the woman's room, Cap-B accidentally discovered the trap on the door lock, a poison dart, and was promptly prevented from dying. The Poison does no damage, but the victim will die in 3 pulses ... a synthetic attacking the connect of their soul to their body. A threat to those of us will only one soul (or less) in our bodies. | |||
Door opened: a female elf (GTN ELF) was sleeping, quickly DA-ed & Divinated.<BR> | |||
''Cursed'' Sleep; an E&E ''sleep'' that is permanent, Rk 20, almost like a ''Hibernation'' or ''Petit Mort''.<BR> | |||
She's an Enchantress & has been asleep a *very* long time. <BR> | |||
Kilroy gave her a ''Rune of Truth'' do-over before we woke her. | |||
When woken, she started singing until a ''Potion of Restore Sanity'' was promptly forced down her throat. (An instinctive response to any being who wakes up singing). She was then fine & rational ... until she learnt she'd been asleep for 30,000 years. | |||
She is '''Alorissa of the Lake''' and lived by the Blue Lake ... in the B L clan. | |||
Aryan asked if that is the Lake Northwest of the city. It is. But Alorissa dwells here now (with the other battle mages) and was perfecting her song to “correct the thinking†of our enemy. | |||
Alorissa is 5'9" and slight of build. (Seren, who's 5'10" & also slight of frame, dressed her since Alorissa only had a few embroidered blankets (scarcely nibbled on). Given that we are authorised to be here, on a Mission vital to the Cause, etc, she accepted Aryan's leadership (and SF's spare magic Cloak & Counterspell Choker). | |||
So, with our local guide, we continue exploring & looking. <BR> | |||
OR We decide to accompany her to her rooms which are further down the complex.<BR> | |||
(depending on one's point of view) | |||
====Bloodshed in well-lit corridors==== | |||
The corridor narrowed to 10' across & 10' high as she lead us toward a stairwell. It's a large circular open spiral, and we can see 3 stories down & 3 up. | |||
Aryan looking down a corridor spotted something invisible that promptly ran when he specifically told it to approach & be recognised. Aryan bounded swiftly after it, asking us to follow. All very jolly, like an indoor fox-hunt but less horses. | |||
It reaches a doorway, and Aryan approached while evading; then reposted & struck.<BR> | |||
Next pulse, the Drow (using an item, obviously) had initiative. And fatigues big-A for 40 pts (from just 2 daggers!). And some 10 or 11 Shadows were forming. | |||
Our response was swift and to plan: Rk20 Light from Kryan; & Rk20 Blackfire from Seren.<BR> | |||
A. fought spectacularly, often hitting, occasionally preventing the opponent from having a secondary action — and once the evading stopped, he was even a bit more susceptible. | |||
SF floated almost to the combat & enhanced BC (Rk20 Celestial) for Seren's benefit. Death buzzes were absorbed (fortunately) but the enemy were slow to go down since they were | |||
After a few more blows and ambitious or entertaining moves — one thought it had Seren at a disadvantage merely because it appeared behind her! — the last one steps out of the light and tried to escape (apparently to a memorised shadow?), but Kilroy "spell-broke" him of that and Zohar laid into it & knocked him out. | |||
---- | ---- | ||
=== Night 3 === | === Night 3 === | ||
Revision as of 00:20, 11 July 2018
Summary

Adventure: Calder Nights
GM: Julia
Season: Winter 818 wk
Night: Wednesdays in New Windsor
Level: High+
- Dramatis Personae
- Aryan - Human - Legendary Hero - Primary Mil Sci
- Serendipity - Elf - Celestial
- Kilroy - Human - Rune/Wicca
- Captain Blood - Human - Water
- Silverfoam - Elf - Namer
- Vychan - Giant - Earth
- Employer
- Baron Silverfoam
- Mission
- Find and recover Sabastian with Syrene's help.
- Deal with the Karisi - Lady of Dark Dreams.
- Sort out issue in Calder town & Lord Azzur & the Black Fleet.
- Payment up front
- 500,000 sp in silver ingots at the guild. 50% now and 50% on success.
- Some allies have made transpot available to allow people to add Names to The Block of the Lunar Empire. Transport within 48 hours of guild meeting - will prevent enchantments being removed on death.
- Three nicely worked ashwood chests containing -
- 40 small red bottles (one knot) of 10EN & 20Ft Gutbusters in raspberries flavour
- 60 small blue bottles (two knots) of D+18 Waters of healing
- 40 small green bottles (three knots) of D-2 +18 Waters of Strength potions
- Some invested/scrolled Air magics
- 6 rings of invested - Air Magic Feather Falling, Rank 3, BC 100% charges 3
- 6 scrolls of invested - Air Magic Flying, Rank 3, BC 110% charges 3
- 6 scrolls of invested - Air Magic Vapour Breathing, Rank 15, BC 110% charges 3
Scribe Notes
Night 0 : preplanning
THE BIG PLAN OF THE FORCES OF EVIL [FoE] is to sacrifice Kree to resurrect Strahd von Zarovich in a midwinter/Dark Skies Ritual on the 30th anniversary of his slaughter by Kree & Anasatsia
FoE include:
- Supreme Commander (Lady Dokkalfer, see Elvish Isles box), a Sitri pactee appointed by the War Party (in TerraNova), and ally of Ruby Scourge.
- Her MILITARY SUBODINATES: including Morequendi (in CP of Borovia box)
- Her current minion DARK SKIES a Drow person/Thing of Power
- Her minion Ld AZZUR (see Calder box)
- The INFECTED PRINCE --- giant wolfman / giant magma creature / giant elf creature (he can flux between those states)
- and (currently) the Giants he controlls
FOUR(?) demons involved: Vassago, Phenix, Sitri, Forneus, [and … ?]
CONSEQUENCES:
- A vindictive, resurrected Arch-Vampire is dangerous for us & our friends/relatives/employers on this side of the Continent.
- The Drow Military controlling much of Alusia not good either.
- Also, Karisi (from Asan) an ex of Cain's wants to use Darkskies after the ritual so that she can kill Cain … which might be bad
UNITED KEY AIMS & TASKS:
- To Weaken the Drow
- To free Lord Azzur from external evil influences/control of Karisi (Lady Of Dark Dreams, Lady Darksong)
- A pre-emptive Ashan Azuria regalia acquisition/raid to avoid misuse of items for FoE ritual
- To persuade Drow to retreat (Can the diverted portal, formerly to KinLu, be liberated or safely disabled after such a retreat?)
POSSIBLE TACTICS:
- Some Janx are supposedly fetching the important regalia — disrupt!
- The Caleenline walkers are obliged to return home if the Callen ruins are threatened [Prudence mission?]
- Rumours of ITEM/person who can change the location of a portal (only a few hundred miles).; remember Portals are currently controlled/perverted by the snake priests who are controlled by Kirisi
- Cultivate/Liberate potential allies … namely:
POTENTIAL ALLIES & possible critical/pressure points of the Enemy's structure
- Karisi's associate, Noor-un-nisa Inayat Khan, is a Princess of Azuria
- The giants currently under the Infected Prince's Control (Fire & Ice Gts)
N/A: M&R are in Hells, training.
ANCILIARY THREATS
- Sasha has identified Sangarius [Vampire & Zombie Lord] & 19 minions is lurking in Sewers beneath Sanctuary
- FAKE PEOPLE: There is also a Kree at the Guild … some partymembers were almost clowned …sorry cloned. KatG may be only a Klone.
SASHA's group
- going to Azuria … to investigate, but esp. to “relocate†the formerly Ashan Sceptre of Terminus.
ARYAN'S group:
- Infiltrate Morgor's Lair, this time doing it the easy way [NB: inside the front door of Morgor's Lair (on the right?) there's an Antechamber that has the amulets for the service-staff] in order to:
- Use the Kraken Heartstone to break control over…?? [drop it into ___ pool?? in Mgr's lair, aka the Dark Terror]
- Then raid the armoury … see shopping list:
- HORNS --- can use on the Ruby Scurge if you have troubadour rank & horn ranked
QUESTIONS
- from Sabrina — How many Krees are there?
- Who has the item to dismantle the Infected Prince??
SHOPPING LIST
- IMPORTANT provisions: including Jasper amulets
- request something useful from the Armory.
Night 1: Many roads
Brief Prep
We Signed the contract; and a bat suggested that we visit the Lady Sorceress (a known Air Mage tutor). Then went to Kilroy's home, in order to change our plane of existence to that humble abode: delightfully walled fortified manor house; excellent tea — although Serendipity unsubtly scolded Kilroy that his Aaron woefully unprepared for the real world (Already 14 with NO college or fighting skills).
Party was equipped with magical Diamond studs so that everything Whispered (no louder) near one stud was clearly heard by all … clearly named after the agreeable adventurer who famously ensure everyone knows what she does (especially the opposition).
Back to guild to embuff ourselves, Sir Calador gave us a lift to the Sorceress in Silver's dwelling. She related her concerns:
The Sorceress in Silver's problems:
… Things aren't going as well as they usually do. The Temple of Rinn [a Mighty Dragon], a big temple not very far from the Shrivers' Hills was a place of power, usually in the possessing of dragon, Red or black. For some time, it used to be a Time-stop Dragon; but now it's gone and there's an old elf-dragon instead.
[yes, she meant the “Rub-eye Scrooge†--- SOP: one never say the name of a D-s nor even spell it properly]
The Time-stop Dragon was only eating goblins; stopped people flying; Kept 'balance' between the We Signed the contract; and a bat suggested that we visit the Lady Sorceress (a known Air Mage tutor). Then went to Kilroy's home, in order to change our plane of existence to that humble abode: delightfully walled fortified manor house; excellent tea --- although Serendipity unsubtly scolded Kilroy that his Aaron woefully unprepared for the real world (Already 14 with NO college or fighting skills).
Party was equipped with magical Diamond studs so that everything Whispered (no louder) near one stud was clearly heard by all … clearly named after the agreeable adventurer who famously ensure everyone knows what she does (especially the opposition).
Back to guild to embuff ourselves, Sir Calador gave us a lift to the Sorceress in Silver's dwelling. She related the problem:
The Sorceress in Silver's problems:
… Things aren't going as well as they usually do. The Temple of Rinn [a Mighty Dragon], a big temple not very far from the Shrivers' Hills was a place of power, usually in the possessing of dragon, Red or black. For some time Used to be a Time-stop Dragon; but now it's gone and there's an old elf-dragon instead.
[yes, she meant the “Rub-eye Scrooge†--- SOP: one never say the name of a D-s nor even spell it properly]
The Time-stop Dragon was only eating goblins; stopped people flying; Kept balance between the Siren elves & the Dark Terror. (So hard the choose between them!) ... all interesting things to research that apparently meant the old dragon was a nice enough neighbour.
A Necro lived locally. If we can't get rid of him, The Sorceress in Silver would like the STAFF OF HYGAM. We were shown a picture of it (from the Necromancer's book) … very distinctive; goes from black-wood to coloured crystal. The Item was from AFTER the Veil of tears, but It has gone back in time after the period he had it. Apparently Someone (We ?) needed to talk to someone who was bouncing around in time. “Talk" may be a euphemism.
Speaking of which, there were some unusual offers to invest, or “I know some sylphsâ€;
And Aryan wanted to find multiple glamorous “assistants†to carnally recharge his powers.
Sorceress: “Well if you're interested in women who stand on hills ... ?â€
Aryan: “Yes. I don't discriminateâ€.
BACK to carriage, and we were taken to the Grace Wind Estates (Princess Isil Eth's pied à terre where she has been hosting a few thousand elite Elfheim troops when they haven't been on important missions). We asked the elves how to reach and access The Armoury.
Reaching the Armoury
The elves explained It's a fortress; "only some of the inhabitants are slightly insane" (meaning that most are substantially BSCZ?). "We know a way that we can't get in nor can the Drow … There's a sphere of annihilation on the main entrance and the approach contains death-traps and spies"
Therefore we approached the area by a series of underground portals. A detachment of 25 elves will accompanied us. Kilory has a portal just outside of Borovia. An hour later standing in a dark forest before an ancient road leading darkly down into the earth. It was an entrance to the Elven Ways. We were warned that some dark creature hade moved in [Nyx, Liessa the destroyer, and other]. In there, our elven Rangers open another portal, bigger, impressive and activated some ancient runes stones.
We appeared standing on a bridge facing a castle built backed into a mountainside … It would be hard to go down the mountain, even flying. Flying directly in would be expose the intruders to bolts & arrows from multiple bartizans, arrow-slits, & such. Under our bridge was a moat of lava, gases rising, very hot. Looking up, the Moon isn't in the same place it should be (& is a bit bigger). Did the Arcane Stones send us back in time too?
We approached the curtain wall and turned aside following the wall round and passing some more gates until we reached a tradesman entrance. It was scanned and multiply DA-ed, Definitely magically trapped; had a password; Primary language = Namer; Power currently controlling = NA; Nature of magic = Annihilation; Opening doesn’t work. Nature of the Void etc …; Can the Void be controlled: Y … we discovered that counterspells could not prevent the trap but it could change the elemental guardian. (e.g. Earth … Swirling sand)
So SF switched it back to Dark elemental (which Seren can see through) and then DJ Telekinesed the leaver and we could enter The Courtyard or, as the MilScis termed it, The Killing-Ground.
It was EMPTY except for a trough & a hitching post.
& the Dark terror [No idea what they are, but glad neither is in control). (all interesting things to research that apparently meant it was a nice enough neighbour)
A Necro lived locally. If you can't get rid of him, The Sorceress in S Would like the Staff of Hygam We were shown a picture of it (from the Necromancer's book) … very distinctive goes from black-wood to coloured crystal. Item was from AFTER the Veil of tears, but It has gone back in time after the period he had it. Apparently Someone (We ?) needed to talk to someone who was bouncing around in time. “Talk" may be a euphemism.
Speaking of which, there were some unusual offers to invest, or "I know some sylphs";
And Aryan wanted to find multiple glamorous “assistants†to carnally recharge his powers.
Sorceress: Well if you're interested in women who stand on hills.
Aryan: Yes I don't discriminate.
BACK to carriage … Taken us to the Grace Wind Estates (Princess Isil Eth's pied à terre where she has been hosting a few thousand elite Elfheim troops when they haven't been on important missions). We asked the elves how to reach and access The Armoury.
The Armoury
The elves explained It's a fortress; "only some of the inhabitants are slightly insane" (meaning that most are substantially BSCZ?). "We know a way that we can't get in nor can the Drow … There's a sphere of annihilation on the main entrance and the approach contains death-traps and spies"
Therefore we approached the area by a series of underground portals. A detachment of 25 elves will accompanied us. Kilory has a portal just outside of Borovia. An hour later standing in a dark forest before an ancient road leading darkly down into the earth. It was an entrance to the Elven Ways. We were warned that some shady, dark creature had moved in [Nyx, Liessa the destroyer, and other]. In there, our elven Rangers open another portal, bigger, impressive and activated some ancient runes stones.
We appeared standing on a bridge facing a castle built backed into a mountainside … It would be hard to go down the mountain, even flying. Flying directly in would be expose the intruders to bolts & arrows from multiple bartizans, arrow-slits, & such. Under our bridge was a moat of lava, gases rising, very hot. Looking up, the Moon isn't in the same place it should be (& is a bit bigger). Did the Arcane Stones send us back in time too?
We approached the curtain wall and turned aside following the wall round and passing some more gates until we reached a tradesman entrance. It was scanned and multiply DA-ed, Definitely magically trapped; had a password; Primary language = Namer; Power currently controlling = NA; Nature of magic = Annihilation; Opening doesn’t work. Nature of the Void etc …; Can the Void be controlled: Y … we discovered that counterspells could not prevent the trap but it could change the elemental guardian. (e.g. Earth … Swirling sand)
So SF switched it back to Dark elemental (which Seren can see through) and then DJ Telekinesed the leaver and we could enter The Courtyard or, as the MilScis termed it, The Killing-Ground.
It was EMPTY except for a trough & a hitching post.
Night 2: Breakfast, Sleeping Booty, & Light entertainment
On entering the Killing Ground, we Proceed to the Fortress proper. From the many entrances, we chose a larger one (easier for us to remove piles of loot) partway along (discrete, without being suspiciously so).
Minor difficulties bypassing the locks: an undetected Mindwraith outgrabed at Cap'n Blood, so Seren whipped out her Sword of Solomon ... fortunately none of the party were viable targets (i.e., not currently controlling or mind-devouring anyone. Good timing!). The complex has excellent, functional stonework: the 30'-high passage, with murder slots adding a professional ambience. Reaching the next door, we decided that checking for traps should be SOP.
Breakfast, the most important encounter of the Day
It was 50x50' room with exits elsewhere. Golem (skill: cook) at an oven; another golem working pastry. Pantry with a sink … genric provisions, etc. Golem took notice when stuff was nicked. Next room cold store with liquids in containers & a meat safe. A small door was opened — it's a portal (dumb waiter).
Kilroy's Totem spirit returned & mentioned seeing a young woman a few rooms ago.
The Golems speak Eldaran & we were served food by the Golem Pre-eminent Chef.
There are multiple rooms in the complex, many containing local elves (e.g., 5 in the Sth hall).
Yesterday there 80 people for breakfast spread over 12 chambers.
Kilroy returned to an empty plate: “Who's been eating MY breakfast?†Aryan: "Don't worry ... your's was definitely the best.â€
On reaching the woman's room, Cap-B accidentally discovered the trap on the door lock, a poison dart, and was promptly prevented from dying. The Poison does no damage, but the victim will die in 3 pulses ... a synthetic attacking the connect of their soul to their body. A threat to those of us will only one soul (or less) in our bodies.
Door opened: a female elf (GTN ELF) was sleeping, quickly DA-ed & Divinated.
Cursed Sleep; an E&E sleep that is permanent, Rk 20, almost like a Hibernation or Petit Mort.
She's an Enchantress & has been asleep a *very* long time.
Kilroy gave her a Rune of Truth do-over before we woke her.
When woken, she started singing until a Potion of Restore Sanity was promptly forced down her throat. (An instinctive response to any being who wakes up singing). She was then fine & rational ... until she learnt she'd been asleep for 30,000 years.
She is Alorissa of the Lake and lived by the Blue Lake ... in the B L clan. Aryan asked if that is the Lake Northwest of the city. It is. But Alorissa dwells here now (with the other battle mages) and was perfecting her song to “correct the thinking†of our enemy.
Alorissa is 5'9" and slight of build. (Seren, who's 5'10" & also slight of frame, dressed her since Alorissa only had a few embroidered blankets (scarcely nibbled on). Given that we are authorised to be here, on a Mission vital to the Cause, etc, she accepted Aryan's leadership (and SF's spare magic Cloak & Counterspell Choker).
So, with our local guide, we continue exploring & looking.
OR We decide to accompany her to her rooms which are further down the complex.
(depending on one's point of view)
Bloodshed in well-lit corridors
The corridor narrowed to 10' across & 10' high as she lead us toward a stairwell. It's a large circular open spiral, and we can see 3 stories down & 3 up.
Aryan looking down a corridor spotted something invisible that promptly ran when he specifically told it to approach & be recognised. Aryan bounded swiftly after it, asking us to follow. All very jolly, like an indoor fox-hunt but less horses.
It reaches a doorway, and Aryan approached while evading; then reposted & struck.
Next pulse, the Drow (using an item, obviously) had initiative. And fatigues big-A for 40 pts (from just 2 daggers!). And some 10 or 11 Shadows were forming.
Our response was swift and to plan: Rk20 Light from Kryan; & Rk20 Blackfire from Seren.
A. fought spectacularly, often hitting, occasionally preventing the opponent from having a secondary action — and once the evading stopped, he was even a bit more susceptible.
SF floated almost to the combat & enhanced BC (Rk20 Celestial) for Seren's benefit. Death buzzes were absorbed (fortunately) but the enemy were slow to go down since they were
After a few more blows and ambitious or entertaining moves — one thought it had Seren at a disadvantage merely because it appeared behind her! — the last one steps out of the light and tried to escape (apparently to a memorised shadow?), but Kilroy "spell-broke" him of that and Zohar laid into it & knocked him out.
Night 3
Buffs & Mil Sci
| Magic (caster) | Rk | Effects | Dur | Ar | Ki | Se | Si | Vy | Zo |
|---|---|---|---|---|---|---|---|---|---|
| Strength of Stone (Vy) | 20 | +20 EN | 21 hrs | Y | Y | Y | Y | Y | Y |
| Armour of Earth (Vy) | 20 | +42 Def, 1 DR | 10.5 hrs | Y | |||||
| Rune Armour (Ki) | 20 | +25 Def, +5 AP, 2 SG | 10.5 hrs | Y | Y | ||||
| Enchant Armour (Zo) | 23 | +48% Def, +1AP, +23 spell armour | 23.5hrs | Y | |||||
| Armour of Light (Zo) | 15 | 15pts vs FT, EN and incoming magic. 1pt vs SG's. +12 IV for Mil Sci. Replaces physical Armour. | |||||||
| Smite (Ki) | 20 | Resist or D+21, knocked prone, stunned | 21 h | Y | Y | Y | Y | Y | |
| Fire Armour (Vy) | 20 | 100 Ablative Mag. Fire | 21 hrs | Y | Y | Y | Y | Y | Y |
| Witchsight (Se) | 14 | 7½ hrs | Y | ||||||
| Strength of Darkness (Se) | 19 | +11 PS | 7 h | Y | Y | ||||
| Water Breathing (Zo) | 10 | Breath Water | 10 hrs | Y | Y | ||||
| Cold Resistance (Zo) | 10 | -2 Cold Dmg, + 2 Gauge | 8 hrs | Y | Y | ||||
| Quickness (Zo) | 20 | ||||||||
| Invisibility (Zo) | 16 | x | x |
| Magic (caster) | Rk | Effects | Dur | Ar | Ki | Se | Si | Vy | Zo |
|---|---|---|---|---|---|---|---|---|---|
| Dark Wings (Se) | 10 | 40 mph | 5½ hrs | ||||||
| Enchance Enchant (Zo) | 20 | x | x |
| Magic (caster) | Rk | Effects | Dur | Ar | Ki | Se | Si | Vy | Zo |
|---|---|---|---|---|---|---|---|---|---|
| Sense Danger % | |||||||||
| Mind Shield: rk | +10 +2/rk MR vs Mental Att. | 7 | |||||||
| Herbal Lore | +10 +2/rk to find herbs | 7 | |||||||
| Tracking | +10 +2/rk Tracking | 7 |
- Aryan Mil Sci
- Melee Only: +15% Def, +15% SC, +15 IV, +1 End of Pulse Pass Action in melee
- Raise Morale +8 WP
- -18 dice mod on Fear Checks; -36 on Fright Table
- Aryan's Callisthenics
- +1 AG
- Herbalist Meals/Broth
- 4FT for meal or 4FT for broth/tea
- Kilroy's Tea
- +2 FT, +2 WP, +1 Spell Rank, +1 Mana Level, +10 SC & IV for 20 hours
Watch Order
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Aryan | Kilroy | Serendipity | Aryan | ||||||||
| Silverfoam | Vychan | Zohar | |||||||||
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Default
Aryan Vychan Kilroy |
Double File
Aryan Vychan |
Single File
Aryan |
Calendar
| Winter: Frost 818 (7) | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Samhain | 1 | Guild Meeting Guild | 2 | The Block, Slippery Rock, Seagate, Armoury | 3 | 4 | 5 | 6 | ||||||
| 7 | 8 | 9 | 10 | 11 | 12 | 13 | ||||||||
| 14 | 15 | 16 | 17 | 18 | 19 | 20 | ||||||||
| 21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
| 28 | 29 | 30 | 1 | 2 | 3 | 4 | ||||||||
| Winter: Snow 818 (8) | ||||||||||||||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
| 12 | 13 | 14 | 15 | Solstice | 16 | 17 | The Duke of Carzala's Winter Ball | 18 | Yuletide | |||||
| 19 | Days of Chaos | 20 | DoC2 | 21 | DoC3 | 22 | DoC4 | 23 | DoC5 | 24 | DoC6 | 25 | DoC7 | |
| 26 | DoC8 | 27 | DoC9 | 28 | DoC10 | 29 | DoC11 | 30 | Twelfth Night | 1 | 2 | |||
| Winter: Ice 818 (9) | ||||||||||||||
| 3 | 4 | 5 | 6 | First Plough | 7 | 8 | 9 | |||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | 18 | 19 | 20 | 21 | 22 | 23 | ||||||||
| 24 | 25 | 26 | 27 | 28 | 29 | 30 | ||||||||