Network of Sin
Summary
Adventure: Network of Sin
GM: Jim Arona
Season: Winter 814 wk
Night: Thursday
Level: God - bothering
- Party
- Aryan - played by Stephen Martin 95
- Father Broc - played by Chis Caulfield 59
- Flamis - played by Jacqui Smith 89
- Grendel - played by Simon White
- Kilroy - played by Dean Ellis 53
- Mebh - played by Julia Johnson 25
- Mordrin - played by Clare Baldock 58
- Tari - played by Michelle Ellis 52
- Employer
- Damien - Prince of Demons
- Mission
Hired to either
- relieve the siege of the Keep of Faces, who are assaulted by Dantalion, the Duke of Faces.
- attack Dantalion's House in Hell, wreak destruction and bear away as much loot as possible.
- Pay
For those that have not yet, a draw from the Lord of Wands Deck of Many Things. For the others, by negotiation with Damien.
Scribe Notes
A Date, Research and Resources
- Duesday 1st Frost
We meet with Damien in Seagate and talk over lunch at an outside table at Alphonse's. Dantalion, the Duke of Faces, is assaulting the Keep of Faces with 38 Legions of Hell, he would like to to either raise the siege or loot and Trash Dantalion's house while it's lightly defended. Mebh secures a Michaeline Scholar (who knew there was such a thing) to brief us but then accidentally gets him too drunk to string 3 words together.
While we're waiting for him to sober up I suggest to Damien and the others that we go deal with my little side-mission, bringing a cure to the mad Lady of the Abyss.
A bit of spell casting, some refreshing drinks, then we're off to the Astral and then to the Abyss.
- W'ansday 2nd Frost - Reapsday 5th Frost
Travelling through the Abyss with Damien we approach the Lady's house very quickly and after stripping down to some fancy clothes and demon-skin gloves I carry on alone. Two abysmal demons guard her house, they are surprised I want to enter but let me though. One of them we later learn is Omri, a 2-headed demon and coachman to the Lady of the Abyss.
The house looks run-down, dark spheres are common decorations, a former feast fills the grand dining table, it might have been nice before decay and dessication set in. The Lady sits at the head of the table and looks up as I approach, with a wave and my most charming smile I offer her the cure but mad and suspicious as she is she resists and then charges at me. Before I realise what's happening she slips on one of her own dark sphere marbles and dives into my pocket, the one that connected to Mark who is presumed dead in the outer darkness.
Somewhat surprised, I take a double-handful of dark spheres as souvenirs (a DAer would have been handy) and leave, making my way back to the party. Damien blames the strange outcome on double-miracle-pools and decides to leave us to it, guiding us back to the Astral before departing.
- Sunday 6th Frost
Back in Seagate, we catch up with Mebh's Michaeline scholar, he claims he was faking the drunk as he didn't want to discuss matters in front of Damien. He tells us that according to his research, the home of the Duke of Faces is in the City of Seven Walls which is also home to Palmon (King of Domininations) and Raum (Earl of Theft and Destruction). Palmon is a triumvirate entity which also includes Labal and Abalim (or maybe they are his minions), one of them is likely to be guarding Dantalion's home while he's away.
Broc creates a portal to Greyhawk for us to visit Lawfakyr and the library. Once there we debate a lot over what to ask of the library - everyone gets only one question per age and some of the party have already asked theirs. Eventually we decide on:
- Mordrin - What is the recipe for the Herbalist draught of Unwritable Thoughts. Which she gets - it requires some herbs and Calamar Ink.
- Grendel - What is the incantation of Mind Shield- Unwritable Thoughts. Which he gets.
After, we chat to Lawfakyr and exchange some info. We tell him about Ungoliant in the Abyss and he tells us that Dioscura has been flooded, Cthon broke open the earth to let in the sea. Dantalion used the massed death to bring his legions to the Keep of Faces and keep them there.
- Moonday 7th Frost - W'ansday 9th Frost
Broc creates a portal from Seagate to Edwardia, we go through to Kew Gardens to visit the Master of Gardens. We gather some useful herbs but unfortunately he doesn't have the ones we need for the Unwritable Thoughts. He also gives us 6 Sticks that when thrown will become Huorns.
We stay and sample herbs while Grendel learns the new incantation.
- Th'rsday 10th Frost - Sunday 13th Frost
The Lord of gardens opens a hedge maze to a garden in Jiroth for us, we head through and find ourselves in the temple, in the garden sacred to Keroseth, Goddess of Jiroth. The Singing Bees eventually clued us in that it wasn't an ordinary garden. Fortunately we made it over the fence before being seen and causing offence, then some of us returned to the front door of the temple to pay our respects.
From Jiroth we take the shortcut to Kerberoth then into the Lands of Chaos where I guide us along the previously noted path that led to the Scented Jungle. There we gather the herbs we need for Unwritten Thoughts potion though we're still short some Calamar Ink.
Rumble in the Jungle
- 13th - Duesday 15th Frost
It takes a couple of days to gather the herbs. We discuss some options and plans, I suggest asking Domino if we can make use of his house in the City of Seven Walls but we don't know where he is to find and ask him. Broc suggests the Master of Gardens could send us to one of the others that shares ownership of the house, starts opening a portal to Edwardia and is killed by the chaos vortex surrounding these lands. Broc is fed Brandy and re-buffed.
On the third day in the jungle we are assaulted by Incubi with poisoned daggers and Black Iron Grenados, they are the first wave of an assault by Blackrod and his Pit Fiend. We survive the assault, dispatch most of the Incubi and the others withdraw.
Kerberoth, Tintagel, Siege and Dogs
- W'ansday 16th - Sunday 20th Frost
We travel to Kerberoth via Crumbling Paths, Flaming Rocks, Fields of Amber Grain, and the Cloud Trees of Sindareth.
Kerberoth is emptier than we have ever seen it, most of their warriors have gone to defend the Keep of faces with the Tintagelites. We speak and trade with Henry the Toy Maker and Clang, the Hound Master.
- Moonday 21st - Th'rsday 24th Frost
We split up, most of the party staying in Kerberoth learning incantations while Broc and I travel back to Seagate to get him a new Greater Enchantment and to get some of our Blank Phylacteries charged up.
- Frysday 25th - Duesday 29th Frost
We decide to head to Tintagel to get an update on the siege and to give us some idea of what we might acquire to help them. We travel to the Ruins of the Sphinx via the Scented Jungle and Ford of Sands, then on to Tintagel via Crumbling Paths, Cloud Trees of Sindareth, Fields of Serioth, Coldstream, Crimson Spires, Flaming Rocks, and the Thorns of Havoth. Along the way we find a Cloud Seed and Tari demonstrates her ability to commune with nature.
Tintagel too is almost empty, we try to get updated information but they haven't had any updates from the Siege so we decide to go there and find out first hand. We fly north for an hour to the Geode near the cemetery entrance to the Valley of Death, several minor deaths are hanging out, I chat with them, they're at a loose end since Masquerade died, Masquerade (Mark's brother apparently) was looking after the Valley of Death after Mark died.
Through the Geode we emerge in the Keep of Faces (a.k.a The Red Keep) near where Masquerade set up house. We are soon met by Kerberites who agree to notify Lord Tirwh and the Tintagelite Castellan we're here and direct us to wait at an Inn.
We settle in and I'm making friends with a local when a Dog-thing erupts from the corner of the room and kills her. It seems that Broc has been hunted by Hounds of Tindalos (Corner Dogs) since he briefly visited their city, four of them are attacking them in his room upstairs, one missed and ended up in my lap. We fight, they're very tough and hard to harm. We use a 5' Dark Sphere to open the ceiling, Mebh uses the hole to get Broc out of trouble then brings the dogs down to us. Grendel adeptly controls the dark sphere taking out two of the dogs in one pass, Flamis hits and hurts one of them with a Fireball, Tari works on keeping the dogs current targets alive and the rest of us engage in melee with our curved weapons. The remaining two dogs dive into a corner and vanish, we form a circle around Grendel and wait, a moment later they appear amongst us going for Grendel and Flamis. Mebh draws their attacks away from Grendel then they both go for her and she is barely kept alive by Grendel. Changing tactics, Mebh and I keep them engaged in melee while everyone else backs off and Grendel drops the Dark Sphere on the melee, it takes a couple of strikes then the dogs are destroyed and we survive.
Now we just have a 5' Dark Sphere to deal with. The sane option is to Banish it, so of course Kilroy does a successful Elemental Binding on it.
Spilling Secrets
Shock wears off and word spreads of our little fight, first a few more senior Kerberites and then Lord Tirwh arrive to find out what's going on. We explain without admitting culpability then ask for a private audience with Tirwh. Upstairs I start to brief him on the state of affairs at home in the Abyss, specifically regarding the Lady. A little too late he cuts me off and suggests that telling him state secrets when his thoughts are being read on a daily basis by a Demon may not be wise. At that point we realise we can't talk to him about anything safely and let him know we're leaving now that we've blown our mission.
Before we leave town we head to the top of the walls to observe the besieging army, they have
- Heavy Foot - devils commanded by a big blue demon, horned chin, huge sword.
- Cavalry - Devils on Nightmares and similar beasts
- Flying wedges of Hell Hounds
- Air - small winged devils with slings and grenados
We also note that the ground under their army is now the same black stone that comprised the Lord of Dark Earth's mountain to the north.
We leave via the astral to Grendel's house beneath the waters in Dioscura and leave our sage and the pets there before we head into hell. After a lengthy discussion of options, we decide against the Hellbore Keep on Feralie, vote and decide on the Nualis mine over the Paths of Sheol.
- W'ansday 30th Frost
Then to the house of the Bishop of Trondheim, meet and greet and ask permission to use his library. He agrees and sends his coach to take us there, as we're leaving town we find out it will take nearly a week to get there by coach and decide to warp gate there instead.
The library is beneath ground and still has a chill aura from being home to a Lich until recently.
- Th'rsday 1st - W'ansday 7th Snow
Unfortunately the library is a bit dated and can't provide much intelligence but there is a lot of interesting lore, we decide to spend a week learning skills, magic, and Power Words that might help then proceed.
- Th'rsday 8th Snow
Warp Gate back to Trondheim, then in the security of the Bishop's House we consult some trumps.
- What in Dantalion's house would be most useful in relieving the Siege? Nothing
- Where is Jus? In the house of Murmur
- What in Dantalion's house should we target with our treasure map trump? The name of the Swan of the Pavilions of Summer
We decide not to ask our third question of the trumps (How do we stop what is holding the legions in the mortal realms?) as we're fairly sure the answer is to destroy the portal from hell and we think the Hell side of it will be less guarded than the Tanuel side.
Into Hell
We discuss how to get to the mine, 4,500 miles away, for a while. Too far for Rune Portals so we try flying but find that above the cloud layer it is deathly cold, only the best cold protection (rk 20+) will provide enough protection.
- Frysday 9th - Reapsday 10th Snow
So we go via the Astral, I take Mordrin and Mebh, we head through the astral to the abyss then I gallop along the edge of the abyss to the Rift. There we fly up the cliff only to be met by large silver dragon (approx 120' from nose to tail) and a woman with silver sabres. They introduce themselves as Aquilon, Mistress of Winds, and Dobbin. We introduce ourselves, chat, tell her of the dark earth north of the Keep of Faces, she tells us she is checking something here but doesn't elaborate before leaving.
Through the astral to Trondheim to collect the others, then back to the edge of the abyss by the Rift, as we fly down the cliff we can see masses of demons approaching along the horizon, turning our backs to them we hastily make our way up the Rift towards the Rift Valley and the Mine.
As we near Nualis proper we see a fine featured warrior with a magnificent spear and steel armour in an old style. He greets us and speaks to each of us in turn:
- Aryan - Son of thunder, with every step you leave mortality behind.
- Broc - Hollow priest, you ape a human faith.
- Flamis - Fire worker, look beyond fire to find strength.
- Grendel - Host of avarice, you carry your downfall within you.
- Kilroy - Son of chaos, with every shape you take, the voice of your heart grows quieter.
- Mebh - Child of dust, if you would keep your spirit with your soul, you must look past simple solutions. Order is not the answer, neither is chaos
- Mordrin - Made thing, if you would have a soul, you must bind your spirit to a thing of beauty.
- Tari - Child of Kementári, tell your mistress if she would save her children, the Fëanturi must lead them forth.
Then he takes Mebh under his wing - he has six cool wings that we somehow didn't notice before - for a private chat from which she returns with two wing to remember him by. We eventually work out that he is Archangel Michael, he has three things to tell us:
- he is departing to head to his doom, an ironic end, defending the one who he defeated and cast from heaven.
- the Deck of Illusions was made by the Lord of Similarities as a copy of the Lord of Wands deck, Sims presumably has the bad half of the same deck. When Grendel, Kilroy and I drew from the deck this time it accrued a greater than expected twilight debt which was fed into the Shadow Mazes (one in the Abyss, one in Tanuel near Dioscura). When we used our Comet Trumps the three years of time went into the mazes where it was used by Ungoliant and her brood to traverse the maze and emerge in Tanuel. Ungoliant had previously been wary of entering the maze because of the presence of the Lady of the Abyss (who I accidentally sent away).
- Kementari should alert the Fëanturi of her people's need.
Then he leaves and we continue to near the Mine.
There we settle in to camp for the night, prepare for our sojourn into Hell, and observe the comings and goings of the miners.
- Sunday 11th Snow
The miners are minions of The Eye of Discord, a dozen slaves and a herd of pit mules. We can't afford for any of them to observe us entering and decide to go for conventional stealth only falling back to Warrior stealth if we must.
Waiting until most of the miners are on a meal break, we make our way unseen and stealthy into the mine. Kilroy the cat scouts ahead, we clump along behind accidentally brushing some metal tools hanging from the walls and alerting a couple of the miners. We scoot as they look around then toss in a Devil Censer - which generates a lot of Frankincense smoke. Further in we Gaseous form through a rockfall into a larger chamber, at the far end of it we find where devils are mining Brimstone. We consider the Warrior school of stealth but wait while Kilroy and Tari cats scout ahead first, there are over 60 devils working the mines - probably more than we could discretely kill so the cats continue all the way outside.
On the hill above the mine exit, Kilroy makes a small stone bunker then creates a Rune Portal to bring the rest of us through.
The hill we're on is part of a chain, not far away is a keep flying Raum's symbols. The devils are busy working the mine and there is a building oddly similar to the one on the Nualis side of the mine.
On the other side of the hills is a vast army of thousands of devils lining up to enter the portal to Tanuel which we estimate is about 12 miles down the road.
Chapter 6
Buffs & Mil Sci
Long Term (assumed always on)
Magic (caster) | Rk | Effects | Dur | Ar | Br | Fl | Gr | Ki | Mo | Me | Tr |
---|---|---|---|---|---|---|---|---|---|---|---|
Rune Shield (Ki) | 20 | +25% Def +5AP 2Sp Grevs | 21 hrs | Y | Y | Y | Y | Y | Y | Y | Y |
Smite (Ki) | 20 | Resist or D+21, stun, prone | 21 hrs | K | B | B | B | K | K | K | B |
Heart Rune (Br) | 6 | 6EN healed on 1st EN dmg | 7 days | Y | Y | Y | Y | Y | |||
Willow Healing (Br) | 10 | 3EN/pulse for 1 min (once activated) | 20hrs | Y | Y | Y | Y | ||||
Strength of Stone (Tr) | 20 | +20 EN | 21 hrs | Y | Y | Y | Y | Y | Y | Y | Y |
Armour of Earth (Tr) | 11 | + 24% defence +1 Armour | 6 hrs | ||||||||
Fire Armour (Fl) | 15 | 64 ablative prot. from magical fire dmg. | 9 hrs | Y | Y | Y | Y | Y | Y | Y | Y |
Fireproofing (Fl) | 8 | Protection from non-magical fire | 9 hrs | Y | Y | Y | Y | Y | Y | Y | Y |
Mind Shield (Gr) | 13 | +36% MR vs Mental Attack mind cannot be read | 27 hrs | Y | Y | Y | Y | Y | Y | Y | Y |
Water Proofing (Gr) | 7 | As the spells says | 24 hrs | Y | Y | Y | Y | Y | Y | Y | Y |
Water Breathing (Gr) | 13 | Breath water, see through water mage fog | 14 hrs | Y | Y | Y | Y | Y | Y | Y | Y |
Resist Cold (Me) | 11 | +3 gauge, -3 cold dmg. | 12 hrs | Y | Y | Y | Y | Y | Y | Y | Y |
Cold Resistance (Gr/Ki) | 6 | Protect to -12°C, -3 cold dmg | 7 hrs | ||||||||
Lightning Bow (Me) | 12 | +13 damage x 3 shots | 13 hrs | Y | - | Y |
NB We have 1 or 2 charges per day of Enhance Enchant, each lasts long enough for 11 pulse-cast spells per mage. Or potentially 30 spells if we use them both at once.
Short Term
Magic (caster) | Rk | Effects | Dur | Ar | Br | Fl | Gr | Ki | Mo | Me | Tr |
---|---|---|---|---|---|---|---|---|---|---|---|
Heat Shield (Fl) | 7 | 32 ablative prot. from magical cold dmg. | 4 hrs | Y | Y | Y | Y | ||||
Vapour Breathing (Me) | 10 | 5.5 hrs | Y | Y | Y | Y | Y | Y | Y | Y | |
Feather Falling (Me) | 7 | 4 hrs | Y | Y | Y | ||||||
Flying (Me) | 8 | 38 mph; D+2m/D+2p; 304mi | 4.5 hrs | Y | Y | Y | Y | Y | |||
Weapon of Flames (Fl) | 15 | +16% +8 dam +15 vs Undead/Dark | 20 min | 3 | |||||||
Waters of Strength (Gr) | 6 | [D-2] + 6 Strength | 35 min | - | |||||||
Bouyancy (Gr) | 7 | Float, pressure protection | 4 hrs | Y |
- Aryan Mil Sci
- Melee Only: +14% Def, +14% SC, +14 IV, +1 End of Pulse Pass Action in melee
- Raise Morale +7 WP
- -17 dice mod on Fear Checks; -34 on Fright Table
- Aryan's Callisthenics
- +1 AG
- Mordrin Hair Braiding (200sp 1oz silver ribbon each time)
- 30 mins per person per day: +50% resistance vs Charm (Demonic, Spells, Bardic Voice). -25% melee damage from attacks from behind. Enhance Duration of one 2+ hour spell until next dawn.
- 1 hour per person per day: +3 AG (or +2 over racial max).
- Herbalist Meals/Broth
- Broc: 4FT for meal and 5FT for broth/tea
- Kilroy - Folded Elements (time permitting)
- Each takes 45 mins to create and last 34 hours, take 6 mins to unfold
- Earth - 168 cubic feet folded down to a shot put
- Wood - 94 cubic feet folded down to a short stave
- Tea (Kilroy) & Pills (Broc)
- Tea: 15 hours, +10% SC, +10 IV, +1 rank on all spells, +1 mana level, +2 FT, +1 WP.
- Harden Up Pill: 2 hours, +5 PS, +15 EN, +15 FT, +10 IV. Not exceeding racial max: +2 PB, +10 PC, +5 WP.
Spell Racks
Standard contents of spell racks:
- Flamis
- Smoke Form
- Grendel
- Guardian Angel
- Dominate Will
- Water Proofing -Minor AoE (morning) then Water Breathing - Minor AoE (morning), then Mind Blast (if time permits)
- Stoneskin
- Phantasm - Enhanced Damage
- Chao Bongo - Grendel's Ally
- Dominate Will
- Kilroy
- Friendly Light
- Tari
- Broc
- Mebh
Watch Order
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|
Tari | Aryan | Mordrin | Flamis | ||||||||
Broc | Mebh | Grendel | Kilroy |
Marching Order
Skirmish Formations (Front) | ||
---|---|---|
Default
Mordrin Aryan |
Double File
Mordrin Aryan |
Single File
Mordrin |
Plans
- Holy Water
The following characters can bind water: Broc , Mebh, Kilroy. We can have one x water elemental, try and make it from holy water either from a coral sea/ via Grendel or from the Holy sea.
Then we haul it over to the 38 Legions, turn it to mist and apply with Windstorms.
- Faceless Things?
- Circles and Spheres
- worms
- Concealed House in the City of Seven Walls
The Master of Riddles and a couple of others have a concealed house in the City of Seven Walls. Permission to use it as a forward base would be handy. A quick way to or from it would be ideal.
- Complex Matrix for Grendel
If we can acquire one somewhere would make maintaining the Unwritten thoughts mind shield easier.
- Getting out of Hell
We know Grendel and others have walked/flown out from the City of Seven Walls via the City of Brass and Paths of Sheol. Do we need and special preparations or equipment to get out after the looting? Pomegranate Seeds? Justice Blade? Distilled Brimstone?
- Uriel's Sword
Assuming someone in hell has it, do we want to try to grab it while we're there?
Fighting Styles
- Warrior code Mebh
- keep the faith.
- always accept a surrender
- never to turn my back upon a foe
- uphold the honour of my fellow knights
- defend the weak from the unholy
- to hold to the rules of combat only have one attack or special attack per exchange
- to maintain with respect a warhorse
- to defend those under my care with all my might.
- to be brave.
- nobody told me we had to have a bunch of rules... combat is to get away from all the damn Courtier rules! - Aryan.
- Fighting Tips Kilroy
- Whistling is good when scared. I whistle a lot
- The nasty, pointy, hurty bits are normally at the front of the bad guys, so avoid those where possible. Leave them to the armoured guys that aren't whistling
- Jump in behind the enemy when they least expect it. It is never good if they are holding a spot for you
- Hit the bad guys so hard they don't turn around. If they start to turn, hit them harder. If, after all that, they turn around and laugh, cry (and whistle)
- If you do teleport behind the enemy make sure either your fellow party will be there soon, or you have a very good exit strategy. Failing all that, whistle
- Pick your targets carefully. If there are lots of options, take out the most squishy ones first. They are least likely to hit back, can be taken out quickly and removing actions from the enemy is always a good idea
- Sometimes you do need to just jump in against the big bad guy though. Try to follow as many of the tips above when you do, and don't forget to whistle.
- It is actually quite hard to whistle when your lips have suddenly gone dry, your bottom lip is quivering and the only planned action your mind can comprehend is RUN, but try your best, it will make you feel better, honest.
Awards
Experience
Aryan | Broc | Flamis | Grendel | Kilroy | Mebh | Mordrin | Tari |
---|---|---|---|---|---|---|---|
22,706.25 | 16,520.83 | 20,737.5 | 18,475 | 23,743.75 | 23,725 | 21,598.86 | 19,976.04 |
After the Loot Auction: | |||||||
Income (less expenditures): | |||||||
Treasure
Treasure - Master List
Individual Awards:
Aryan
Father Broc
Flamis
Grendel
Kilroy
Mordrin
Mebh
Tari
Item | Qty | Effects | Ar | Br | Fl | Gr | Ki | Mo | Me | Tr |
---|---|---|---|---|---|---|---|---|---|---|
Consumables | ||||||||||
Black Iron Grenado | 3 | 2SG | 3 | |||||||
Telekinetic Rage Caltrops | Y | |||||||||
Meditation Amulet | 3 | Hold 1 charge each of Spell Prepare Action | 1 | |||||||
Dark Sphere Bead | Turn into Dark Sphere when thrown | 2 | 2 | |||||||
Singularity Bead | 5 | Turn into Singularity when thrown | 4 | 1 | ||||||
Huorn Sticks | 6 | Turn into Huorns when thrown | 2 | 2 | 2 | |||||
Consumable: Trumps | ||||||||||
Avoid Fate Trump | 1 | 1 | 1 | 1 | 1 | 1 | ||||
Dilemma Trump | 1 question | 1 | 1 | 1 | 1 | 1 | 1 | |||
Treasure Map | Map to treasure within 300m | 1 | 1 | 1 | 1 | 1 | 1 | |||
Ally Trump | Get/advance Ally | 1 | 1 | 1 | 1 | 1 | 1 | |||
Comet Trump | Defeat enemy... | 1 | 1 | 1 | 1 | 1 | 1 | |||
Star Trump | -10 dm on Stat Check | 1 | 1 | 1 | 1 | 1 | 1 | |||
Sun Trump | 50 ablative damage | 1 | 1 | 1 | 1 | 1 | ||||
Consumable: Potions | ||||||||||
Potion of Pentecost | 8 | Comprehend languages | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Potion of Restoration | 7 | |||||||||
Remove Curse Potion | 1 | 1 | ||||||||
Non-Detection | 2 | 1 | 1 | |||||||
Circle of Protection | 1 | 1 | ||||||||
Blessed Weapon | 1 | 1 | ||||||||
Sanctuary | 1 | 1 | ||||||||
Resist Temperature | 1 | 1 | ||||||||
Magic Fang | 1 | 1 | ||||||||
Pact Cloak | 4 | 1 | 1 | 1 | 1 | |||||
Elixir of Enhancing Enchantment | 3 | Enhance Talent rk until 12th Night | 1 | 1 | 1 | |||||
Consumable: Gems | ||||||||||
Dream-weaver's Amethyst | 1 | Mind Fog, Mind Blast, Illusory Wall, Maze | 1 | |||||||
Doombinder's Sard | 1 | Damnum Magnatum, Soul Destruction | 1 | |||||||
Runed Intaglio | 1 | Banishment, Binding Earth, Rune Wall | 1 | |||||||
Opal | 1 | Dispel Denizen, Dispel Denizen, Timefires, Quench | 1 | |||||||
Engraved Lapis Lazuli | 1 | Call Lightning | 1 | |||||||
Amber Cabochon | 1 | Earth Transformation, Gem Creation | 1 | |||||||
Weapons | Ar | Br | Fl | Gr | Ki | Mo | Me | Tr | ||
Incubus Dagger | 3 | +8%, +6dmg, cold iron, poison reservoir | 1 | 2 | ||||||
Incubus Main Gauche | 3 | +8%, +2dmg, +3 armour penetration, cold iron, def vs ranged, att&def | 1 | 2 | ||||||
The Forest Staff | 1 | +10% Kementari +DR +CheapInvesteds +CounterSpells PortalToGlade | 1 | |||||||
Flametongue Athame | 1 | +5% +1dmg + Bolt of Fire | 1 | |||||||
Tentacle Net | 1 | +30% +6dmg Entangle and Bite | 1 | |||||||
Dwarven Rotary Axe | 1 | +7% +5dmg +WeaponSpell + SpringDamage | 1 | |||||||
Greenstone Patu | 1 | War Club +5% +3dmg Strike Insubstantial Undead | 1 | |||||||
Grim | 1 | Broadsword +0-21% +D+4dmg Slaying | 1 | |||||||
Armour | Ar | Br | Fl | Gr | Ki | Mo | Me | Tr | ||
Image Folding Armour | 1 | Size 6 WF 2 -1AG 9AP 4MP +10%Stealth +ColdProt EscapeClose AppropClothing | 1 | |||||||
Scale Mail | 1 | Size 6 WF 4 -1AG 9AP 3DR +LightningProt +3PS&MD Claw | 1 | |||||||
Bracers of Armour | 4 | 2 lbs (+7AP +7 MP) <23 Left arm | 1 | 1 | 1 | 1 | ||||
Miscellaneous | Ar | Br | Fl | Gr | Ki | Mo | Me | Tr | ||
Blank Phylactery | 4 | 2 x Rk 20 Enhance Enchant | ||||||||
A Stone from a Plover's Nest | 7 | Re-investable Invisibility (rk 20) | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |
Incubus Thong | 4 | 2 | 1 | 1 | ||||||
Caster's Shield | 1 | 5 lbs, -3 MD, 25% def, trigger scrolls | 1 | |||||||
Heavy Shield | 1 | 10 lbs, -3 MD, 30% def, +5 AP vs attacks from front hexes | 1 | |||||||
Tower Shield | 1 | 15 lbs, -4 MD, 35% def, can turn into a tower | 1 | |||||||
Belt of Giant Strength | 1 | Cold Iron +6 PS | 1 | |||||||
Hob-nailed Boots | 1 | Cold Iron +1 AP/MP<18 -Armour dm MR | 1 | |||||||
Monkey Skin Gloves | 1 | +3 MD curious fingers | 1 | |||||||
Counterspell Wand | 1 | Rank OOC CS | 1 | |||||||
Rabbi Loewe's Golem Book | 1 | Rk9 Alchemical Golem | 1 | |||||||
Jewellery | Ar | Br | Fl | Gr | Ki | Mo | Me | Tr | ||
Hamsa Amulet | 1 | 3/day cast without gestures | 1 | |||||||
Mage's Headband | 1 | +6 MA costs EN non-transferable | 1 | |||||||
Dodging Ring | 1 | 1 attempt to dodge per pulse | 1 | |||||||
Greater Ring of Protection | 1 | -10 dm MR 12 DR Abalative per pulse | 1 | |||||||
Incantations | Ar | Br | Fl | Gr | Ki | Mo | Me | Tr | ||
Mental Attack - Creeping Senility | 1 | -5wp -2ma -1ma per dawn | ||||||||
ESP - Mind Sense | 1 | |||||||||
Rune Wall - Rune Bridge | 1 | 10'x10' +3'/rk bridge | ||||||||
Sacrifice - Death Field | 1 | Mega-hex sacrifice | ||||||||
Runelock - Shatter | 1 | Rk x Rk structural damage | ||||||||
Smoke Creation - Toxic Fumes | 1 | |||||||||
Fire Arc - Translocation | 1 | |||||||||
Wall of Fire - Firethorns | 1 | |||||||||
Gaseous Form - Dissolution of Violence | 1 | |||||||||
Flying - Walk on Air | 1 | |||||||||
Conjuring & Controlling Earth Elemental - Ent Call | 1 | |||||||||
Trollskin - Cannibalise | 1 | |||||||||
Wall of Stone - Stoneskin | 1 |
Costs
Wiccan Restoratives Rk? 500+sp x ? | ?,000 |
Potions of Pentecost 5k x 8 | 40,000 |
Potions of Restoration 15k x 7 | 105,000 |
Plover Stones 5k x 7 | 35,000 |
Blank Phylactery 10k x 4 | 40,000 |
+ Rk20 Enhance Enchant BC 85% 7.5k x 2 | 15,000 |
Spell Racks ?k x 4 | ?,000 |
Calendar
Winter: Frost 814 (7) | ||||||||||||||
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Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
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Samhain | 1 | Guild Meeting
Seagate, Abyss |
2 | Abyss | 3 | Abyss: Lady | 4 | Abyss | 5 | Abyss | 6 | Seagate, Lawfakyr | |
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7 | Seagate, Kew Gardens | 8 | ... | 9 | Kew Gardens (Edwardia) | 10 | K.G., Jiroth, LoC: FoS | 11 | LoC: CS | 12 | LoC: B&L | 13 | LoC: SJ Herbs |
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14 | ... | 15 | ... Blackrod! | 16 | LoC: CP | 17 | LoC: FR | 18 | LoC: FoAG | 19 | LoC: CToS | 20 | Kerberoth |
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21 | K. / Seagate | 22 | K. / S. | 23 | K. / S. | 24 | K. / S. | 25 | LoC: SJ, LoC: FoS | 26 | LoC: RoS | 27 | LoC: CP, LoC: CToS |
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28 | LoC: FoS, LoC: C, LoC: CS | 29 | LoC: FR, LoC: ToH, Tintagel
VoD Geode => Keep of Faces, Dioscura |
30 | Trondheim | 1 | Trondheim Library... | ||||||
Winter: Snow 814 (8) | ||||||||||||||
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5 | ... library | 8 | Trondheim, Astral, Abyss | 9 | Abyss | 10 | Abyss, Astral, Rift | 11 | Mine => Hell | ||||
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12 | 13 | 14 | 15 | Solstice | 16 | 17 | 18 | Yuletide | |||||
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19 | Days of Chaos | 20 | 21 | 22 | 23 | 24 | 25 | ||||||
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26 | 27 | 28 | 29 | 30 | Twelth Night | 1 | 2 | ||||||
Winter: Ice 814 (9) | ||||||||||||||
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3 | 4 | 5 | 6 | First Plough | 7 | 8 | 9 | ||||||
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10 | 11 | 12 | 13 | 14 | 15 | 16 | |||||||
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17 | 18 | 19 | 20 | 21 | 22 | 23 | |||||||
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24 | 25 | 26 | 27 | 28 | 29 | 30 |