My dreams are strange dreams

From DQWiki
Jump to navigationJump to search

Scribe Notes

Summary

GM: Kelsie
Season: Autumn 818 WK
Night: Wednesday night, starting 7pm on 14th March
Location: Albany
Level: Medium

Party
  1. Jessica Mind Mage played by Rhys
  2. Prudence Human Water Mage - Julia
  3. Rahne Human Warrior Enchantress - Stephen
  4. Cronose Elven Mind Mage - Ciaran
  5. Aloysious Human Air Mage - Nick
  6. Ignis the Palestrinian, and Star of Allusia - Fabio
  7. Quentin Orc Warrior-Namer - Sean
Employer
The daughter of a Palestrinan baronial family has fallen into a deep sleep and cannot be wakened.
Pay
1,000sp each, a favour from the local Fey, and we have a rare mineral mine.

Scribe Notes

Session 1 - Meeting, briefing and sailing

The Guild Security introduce us to Gianni the Swabbie of La Fortuna one of the Cogs of the Ducato di Modena, in Palestrina.

The crew of the ship has received a message, requesting the employment of a party as the daughter of Del Caretto Family has fallen into a deep sleep and for the last 2 months they have been unable to wake her. The parents are worried as her 16th birthday date is getting closer and they want us to investigate and have her awake for the festivity.

Gianni hasn't got any more details, and he is in a hurry to leave, after Aloysious suggested to poison him.

After ensuring that we mean no harm, Gianni extend the invitation to the Cog that will take us to our destination. We head to the port at sunrise and we are introduced to Bartolomeo the Capitan of La Fortuna along with Giovanni the 1st mate, and Tommaso the Master Navigator.

Short after getting settled we set sails and Pru makes the acquaintance of the ship water mage. The two of them will take turn to get us swiftly to Paletrina. For the next few days we have no issues except for our party navigator Aloysious, who is seasick, and he is convince that someone has poisoned him.

Within 5 days we reach a port near Modena. We thanks the crew of La Fortuna and scour the port for a large skiff for sale. Once secure I take everyone to taste the local delicacies and wines.


Session 2 - Modena, Lambrusco and Angler fish

I am all excited to be back home and as we head upstream in the direction of Modena we realised we are on the wrong river.

Is getting late, so after mooring we find lodging at "Locanda del Drago Verde" for the night. The beds as always are too short for me but the food is something I have missed in Seagate. Tortellini, Lentichie e Cotechino, and some lovely Lambrusco Wine to wash it all down. As we feast Pru decide to entertain the lodge guests with some of her melodies. This seems to attract a larger crowd, which, on close observation appear to be visitors, stopping over, before heading to the 16th Birthday party of Del Caretto Daughter.

After a peaceful night sleep and a hearty breakfast of freshly baked bread, cheeses, honey and wine, we return to our skiff and set sail downstream.


As I stand by the Bow of the boat:
Pru: "We have a big Cox(swain) on our bow"
Ignis: "is called a figure Head!"
Pru: "Big Cox, definitely more appropriate


We reach the open sea and finally to the correct river. By lunch-time the river is getting narrower, so we stop for some food while Pru binds some water to allow as to further navigate the narrow and shallow river. The afternoon fly by as I continue admiring my motherland countryside. Once dusk is upon us we settle in a camp by the river. During the night we are ambushed by some fishy creature from the river but in no time we turn them into lightning roasted ichthyoids.

Session 3 -The village, the Castle and the 6 sleeping damsels

At Daybreak we pack our things and continue upstream. After placing our boat on a high rock just to baffle the locals we continue on foot.

We reach a town and head to the general store for some cheese, wine and gossip. We learn that the Del Carretto is the Signore (Lord) of the land, had 6 sons and a much sought after daughter and that the family is been the owner of the land for generations. They mostly lived at the castle except for a short period of time where they had to abandon the castle. Nothing more is known about this however is quite normal in the area that "weird stuff" (Fae Folk kind of weird) occasionally happened in the local forest.

Pru is extremely suspicious of this place and force us to visit the blacksmith to by a cold iron horse shoe to protect us while in the forest. We ponder the possibility of the existence of a portal, as the mountain river springs from a circular hole in the rocks. We decide to move on and come back at a later time to investigate.

We travers the forest we are welcomed by the guards of the Keep. We are expected and quickly taken to a waiting room where food and wine is served. Lord and Lady Del Carretto are ushered in, and after a brief introduction we discuss the information about the Job.

Maria, the only daughter of the family along with 2 Friends and 3 maids were out on a picnic and were found asleep after failing to return. They have been in this state for the past 2 months. Also a young lad (a family friend) has met his death in the same spot where the girls were found.

We learn that the family have been in the castle for over 3 centuries however the lordship father had to vacate the property for a period as it was overridden by strange beastly creatures. Subsequently the castle was then taken back and no accidents has happened ever since. We are taken in a large Hallway to view the family portraits. His lordship inform us that nothing unusual has happen before the incident and the family does not have any known enemies.

The only anomaly that was recognised is that they have a daughter, the first one in 3 generations. We take a closer look at the portrait of Maria for future use.

We are then ushered out and taken to the chamberlain and after settling out stuff in the rooms we visits the lifeless boy. He appears to be deeply cut by a blade as well claws and our healing abilities will not assist us.

Subsequently, while Rahne, Cronose, and Quentin visit the 6 sleeping damsels, Pru and Jessica descend to the kitchens, and the two Air Mages go for a walk. Pru and Jessica discover that a high rank healer is located at the nearby village. As the area is a low mana zone Aloysius and I venture back to the road to figure out how big is the area. After 15 min walk nothing has changed, so we head back.

Quentin and Rahne, have no luck with their divinations, but Cronose has a brilliant idea. He cast his mind speech spell on himself and the girls and He is now able to communicate with them.

It appears that the girls are in a dream land surrounded by loads of people. Some of them are figments of their imagination, others where already there. They explain that they are able to create things in this world, but not able to alter what is already here. We are informed that one of the girls is able to return to the castle at night time but unable to wake from her dreams.

The girls are surrounded by strange creatures; some of them are real and some are not. We determine that some of Maria Great Aunties are also here. Sofia, Beatrice and Aurelia, are mean to Maria, however she is not keen in returning from this dream world as she is due to be married with the beautiful Lord of the Dream Land despite her not knowing his name.

We regroup and decide to seriously look for trouble at the gazebo where the girls and the dead boy where found.


Session 4 -The Gazebo and the immaginary friends

We continue our investigation at the gazebo as the afternoon wears on. After shooing Giacomino back to the castle I try to starting a ritual of Wind-Speak but all of a sudden I drift into sleep. Pru notice it and wakes me up. Aloysious manage to perform his ritual and he communicates with the wind which appears as a form of a young spirit. He informs us that anyone who sleeps by the gazebo ends up dead.

We head back to the castle to join our host who has invited us for dinner after evening prayer. Pru and Quentin join the family in the church.

In the dining room where we meet the extended family and the conversation heads toward the family history. The lord provides us with his extended family tree. After dinner we return to our rooms.

Our dreams are strange, but the strangest of all is Pru's one. As we walk downstairs for breakfast, she explain that she was able to contact Lina, and find out the 6 girls headed to the gazebo and fell asleep. When they woke they were at the top of a strange tower, in a strange land, surrounded by scary people. I got lost in my thought and imagined the gazebo been at the top of the tower. Lina depart after Pru convince her to persuade Maria to leave the dream land. After breakfast, as the family head to church for morning prayers; we head to the stables to borrow some horses, to head to town. Govanni the 12 year old prince offers to be our guide and help Aloysious in riding a horse. Despite the help Aloysiousstill manage to make the horse grumpy and get kicked off it.

We reach town, and head to the house of Margherita the local herbalist. In Palestrina we call them White Witches. Rahne manages to procure the poultice at only twice the normal price, we will head back in town tonight in order to pay and collect.

On the way back to the castle we stop and explore the natural caves behind the spring of the river and discover the mana changes at about 1000 feet from town.

I look for Mino the youngest son, as Pru disguised as Marias takes her place at the seating for her portrait painting session. I ask Mino about his imaginary friend Luca and we figure out that he comes from the forest and is weird looking. As we chat with Mino, we spot Tommasa returning to the castle. She looks dishevelled, and we approach to help. She is distressed and reveal to us that her husband Galeotto left late last night; she followed him and spent the night in the forest. He is been leaving every night since they have arrived at the castle. I remember hearing that both Mino and Galeoto had imaginary friend and I think he is still seeing this friend.

After taking Tommasa to her room we head towards Galeotto's room. He is inside asleep. He will join us at the lunch table shortly after.

We look for the chamberlain and arrange payment for the poultice, then head to see Mino Again. He will instruct us on how to get in touch with Luca his imaginary friend.

We strategize: the plan for the evening will be collect the money and poultice, follow Galeotto in the forest, get in touch with Luca, get to the gazebo with Lina's Body and try to get Lina's dream form to enter the body.

Session 5: Into The fairy World and the Miracle

As Cronose is indisposed, Rahne and Jessica offer to pick up the poultice from the herbalist.

Little Mino later on will take us to the forest to meet his friend Luca. Once in the forest we spot the Folletto (fairy). After our introduction, all our questions about the gazebo are met with discord, and refuses to respond to it. We manage to convince him after some cajoling to take us in his world. As we enter he mention that Volpetta (Little Fox) is in charge of Fairy land. She appears to us with a Giant Toad and Goat Centaur in tow. Pru hands some gifts to her. Volpetta notifies us that the land where the castle stand use to be their land, and she wants it back. She also mention that the bells are painful. We offer to bring this message to the currents owners of this land.

We stir the conversation toward the gazebo and the lord of the dreamland, and again we are denied of an answer. She, however demand a payment for trespassing into her land, a choice between stealing the Church Bell, or an impossible task of bringing her the Breath of a Dead.

We head back to our world and head to the chapel to perform the miracle. We apply the poultice, and inflate the lungs of the deceased. Pru then place a sphere of Bound Water on his face and resurrect the boy. He exhale into the water so we can collect his breath to bring it to the Fairy Queen.

We return toour room for some rest that we head back to the forest to follow Galeotto, the older of the duke son. He is headed to a clearing, and once ther a figure comes out of the dark. As we reveal our self the figures runs away. We manage to D.A. her to reveal she is Sylvaini. Galeotto is in Love with her but he is convince she knows nothing about the disappearance of his sister. We request he finds information about his sister whereabouts, the tower below the gazebo, and of any barriers around the castle that will stop the fairy. He promise us he will get the information required.

We return to our quarters for some rest.

In the morning Pru brief us about her dreams; she has managed to talk again with Lina. Lina has talked to the Beatrice and Sofia and found out that they went asleep in a cave close to the mines and they have directions for us. She advised that there may be another fimale from the family but she does not know who. Lina has given us the names of the Dreams King; Icelus, Phobetor and Phantasos. Pru still insisting with Lina to convince the other girls to come home.

After breakfast we pay a visit to Piero; he is frail but happy to answer our questions. He tells us that he went to the gazebo to look for Maria. He woke up at the top of the tower and as he headed down he was attacked by a giant cockroach with the torso of a man. He is still worried about Maria and wants to help.

Session 6: Lina is of the ceiling and we enter the dream world

We return from town after buffing up as Pru is due for Maria's painting session. The rest of the party head in various part of the castle. Most of the party head to the guards training to spar, and I go visit my crow. As we do so Galeotto visits us and apologise for his behaviour the night before.

I update Erasmus about what we have heard and it gives me more news on the name we have been given by Lina.

Icelus and Phobetor are the same person and he is reasonable for creating the images of animals in dreams.
Phantasos is responsible for inanimate objects.
Morpheus is the missing name, and possibly the one in charge, and is responsible of placing people in dream as well as creating prophecies in dreams.
Their Father Hypnos, and he is been asleep for a long time.

I return to the castle as I hear a huge commotion coming from the painting room. Pru has called for a healer, Piero is all over Pru as he thinks she is Maria, the party is here flabbergasted and Lina, one of the 6 sleeping girls is laying on the floor. I rush upstairs on request from Rahne, to make sure that Lina's body in so longer on the bed. She is in fact missing, so return downstairs.

Once the healer has ensured Lina is ok, and Piero is take to his quarters, Pru catches up with Lina. Lina inform us that she was awake, in the upstairs room. She fell asleep and had one of those falling dreams, and, when she woke, she was falling from the ceiling in the painting studio. We ensure she is looked after, and head toward the cave.

We enter a crevice in the rocks large enough to walk in single file. As we reach a lager opening, we are attacked by some large centipede and swarms of bugs. Despite been battered and bruised we manage to get rid of them, and push on. We reach a larger cave with a building in it. One of the walls is cracked so we access it. We explore the whole of the building and discover the room where the 2 great aunties are asleep. We cannot reach their minds. After ensuring nothing else is here, we find a spot where to rest.

Pru and Cronose are the first 2 to fall asleep.

Once in the dreamland Pru and Cronose meet up with Maria, however she only wants to dance. Pru notice that while dancing she doesn't get tired and chatting with the locals she is easily distracted and loses focus of why she is here. Pru wanders if she can find some water and a striking young man offers to assist her.

We find Pru when we all join them in the Dream World; she is very distracted by the young men.

Session 7: Enter Sandman

We all wake in the dream land in the same room where we fallen asleep. We look out of the window and the landscape is different. We see a river and a valley. We presume is what use to look like in the real world before the building got swallowed by the land.

We try to imagine things to see if they materialise around us when Rahne enter next door room in Sofia Del Carretto. Rahne convince her we mean no arms and during the discussion Sofia confirms that other girls of the family are here. The first one to arrive was Isabella than Sofia, Beatrice and Aurelia. We wander the gardens as Sofia is bored and go for a walk. Rahne, Quentin and I follow her, when Pru Jessica and Cronos head off as they have spotted Isabella and want to chat with her.

Pru try to convince Isabella to leave this place but she respond that is best if Maria is taken away as she is taking the Lord Master attention away from her. She tells Pru that she arrived in the dream land after falling in a crevice in the forest. After some time Pru manages to convince Isabella to take her to see the Lords of this place and are taken back to the castle to visit Ipnos the Lords father who is asleep.

Meanwhile we discuss with Sofia a plan to return Maria to the real world. We also discover that the Lord of this place may have an interest in the real world as his power have been crushed ever since the castle got trapped underground. On asking who may know more about the land, we also find out that Lina, Maria servant, may have some blood relation to the Del Carretto Family and her family may know more.

Back at the castle Pru is now talking with one of the servants, and she is taken to visit the quarters of the Lord Master, and learns that he does not reside nor rest in this chamber. It used to be the ream master chamber in the real world. Servant does not know who the master use to be in the real world, but it has ended here due to the Evil that lives in the real world.

After we join the other 3 at the castle we return to the chamber where we woke, and join hands with Rahne who escort us back to the real world.

We head straight to the forest to recuperate Isabella's body, which despite the cut on her leg and the centuries gone by, looks to be intact. We take her to the castle

Session 8: Ambushing the ambusher

We wake from a strange dream about a group of people that are headed into an ambush. Once awake we enquire with the castle seneschal; they are in fact expecting a group of people within the next 2 days. After checking with Pru Waters of visions and Cronose Precognition, we determine that nothing will happen in the next 7 hours.

After breakfast Prue heads straight to the Painting room for Maria's Appointment while everyone else visit Galeotto. We discuss what he has found out about his Fae friend. Apparently she has informed him that in the area there 2 types of fae, the day and night one and both have been bound not to interfere with Morpheus plans.

We collect 2 guards offered by the Captain we head of on a bound cloud towards the location of the ambush. We find the spot and scout the area. 6 beasts and their master are in hiding waiting for someone to turn up, but is not their lucky day. A well thought out counter ambush ensures us the victory, and the capture of the beast-master while some of his beast disperse in the forest.

We head back with the captive while the guards wait to escort the travellers. Is nearly evening so we head back to the forest and do a little dance and we are back in the Fay world. Volpetta welcomes us and listen intently on how we have accomplished the impossible task. We than enquire about the valley, castle and the family, and discover that the valley was not different from now except the castle was different. She explains that once the castle was taken away from them they cursed the family so they never have daughters. Volpetta does not want to give us any more information however she is still wanting the bell to be removed from the belfry and delivered somewhere else.


Session 9: Tying up loose ends

Is dark when we re-enter the Castle to get ready for dinner. During dinner Rhane, on request from the lord, explains what we been up too and what we found. She shares some light on Luca, Mino's imaginary friend which is currently at the table with us. She explains about the Fae of the region and of the existence of 2 type of fae as well as the Dreamworld were the girls are located. She enlighten them on the Curse placed a long time ago on the lord ancestors by the Night Fae. Lord Del Carreto is dumbfound of all this and welcomes the idea of allowing Rahne and Quentin to perform a divination to find out more information about the curse.

While Rahne and Quentin follow the lord to the studio the rest of us try our luck with Mino. He is hiding something and promised us to tell us. We try to persuade him with a gift of a giant snake tooth, but he is still not convinced. He wants us to take him on an adventure so I convince him to go and find the magic talking Crow; he quickly he catches on the fact that is my bird. Meanwhile Aloysious appear to have lost all recollection of who he is.

Everyone heads up to the studio but I decide to track down Mino, and apologise for the botched subterfuge. I talk to him and ask if he would like to fly with me. He is happy to do so and once we land I discover that his secret was all a lie.

Back in the studio Rahne has discovered that the Curse plaxed on the family was not to have daughters. It is a very old curse that can be can be countered with other magic on a temporary basis; the day Fae may have countered the curse 16 years ago when Maria was born.

Everyone head to bed as the night goes on so we head out to steal the Church Bells. The plan goes off without a hitch and once the bell are of the belfry Luca the Fae appears to us and guide us to the forest. We are asked to place the bell between two Hazel trees.

Next morning, after breakfast, while Pru is covering for Maria in the painting room, Quentin perform an ancient divination on the lord while Rahne divinate Aloysious.

Quentin discovers that 16 years have passed since the curse has been countered, however the curse is still active at night. Rahne figures out that Aloysious is not been Cursed but been given a gift of namelessness.

After pretending to investigate the church and giving some false information, we head to town to Lina's family.

We get to Lina's cottage; her mother is busy doing laundry and Quentin as a perfect gentleman offers to help in exchange for information. She tells us that Lina is her daughter, the father a Day Fae named Filippo. She never know when he show up again but explains that you can get to their realm at sunrise if you find a circle of Mushrooms or two twin tree. I have a bad feeling that the bell placed between the Hazel trees the night before.

Once finished the laundry for Lina's Mum we head out of town and to the Mine. We are able to DA the Minerals; they have a Slightly Holy Aura and their main function is containment. We enquire about purchasing this purple and orange colours but we are told that it is the Lords property and not for sale. The stones however are used by Nicola at the Village to make jewellery for Del Carretto family.

Session 10: Stepping on fae toes

Nicola has heard of us and is happy to help out. She speaks of the ore used to create her jewellery, of the good storing property that it has and of the items she produces. Some are used to lower Angelic resistance, some prevents you from getting drunk, and some can catch incoming magic.

While still in town we encounter Lina and enquire if she remembers anything more about the Dream-land. She remember Morpheus to be larger than life; that he disappear from time to time, and that he used to spend loads of time with Maria.

We bid farewell and return to the Keep. Mino meets us by the stables as he would like to do some more flying, as well as telling us about what he remember been the secret he wanted us to know. Under his parents bed there is a doll made out of feathers and sticks.

We discuss with the seneschal Antonio about the property and uses of the ore from the mine. The family trade it very carefully family as it is used to make castles walls which are resistant to magic.

We spend some time divinating some more sample of the stones, the water collected at the waterfall in the mine and finally Isabella. Quentin falls asleep again while divinating Isabella; Pru and Rahne find out that water and stones have very similar property.

During dinner, again we update the family and talk about the doll under the bed. The lord is happy for us to check it out.

After dinner Quentin returns to the room of the sleeping girls and performs an ancient divination. He discovers that the girl is not half-fae as previously suspected and that she possesses the same neck for oratory like the rest of the Del Carretto Family. While he is busy with that we head to the Master bedroom.It is heavily ornate with golden heraldry. A quick D.A. of the doll under the bed reveals that the it is what counter the family curse.

Next stop, the Church. Quentin retires into his prayer while the rest of us question the Del Carretto Priest. He explain that Palestrina was brought under the domain of the church over a 1000 years ago, over a period of 2-300 years. We ask about the history of the family but he can-not help; record keeping was not used during that period.

After an unsettled night we are up before dawn, headed to the forest. We are searching for the day fae, but is them that find us first. We are surrounded by warped trees, cursed and threaten for our insolence. We try and explain our self and of he the trick played on us by the night-fae. We are not welcomed here unless we remove the bell from the entrance to their world, but we are left with the dilemma of doing so without breaking our pact with night fae. Or at list doing so only after the night-fae tells us what we need to know about the dream world.

Breakfast in a hurry, than Pru is in the Painting room for Maria's portrait, while the rest of us empty our room as guest of the castle are to arrive later in the day. We then head to town to buff up, head to the Gazebo and open the stone floor to descend in the buried castle. We descend all 9 floors. On floor 3 from the ground up we spot a junction with a corridor that connect this tower to what appears to be some Knights quarters. We continue exploring this other building which appears to be empty. On the ground-floor we discover a tunnel shooting off diagonally to the master's building. We follow it and on the other end we ascend to a bath-house; all the exits from this room are blocked. Rahne's wizard-eye reveals more empty rooms upstairs but something peculiars is below the tunnel; a circular room with columns and flowing water. It appears to be no access to it.

We head back to the gazebo and fall asleep, enter the Dream-World and head straight to the master building. We visit Hypnos. Rahne cannot perceive and see his dreams as he does not dream like us.

We try to locate a library to find some records and discover that this may be in the master chamber. We abandon that idea and descend to the bathhouse in search for the access to the circular room.

Session 11: Morpheus; he ain't so bad

We descend into a wide circular room, with a domed roof kept in place by pillars and a silver statue of Morpheus in the centre. As we check the place out, Morpheus enters the room and invite us to join him for a chat. We spend no time to get to the point and he is more than happy to oblige.

He tells us that he wants to rebuild his power so he can get out of his prison and to do so he needs to marry one of the girl of the family who has the right to and the power of the land. We continue discussing and we work out that if we free him he will not need the girls, and he can free them from this dream world. Morpheus shows us the place where is body is held and we wake up, out of the Dream Land.

We head straight to the church as we deduct that we do not need the night Fae favours, and disclose to the priest the location of the bell.

After dinner we settle in and the following day we rest, waiting for the bell to be collected.

The next morning, in the early hour before dawn, we head to the forest in search of the Day-Fae. We cross over to their realm and meet up with them. Through a series of riddles we discover that resurrecting Morpheus will not be so bad. We also discover the location of very good herbs.

We head back to the castle and descend in the well. After travelling on Pru magic current we reach the Buried Circular Room. We head to the room where Morpheus is buried. The antechamber smell of the slick oil that covers the floor. The next door and a trap of Black fire engulfs Quentin. Behind the door 4 dark figures approach

Session 12: Power of Light Undead what???

12 The Revenants of the 4 powers of light, are fierce fighter and 4 of them are making mincemeat out of us. I am the first to the brink of death, and thanks to Rahne quick thinking I am out of the fighters reach. Just in time to get some potion down my gob when the Micheline set is sword on fire and and the slick on the floor burst alight. The Mind Mages continue their Phantasm and nightmares attack, when Pru calls the Power Word of Water to dowse the flames (I hope that there are no Fire Mages in the surrounding 200 Miles.

With no oil to burn, Quentin set his Flaming sword ablaze, while Rahne continue pounding those fighters. Few and arduous minute passes before we get the better of those Revenants and return them to their creators.

We quickly enter the room were Morpheus is chained to a bed. We have a short time before the ward we counter-spelled reactivate, so we list the bed and drag it out into the battle room.

We inspect the chains and they appear warded and will explode if we try to break them. However Pru is able to warp them and free the ancient God of Dreams.

Immediately after Morpheus wipes Quentin's memory of the last Battle (he really wanted to forget he fought the powers of light), we return to the surface and rescue all the damsels dispersed in the forest. We also head to the unguarded treasure pointed out by the Day-Fae and we discover one last damsel.

We return all the young ladies to the castle, and explain all that we discovered in the last few weeks.

Few more jumps of the tales tower with Mino, and then we are off headed back to the guild.

Logistics

Watches
1 2 3 4 5 6 7 8 9 10 11 12
Rahne Ignis Aloysious Prudence
Jessica Cronose Quentin
Gender Split Watches
Cronose Ignis Aloysious Quentin
Rahne Jessica Prudence
Marching Order
Quentin Rahne
Ignis Aloysious
Cronose Jessica
Prudence

Astrology

Lucky Numbers (Rahne)
Jessica Prudence Rahne Cronose Aloysious Ignis Quentin
88 11 58 77 52 94 54 17
Astrology (Rahne)
Jessica 149, 616, 518
Prudence 230, 406, 247
Rahne 341, 248, 747
Cronose 852, 147, 685
Aloysious 261, 310, 782
Ignis 049, 480, 396
Quentin 951, 018, 510

Short-Term Buffs

Short duration magics that when called for will be cast - if we have time!!

Magic (caster) Rk Effects Dur Je Pr Ra Cr Al Ig Qu
Witchsight (Ra) 10 5 1/2 hrs
Enchant Weapon (Ra) 11 +12 BC%, +4 Dam. +4 vs Phn/Nm 16 min
Waters of PS or MD (P) 10 [D-2]+10 PS 55 Mins
Bouyancy (P) 6 3.5 Hrs
x x x x              

Long-Term Buffs

(assumed always on)

Magic (caster) Rk Effects Dur Je Pr Ra Cr Al Ig Qu
Greater Ench. (Ra) 20 +21% to Res, Mag, Com, and S&S. 4 days Y Y Y Y Y Y Y
Ench Armour (Ra) 14 +30% Def +1 AP 4 DR vs Phnt/Nmare. 7 1/2 hrs Y Y
Waterproofing (P) 6 21 Hrs
Water Breathing (P) 6 7 Hrs
Cold Resistance (P) 8 -16° -3 Cold Dmg 9 Hrs
Great Heroism (Q) 11 +3% to Strike, +1 Damage, +6% to Reaction & Fear Rolls* 6 hrs
Self Only  
Mind Shield +10+2/rk% vs M.Att. 1+2/rk hrs 6? 7 6
Sense Danger ? 51% 46%

Enhance Enchantment (Ra) rank 11: 70 seconds Waters of Healing (P) rank 9: heals [D-4]+9

* On Quentin Gr Heroism is +12% to Strike, +2 Damage, and +12% to Reaction and Fear Rolls.

Loot and Expenses

  • Skiff Purchase
  • Sabre - no penalties underwater
  • 2 x minor magic Jewels
  • 2 x no magic Jewels
  • Giant Snake Body parts
  • Assorted weapons from Sasquatch beasts
  • Weapons and various bits from the Beast-Master
  • Loads of Magical Herbs
  • Amulets from Nicola The Jewelry Maker (7x protection from Celestial, 7x prevents you from getting drunk, 7x Spell catcher)
  • Fae Favour
  • Morpheus Favour
  • Raphaelite Revenant loot
  • Michaelite Revenant loot
  • Ureilite Revenant Loot
  • Gabrielite Revenant Loot
  • 4500 for the resurrection of young Piero
  • Loot from the vault of Morpheus

Calendar

Autumn 818wk: Fruit (4)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Lugnasad 1 Guild Meeting 2 Set sail 3 Sailing 4 Sailing 5 Sailing 6 Sailing and Port
7 A night in Modena 8 Sail on a river and Ichthyoid attack 9 Village, castle and Gazebo 10 Restless Night, Poutrice and Mino, and Galeotto's lover 11 Piero is awake, Lina is of the ceiling, and we enter Dreamland, Isabella's Body 12 The Ambush, The visit to the Fae with the gift and the bells 13 Lina's mum, mine, Nicola
14 Grumpy fairy. Down the rabbit hole and off to Dreamland, Meeting with Morpheus 15 Day of rest while bell is been picked up 16 Day Fae, down the well, the Power Of Light Undead 17 Clean up our messy rooms and negotiate with Nicola 18 19 20
21 22 23 24 25 26 27
28 29 30 1 2 3 4
Autumn 818wk: Harvest (5)
5 6 7 8 9 10 11
12 13 14 15 Equinox 16 17 18
19 Harvest Moon 20 21 22 23 24 25
26 27 28 29 30 1 2
Autumn 818wk: Vintage (6)
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 Blood Moon 18 19 20 21 22 23
24 25 26 27 28 29 30 Beerfest

SGT Article