The Harvest of the Planes: Difference between revisions
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=== Day 15 to Day 22 === | === Day 15 to Day 22 === | ||
Since the time in the abyss has been reset due to our unexpected encounter we start travelling again. At the end of the week we reach Sparlainth. We have a brief issue with too many of us in the abyss and the nearby demons go wild but we leave them behind while we ascend the butte into Sparlainth. We meet a coachman demon named | Since the time in the abyss has been reset due to our unexpected encounter we start travelling again. At the end of the week we reach Sparlainth. We have a brief issue with too many of us in the abyss and the nearby demons go wild but we leave them behind while we ascend the butte into Sparlainth. We meet a coachman demon named Hansom(sp?) who we'd like to take on as a coachman but the wagon has yet to be allocated and so we 'park it' for later decisions. There we seek to enter Theiron's home. Nereus 'knocks' and a discussion is had and we are allowed in along with our wagon. Much is discussed. | ||
=== Day 16 === | === Day 16 === | ||
Revision as of 23:59, 15 April 2019
Summary
GM: Jim Arona
Season: Autumn 819 WK
Night: Tuesday
Location: Chez Caulfield
Level: High
- Party
- Kern Silvercrest played by ChrisC (Scribe)
- Eric played by Mike Haycock
- Ace, the Wonder Dog - the mutt with mostest returns, played by Dean
- Serendipity played by Lisa
- Mr Ed, the Wonder Horse played by Stephen (Mil Sci)
- Nereus, The Caster of Bones, played by Ed (Party Leader)
- xxx, xx, played by PaulS
- Employer & Mission
Serafin, The Lord of Patterns

A group of hardy guild entities who are able to move through the Abyss expeditiously. Their task will be to investigate events in Victoria (London, Paris and Venice), Nualis (Axxumite Empire, Meroe & the Rift Valley), Reich (Munich & New Edo), Tanuel (the Lands of Chaos & the Keep of Faces).
- His lordship is unable to provide secure points of insertion except for London, and extraction is entirely in the hands of the adventurers.
The Evil Dr Mesmer has been active on Nualis and New Terra, while The Lord of Dark Earth has been detected in Hell (the City of Seven Walls) and the area around Aeaea on Tanuel. The Lord of Iron has also been identified in Hell, and reports from The Lord of Intrigues suggest he has been importing military grade Helltech into Rabat on Sparlainth.
According to Wu Hsin, there is no nexus at or near Rabat, so either Ruach has made a new one or found one that had been lost some unimaginable time in the past. Or he's using someone else's that is at this time unknown to all
His lordship is prepared to negotiate with Duke Leto for one (1) patent of ennoblement for the heritable barony on the eastern border of Carzala known as Rivenheart.
- 100tsg per adventurer
- Salvage, except for the Blue Jade Dagger, or any chess piece or the chess board recovered on the mission. He reserves these things for himself - negotiate for compensation should we find such items and have to pass them onto Serafin.
- Three Pentecost potions
Scribe Notes
The afternoon of the gild meeting sees us meet our employers representative in meeting room 2b. Once we've done introductions and assigned party roles then we talk.
He's a native of Victoria and he informs us that his master Seraphin The Lord of Patterns has returned to his home and is busy cleaning out the remaining snakes left over from Set's The Lord of Serpents infestation of the realm. He does relate that Seraphin is a bit worried about the fact that Set left not by being forced out through the astral but via another way as yet un-located, and that if we could find that way he'd be happier and Set also left with the majority of his Elven regiment of ancient elves.
He gave us some information on various beings and things of interest;
- Mr Wulf. He looks human but isn't. He comes from the same universe as the trans-uranic entities but isn't trans-uranic himself. His skin is translucent.
- We should speak to Typhon (he could swallow suns/stars)
- The preparations for The Time of Certainty are apace and entities are preparing for it in various ways.
- Ungoliant is no longer Beyond the Veil (she is still however beyond vile) and is on the planes doing evil things. Unlight webs are in the astral (as reported in The Exodus Agenda) which should be avoided.
- We could investigate the pyramid in the rift
- We could look to free the remaining elves stuck in the logic trap to possibly make them our allies
- We should certainly locate and get what we can from the Evil Dr Mesmer
- It would be a great help if we could break into and loot the lord of Serpents house on Feralie, however it is some 40000 miles in length and curls around the mountains on that plane so the chances of doing anything significant are quite small.
- Investigate The Lord of Iron's plan and why is he on Sparlainth at Rabat. We hear that Rabat is famous for its Cthonic Demons who appear there much more frequently than other locations
- The Biologian is involved somehow.
We spend the day travelling to Kilroy's to reset our plane of Origin, head to Blackshore to visit Rahne to get our lucky numbers and astrology readings as well as stock up on healing herbs, potions etc.
Days 1 - 7
We depart the guild and head into The Abyss from Kilroy's house to visit with The Lady of the Abyss.
We travel the Abyss. On our travels we come across a field of dead demons (some 2 weeks dead or so) which included a named abyssal demon called Raznal. There are a lot of demons and their eyes have been harvested for some reason we are unaware of. We investigate what we can and gather demons body parts for alchemical purposes and store some 1000 lbs of such in Eric's portable room.
Seren senses that we are being observed by something from another plane which is a very powerful feat indeed. We worry and make haste, especially after Seren leaves a sentient darkness behind us.
We travel across more of the Abyss.
Day 8 - 14
We arrive at the Abyssal Manor that is home to Lady Faversham, The Lady of the Abyss. We have an audience with her and learn much.
- striking The Lord of Serpents house could hurt him bit could also be a gigantic waste of time.
- Regarding Rabat, it used to be only 20 miles between Rabat and Jerusalem but that changed, possibly due to a reordering at The Temple of Solomon.
- she gives Aryan some Dark Sphere marbles (6)
- she notes that Black Annis's have been seen paired with See Hags lately, wandering the Abyss
- a triad of Cenobites near the pit.
- Ungoliant and her daughters have been spinning on Tanuel, where there is a Shadow Labyrinth which attracts/holds twilight points
We thank her and depart - headed for Sparlainth to investigate what the The Lord of Iron (Hellish Arms-dealer) is up to. We speed up as Aryan becomes a sturdy mount which Nereus and I ride carrying our pet dog, cat, and weasel.
We travel - We're planning to enter Sparlainth via (Lord of Chaos Blades) Theiron's house in Jerusalam.
We get close to Sparlainth and come across another demon massacre site. Unfortunately those picking over the fresh site (figures wearing rubber aprons) saw us before we noticed them and bad things happened. It seems Blackrod, his carriage, 2 barbed & 2 bearded devils, and 4 Hessian Barghersts/Hellhounds (cunningly disguised as his carriage horses) are in our way. Combat Ensues. Combat ebbs and flows with the work of the participants and it seems that Blackrod is reluctant to flee this time (the coward usually does when facing significant opposition) for some reason. Combat continues with Agares turning up on Blackrod's side.
- Blackrod's tricks
- stepped into his own middle-march, possibly linked to Darkness.
- using stack of Doom Runes to instantly summon bound demons.
- triggering/releasing invested rituals to resurrect & complete heal.
- Staff (hands at the top of it) casts and maintains torment on multiple targets.
- physical strikes also Smite, Sacrifice and Curse with swapping primary hand.
- Significant agility, defence, movement and number of actions.
- Defence column-shifting quality of attacks down.
Great fighting takes place and much time is used up by Seren in good causes as she rushes around the battlefield aiding all and sundry, Aryan's chin is sternly set and he battles valiantly, Nereus is sorely pressed by Blackrod who seems intent on stealing his title and becoming immortal, Eric does great work dealing with the doggies and Kilroys good hits and tactics enable us to take pause and think.
It seems that Blackrod is seeking Oberon, The Lord of Wands for some nefarious purpose. He's constantly trying to strip Nereus's title from him and tries, tries and tries but fails.
Uvall turns up when Blackrod uses another letter which looks bad as there are another 5 letters on his letter rack. Eric (Jammy bastard award) uses one of his special dwarven alchemical guns to ignite things around Blackrod and successfully destroys all but one. Seren remarks to Blackrod "If you bring your toys out then don't expect to keep them all"
The last demon comes does his stuff and goes invisible to attempt a killing blow on Kern but he lures him into thinking he's been undetected and he (Uvall) dies impaled on Kern's sword when he tries. Seren greatly assists Kern by taking out the bearded Devil that was about to ignite 3 red iron grenado's by way of a knife to his back and the red iron grenadoes are gently lowered to the floor. Blackrod alights upon a yellow fire dragon minion that Uvall had summoned and flees to Caina on the 9th plane of Hell (the Ring of Treachery) with his surviving loot - including his staff of power and potions and more and ... <sob> <sob> - oh well he'll be back and we'll do for him if he is.
We finish off the last of the enemy that are down and injured and then quickly loot the field of battle. We have a lot of stuff from the 2 bearded devils, 2 barbed devils, 4 hell-Hound Barghersts and a Post carriage (requiring 4 horses like animals to draw it). We enter the carriage and see ifs a wonder and much larger inside than outside, it has 3 bedrooms, a large dining kitchen area, a storeroom alchemical/herbal lab and lots of loot including a library of stuff. Its a wonderland indeed. We load the coach with bodies, equipment (weapons from 4 devils) and more as well which includes the demon skins that Blackrod and co were skinning and other assorted Demon bits and Pieces (skins, eyes, horns, weapons and items they had etc). We then get our equine gentlemen stallions to come forward and so Kilroy turns into 2 horses, Eric into a horse and Aryan into another and we (Seren, Nereus and I) attach the traces, pour some wine from the extensive wine cellar in the carriage basement, climb up into the drivers seat and steer towards the exit to Sparlainth, where new adventure and exciting opportunities abound.
Other loot is Devils Skins, Hook Bladed Skinning Knives, 'Rubber' Aprons, Primary Pruning Shears.
Blackrod Encounter Treasure
In the Abyss
- Dagger of Uvall x 2
- This dagger weighs 10 oz. It is made of cold iron and prevents the use of non-racial magic. The base Strike Chance is 40 and inflicts D10 damage in Melee or Close damage. If it is thrown, the base Strike Chance is 61%, inflicts 2 rollup D10, and if it inflicts any damage, the blade will destroy itself inside the victim, the splinters burrowing heartwards which will kill them in D10 days. The victim may only be resurrected by a Healer who can repair Vital Organs. A successful Curse Removal against a 30 MA Major Curse will prevent the death.
- Red Iron Grenado x 6
- Rank 8 Alchemy
- This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
- If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
- On a 1, it was thrown 1D10 feet beyond the target hex.
- On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
- On a 3, it was thrown 1D10 feet to the right of the target hex.
- On a 4, it was thrown 1D10 feet short and to the right of the target hex.
- On a 5, it was thrown 1D10 feet short of the target hex.
- On a 6, it was thrown 1D10 feet short and to the left of the target hex.
- On a 7, it was thrown 1D10 feet to the left of the target hex.
- On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
- On a 9, it was thown 2D10 feet beyond the the target hex.
- On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
- On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. The :grenado inflicts A, B or C Class injuries, so all results are applied.
- Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.
- Hellhound Barding x 4
- This black, hellmetal chainmail barding weighs 50 lbs, and is sized for a quadruped the size of a large dray horse. It provides 7 Protection, 5 Spell Armour and 2 Damage Reduction.
- It is a legal target for spells that provide bonuses to the wearer's EN, PS, Defense or counterspells. With respect to counterspells, their duration is increased to 10 minutes (+10 minutes per Rank) but their bonus is reduced to 10 (+1 per Rank). The beast may benefit from the counterspells of an additional college when they are cast upon the barding. Spells cast upon the barding have their Rank increased by 2 even if this would take them beyond 20.
- Wand of Disruption
- This 11 inch silvered willow wand has a 3 inch tip of quartz and weighs 10 oz. It holds 3 charges of Rank 20 Disruption which has a Cast Chance of 20 (+3 per Rank), the wielder adding their MA bonus, Enchantment and WP difference modifier (currently, WP is 34).
- The maximum number of charges it can hold is 10. It may be recharged by anyone who knows Disruption and the Investment Ritual. However, the cost and Cast Time are halved (minimum, 1 day).
- Wand of Nightmares
- This 11 inch wand of black alder is tipped with a 2 inch cylinder of onyx and weighs 11 oz. It holds 7 charges of Rank 20 Nightmare which has a Cast Chance of 1% (+3 per Rank), the wielder adding their MA bonus, WP bonus and Enchantment + 1/2 rank in troubadour.
- The maximum number of charges it can hold is 10. It may be recharged by anyone who knows the Nightmare Illusion and the Investment Ritual. However, the Cast Time is halved (minimum, 1 day).
- The wand holds 3 special charges which may be used at the time the illusion is Triggered. No special action is required, but their use must be declared before the Cast Check is made. These charges empower the Nightmare so that:
- any attempt to Resist the Nightmare automatically fails
- the Nightmare ignores a victim's Spell Armour (although not Damage Reduction)
- If the Cast Check fails, then the charge is lost.
- A maximum of one charge returns to the wand if the wielder channels 3 points of FT into it and rolls a prime number on a D10 (2, 3, 5 or 7) in the hour before dawn.
- The Post Coach of the Abyss - Floor Plans
In the post coach
- The Gauntlet of Mabelode
- This extremely heavy gauntlet of the left hand is made from plates of forest green jade bound together with orichalcum and weighs 5 lbs. It has five fingers and one thumb. All are functional. It provides 6 points of PS and 6 points of MD to the wearer's left hand.
- It may be wielded as a cestus with a base Strike Chance of 61% and inflicts 2 rollup D10 C Class damage. Specific Grievous injuries are checked for on 10% of the modified Strike Chance, and blows directly to EN on 20%. In addition to C Class injuries, any Specific Grievous result which is fully divisible by 11 means the gauntlet has plunged into their opponent's chest and ripped out their still beating heart which is likely lethal. The DM may disallow the result if it is not feasible for wielder to be able to achieve the result (e.g. the wielder rolls 11 for a Specific Grievous Injury check but they are in the rear hex of a dragon, 25 feet away from the heart). :Summonables, creatures with multiple hearts and the incorporeal are often unaffected by some or all Specific Grievous injuries.
- There is no chance of the gauntlet breaking as a result of over-strengthing, so long as the wielder's PS does not exceed 42.
- There is no offhand penalty when wielding the gauntlet as a cestus if the wielder is right handed.
- If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them.
- If the Strike Check falls within the range for a Specific Grievous injury but fails to generate one, the wielder is entitled to a second roll.
- By crushing the still beating heart of an opponent with the gauntlet (which requires a Free Act), the wielder slips between moments and receives one (only) extra Pulse of action. When the Pulse is completed, the sound of faint, mornuful horns and doleful marching can be heard in the distant east.
- Note: The thumb joint on the gauntlet is broken, preventing anyone one from wearing it. It will take the arts of a Rank 10 Armourer 3 days to repair it, and cost 200tsg in mundane materials.
- Scroll of Fairy Blossom
- This is an incantation of the Herbal Lore spell.
- Herbal Lore - Fairy Blossom
- Range: Touch
- Duration: 1 hour (+ 1 hour per Rank)
- Resist: None
- Target: Flower
- Effects: This incantation of the Herbal Lore spell gives whimsical life to a flower that the Adept touches as a part of the Spell Casting process. A small, delicate fairy-like creature which shares something of the flower's likeness will appear and flit around, traveling, perhaps, as much as 15 feet away, and will chatter to anyone who comes near it. Aside from its ability to prattle on endlessly, it is harmless. It can reveal something of the nature of the plants that are within in 15 feet of its flower (15% chance) and it may know a substantial amount about its own plant (35% chance). It will willingly watch over the Adept while they sleep and wake them if danger threatens (10% + 3 / Rank chance to detect). If the spell is greater than Rank 10, the Adept will recover 1 extra FT point per hour of rest or sleep. If Rank 20, the Adept is considered to have received an extra hour of sleep once per night so long as they have slept for at least 4 hours.
- Cost: 500
- Constraints: Unracks the spell.
- Herbal Lore - Fairy Blossom
- Blackrod's Workroom
- Blackrod has been working on a variety of magicks in various states of completion.
- He has learnt these Generic True Names as Runes and seems to have advanced them in the same way that practitioner's the College of Naming Incantations do:
- Dukes of the Seventh Plane
- Marquises of the Seventh Plane
- Presidents of the Seventh Plane
- Princes of the Seventh Plane
- Barbed Devil
- Bearded Devil
- Nessian Hellhound
- Incubus
- Succubus
- He has learnt these Individual True Names as Runes and seems to have advanced them in the same way that practitioner's the College of Naming Incantations do:
- Agares, the Duke of Changes
- Aryan, the Son of Thunder Not of the 72 named demons!
- Avnas, President of Fire
- Barbatos, the Duke of Virtues
- Bathin, the Pale Duke
- Decarabia, the Marquis in the Pentacle
- Dharija the Ulcerous Maw Not of the 72 named demons!
- Marbas, President and Master of the Seal
- Oberon, the Lord of Wands Not of the 72 named demons!
- Orobas, the Equine Prince
- Orpinek the Footworthy Not of the 72 named demons!
- Sitri, the Beautiful Prince
- Uvall, the Duke of Sands and Wastes
- Vephar, the Sea Duke
- Volac, the Dragon President
- Power Words
- Blackrod has been studying three Power Words, two (listed below) are complete. He has been working on Spell Hex, but the notes are incomplete and unusable.
- Burn
- Darken
- Blackrod has developed the following incantations from source magick, although he has not yet learnt them:
- One of:
- The Canker Rose (Earth S(CR))
- Range: 10 feet (+10 feet per Rank)
- Base Chance: 5%
- Duration: Special
- Experience Multiple: 350
- Resist: Active & Passive
- Target: Corporeal Living or Undead entity
- Storage: Alchemical Poison or Ward
- Effects: A magical seed germinates inside a corporeal entity, living or undead. If they do not Resist, this is considered a Minor Curse. Whether or not they Resist, they suffer a penalty of 10 to Strike Chance, Cast Chances, Defence and Magic Resistance, and each Pulse, take damage according to this schedule:
| Rank | Damage |
|---|---|
| 0 - 5 | 1 |
| 6 - 10 | 2 |
| 11 - 14 | 3 |
| 15 - 17 | 4 |
| 18 or 19 | 5 |
| 20 | 6 |
- This damage avoids Spell Armour and most forms of Damage Reduction, except for that which specifically defends against internal damage. It is not considered "elemental" damage.
- At Rank 20, the penalty to Strike Chance, Cast Chance, Defence and Magic Resistance is doubled to 20.
- If the spell is not considered a curse, the duration is 10 minutes (+ 10 minutes per Rank) or dawn, whichever comes first otherwise whichever comes last.
- Upon death, the target will not fall to the ground. Instead, thorny rose canes will erupt from their flesh, holding them upright as buds open to reveal sickly yellow petals.
- An Alchemist who knows how to make Poisons can produce a tasteless, odourless powder that may be insinuated into food or a paste that can be applied to a blade. The onset time of the powder is about 1 hour and inflicts the listed damage each minute. Either costs 7,000sp (-500sp x Alchemist's Rank).
- or:
- Rune Curse - The Canker Rose
- Target: Corporeal Living or Undead entity
- Effects: A magical seed sets root inside a corporeal entity, living or undead. If they do not Resist, this is considered a Minor Curse. Whether or not they Resist, they suffer a penalty of 10 to Strike Chance, Cast Chances, Defence and Magic Resistance, and each Pulse, take damage according to this schedule:
| Rank | Damage |
|---|---|
| 0 - 5 | 1 |
| 6 - 10 | 2 |
| 11 - 14 | 3 |
| 15 - 17 | 4 |
| 18 or 19 | 5 |
| 20 | 6 |
- This damage avoids Spell Armour and most forms of Damage Reduction, except for that which specifically defends against internal damage. It is not considered "elemental" damage.
- At Rank 20, the penalty to Strike Chance, Cast Chance, Defence and Magic Resistance is doubled to 20.
- If the spell is not considered a curse, the duration is 10 minutes (+ 10 minutes per Rank) or dawn, whichever comes first otherwise whichever comes last.
- Upon death, the target will not fall to the ground. Instead, thorny rose canes will erupt from their flesh, holding them upright as buds open to reveal flowers with sickly yellow petals.
- Cost: 3500 Experience
- Constraints: Unracks the spell, reduces FT value by 3.
- One of:
- The Void of Chardros (Dark S(VoC))
- Range: Special
- Base Chance: 5%
- Duration: 1 minute (+1 minute per Rank)
- Experience Multiple: 350
- Resist: None
- Target: Volume
- Storage: Potion
- Effects: The Caster opens their shadow to the void, filling it with the hungry, otherworldly forces that raven between universses. They may extend this faint, two-dimensonal void as a narrow (1 foot wide) stream to a distance of 5 feet (+5 feet per Rank up to 55 feet at Rank 10. For Ranks in excess of 10, range increments are 10 feet up to 145 feet at Rank 19. At Rank 20, range is 300 feet. The spell may be dismissed with a Free Act, but only one such spell may be maintained at any given time.
- Anything crossing the void stream must move Rank hexes to traverse it, however ranged, thrown or missile attacks are unaffected by this magic. This stream need not be set out in a straight line although if it is folded in such a way that entities would cross it twice or more, they are, nevertheless, only affected by the magic once.
- The Caster may travel along the stream, exiting at any point along it (so care must be taken when placing it) which will end the spell. At Rank 20, however, instead of ending the spell, the Caster may draw the emptiness of the void within themselves to deploy it on a later Cast Action (no Spell Preparaton or Cast Check need be made for this). Drawing the void within reduces the Caster's MA value by 1, doubling on each subsequent use (thus 1, 2, 4, 8 etc.). This resets at the stroke of midnight. MA is restored at a rate of 1 for every three days of rest, or six days if the Caster is spending more than half their FT.
- or:
- Rune of Visitation - The Void of Chardros
- Range: Special
- Duration: 1 minute (+1 minute per Rank)
- Target: Volume
- Effects: The Caster opens their shadow to the void, filling it with the hungry, otherworldly forces that raven between universses. They may extend this faint, two-dimensonal void as a narrow (1 foot wide) stream to a distance of 5 feet (+5 feet per Rank up to 55 feet at Rank 10. For Ranks in excess of 10, range increments are 10 feet up to 145 feet at Rank 19. At Rank 20, range is 300 feet. The spell may be dismissed with a Free Act, but only one such spell may be maintained at any given time.
- Anything crossing the void stream must move Rank hexes to traverse it, however ranged, thrown or missile attacks are unaffected by this magic. This stream need not be set out in a straight line although if it is folded in such a way that entities would cross it twice or more, they are, nevertheless, only affected by the magic once.
- The Caster may travel along the stream, exiting at any point along it (so care must be taken when placing it) which will end the spell.
- Cost: 2000 Experience
- Constraints: Unracks the spell, reduces FT value by 2, a jet figurine of the Caster costing 300sp+ which is consumed in the Cast Action.
- Rune Wall - The Bridge of Psemrath x 2
- Target: Volume
- Resistance: None
- Effects: The Caster creates a translucent grey bridge which is 5 feet wide, extends 15 feet (+15 feet per Rank) and will support Rank x Rank x 10 lbs. At Rank 10, the bridge is 10 feet wide, and at Rank 20 it is 15 feet wide. At Rank 12, a spiral staircase may be formed which climbs (or descends) 5 feet (+ 5 feet per Rank). One edge of the bridge (or staircase) must be anchored on firm ground, floor, solid surface or the like. By taking a Pass Action, the Caster (who must be in contact with the construct) can move everything on the staircase up or down, but only one direction in any given Pulse. As much as the entire height may be ascended or descended in a single Pulse.
- Cost: 1500 Experience
- Constraints: Unracks the spell, reduces FT value by 1, a fired clay sculpture of an arched bridge 3 inches x 2 inches x 1 inch of no special value which is consumed in the Cast Action.
- According to his somewhat rambling and incoherent notes, he has also worked on a version of the Runes of Doom that involves targeting a diabolical swarm by means of the victim's Individual True Name. It is not clear whether this has been completed or even if it is within the compass of his present range of abilities. The phrases "FINALLY, our APOTHEOSIS is at hand..." and "then, they'll PAY..." feature heavily in the documentation. Upper case indicates the pressure of quill upon parchment.
Day 15 to Day 22
Since the time in the abyss has been reset due to our unexpected encounter we start travelling again. At the end of the week we reach Sparlainth. We have a brief issue with too many of us in the abyss and the nearby demons go wild but we leave them behind while we ascend the butte into Sparlainth. We meet a coachman demon named Hansom(sp?) who we'd like to take on as a coachman but the wagon has yet to be allocated and so we 'park it' for later decisions. There we seek to enter Theiron's home. Nereus 'knocks' and a discussion is had and we are allowed in along with our wagon. Much is discussed.
Day 16
Day 17
Day 18
Day 19
Dramatis Personae
- Theiron, The Lord of Chaos Blades, lives under the Temple of Solomon in Jerusalem. He is also a 'priest' there.
Logistics
- 200 x Healing Herbs for Healing Spell @ 50sp each
- 60 10pt Healing potions
- 6 Restore Reason potions
- 6 potions of Protection
- 6 Pentecost potions
- 30 Restoratives 6/12 potions
| Item | Qty | Effects | Ke | Er | Ki | Se | Ar | Ne | x | x2 | X |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Purchased | |||||||||||
| A | 0 | ||||||||||
| B | 0 | ||||||||||
| C | 0 | ||||||||||
| D | 0 | ||||||||||
| D | 0 | ||||||||||
| D | 0 | ||||||||||
| D | 0 | ||||||||||
| D | 0 | ||||||||||
| D | 0 | ||||||||||
| D | 0 | ||||||||||
| D | 0 | ||||||||||
| D | 0 | ||||||||||
| D | 0 | ||||||||||
| D | 0 | ||||||||||
| D | 0 | ||||||||||
| X1 | X2 | ||||||||||
| Fs | 0 | ||||||||||
| G | 0 | ||||||||||
| H | 0 | ||||||||||
| I | 0 | ||||||||||
| J | 0 | ||||||||||
| K | 0 | ||||||||||
| xxx | |||||||||||
| M | 0 | ||||||||||
Buffs
| Magic (caster) | Rk | Effects | Dur | Ar | Er | Ke | Ki | Ne | Se | |
|---|---|---|---|---|---|---|---|---|---|---|
| Strength of Stone (Ke) | 20 | +20 EN | 21 hrs | Y | Y | Y | Y | Y | Y | |
| Armour of Earth (Ke) | 20 | +42% Def 1 DR (+40 MR & 20 MDR vs Elem, Necro, Demonic..) | 20 Weeks | Y | Y | |||||
| Rune Armour (Ki) | 20 | +25 Def, +5 AP, 2 SG | 10.5 hrs | Y | ||||||
| Smite (Ki) | 20 | Resist or D+21, knocked prone, stunned | 21 h | Y | Y | Y | Y | Y | Y | Y |
| Witchsight (Se) | 14 | 7½ hrs | Y | |||||||
| Strength of Darkness (Se) | 19 | +11 PS | 3⅓ hrs | Y | Y | Y | Y | |||
| Waters of Strength(Er) | 16 | (D-2)+16 PS | 1 h 25 m |
| Magic (caster) | Rk | Effects | Dur | Ar | Er | Ke | Ki | Ne | Se | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dark Wings (Se) | 10 | 40 mph | 5½ hrs | |||||||
| Rune Weapon (Ki) | 20 | D-5+7 x D pulses | 25 m | |||||||
| Diamond Weapon (Ke) | 10 | +10% SC | 15 m |
| Magic (caster) | Rk | Effects | Dur | Ar | Er | Ke | Ki | Ne | Se | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sense Danger % | ||||||||||
| Mind Shield: rk | +10 +2/rk MR vs Mental Att. | 8 | ||||||||
| Herbal Lore | +10 +2/rk to find herbs | 7 | 12 | |||||||
| Tracking | +10 +2/rk Tracking | 7 | 12 |
- Aryan Mil Sci
- Melee Only: +16% Def, +16% SC, +16 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
- 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
- Lucky Numbers
- Kilroy 81 and 58
- Kern 95
- Aryan 27
- Nereus 58
| First Reading | Second Reading | Third Reading | |
|---|---|---|---|
| Aryan | 563: Wood Horse Order | 054: Mana Snake Chaos | 578: Wood Sheep Death |
| Eric | 264: Ox Horse Chaos | 102: Air Boar Body | 021: Mana Ox Spirit |
| Kern | 819: Star Rodent Magic | 739: Moon Tiger Magic | 775: Moon Sheep Light |
| Kilroy | 401: Water Boar Spirit | 501: Wood Boar Spirit | 090: Mana Wolf Mundane |
| Nereus | 965: Sun Horse Light | 462: Water Horse Body | 001: Mana Boar Spirit |
| Seren | 723: Moon Ox Order | 932: Sun Tiger Body | 150: Air Snake Mundane |
Watch Order
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Aryan | Eric | Nereus | Aryan | ||||||||
| Kilroy | Serendipity | Kern | |||||||||
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Default
Aryan Eric Kern |
Double File
Aryan Eric |
Single File
Aryan |
Loot and Expenses
Calendar
| Autumn 819wk: Fruit (4) | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Lugnasad | 1 | Guild Meeting | 2 | 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 | ||||||||
| Autumn 819wk: 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 819wk: 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 | |||||||
Awards & Nominations
- Jamiest B - Eric for his Dwarven device/mixture getting on the evil messages that had an 80% chance to save and 4 out of 5 failed the save. This reduced the number of nasty demons that the nasty, despicable scrote Blackrod could 'summon' to his aid.