Brave new world: Difference between revisions

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The chariot may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.<br>
The chariot may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.<br>
'''Cost:''' 2000 Experience.<br>
'''Cost:''' 2000 Experience.<br>
'''Constraints:''' Unracks the spell, reduces FT value by 1.<br>
==== Murder of Crows - Oxen Force ====
''Spell:'' Murder of Crows<br>
''Duration:'' 30 minutes (+30 minutes per Rank)<br>
''Effects:'' This incantation of the the spell allows the Adept to summon a visible force construct in the shape of a pair of oxen that will pull or push an object for the duration of the spell. Its TMR is 4, it's Movement Rate is 200 yards per minute and it exerts a force as if it had a PS value of 60 (+1 per Rank).
<br>
'''Cost:''' 1500 Experience.<br>
'''Constraints:''' Unracks the spell, reduces FT value by 1.<br>
'''Constraints:''' Unracks the spell, reduces FT value by 1.<br>


==== Walking Unseen - Invisibility to the Undead ====
==== Walking Unseen - Invisibility to the Undead ====
''Spell:'' Walking Unseen<br>
''Spell:'' Walking Unseen<br>
''Effects:'' Renders the target Invisible (as the spell of the same name) with respect to the undead. Witchsight, Wizard Sight or Enhanced Vision of lesser Rank will not reveal the target to an Undead observer.
''Effects:'' Renders the target Invisible (as the spell of the same name) with respect to the undead. Witchsight, Wizard Sight or Enhanced Vision of lesser Rank will not reveal the target to an Undead observer.<br>
'''Cost:''' 1000 Experience.<br>
'''Constraints:''' Unracks the spell, reduces FT value by 1.<br>


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Revision as of 14:48, 30 January 2020

Summary

Adventure: Brave new World
GM: Jim
Session: Spring 819
Night: Thursday
Location: Discord
Level: Tangerine

Band*

  • Sebastian Jr (the sexy one) - a young hobbit, out from his fathers shadow, and rhythm lute player.
  • Logan Kai (aka The Cardinal, the broody one) - a man of the cloth and bass lute player
  • Pierre - (the out-of-breath-sporty one) - dabbles with Runes and plays the drums, organ and symbols. Band manager.

* warning: May contain nuts.

Notes

The author assures the reader these notes are at least 70% correct.


In the beginning

Cardinal, Pierre and Sabastian meeting in the Isenkirk city, in the county of Palentine. It’s a large bustling metropolis with much to offer and part of the Holy Empire. The city contains many competent magicians and many interesting goods. Sabastian discovered they sell bronze which is at strong as steel, and after some enquiries meets with the smiths guild. One must apprentice with them for some years to learn the techniques, but there are exception if a tasks if perform the guild master – and there is one looking for rubies from the chest of pagan idols, Herne the Hunter, located in the north.

Dastardly Ogres

The Margrave of the county hired us to deal with the Ogre menace to the north, which he claims have been recruited by the 'Heathen menace', to protect their worshipers. We are being paid 12 gold shillings a week to do this, plus extra for each kill. After some discuss, and the purchase of red glass, accompany a trade wagon north, and pass through the dangerous wastelands. Arriving the wooded north we talking to the locals we learn of horrific Orge raids, led by a fearsome Orgress, that are raising villages far and wide to steal children. Being great heros we set off to put an end to these raids. Many weeks later, having searched a small amount of the enormous forest, we finds ourselves on the coast having found no sign of the ogres. We camp of a hill for some days and look for signs of habitation. We summoning some owls, which are clueless, but have greater luck with some foxes, once Sabastian assures them he is an authorised hunter.

The foxes have an organised network, we do notice their red colour reflects their political motivations, and report a group of two dozen ogres attacking 7 days to the north about a week ago. Half went in first and once they had overcome most resistance, the rest came in. Some days later we arrive at Winterkeel, a large cove containing three villages - one of which was burning. The survivors reported it has been raised by the ogres on skiffs. The reason we couldn’t locate the ogres is they are on boats, which are anchored far from shore. We talk to the inhabitants of the remaining villages, they are enthusiastic for us to stop the Ogres, but too terrified to help. We concoct a cunning plan!

The cunning plan

A few evenings later we are being pulled by a giant squid (Hook), under Pierres darkness, toward the ogre vessels anchored some distance off shore. There are three connected boats, one fancy looking and two skiffs. As we are closing the fancy boat disconnects and sails away at an astonishing speed (magic). We spot the heraldry of a Krenchenti (three crescent moons on a shield) a merchant family from Kendrin, the, on the departing boat. They are behind the Ogre raids!

Once we are close, we hear the “grunting” sounds of celebrations. We are revolted. Hook carries Sabastian the rest of the way and he stealthily deposits time delayed grenados on the two boat. There is much panic when the grenados explode and the Ogres cannot extinguish the spreading fires, two Orgres in light armour (mages) leap overboard, into the maw of Hook. The Cardinal begins peppering them with fire bolts, which adds to the chaos. The ogres abandon one boat and all pile onto the other, which is in the better condition. There are many ogres are in the water and Hook begins a feed frenzy.

The large Ogress (wiccan) takes command and start pursuing us, even burning they are faster then us and we begin worrying they’ll catch us. Spells and weapons are exchanged until the Ogres are forced to abandon the chase and head to shore before they sink. Some well-placed darts final slay the Ogress and she falls into the sea. The remaining Ogres (about 10) make it to shore and flee into the forest. We pick up the bodies of the mages and head to shore.

Celebration and new plans

We head to the village and tell them of our success, they are overjoyed and much celebration takes place. Sabastian has to fend off the ladies. Pierre is able to identify some of the items we recovered.

Over the next few days we plan. We want to find and slay the remaining Ogres as they are still dangerous creatures. Summoning some wolves we learn they have not seen any Orgres, but their pack is fleeing a fearsome creature. Divining the stars, after a few drinks, Sabastian learns it is a vampire. Talking to the locals about the terrain the Cardinal decided the stars were wrong as there was lots of flowing water the vampire would have needed to cross. Checking the tea leaves we see it’s a were-badger, and well see it in the area again in about 22 days.

After a few days of recovery we set off after the Ogres. Logan uses his masterful tracking skills, and a locate spell, to find the breasts. Taking a boat across the bay, past Akon, and trek for many hours through muddy water deep into the woods to finally locate the Orgres – they are asleep in a deep copse of woods. After a brief talk Sabastian offers to sneak in and turn them to mice with the wicker skin change, what could go wrong!

It goes wrong

Sabastian silently creeps into the Ogre encampment and turns the first to a mouse, then pockets it. Moving to the next Ogre things go wrong, it awakes and lets out a shout. Sabastian runs. Many failed castings follow and things are looking grim for Sabastian as the rest of Ogres wake up plan a late night Sabastian snack. He finally makes himself unseen and manages to evade the Ogre pack and make it back to the party.

The party retreat a few miles away and rest up for a few hours, letting the Ogres settle down before heading back to bother them again. Logan spots tracks and spore of an enormous creature, he estimates its at least 8ft tall and weighs many hundreds of pounds, and is definitely the gigantic were badger. Given the enormous difficulty of finding the badger we decide to leave the ogres alone and track down the Badger

Were “Badger”

Following the tracks for some time we finally come across an enormous muscular creature, with wickedly long claws, feasting on a freshly killed ogre. Logan assures us he was right, it may look like a were-wolverine, but is a very rare species of badger that has similar markings. The sound of eye rolling is audible as the wolverine turns and charges us. A vicious and blood fight ensues, the wolverine has strong regeneration and quickly recovers from our blows. Pierre is able to smash its hip, which provides us a lifeline, but it still manages to down him. Sabastian comes up with a cunning plan to throw the moused Orgre into the wolverines mouth, which would kill the mouse turning it back into an Orgre in the wolverines stomach. How could it go wrong!

Things go wrong, again

The wolverine bites the mouse and spits it out, the Ogre body lands on Sabastian pinning him under the body. Logan is left facing the wolverines blows alone! Logan peppers it with fire bolts, from which it cannot regenerate, which gives us a chance. He then manages to get past its defences and deals a deadly dagger blow - the wolverine is downed. A flail of blows overcomes its regeneration and kills the wolverine, reverting it back to a human male.

Return to Akon

Licking our wounds we rest for the remainder of the night, then finally trudge back to Akon. Talking to the locals we discover the village is in a desperate situation. As well as many people dying in the Ogre attack, their food stocks were heavily hit. The village won’t survive winter with the depleted food stocks, and the other two villages in the bay wont provide them any food as they fear winter starvation themselves. The local lords of the land are some weeks away, they may help but are known to be very disorganised.

Resting up

We take some time healing our wounds and talk to others in the village. We talk to Beirtoht(sp?), a local lapidary who has some skills with naming and alchemy, about the situation. He is able to identify that Pierre was infected by the were-wolverine and is able to help us make some alchemical concoctions and some traps with wicker counterspells.

Stomach ache

Having rested up we head back into the wilderness to deal with the other Ogres. We head down the coast for a number of days, its bitterly cold at night with light snow. Logan forages for food, but its slim pickings in the snow and he only locates what he calls “Forest celery”. While we eat the cold pie we brought from Winterkell, Logan feasts on his celery, halfway through his delicious meal he starts profusely sweating and passes out. After some minutes of desperate healing Logan regains conscious, but I can tell he is delirious as he explains he is the leads lute player in the band. The next morning Logan explains the forest celery was actually hemlock, a mistake even an experienced ranger like him can make.

Fearsome action

We travel for a new more days, we are forced to walk long hours to try and catch the Ogres. One evening we are awoken by Evening as she spots a winged figure in the forest, we poke out our heads from the snow covered tarp and struggle to see anything. Pierre spots spirits of crows circling a tree, and we finally spot a winged warg in the branches that is intently watching us. We prepare for a fight, which is surprisingly short. Luck is on our side - before the first blow is laid the Warg faints from the fear and its quickly dispatched. Examining the tree we discover it’s a locus of a crow spirit, and it has a military pick axe hidden in a hollow. Logan is keen to burn down the heathen tree, but it proves impossible in this weather.

Sore Feet

More long days of travel continue as we follow the location. Sabastian summons some wolves, they are very cuddly but are unable to provide any useful information. As the Ogres seem to be heading north Logan finds a quicker route and we are able to get ahead of the Ogres. We rest, exhausted after the many days of hard travel, and awaiting the arrival of the Ogres.

As the ogres camp for the night Sabastian sneaks in and drops the hemlock into their cook pots, the ogres are large so it wont have much effect – but every little helps. Some hours later we attack. Many darknesses, fears and weapon blows later 6 ogres are dead or turned to mice, four escape. Logan is nursing a vicious stomach wound. We decide they will not return and we head back.

Back to town

Some days later we arrive back at Winterkell and rest up, sleeping in a bed seems luxurious after the many days of sleeping on the cold, snow covered ground. Turning a mouse back to an Ogre we interrogate him – its explained that dark skinned people in flying canoes and wielding powerful magic tasked the Ogres to kill all the humans. Their plan was to magically breed quickly and kill every human. Dispatching the Ogre we turn our sights to the food shortage. Some wagons of food have arrived in our absence, but more food is required. We decide to head to Isenkirk and assist their contact, Peter, with arranging further wagons. Heading to Isenkirk shout take less than a week, but it takes almost three due to some strange magic – we discover it is also making the distance to the north of Isenkirk shorter, which would make the Ogre invasion easier.

Isenkirk During our trip we take precautions on the night the full moon to protect against Pierres change. We bury him neck up in the ground and watch him change, feeling secure knowing we’ll be safe – until he begins to dig his way out. We beat him unconscious and use a skin change to transform him from his fearsome wolverine to that of a man, which is far more manageable.
We arrive at Isenkirk and locate Peter, he is preparing a second wagon train of food for Eichelhorn and would welcome our assistance guarding the wagons. We spend just over a week exploring the town, its has a large bustling population, and learning about magic, trading and getting our reward for Ogre ears.
Amber Network We depart, leading the wagon train. The Cardinal is a skilled ranger and finds a quick route back through the hills. We locate an arch with a black amber keystone, after some further investigation we learn its part of an “Arch” network that allows quick travel to each arch. Just passing through the arch increases our speed, that and the Cardinals directions get us back to Isenkirk in two weeks. The locals are extremely happy with the new shipment of food and celebrate as they will now survive winter.

Ogre Hunting

Given a potential Ogre invasion we decide to head north and to see how we can disrupt it. We set off for a long trip, one evening many days later the length of the horizon become a vivid orange, its most unnatural. It cant be a fire, as the entire north would need to be burning. The air does seem cleaner and refreshing.
The following day we stumble across the signs of a fight, it looks like wolves fought a large creature and an icy breath weapon was used. The tracks lead to a large forest. Pierre stares into the spirit realm and sees spirit dragon over the forest, so we definitely need to investigate. In the forest the Cardinal has a spiritual experience and locates a spirt weapon embedded in an alter covered in stag symbols, it is powerful against dragons. The dragon above the forest roars and flees. We locate a few item hidden in the alter.

Spiders

A group of wolves, probably the ones involved in the earlier fight, approach the Cardinal and treat him with great reverence as he has the sword. They tell us to head north to another shrine. We head off and travel for some days, one evening on watch the Cardinal wakes us we it appears there are eight gigantic spider legs stepping over the horizon. We decide is a hallucination, or we are all due to die, so we go back to sleep.
After a week of travel the terrain slowly changes from forest and grass to hilly, rocky ground. There are some unusual critters around, we see tracks of large four legged creatures.

Gottenburn.

Some time, and much walking later, we make our way to the coast and arrive at the large bustling town of Gottenburg. Many languages spoken here, but we only understanding a few, but they have a fantastic variety of fish for sale and an amazing library. Many religions are present here and we hear the leaders want to keep the city free of exclusively one religion, the rumours are that a cabal rule the city through the puppet city leader.

Making use of the library, Pierre learns much of dragons. Sabastian collates information about the ogre and learns of an Ogre village many days north in the fjords. We head sail to the town of Tromtine and meet a friendly Bishop that looks after the town. The village of ogres is a week away by boat, it has only recently appeared but has brought a history with it – some think it has been around for years. We recruit five dim, but eager, axeman and are sailed many days up a fjord to the Ogre village and slip of the boat under cover of night.

Flaming Ogres

The Ogre village is small and dominated by two longhouses, it also has a port with four longboats. We sneak about the village and find the majority of Ogres are sleeping the longhouses, including three Ogresses. We plot. We start by quietly sabotaging all but one of the boats, and sneak under and on the roof of the longhouses. We use various magics to set them alight and the chaos begins. Much fighting later, we have slain 2 Ogresses and 12 Ogres – the others fled to the woods.

Leaving the village to burn to the ground we clumsily sail back to Tromtine in the liberated longboat, our journey takes much longer than it should due to our lack of people and inexperienced sailing abilities. Our trip is interrupted by tentacles that lunge over the side of the boat and try to sink us, but we manage to slay the beast and take its body back with us. The alchemist pay highly for its parts.

Bear Island

We travel to Tromtine and then Gottenburg. We learn some additional magic and hire some sailors, we head out to Bear Island – the rumoured head quarters of the Ogres. We travel for a week at sea, a tiring and wet journey, and approach the cold and windswept island in the dark. An Ogre village is on the east of the island so we land of the west and walk many hours across the island. The arctic conditions exhaust us.

The Ogres have built an enormous single longhouse that is L shaped, it was made with bound earth and it sits on stilts, its holds about a hundred Ogres and four Orgresses. They seem to take orders from a magical portal on the wall. The other structure is a Graving dock, with four longboats. We plot and decide to return back to Tromtine to make magical earth tremor traps, and learn some magic.

A month later we sneak back on to the island, half of the Ogres and two boats are absent. We sent the earth tremor traps, which all trigger at the same time, and stay back to watch the building collapses. The elite guard, with their plate around and halberds, stagger out of the eastern door and are staggered by a hellfire before the Cardinal engages them in combat. Its going our way until a strangely likable human staggers out of the wreckage and fires bolts of ice. The Cardinal and Pierre have slain almost the last elite guard when Ogres stagger out of the north door.


Ogre Loot

Potions

Restorative Potion Rk 8 x 2

When drunk, inflicts 10 EN and restores 20 FT.

Love Philtre Rk 12 x 7

When drunk, Resist or fall in love with the first entity you gaze upon. Effects lasts for 8 weeks.

Fertility Potion Rank 18 x 11

When drunk, a female entity must Resist or have their fertility increased by 85% for 19 weeks.

Toadsweat Potion Rank 13 x 7

When drunk, an entity can remove 14 blemishes. This may increase their PB if it has been detrimentally affected by the blemishes.

Ales & Beers

Pint of Red Beer x 6

This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day's march, it leads to a state of satisfaction lasting 15 minutes. In this time, anything other than conversation and eating is too much trouble. All perentile values have 20 added to the result on the die inside this period. Those who retire within an hour of drinking this beer will recover 1 point of EN per hour of sleep to a maximum of 8.

Pint of Pale Ale x 3

This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It has a strong, yeasty taste, and makes whoever drinks it more alert, adding 15 to their PC checks until they would likely have their next meal (i.e. no more than 4 hours). In addition, upon first drinking the ale, they take 7 EN damage, restoring 15 FT.

Pint of Dark Ale x 0

This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It is quite bitter, tastes strongly of molasses and hops and increases EN by 4. This lasts until they would likely have their next meal (i.e no more than 4 hours). This will not stack with Strength of Stone, but while duration remains it will immediately heal 3 EN when the first EN damage is taken.

Witch Skins

The underside of the witch skin must be held against an entity for 30 seconds before the transformation will take effect.
The user of the skin may use any Skill or Ability that the form would naturally allow. While this includes most Talent magic, unless the form is human-like, spells and rituals may not be performed. If an animal has a range of Ranks next to one or more of their natural weapons, then the user may apply their Unarmed Combat up to the maximum listed.

Little Mary Sixpence

PS: 6 MD: 14 AG: 16 MA: User EN: 8 FT: User
WP: User PC: User PB: 18 TMR: 5 NA: None

Little Mary Sixpence is 8 years old and the very picture of cheery innocence. She has blond curls that hang in ringlets, blue eyes and the kind of freckles little girls get for being good-hearted and friendly.

Harry the House

USED

PS: 23 MD: 18 AG: 18 MA: User EN: 23 FT: User
WP: User PC: User PB: 11 TMR: 6 NA: None

Harry the House is a particularly hairy, 6ft 6in tall man of hulking presence. His hair is dark brown and it grows down his back in great, masculine tufts. He smells of sweat and honest labour.

Asp

Description
The asp measures up to 2½ feet in length. It has a triangular head, flattened towards the rear, and a short, thin tail.
Abilities
Asps have no talents, skills or magic.
Movement Rates
Crawling: 150
PS: 2 MD: None AG: 16 MA: User EN: 1 FT: User
WP: User PC: User PB: 8 TMR: 3 NA: None
Weapons
Asps may bite. Poison occurs after effective damage.
Bite: BC 65%, [D – 3] penetration only, Close, Rank 0.
Poison: 2 DP per pulse.

Eel

Description
Eels are long, thin, grayish fish up to 7 feet in length.
Abilities
Eels have no special talents, skills, or magic.
Movement Rates
Swimming: 300
PS: 18 MD: None AG: 14 MA: User EN: 8 FT: User
WP: User PC: User PB: 6 TMR: 6 NA: Skin absorbs 3 DP
Weapons
Eels may bite.
Bite: BC 50%, [D + 2], Close, Rank 0.

Red Stag

Description
Stags are wild creatures, like thin, agile horses with large racks of antlers.
Abilities
Stags have no special talents or skills and use neither tools nor magic.
Movement Rates
Running: 750
PS: 20 MD: 19 AG: 22 MA: User EN: 15 FT: User
WP: User PC: User PB: 12 TMR: 15 NA: Hide absorbs 3 DP
Weapons
Stags may either use their antlers or kick into their rear hex.
Antlers: BC 30%, [D + 5], Melee & Close, Rank 1-4.
Kick: BC 50%, [D + 3], Melee Rear, Rank 0.

Raven

Description
Ravens are large black birds, standing two foot high, with a 5 foot wingspan..
Comments
A sentient in raven form can use any language they are familiar with.
Abilities
Ravens may fly upside down for up to a mile.
Movement Rates
Flying: 800
PS: 6 MD: 18 AG: 17 MA: User EN: 6 FT: User
WP: User PC: User PB: 8 TMR: 16 NA: Feathers absorb 2 DP
Weapons
Ravens may attack with beak or two talons without penalty. They will Close in great numbers, or attack the eyes if alone.
Beak: BC 45%, [D – 3], Close, Rank 0.
Talons: BC 75%, [D – 2], Close, Rank 1-4.

Ginger Tom

Description
Ginger Tom is 24 inches long and weighs 12 pounds. He is a large, muscular, somewhat disreputable tom cat, who holds the world in cynical disregard.
Abilities
Ginger Tom's Stealth is 120% (+ 5 per User's Rank).
Movement Rates
Running: 450
PS: 4 MD: 21 AG: 24 MA: User EN: 5 FT: User
WP: User PC: User PB: 7 TMR: 9 NA: Fur absorbs 1 DP*
Weapons
Ginger Tom cannot Melee, but he will happily enter Close where he gets 1 Bite and 4 Claw attacks.
Bite: BC 45%, [D10+1], Close, Rank 0.
Claw: BC 40% [D10-1], Close, Rank 0-4

Mouse x 7

Description
Mice are small brown, white or grey rodents. They are shy of almost all creatures, most especially cats, dogs and men.
Abilities
Mice have no special talents or skills, and they are not tool users.
Movement Rates
Running & Climbing: 150
PS: 1 MD: 12 AG: 18 MA: User EN: 1 FT: User
WP: User PC: User PB: 4 TMR: 3/3 NA: Fur absorbs 1 DP
Weapons
Mice may bite.
Bite: BC 20%, [D – 7], Close, Rank 0.

Scrolls

Scroll of Blessing on Unborn Child

This scroll contains an invested Spell of Blessing on Unborn Child Rank 16. The Base Cast Chance is 68% + the reader's MA bonus (or penalty) and when cast upon an expectant mother, will increase one Primary Statistic of her unborn child by 7, exceeding racial maximums.


Weapons

Ticker Sticker

This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder's advantage.

Example
The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.

Ascalon

This spear is made of a blade attached to an ebon haft. The Individual True Name of the blade is Ascalon, and it is under the effects of a permanent Rank 20 Weapon of Cold which may be triggered once a day (Base Chance 90%, +21 to Strike Chance, +6 cold damage for 25 minutes. This ability resets at the Hour of the Wolf, each day.
As a Free Act it may be converted to either a lance, broadsword or spear. The base Strike Chance is 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries and the spear inflicts either A or C Class injuries. Base damage is 1 rollup D10 + 6, rising to 3 rollup D10 + 6 when wielded against a dragon, drake, wyvern or other dracoform (but not serpents or lizards). Those entites against which it inflicts greater damage will know that it is a dragonbane weapon once they see it.
If the wielder is human, then

  • the wielder's Rank in broadsword, spear and lance are cumulative
  • the spear inflicts A or C Class injuries
  • the wielder reduces any fire damage by their Rank in Warrior
  • the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior

Bec de Corbin

This war pick is lighter than normal, weighing 3 lbs, requires 15 PS and 13 MD to wield. It's base Strike Chance is 53% and base Damage 1 rollup D10 + 4 A Class damage. It may be thrown 6 hexes.
It is a cumulative weapon. When it is mounted on top of a staff, then the wielder's Ranks in quarterstaff, war pick and war hammer are combined. The base Strike Chance is 57% and base Damage becomes 1 rollup D10 + 6 A or C Class damage.
If a bonding cost of 1 Permanent Power is paid:
Attaching the bec to a Runestaff automatically adds the Darkness and Air Rune to it and do not count against the wielder's total.
They attract a Crow spirit as their totem which provides +5 bonus to spells that deal in Secrets, Knowledge or Crows and improves their chance of attracting luck by 5.This spirit is not native to the region around Unterkiel.
The Adept may learn this Special Knowledge spell of the College of Rune Magic.

Dagger Set of Okhers

The daggers in this set are varied, although they have the same base Strike Chance of 57%. Warrior Rank does not help with these weapons, although Troubadour Rank will, if juggling is taken more than once. The wielder's Initiative Value is the same, regardless of whether they are delivering a Melee, Close or Ranged attack.
The following schedule is consulted when considering the wielder's Rank:

Rank Ability
3 Wielder may summon a dagger to their hand from up to 12 hexes away, requiring a Free Act.
5 Wielder may make two attacks per Pulse with prepared daggers against one or two targets within range
9 Wielder may make three attacks per Pulse with prepared daggers against one, two or three targets within range

Excess PS may only be employed when wielding a dagger in close or melee, and may be added to bonuses from Skills and Weapon Ranks. The daggers have no chance of breaking unless the PS is in excess of 37.
The wielder's Player must call out each dagger's name as they strike or summon them, and no dagger may be thrown more than once a Pulse.

Opener

Opener is a heavy mithril dagger with a dragonbone hilt. It weighs 1 1/2 lbs. It inflicts 2 rollup D10 A Class damage and may be thrown without penalty up to 12 hexes.

Special Ability
The first time Opener hits a target, it reduces the Protection value of their armour by 1/2 (round up) the wielder's Rank in Dagger. This only applies to attacks from daggers and lasts for 12 Pulses. If Opener hits the same target again, this will end the effect.

Witch Bite

Witch Bite is a silver dagger with a stag horn hilt. It weighs 14 oz.It inflicts 1 rollup D10 + 2 A Class damage and may be thrown without penalty up to 12 hexes.

Special Ability
If damage is taken, the wielder rolls a D10 and consults the table:
D10 Result
1 Wasting disease causes -1 Strength and -1 Endurance per day until stopped by Cure Disease. The Strength and Endurance lost will be recovered at 1 point per day, or by being treated by Repair Muscles.
2 Recurring migraines cause a loss of 2 Magical Aptitude and 2 Willpower. Each minute of concentration requires a 4 * Willpower concentration check. The effects can be treated by Soothe Pain and cured by Repair Vital Organs.
3 & 4 Creeping senility will cause a loss of 1 Magical Aptitude every two days until treated by Regenerate Vital Organs.
5 & 6 Arthritis causes -4 Dexterity, -4 Agility and increases by 1 per hour the Fatigue loss due to exercise, until treated by Repair Tissues.
7 & 8 Enfeeblement causes -4 Strength, -4 Endurance and doubles the Fatigue loss due to exercise, until treated by Repair Muscles.
9 & 10 Asthma causes TMR to be halved, doubles the Fatigue loss due to exercise, and the target cannot perform strenuous exercise until treated by Repair Vital Organs.

Wraith Blade

Wraith Blade is a leaf-shaped dagger made from the scraped bone of a elven wraith's thigh and weighs 9oz. It may be thrown up to 12 hexes without penalty. It inflicts 1 rollup D10 A & B Class damage, and entirely ignores the Protection value of armour. This damage is also considered undead drain and may only be repaired by the arts of a Healer.

Special Ability
It inflicts 3 rollup D10 A & B Class damage against insubstantial creatures but this will drop to 1 rollup D10 damage the next Pulse.

Tinker's Folly

Tinker's Folly is a crescent shaped dagger of white metal with an ivory hilt and weighs 12 oz. It inflicts 1 rollup D10 + 3 A & B Class damage and may be thrown up to 12 hexes without penalty.

Special Ability
If effective damage is taken, the target's Defence is reduced versus daggers by 30. This lasts until the target takes a Pass Action (+1 for every three Ranks the wielder has in dagger).

Serpent's Tooth

Serpent's Tooth is carved from the pale green fang of a sea serpent, and has been attached to a bronze hilt. It weighs 1lb, inflicts 1 rollup D10 + 5 A Class damage and may be thrown up to 12 hexes without penalty. It inflicts a blow directly to EN on 20% of the modified Strike Chance and a Possible Specific Grievous Injury on 10% of the modified Strike Chance.

Special Ability
When it is anointed with blade venom from a snake or reptile, a roll greater than 70 + MD is a miss, any other miss is a hit, a hit is a blow directly to EN, a blow directly to EN is a possible Specific Grievous Injury, and on a possible Specific Grievous Injury, 2D10 are rolled and summed to generate one. Blade venom is applied as appropriate, and this will wipe Serpent's Tooth clean.

Armour

Bronze Buckler Vambrace

This bronze vambrace weighs 1 lb but replaces 2 lbs of the wearer's left forearm armour if that armour is scale, chain or plate. A buckler 8 inches in diameter is attached to the back of the wearer's wrist, and provides 2 points of Defence for each Rank in Shield, although leaving their left hand free to hold a weapon.

Mild Steel Plate Armour

This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.
This armour may be improved by an Armourer of sufficient Rank.

Mild Steel Chainmail

This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10.
This armour may be improved by an Armourer of sufficient Rank.

Ogre Skin x 17 sizes

sell for 50gs each
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective.
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.

Brazen Pauldron

This pauldron weighs 1lb and must be worn on the left shoulder for its magic to be effective.
It adds 1 point to Protection, 1 to Spell Armour and if the wearer rolls 66 or less on percentiles, may ignore the effects of a Specific Grievous injury to the shoulder, including the result 68-69.

Kobold Chain Mail of Buoyancy

This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer's MA bonus.

Kobold Chain Mail of Swimming

This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.
The wearer's Swimming Rank is increased by 3, and they are considered to have the Aquatic Affinity Talent at Rank 11.

Witch Robes x 3

These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer's PB by 3 to a maximum of 19, but only with respect to male humanoids.
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.

Miscellaneous

Palm Leaf Scroll

This scrap of palm leaf has writing in an odd script on it and weighs 2 oz.
It must be memorised, although it is not necessary to understand the language.The owner of the scrap may learn a Discipline that is similar in many ways to a Talent. It doesn't require a Prepare Action and neither does it cost FT. The Experience Multiple is 50 and is Ranked in all ways as if it were a Talent.
To activate this magic, the leaf must be wrapped around the hand in the same kind of way that a bandage might be tied to protect a wound on the palm. The script must be legible and read as the hand is passed across the user's field of view requiring a Magical Cast Action. This will create an immobile pane about 2 feet wide and as high as the user's hand. Walking Unseen of any Rank is revealed, as is Invisibilty, Blending and similar magic of equal Rank or less to anyone looking through the pane.
In addition, viewers may Break 100 + PC +3/Rank to see distortions of reality like middlemarches, dimensional portals, nexes, gates and similar magic.
The pane will last for a number of Pulses equal to the owner's MA or until they create another one, whichever comes first.

Fur Cloak of Protection

The fur of this cloak is black shot with silver and weighs 5lbs. It has the following properties:

  • the first 12 Damage Points the wearer receives are ignored each Pulse. This ability resets at the beginning of the next Pulse. This does not apply to damage caused by poison, disease, Disruption, Putrid Wound, Hand of Death, Necrosis, Torment or similar magic.
  • the wearer subtracts 12 from the result of their Magic Resistance check. This does not increase Magic Resistance.
  • the wearer increases their Defence by 12.
  • the Rank of a Resist Cold spell is increased by 3 when the wearer is the target.

Violet Stola

This stola of violet silk is embroidered with flowers in silver and blue thread. It must be draped around the back of the neck, the tails to hang down to the wearer's waist, and weighs 4oz.
When the command word is uttered, requiring a Free Act, the stola becomes a lariat with a base Strike Chance of 57% and base damage of D10-2. In the hands of an Assassin, it is a cumulative weapon with Ranks in Garotte also applying.

Wand of the Ogress

This wand is made from the thigh bone of a hill giant and is 30 niches long. It is dry but has been preserved so that it is as strong as oak. It weighs 4lbs. A hobbit may treat this as a quarterstaff.
In the hands of a witch, it is a spell rack that will hold three one use spell matrices at no cost.
In the hands of a wizard, mage or sorceror, it is a spell rack that can hold a single one use spell matrix, which must be a General Knowledge attack spell. If the spell does not have range, then it will gain range of 15 feet (+5 feet for every 2 Ranks in the spell). The spell matrix resets at midnight except on nights of the new moon.

Book of Vile Darkness

This large tome is 18 inches x 12 inches by 2 inches and weighs 4lbs. It has wooden covers and the pages are made from baby vellum.
If a Dark Celestial reads this book, the book will crumble into a pale dust and their General Knowledge magic will be changed in the following way.

Speak to Creatures of Darkness (T-1)
Range: 10 feet + 10 / Rank
Duration: Immediate
Experience Multiple: 50
Resist: None
Effects: This talent allows the adept to communicate non-sentient creatures of darkness. The reaction of the targeted creature is improved by 5 (+1 per Rank).

Fear (G-2) replaces Light (G-2)
Range: 15 feet + 15 / Rank
Duration: 15 seconds + 15 / Rank
Experience Multiple: 250
Base Chance: 20%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: The target of this spell is seized by uncontrollable fear and must roll on the Fright table. At the time of casting, the Adept may choose to modify the Fright Table roll up or down by an amount up to the rank of the spell. On a double or triple effect this modification may be doubled or tripled respectively.
This spell does not need be Prepared before it is Cast.

Armour of Darkness (G-4) replaces Shadow Form (G-4)
Range: Self
Duration: 30 minutes + 30 / Rank
Experience Multiple: 150
Base Chance: 10%
Resist: None
Storage: Investment, Ward, Potion
Target: Entity
Effects: The Adept is enveloped in dark, fearsome, baroque armour which increases their defence versus physical Melee or Ranged attacks by 2 (+ 3 for every 2 Rank) and their Prot value 1 point for every 4 Ranks.

Eye Worms (G-5) replaces Wall of Starlight (G-5)
Range: 15 feet + 15 / Rank
Duration: Special
Experience Multiple: 200
Base Chance: 20%
Resist:' Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: Unless successfully resisted, the Adept summons nightworms to infest the victim's eyes and blind them. They will remain blind until they take 2 Pass Actions (+1 per 5 Ranks) to clear their vision. If the spell is successfully Resisted, the target must spend a Pass Action to shudder before they can do anything else.
This spell does not need to be Prepared to be Cast.

Binding Darkness (Q-1) replaces Reading the Night Sky (-1)
Duration: Special
Experience Multiple: 150
Base Chance: MA + 4% / Rank
Cast Time: 1 hour
Effects: The Adept may gain control of a volume of darkness by using this ritual. They may bind all darkness within a 10 foot radius (+ 15 feet / Rank). They may do anything with it except form an elemental. This ritual may not be used over an area occupied by an elemental and cannot be used in any way to control an elemental

It contains this incantation:

Darkness - Night Terror

Effects: This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).
Halving is applied before additions or subtractions from other modifiers.
Experience Cost: 500
Constraints: 1 FT, unracks the spell

Jewellery

Ring of Jasper

This gold band has a bezel holding a lozenge of jasper, and weighs 1 10th of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.
While it is worn, the bearer experiences no discomfort if the temperature drops as low as -40 ° and they halve damage from cold (but not the impact of ice).

Rebounding Ring

This band is quite small and is made from a dull, red resin that can only be worn on the least finger of the left hand of a creature whose size is less than 5.
While it is worn, the bearer halves non-magical C Class damage (including from most falling damage). In addition, it allows the bearer to advance this adventuring skill:

Scarab Ring

This bronze band has a casting of a small beetle with blue enameled wing cases, and weighs 1 10th of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.
While it is worn, the bearer improves their chance of attracting luck by 5 and their luck pool by 3.

Amulets

Amulet of Amethyst

Wards bad dreams and assists the wearer in achieving a restful sleep. Increases the wearer’s Fatigue recovery during sleep periods by 10% (round down).

Amulet of Beryl

Increases the wearer’s ability to detect traps and ambushes by 5.

Amulet of Betony

Decreases the Base Chance of infection by 15.

Amulet of Bloodstone

Prevents miscarriage and decreases Base Chance of infection by 20

Amulet of Carbuncle

Decreases damage done by poison by 2 points of damage per pulse or day.

Enhanced Amulet of Chalcedony

This amulet, when it is worn openly around the hilt of a dagger, will glow with a pale blue light that only the wielder can see when they are within 25 feet of the lesser undead. This light makes it possible to see in total darkness out to a range of 3 hexes, but is too dim and indistinct to make out colours or normal text.

Amulet of Diamonds

Increases all of the wearer’s Strike Chances by 2

Amulet of Elder Flowers

Makes the wearer proof against the Evil Eye

Amulet of Hypericum

Increases the wearer’s Magical Resistance by 10 to any magical act performed by a Demon or Daemonic being

Enhanced Amulet of Iron

This amulet, when it is worn openly around the left wrist, will grow warm when the wearer is within 25 feet of a half devil or imp. Wearing this amulet prevents the wearer from using non-racial magic.

Enhanced Amulet of Jade

This green jade amulet, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the undead. In addition, any Cast or Strike check vs the undead that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.

Enhanced Amulet of Jet

This polished jet amulet, when it is worn openly around the neck increases the wearer's Initiative by 8 versus demonic or diabolic entities from any plane. In addition, any Cast or Strike check vs these entities that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.

Amulet of Luck

Made from tiger’s or alligator’s teeth. It increases the wearer’s Magical Resistance by 3 and adds 2 to the wearer’s defense

Amulet of Black Amber x 2

This amulet when it is worn openly in the left ear increases the wearer's Initiative Value by 7.

Allies

Swedish Axemen

Addo

PS: 19 MD: 19 AG: 15 MA: 7 EN: 24 FT: 23
WP: 16 PC: 12 PB: 12 TMR: 5 NA: Chain absorbs 6 DP
Attack SC DM Rg Class Use Rk
Battle Axe 108% +6 6 B class RM 5
Crossbow 79% +3 80 A class R 0
Large Round Shield 68% +2 - C class M 4

His Defence is 47 and his Magic Resistance is 36%.
He will fight loyally, always succeeding when forced to make a morale check.

Benno

PS: 19 MD: 19 AG: 15 MA: 7 EN: 24 FT: 23
WP: 16 PC: 12 PB: 12 TMR: 5 NA: Chain absorbs 6 DP
Attack SC DM Rg Class Use Rk
Battle Axe 108% +6 6 B class RM 5
Crossbow 79% +3 80 A class R 0
Large Round Shield 68% +2 - C class M 4

His Defence is 47 and his Magic Resistance is 36%.
He will fight loyally, always succeeding when forced to make a morale check.

Cenno

PS: 19 MD: 19 AG: 15 MA: 7 EN: 24 FT: 23
WP: 16 PC: 12 PB: 12 TMR: 5 NA: Chain absorbs 6 DP
Attack SC DM Rg Class Use Rk
Battle Axe 108% +6 6 B class RM 5
Crossbow 79% +3 80 A class R 0
Large Round Shield 68% +2 - C class M 4

His Defence is 47 and his Magic Resistance is 36%.
He will fight loyally, always succeeding when forced to make a morale check.

Evening

Description
Evening has soft fur of deepest black, is 16 inches long and weighs 2lbs. She is slim, and utterly vicious with cold, calculating eyes.
Comments
She is very curious, and has very basic drives, including the desire to breed and raise a family. She is promiscuous and unlikely to pair with another sable for any length of time, but if mating is successful, there is an 80% chance her litter will number 4-8 young. She is quite bloodthirsty, and will gladly take on much larger creatures. Lacking an opposable thumb, Evening is not a tool-user, but this is something on her list of things to get.
Abilities
Evening can withstand the gaze and breath of the basilisk, and is immune to fear from any source. Once a week, resetting at midnight on a Friday, Evening can massively increase in size for one minute.
Movement Rates
Running: 250
PS: 4 MD: 29 AG: 29 MA: 16 EN: 7 FT: 12
WP: 23 PC: 17 PB: 12 TMR: 8 NA: Fur absorbs 1 DP
Weapons
Evening may bite.
Bite: BC 108%, [D – 4], Close, Rank 0.
Enlarged
Movement Rates
Running: 250
PS: 22 MD: 29 AG: 29 MA: 16 EN: 23 FT: 12
WP: 23 PC: 17 PB: 4 TMR: 8 NA: Fur absorbs 3 DP
Weapons
Evening will bite and claw twice with no penalty.
Bite: BC 122%, [D + 4], Close, Rank 2-4.
Claw: BC 93%, [D + 2], Melee & Close, Rank 1-3.

Lore

Copper Scrolls

Once a copper scroll is read, it crumbles to greenish dust.

Scroll of Finding Familiar

This copper scroll teaches the reader this ritual as if it were part of the General Knowledge of their College:

Ritual of Finding a Familiar

Range: 1 mile + 1 mile / Rank
Duration: Concentration: No maximum
Experience Multiple: 250
Base Chance: 40% + 4 / Rank
Resist: None
Storage: Investment
Target: Entity
Cast Time: 1 hour
Material: A piece of food acceptable to the familiar being summoned
Concentration Check: Standard
Effects: The Adept may attempt to summon a small animal that will serve them as a familiar. The type of animal is chosen by the Adept and may be a small creature about the size of a cat, dog, bat, rat, toad, weasel, falcon, owl, goat, monkey, trout, etc, and must be native to the area where the summoning is performed. If the summoning is successful, the potential familiar will arrive at the Adept’s location in (25 - Rank) minutes. The ritual allows the Adept to communicate with it when it first arrives. The Adept must promise to feed and protect the familiar. The GM should roll a reaction check for the creature. If the result is Enraged, it attacks, if Belligerent it leaves immediately.
If neither of these results are achieved, the familiar agrees to serve the Adept. Regardless of the result, the Ritual confers no further ability to communicate with the animal. If the Adept fails to feed the familiar on a regular basis, or mistreats it in any way, the familiar may run away, and a new familiar must be found. The familiar will serve the Adept to the best of its ability, warning them of danger, and so forth. If the Adept is unable to communicate with the familiar magically it will attempt to warn them by tugging at their cloak, whimpering, or whatever, as appropriate. If the familiar is killed, the Adept suffers [D + 5] points of damage in the form of a magical backlash. This damage may not be resisted. An Adept may only have one familiar at any one time. A familiar is not an enchanted creature. The range of the summoning caused by this ritual is 1 mile (+1 / Rank).
As the ritual is Ranked, the familiar gains abilities according to the following schedule:
Rank 0 - While it is in contact with the Adept, the familar is considered out of range of most magic and beneficial spells that are cast on the Adept apply to the familiar as well
Rank 2 - The Adept may cast spells that target themselves on their familiar
Rank 4 - The Adept may see through the familiar's eyes once a day
Rank 6 - The Adept may draw upon the FT of their familiar to pay the FT cost of a spell or ritual. In addition, they can add to their familar's FT at a rate of 2:1
Rank 8 - The Adept must spend 10 minutes communing with their familiar to store the Prepare Action of a spell, which they may use as a Free Act at a later time
Rank 10 - The familiar can hold 1 spell matrix. This will not unrack unless the spell or incantation specifies that it will. The Adept must be in contact with the familiar to use the matrix
Rank 12 - The Adept may now sense through their familiar twice a day, plus they can hear as well as see
Rank 14 - The Adept must spend an additional 10 minutes communing with their familiar to store a second Prepare Action
Rank 16 - The Adept may see & hear through the familiar's eyes a third time a day
Rank 18 - The familiar stores a special pool with a maximum capacity of 5. This may be used to reroll a failed Magic Resistance or Casting check. It costs 1,000 Experience to add 1 to the pool
Rank 20 - The spell matrix becomes a spell lock, which the familar can Cast on the Adept's behalf. This will not unrack unless specified by the spell or incantation


Invocations

An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept's player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).

"By sky-striding Sarennan!"

Spells: Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.
Sub-Field: Power.
Experience Cost: 750.
Attracts:1 Astral.
Effects:The Adept's spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 => AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 => WP x 2.
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.

"Regard the discs of the Crimson Harpax!"

Spells: Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.
Sub-Field: Power.
Experience Cost: 1,000.
Attracts:1 Abyss.
Effects: The Adept's spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it's worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a "5" on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.

Personal Ricochet

Experience Multiple: 150
Base Chance: (base EN + AG + PC) + 12 x Rank
Effects:This Skill lets the bearer manoeuvre as they bounce around, From time to time, the DM may require the bearer to make a Ricochet Check to determine if they could have avoided obstacles, landed upright or executed a particularly difficult activity while careening around terrain features. In general, the Ricochet Check is penalised by the bearers movement rate in MPH. Further penalties may be assigned depending on how difficult the task seems.
In addition, it allows the bearer to deliver a Charge attack by bouncing off terrain features in a bewildering and potentially acrobatic way. This increases their Strike Chance and Defence while executing a Charge attack. Penalties for not using a weapon rated for Charge are ignored, although bonuses are not, and they may move their full TMR and deliver the Charge with any weapon. They must bounce off a number of different surfaces, each such bounce increasing their Strike Chance and Defence by +5. Subsequent bounces on the same surface do not count, the bearer must bounce off different ones. For example, they bounce off the floor (1) then the left-hand wall (2), the ceiling (3) and the right-hand wall (4) for a bonus to Strike Chance and Defence of +20. They could bounce off these surfaces again, provided they have the TMR, but they no longer contribute to the bonus.
The Base Chance is halved for each subsequent bounce, so Base Chance x 1 for the first bounce, Base Chance x 0.5 for second bounce, Base Chance 0.25 for the third, and so on. The bearer's course is plotted before they execute it, and if any bounce fails, the entire attempt fails, potentially quite catastrophically, depending on the sadism of the DM (who is encouraged to be vindictive).

Murder of Crows

Range: Sight
Duration: Concentration: No maximum
Experience Multiple: 400
Base Chance: 5%
Resist: None
Storage: Investment
Target: Entity
Effects: The Adept conjures to this plane a spectral murder of crows, and directs them to hunt down and slay one target, who must be within sight when the spell is cast. The murder is completely insubstantial and invisible except to its intended victim. It may be seen by others with Witchsight. It appears as a darksome flock of night-winged horrors with beady red eyes and flashing beaks. The murder will continue with its mission until the Adept’s concentration is broken, its intended victim dies, or it is dissipated or slain. The murder can unerringly locate its intended victim and will always move towards them at its full movement rate, and engage them in melee combat. The murder has a single, combined, Endurance and Fatigue Characteristic with a value of 20 (+ 5 per 3 full Ranks). It automatically hits every Pulse for [D - 4] (+ 1 / Rank) damage. Its Initiative is 30 (+ 2 / Rank) but has no defence or armour value, although it may not be Stunned. The murder’s movement rate is 650 yards per minute, and its TMR is 13. The murder may move in any direction without restriction, including through the air, walls, water, etc. Upon first encountering a Rune Special Counterspell cast on an area, the murder must spend a Pass Action to dissipate it before it can enter. The murder may not be dissipated by having a Rune Special Counterspell cast on the area it occupies.

Moonfire

Range: Range: 60 feet + 15 / Rank
Duration:Immediate, during Pulse
Experience Multiple: 200
Base Chance: 10%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Volume
Effects:When the moon is in the sky (not necessarily visible), the Adept may call down from the heavens a beam of pale, silvery light which will affect a volume 5 feet across (+10 feet at Rank 10 & Rank 20) and 60 feet high (+15 feet / Rank) which will arrive at the end of the Pulse. Anything within the volume must Resist or take [D10 - 4] (+1 / Rank) damage and suffer a penalty of 10 (+10 at Rank 10 & Rank 20) to Magic Resistance (vs magic that affects the personality only) and Strike Chance. The targeted hex will have a magical aura until the beam arrives (or is counterspelled by the Adept). This spell will have no effect if it is targeted on a hex which is already a target of this spell. Note that a solid surface (such as 10’ of earth) will prevent the moonfire from reaching its target hex.

Incantations

Murder of Crows - Chariot of Crows

Spell: Murder of Crows
Duration: 30 minutes (+30 minutes per Rank)
Effects: The Adept summons a chariot and murder of crows to draw it for the duration of the spell or until they dismiss it, which requires a Free Act. The chariot has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It's Defence and Magic Resistance are the same as the Adept's, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on it or the area it occupies, it will not enter such an area.
The chariot may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Murder of Crows - Oxen Force

Spell: Murder of Crows
Duration: 30 minutes (+30 minutes per Rank)
Effects: This incantation of the the spell allows the Adept to summon a visible force construct in the shape of a pair of oxen that will pull or push an object for the duration of the spell. Its TMR is 4, it's Movement Rate is 200 yards per minute and it exerts a force as if it had a PS value of 60 (+1 per Rank).
Cost: 1500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Walking Unseen - Invisibility to the Undead

Spell: Walking Unseen
Effects: Renders the target Invisible (as the spell of the same name) with respect to the undead. Witchsight, Wizard Sight or Enhanced Vision of lesser Rank will not reveal the target to an Undead observer.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Other Stuff

Loot

From Ogres 13sp 9gp 4tsg

People and places

  • Crescenti family / house etc - an organisation run by the eye of discord that operates as an inter-planar trade organisation. They certainly seem to trade in quite high-end goods, but they also seem to have a lot of political interests and the like. Plainly its the eye of discords spy network / income / power and the like. Behind the Ogre attacks.
  • Peter - contact in Isenkirk arrange food deliveries.
  • Isenkirk- a large city in the County Palatine
  • Centrum Orbis - a metropolis many leagues south of Isenkirk


Three villages in the bay

  • Unterkiel - about 1800 people
  • Eichelhorn - about 1200 people. Attacked by the Ogres. Short of food for winter.
  • third village???

Eternal city - ???

Gottenburg - 8k people. Thriving fish trade. The most significant import is grain and alcohol. priest of different religious here. A fantastic library.

Tromtine - small town days north of Gottenburg. A friendly bishop looks after the town, and occasionally hunts vampires.

Time

3 days of travel to the north with the locals before we started asking around etc.
7 days floundering around trying not to starve etc, which we waited for the foxes to return with intel.
7 days travel north to the villages.
7 days greek fire grenado's.
3 days fighting Ogres and resting
13 days chasing the fighting the remaining ogres 21 days travelling to Isenkirk
10 days in Isenkirk
10 days traveling back to Eichelhorn
10 days travelling north