Return of the Geomancers

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Summary

Adventure: Return of the Geomancers
GM: Jono Bean
Session: Spring 813
Night: Starting Wednesday the 11th of September starting at 6:30pm
Location Chris' / Stephen's. (see Discussion Page)
Level: Very High Level +.
Information: Information from players for Jono.
House Rules: Quickness & Slowness, No 'B' Colleges please

The Party:

Employer & others

Job:

The reliable visions of Eyes of Wisdom the following problems *need* to be resolved without delay.

  • To stop what is said to be a group of Geomancers from breaching the Dragonspine Mountains and entering the Queendom from the area known as the Western Kingdom.
  • To stop the Sands of Time from sweeping over the majestic woods and forests, brooks and streams of Alfheim reducing them to dust.
  • To stop a Drow ritual that will create a cloud which is feared by some to 'Pervert, Corrupt & Revert' Elves back to their Drow nature.

Payment:

Three 'Keys to the Realm'. A Royal favour. A Royal appointment. A Royal pardon. A Royal policy. A Royal gift of an Elven Life.

Scribe Notes

Chapter 1 - Set expectations and meet the family - Day 1

At the Guild

We meet a guild rep and a ducal page both fawning over an attractive Elven lady who we soon learn is Lady Hanna Royal Elm one of the Royal Eyes of Wisdom. Hanna is a blonde with long flowing locks and piercing blue eyes who is well dressed in fine garments and accessories as well as being very well mannered which is what we’d expect from one of the Queens ladies in waiting.

We make introductions to Hanna and she briefs us on the needs of the seers and notes that we fulfil a sign that they have sought, namely that we cannot be ‘seen’ by the Eyes and are therefore those that would be most of use in their time of need.

They wish us to undertake one, all or enough of the tasks below to aid the empire, we are asked;

  1. To stop what is said to be a group of Geomancers from breaching the Dragonspine Mountains and entering the Queendom from the area known as the Western Kingdom.
  2. To stop the Sands of Time from sweeping over the majestic woods and forests, brooks and streams of Alfheim reducing them to dust.
  3. To stop a Drow ritual that will create a cloud which is feared by some to 'Pervert, Corrupt & Revert' Elves back to their Drow nature.

They apparently had need for an incorruptible party of our ilk and ones whose discretion can be counted upon.

When we are ready we will be transported to the Winter Garden in Alfheim so that we may arrive via regular means and thus not trigger the empires defences upon us. We are expected to attend the seers in the winter garden and listen to the concerns.

We ask some time to discuss these things and she goes off for a brief while.

We all agree to undertake this mission and Braegon is nominated leader in order to keep us on the straight and narrow as well as keeping our focused on our tasks. Sabrina is nominated as the Primary Mil Scientist with myself (Kern) as backup and I (Kern) will be the scribe as well.

We ask the lady to return and continue her tale of woe.

We learn the following facts

  1. The Drow forces have apparently recovered or got hold of knowledge that was suppressed from the last war of tears which was a College of magic called Geomancy which is a blend of Earth and Necromancy and enables the practitioner to change land formations for either short periods or permanently depending on how well the magic is cast and how much Mana is used. Geomancy was recognised for the dangerous college it is and was thus suppressed and the practitioners hunted down to avoid this very issue.
  2. The Ministry of War are seen as no longer drug addled party animals but are still trapped in elvish bureaucratic ways which grind slowly over years rather than reacting quickly to new threats with cohesive and decisive action.

Duke Leto needs to be enabled here with what we are doing and so we are encouraged to notify him and seek permission.

We agree to depart on the dusk vessel to Alfheim and the Winter Garden and to meet Lady Hanna at the Elven ambassadors estate an hour before dusk.

Once Lady Hanna has departed we quickly deck ourselves out for more serious interactions and thus half an hour later we regroup on the steps of the guild in full combat attire and assorted finery.

We take a carriage into Seagate to see the Duke but we have to avoid the large masses of refugees camped outside the guild and Seagate finding shelter where they can in these uncertain times.

Note to Guild Security: The guild should assign healers to pass through the masses and possibly 
offer what aid they can or at least get an impression of who is there as they represent a 
threat to the guild and Seagate if left unattended, unwatched and unwary. I suspect there may be 
enemy troops or saboteurs hidden there and precautions need to be taken

Off to see the Duke - Castle Chilton

At Castle Chilton we are given some tokens of authority to cast (if necessary) and then taken to a waiting room to wait upon the Duke’s free time. We espy a motley looking guild party in with him and his wife the duchess discussing the disposition of his children in these dangerous times and how they can help him feel more secure about their safety. We decide that they may need assistance if things go awry and so get locates off on them so that we can action help as soon as we can.

Meanwhile the Dukes Chamberlain Lord Martin Danlaw sees us, listens to our issues and gives us a writ to act in the Dukes' stead in all matters except for declarations of war. We take our leave and make preparation for a stint living rough in Alfheim and living off the land

When Living off the land is discussed Isil Eth says yes of course –the 5 stars Inns, Hotels and fine dining establishments. We correct her with living off the fruits, berries and whatever we can catch. Isil Eth looks aghast at this and shakes her head.

Sabrina does correctly say that we are all hardy adventuring types – well except for Isil Eth.

To Departure vessel

We depart for the Ambassadors estate at the appointed hour and meet up with Lady Hanna. We then board the Beltan ship ‘The Golden Breath of the heavens’ which is a 4 hulled, multi hull vessel built in a diamond formation of intermeshed supporting beams between the hulls and commanded by Captain Willowhelm. Once we are aboard and other cargo loaded we depart promptly at dusk and make haste NW to Alfheim. We partake of dinner at the captain’s table on route and are well entertained in talented company.

Chapter 1 - Arrive at the Winter Garden - Day 2

Just after midnight we land at the Winter Garden city which appears to be starlight and reasonable small, although there are a large number of temples here, including stepped pyramids.

We go and meet with Sir Callus Kelpenwood (an old male elf, part sea elf who is in charge of the sunrise temple) and Lady Mirrow Hearttouch to discuss the issues here. We discover some home truths that are simply unpalatable and need to continue being state secrets but which glavanise our support and drive even more.

We plan to go after the Geomancers themselves and will work to identify them, their location, the Geo-nodes, the sources of power, Mana pools and any other hints/ideas/rumours we can in order to find them.

There are 3 Specific visions of the Geomancers and they have identified 9 in total with 6 in each vision at one time, 3 of which are consistent across the 3 visions

Geomancy has had 2 events from 1000’s of years in the past

Elven hero who is an agent of change and death walks with a distorted and heavy 2 inch deep footprint across the elven lands. He wears heavy armour, namely Plate, scale and chain.

When the knowledge of Geomancy was expunged it also meant that knowledge of it also passed beyond the grasp of others. So either there was some of the knowledge spirited away by person or persons unknown or an actual geomancer or two fled before they too could be expunged.

Q: Who were the primary geomancers in the past – was it a family or multiple individuals? Whereabouts of these elves? Was it just elves or did any other races know of this magic?

Lady Marrow Heart Touch – the majestic Health of the realm and healer

Off to see the Dryads

Its noted while we are there that Isileth plant growth affect is causing local dryads issues so we go and chat in their temple which is ¼ mile away.

We get there and pass in to the white plastered temple with a leaf shaped entryway see 2 dryads Mystery Ash and Mistress Elm who are dressed in what we’d term adventuring equipment. Youthful blonde

We learn of linkages between the queen and the realm where if the queen is damaged so is the realm and vis-a-versa. If the pass is opened through the Dragonspine Mountains then the queens health will deteriorate as the Drow and their dark titan allies will be able to attack her directly.

Note: the Queen needs close bodyguards – probably the destroyers nearby in case – See Lady Alais

The death of one close to the royal line would be a tragedy. The possible changes in the Dragonspine Mountains would lead to the queen’s death.

We understand that the issue of lineage has had impact on a number of elves in the court Worried

Chapter 2

Discussions Continue (The night of the 2nd of Thaw)

We discover that we need Elm to fight against the Geomancers which will be especially efficacious.

We review our plan which is to check for areas of power concentration over the other side of the mountains which would be a sign of a key point that the Geomancers would concentrate at, check for areas of geo-nodes or necromantic/earth areas of power.

We send off a message to lady Alais to get her to organise information collection from her sources on what we’d like to know We depart the dryads and are met outside by a young Beltan elf dressed in golden finery who we identify as Youthful expectations the Commander of the Beltan Elves and the Queens confidant. He dismisses the 3 shop captains. YE tells me that he has summoned my men (the The Kernsmen) from the far northern province of Alfheim#Seensplate (which are currently under my sub-commander Colonel Varesh) and that they will be bringing their supplies of Elm and other special supplies. He also tells me that he is mystified why they have been building a temple to Sha'mez in the province but I inform him that its part of hard work and training that the men endure while connecting closely to the land.

We learn that we have 6 vessels at our disposal including The Fire of Goth (this vessel can detect the mana concentrations) which will be here from the north by dawn. Also we hear that a company or two of Kinlu Mercenaries from the Kinlu Mercenary houses have entered on the side of the Drow and that there is pressure on the Tunnel/Canal from Borovia and that forces are being concentrated there by both sides and there is pressure on the Elves to consider collapsing the tunnel to hold that entry point.

We discuss our needs before retiring to a glade, hopefully for a rest and to see Ajax. In the glade we find Ajax frolicking with a Pegusai. Sven is asked to accompany an elf and he goes off to see a female we assume – being the buff Northerner.

An Elven Commander comes along and starts giving orders to many including Kern who politely reminds him that his rank is greater than his and thus gets someone else to get chairs for the Ladies. A discussion about the merits of active service versus special detached services ensues but is resolved amicably.

Sven meets Lady Iratheyma The high Priestess of Sha'mez from Ladlaugh who is wearing Purple/Yellow robes and appears very old (possibly senile-ish) who treats Sven kindly and provides him a special drop to make him immortal.

Sven and Irathmya rejoin the party and introductions are made with Iratheyma thanking me for helping Sharmez to return to the North. Irathmya is most impressed with the party and considers us great for the tasks we have been given. We learn that she is here as a response to the summoning from 470 years ago but we consider this to be a self summoning. She informa us that one of us is rumoured to be an agent of Nikovali (the skinless one) and that Nik needs to discuss some things with that person.

Lady Iratheyma tells us that the Geomancers of old were a servant class good for organising retreats and garden party locations, also that it would be bad luck for dark titans to be invited to weddings.

Suspecting something Braegon checks the lady out and discovers she’s under the effects of a backfire from several hundred years ago which he fixes but will take time to work its way out of her brain. I discover that her soul upon death will be the rebirth of Sharmez.

Since I consider myself most aligned or suspected to be the focus of Nikovalis ‘invitation to talk’, I along with Sabrina agree to go off with Irathmya and see him. We find a quiet place and Irathmya makes it a high mana zone and concocts a vile herbal remedy to enable our movement to N’s domain. Sabrina and I are going to drink and she decides to go along too. We drink the draught.

Sabrina, Iratheyma and I find ourselves in Alfheim as it would be if we fail in our tasks and in from of N. N looks at I and decides she shouldn’t be here so he sends her away (this kills her in reality - Thus Sha'mez is reborn?) so he can talk with us.

Discussions with Nukalvalee

Sabrina and I (Kern) are talking with Nukalvalee and him imparts his wisdom to us on 3 questions what we are up to. Nukalvalee has an interest in me as I was one of a guild party that rescued the Scrolls of Kael his brother and bought them back to the empire.

We ask;

  1. Where are the Geomancers we seek - A: Seek Commander Darinmu-Kaith
  2. What is the Key thing we need to do - A: They have a sceptre of command which has a red ruby on the end and a small crown on top. When held upside down it will drian Mana from all except those of old blood and has sway over the dark titans and is able to be destroyed by the tears of a mermaid.
  3. Is targetting the Geomancers the best path to success in our endeavours - A: Yes destroying them is the best path given that my realm is death and renewal

At the end of the questioning we are released back to the normal world and I die from the wounds of flayed skin off my back while Sabrina calls for Braegon. Once the others including Braegon return Sabrina relates the experience and they note the details of our question on my back before Braegon resurrects Irathmya and I.

I am out being healed for 5 hours and Irathmya is taken away to speed her healing after her experience. The party takes this time as a period to sleep as well. We all agree that we need to get out of the area before we are bureaucracied, diplomacied and meetinged to death.

A new day Dawns - 3rd of Thaw

The dawn brings with it a call to training and the dawn rites which Isileth attends.

We are visited by 4 women in Red robes with silver sigils who are emissaries from the Elemental Fire Lord Damocles who wouldlike to meet with us at a local inn - 'The Queen's Saddle' when possible. We tell them we will be there when we can this morning.

I authorise the deployment of the Kernsmen to the Tunnel Salient to help there and to take the heavy equipment. Sabrina goes to the galde to check on ajax and there meets twin 16 year old human girls, a satyr and a doe. It turns out that the twins are Kree's daughter and they bring a message from their mother Anastasia of Borovia that Kree is missing. We also learn that Anastasia is in hiding in the Superstition Mountains.

We learn that 'The Light of the Skies' is now in port here and that the 'Fire of Goth' is a 6 hulled diamond shaped vessel with around 700 crew. Aslo that the vessels are loading Obelisk shaped/sized 'ammunition' (20ft tall, several tons each) for the coming conflict.

Isileth becomes miffed at so much social deference and being called majesty, her high emeinence and light of all nations that she feels she needs to talk with the queen soon and lets slip that the Queen is an Illusionist.

Commander Darinmu-Kaith

Speaking with Commander DK; We think that the Geomancers are in one of the 4 likely places (The main forward camp at the head of the ice road, the main southern camp, the iceberg off Zummular or in SW Bowcourt near Vole)and know if we don't get them the first time then their reinforcements will get there before we can finish them off and we would lose. we know that we can't be in all 4 places at once but Isil'eth remembers that she is owed a favour from Chronos and so the idea that we will hit all 4 of the places at once is born and we quickly go with that if that's possible.

We understand that Geomancers are also wyrm riders.

Lady Alais

Lady Alais contacts us to talk via a secure room in the temple and we impart our wishes getting little in return for now. We do learn that Lord Damocles is an ally to the empire in the elemental realm. Ladt Talis also requests Isileths's presence to talk about a number of suitors for her hand (and the rest) in marraige.

Damocles

We visit with Damocles, surviving his intensity through our extensive magical protections and he enchances some of our mithril weapons to be more efficacious vs Geomancers et al.

We prepare to depart

Chapter 3

We decide that we need to act and so we plan to start doing not talking. We are informed that Isileth needed to go to Eidolon for an ancient divination to be done (read do her hair and nails) and so we go off to find the local commander and let them know our intentions.

We find Commander DK on board ‘The Light of Skies’ holding a strategy session regarding assaulting the main camp with their ships. We intrude and explain what our intentions regarding possibly lending our support to assaulting the tunnel intrusion. Commander DK explains that the situation in the tunnel has been resolved and that it’s under control now since additional reinforcements have gone in to help already.

Commander DK lets us into the planning session and gives us some background as to why they’d like to assault the main camp over the Dragonspine mountains and commit their entire elder flying ship crewed by the battle hardened Beltanes.

Apparently if the elves commit their fleet the Drow will have to commit theirs and the fleet commander thinks this will be a good idea and a fine way to reconstitute the fleet (command items on the flag ship to control those on the Drow ships). We however will be needed to undertake a surgical strike upon the enemy command structure and take out a number of high value targets (if possible) which would make significant inroads on the Drow forces to retaliate against the Elven fleet and also impact the overall campaign. If we succeed then the elven fleet would increase and the balance of forces (especially in command areas) would change in the elves favour markedly.

We are given specific intelligence on a number of targets for us and to be aware of in the camp:

  1. There are 3 master Military Scientists, if they are involved in directing the enemy efforts when the Beltan arrive then they could put victory in doubt. The Beltan would like us to drop an anvil on them.
    1. M.S.1 Has been ‘trained’ to a near demonic level of capability (ranks 11-15) and thus taking this general out would help overall strategy across the Western Kingdom.
    2. M.S.2
    3. M.S.3
  2. Geomancers - don't know how many will be in camp, their boss is a Vampire - Char Mandel Tootinclokak (sp?)
  3. Two major cauldrons in the camp. One or both are kept on the boil ready for immediate use. We can probably prevent them being used by cooling them down - extinguish the fires, freeze the contents.
    1. C.1 If the contents are spilled on the ground it will slay all those within range (large) not of Elven/Elder blood. Which would include a significant portion of their army and half of our party.
    2. C.2 Unknown effects
  4. Blood lamp, 4ft tall, when it is burning it gives a death aspect to all who have seen it. Likely to be fatal to Braegon (Life-aspected Healer) to go anywhere near it.
  5. The Drow have a number of items they can trigger which will double the damage inflicted from poisons.
  6. One of the Commanders holds the fabled Jade Moss Sword. This weapon if drawn stops others within sight of using a weapon in their hands and he has a set of capable bodyguards (no doubt with superior hand to hand training) to protect him from harm
  7. Greater Summoner from the Inland Sea, possibly associated with Khatovar whose name we shall not speak as he has made pacts to hear and understand if his name is spoken and in what context. He is summoning Hell Hounds and Devils for the Drow. He is expected to have at least 5 'million-sp' bodyguards as well - who are either equipped with a million sp of items or paid that much for their services.
  8. Central Keep within the camp which is the main command nexus and is made of bound earth and is well protected. It is not usually occupied but the commanders and other VIPs are likely to head there if there is battle.
  9. Chaos Priests from Khaleda who ride 40-60ft long flying snakes. These priests make resisting easier in war and they have accompanying Dog Soldiers with poisonous Phase Spiders. It would be better to avoid these after the Double-Poison items are triggered.
  10. The Harp of Sorrow is known to be there too and this demoralise the enemy and reduces their magical defences by half.
  11. Drow with Blue Shoulder Guards - from Argon's Watch, elite!
  12. Mistress Ordea, a rogue Valkyrie is also present along with her companion Capt 9 Fingers who is technically unkillable as he’s already dead (just held in abeyance by Mistress Ordea) but we know he’s on the to be returned to Valhalla list that Sabrina knows of.
  13. Master Cart Mananing, this man is remarkable in that he is unremarkable and unmemorable. We suspect this to be a master Spy/thief/assassin
  14. Dark Titan - Roaster Tex lamps
    • NB Ordea, 9-Fingers, Cart Mananing, and the Dark Titan have been seen working together a lot.
  15. Sepulchural Stalkers, these drain (20-40) by Sight/gaze and are twice as effective as a mortal.
  16. Undead camp - there is a section of the enemy camp which is underground and is the lair of the Undead, Devils, Demons and other such magic inimical entities. We also note that any undead heading into the camp come along ‘The Ice Road’ before heading into their section - this is to avoid passing through the mortal troops and 'accidentally' draining them.
  17. The Brother and Uncle of Kree – these are not to be killed if at all possible due to previous treaty considerations, however if done inadvertently then excusable.
  18. There is a contingent of Goblin Mechanicians with associated fire mages. They are known to use mechanical contraptions to fire various munitions such as Ferno Zombies
  19. Avoid Red Balls (around 1ft across) if coming towards us as we expect these are trapped Bubbles of force designed to entrap and hold us.
  20. There are a number of Drow with Blue Shoulder Guards who we are informed are from Argon’s_Watch and are considered elite troops.
  21. Lord Lee CharTandil of the Tootinchakar clan – a Geomancer Vampire Lord

We are also told that a number of the enemy commanders spend time together each day conversing about many things. These include Lord Lee Char Tindal, Roasted Tex, Mistress Ordea, Capt 9 Fingers and several others.

The Beltan have a couple of things to help us:

  • Water Magic enhancement, before we go they can double the effective ranks of water magic we cast.
  • The Anvil (800 lbs) - damage and range based on the ranks in special knowledge spells of the earth mage dropping it, when it impacts the ground all Mil Sci's in contact with the earth take the damage multiplied by their rank, reduced for indirect contact, resistable for half vs Earth magic. Our Mil Sci's need to ensure they are off the ground when it is dropped. NB The Beltan want it back as it can also be used to make magic weapons.
  • A bottle to store Breagon's Mil Sci skill in so he is not killed when he drops the anvil.
  • An ally in the camp who will meet us at the portal and can give us up to date information of the location of the commanders pavilions.

We plan to enter the enemy camp in disguise so Sven and Kern are transformed into buxom females and most of the party further disguised as various undead or unremarkable minions

Chapter 4

Chapter 5

Chapter 6

Calendar

Spring: Thaw (10) 813wk
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting and Travel 2 Arrive in Winter Garden 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
Spring: Seedtime (11)
28 29 30 1 2 3 4
5 6 7 8 Rites of Thunor 9 10 11
12 13 14 15 Equinox 16 17 Eostre 18 Seagate Spring Ball
19 20 21 22 23 24 25
26 27 28 29 30 1 2
Spring: Blossom (12)
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 Floralia 22 23
24 25 26 27 28 29 30 Walpurgisnacht

Information

The Visions

Sir Callus Kelpenwood tells us of the visions, Lady Hanna Royal Elm has found the little they know of Geomancers in the eldest archives of the libraries.

  1. 6 Geomancers form a circle and create a large natural pass through the Dragonspine mountains into Elfheim. The pass would be natural as if it had always been there but how long it lasted (from weeks to forever) would depend on how much power they put into it. This change to the land would disrupt the mystic barriers around Elfheim. **
  2. 6 Geomancers (3 of them from the previous vision) in a Stone Building send the Sands of Time sweeping through the forests of southern Elfheim (presumably this is dependent on 1 above having happened), these wither and age trees, Elves and everything else they come in contact with.
  3. A Drow hero, an agent of Change & Death, kills an important Elf of Elfheim which triggers a cloud that perverts Elves into Drow. The Drow hero wears armour in the style of a Northerner and is identifiable by his deep footprints, he is a greater weight on the world than his physical presence alone. The clues around the victim Elf could indicate the Queen, Isil Eth, or maybe even Sabrina.
** Lady Mirrow Hearttouch has more pragmatic concerns, if the mystic barriers around Elfheim are breached, whether through Geomancer scaremongering or some simpler method, she expects that a Drow/Dark Titan hit squad will immediately teleport in to kill the Queen and that would be bad.

Geomancers

Practitioners of Geomancy - reportedly a combination of Celestial, Earth and Necro magic used to reshape the world. Not much is known as all known Geomancers and all knowledge of Geomancy was expunged from the Elven empire after Geomancy was used to devastating effect in the civil war and it was prophesied to bring down the last of the Elven Empire (potentially a self-fulfilling prophecy as the remaining Geomancers have a big hate on for the Elves).

Believed that this group of Geomancers survived in some sort of temporal suspension, like that of the Princess.

9 have been seen in the vision, working in groups of 6. Wearing brown woollen robes with hoods up, some sort of unseeable (an impression of something seen from the corner of your eye) symbol on their back.

Logistics

Buffs

Magic Rk Effects Dur En. Dur Sa Br IE Ke Pe Sv Aj  
Strength of Stone (Ke) 20 +20 EN/PS or combo 21 hrs Y Y Y Y Y Y Y
Armour of Earth (Br) 21 +44 Def, 2 DR 12 hrs Y Y Y Y Y
Armour of Earth (Ke) 20 +42 def, +1 DR 40 Days Y Y Y
Fire Armour (Br) 20 100 Ablative Mag. Fire 21 hrs - Y Y Y Y Y -
Heat Shield (Br) 9 40 Ablative Mag. Cold 10 hrs Y Y Y Y Y Y N
Fire Proofing (Br) 9 Prot. Normal Fire 4 less Dmg 10 hrs - Y Y Y Y Y -
Cold Resistance - Water (Br) 11 Prot -22°C 3 Less Damage 12 hrs
Cold Resistance - Ice (Pe) 12 +4 Gauge / -4 Cold DM 13 hrs - Y Y Y Y Y Y
Water Proofing (Sv) 8 Dry, protection from Rainstorm 27 hrs Y Y Y Y Y Y Y
Water Breathing (Sv) 8 Breathe and see in water 9 hrs Y Y Y Y Y Y Y
Buoyancy (Br) 6 Up/down 17'/pulse, withstand pressure 3½ hrs Y Y Y Y Y Y Y
Feather Fall (Br) 6 Fall no more than 5'/pulse 3½ hrs
Vapour Breathing (Br) 6 3½ hrs Y Y Y Y Y Y Y
Witchsight (Br) 7 4 hrs - Y - - Y Y
Fall Banding (Br-Self) 6 Land on earth without damage 3½ hrs Y
Elemental Transformation (Br-Self) 15 +3 DR +3 U.dmg -2 AG -2 MD -1 TMR Move through earth 8 hrs Y
Tracking (Br-Self) 20 +50% Tracking 21 Days Y
Detect Traps & Snares (Br-Self) 10 +20% to detect Traps/Ambushes within 70' in Nat. Env. 11 hrs Y
Weapon of Ice (Pe) 21 +22% SC and +8 Dam 11 Hrs 3 - 7 4
Waters of Strength (Sv) 15 D-2 +15 PS 80 mins
WP Boost (IE) 20 10 WP within her aura
Resist for None (IE) 20 within her aura 17 feet
Mind Shield (IE) 20 Resist for None IE's TK Wrath 41 hours Y Y Y Y Y Y Y
Kerns Armour of Earth (Only Kern & 2 others)
+20 Spell Armour vs Earth, Fire, Air, Water, Ice, Celestial, Necro, Demonics/Unholy/Undead. +40MR vs Same colleges inc
Command Ring (Sabrina Mil Sci Rank 11)
+11 IV +11% SC +11% Def +1 End of Pulse Pass Action in melee.
Hair Braiding (Rk 7 Skill)
Sometimes (takes 30 mins per person per day): +50% resistance vs Charm (Demonic, Spells, Bardic Voice). -25% melee damage from attacks from behind. Enhance Duration of one 2+ hour spell until next dawn.
Rarely (takes 1 hour per person per day) +3 AG (or +2 over racial max).
Anti-scrying (Rk 21 Spell)
Braegon + 3 hex radius while on the ground. Undetectable to scrying (including Wizards Eye); Blocks Rk 20 (or lower) Locate, Telepathy, ESP.
Wraithcowl (Rk 20 Potion for our "Vampyrs" - Sabrina and Sven, replaces AoE)
+42 Defence, +25 Stealth, 8 Damage reduction from all possible sources for 24 hours

Loot