Fallen Ocelotepec
Summary
Adventure: Fallen Ocelotepec
GM: Jim Arona
Season: Winter 817 wk
Night: Tuesday
Location: Chez Caulfield
Level: Medium
- Party
- Employer

- The Most Reverend Gudbrand, Bishop of Trondheim O.S.B
- Mission

The Mask of the Bat God - His Excellency would like to hire a worthy party of adventurers to travel across the eastern waters and recover from Ocelotepec the 11 inch x 8 inch mask of the bat god.This is expected to weigh 5 1/4 lbs. He offers 10,000sp and salvage, except for the mask, of course. He can provide 6 whitethorn withes Alchemically hardened into stakes and a small caddy of Marist rosehip tea and a few other things.
- He would prefer to employ at least one conjuror of nethermantic magic and similarly a competent distiller of miraculous brandy. An experienced navigator might be bloody handy, too, depending on how you want to go about things, but he leaves these details to the adventurers, who know best. Also, a Ranger whose terrain specialisation is rain forest or jungle. And an "archaeologist" might be handy, too. But hey, if you believe an Artisan animal husbander and perfumer might be critical to the success of the mission, who is he to demur?
- Nevertheless, the funds will be lodged with the Adventurer's Guild in escrow under the hand of Kali the Nameless, who will interview the adventurers upon their return.
- With extreme prejudice.
Guild Meeting - Meet the Bishop, party introductions and planning, organise some supplies from associates. Also some very warm clothing for the expected cold
We start our travel onwards to Trondheim on the plane of Nualis with the Bishop. Hold more discussions on-route.
We learn that Mask of the Bat God has the power to bring things to life which is a most sought after item indeed. It isn't known why the item was there or why its been left there until now but now is the time to recover it and bring it safely to the Bishop for safe keeping. We learn that the city of Ocelotopec in a realm known as Oaxaca is also known as the hill of the ocelot (aka Jaguars) and that the creatures are known to be around the target location. The city was once well populated but something happened and the 'people' there now live mainly nearby on a piece of land in the fork of a nearby river.
Since we are informed that time is of the essence (or will soon be) we decide to expedite travel across the world to an area of the plane which involves much distance either across land or sea of several thousand miles and many days travel.
Arrive at Trondheim.
We use an Ignore Distance potion and various magics to enable Tsayoi to walk south from Trondheim to warmer waters in the south' in a matter of minutes and then swim the ocean through to a jungle peninsula in around an hour. The end of our travels sees us in the area of a jungle where we pause to get our bearings in heavily overgrown rain forest.
Arrive in Central Terranova area
We travel a few miles north until we get to the coast where we take carpet and travel SW down the coastline some 400m until we end our days travel. Camp. We become familiar with fruit and the nasty insect life hereabouts. Night passes.
We travel some more and end our travels at a small coastal village (we call this Emerald-by-the Sea) of around 100 families. During the days we'd seen a huge swarm of butterflies (perhaps The Lord of Swarms?) which we chose to hide from. The locals aren't surprised to see people (adventurer types) here and Thaeuss trades some conjured metal items for emeralds. We spend the night in a nearby meadow after a bone circle is established along with a dream locus. Night passes.
The next day we travel onwards WSW and cross some mountain ranges and end up at our destination which is a valley with 4 'fingers' pointing southwards and which has an abandoned city on a 800m tall hill above a palisaded town at the intersection of 2 valleys. We'll call the high abandoned city 'Ocelotopec A' and the town below Ocelotopec B' for reference purposes.

We go for Oceolotepec A and land to the south on the eastern side before heading in (mostly by foot except for Thaeuss who doesn't care to walk and instead floats on his carpet) to explore the area.
We enter the bounds of the city near the pyramid and we actually cross a boundary between realms which takes 15 seconds to enter but 90 seconds to leave. We hesitantly enter and find a much larger area than we can outside, which may be an effect of the 3 realms connecting here (but hey, I'm no philosopher) or some other effect. We locate and destroy one of the substantial undead (PoO unknown) and are then engaged by a wormskull which we manage to beat off while we attempt to flee. The wormskull summons two friends and we are hard pressed to get away until we use the Black King to write a world law (making a gateway into the Astral) and enable us to target one which ends up disintegrated. The other two wormskulls don't harass us while we flee across the boundary.
We decide to go down to Ocelotopec B and find interesting folk there, a thriving community with a significant number of adventurer types (inc humans, orcs, hobgoblins, blood elves and more) who spend their time going up to Ocelotopec A, looting and then running away with whatever they can. We meet the spokesman for the adventurers Tondrac and we learn the town has a talismonger, a nethermancer, a gnome jeweller/binder, an apothecary and more. We find out that the mercenaries are here by accident and have been for circa 3-5 years after they managed to find their way into Ocelotopec A and thus 'fell through' to Nualis. We spend the day talking and divining what we’re allowed to see/touch and then night in the town. We are told to expect scarecrows, mind flayers, liches, elder brains and much more. A bone circle and dream locus are established for future movements.
The next day we go back up to Ocelotopec A and enter from the North of the ruins. There we create another bone circle and then move inwards. We quickly encounter a mist rolling towards us which covers around 2 dozen scarecrows and a nasty rune mage & his imp familiar. The battle was difficult and the rune mage managed to stymie our counter-attack with his nasty spells (Torment is very nasty) and use of his evil magics like hand of glory etc. We finally survived the onslaught and attempted to take down the rune mage but he ported away - much to my disgust - but his head is mine when next we see him.
We next set about looking for loot and ..
Boris detects catacombs on the cardinal points with the Southern and Eastern being dangerous, the northern 'very dangerous' and the western 'bloody dangerous' and so the northern catacombs become our target. We move through streets, one of which looks mostly intact until inside we note that the walls seem to have been almost clawed away by a being of great strength. We move towards a large pyramidal structure which looks promising but we decide to look around its base for a way into the catacombs/tombs. We find an undisturbed house with a solid door and decide to investigate. A while later we're inside the house (seems to be the catacombs curator's residence - he would appear to have been only 4ft tall or so) once we've got past the insanely trapped (rank 9) door and we search for a way down. Mario settles on the toilet for the privacy aspect involved and successfully locates and disables a horrible explosion trap which then reveals steep stairs going down. We descend the stairs and again avoid another hideous trap to get to the bottom.
At the bottom we start moving through the catacombs when we hear movement behind us - and it doesn't seem friendly. So a wall is raised behind us to protect us and we peer through only to see a swarm (thousands of thousands) of frogs and a dark figure as well. We decide to continue forward into the undead realm rather than face the frogs and master. We suspect The Lord of Swarms again!
Into the Catacombs
We enter the catacombs proper through sturdy stone doors. We can see a mummy sitting on a central throne in the cavern (some 800ft across) and are then assailed by paired-wraiths. We start to make way and our lessor known front-line binder makes his presence felt in a forking fine way. I with my Holy Sword and Mario with his various weapons combine to take out the wraiths at a pace before they resort to lashing us with damage spells. The enemy are closing...
Still in the darkness of death rooms
We through concerted action take down the wraiths until only the mummy and her 2 lieutenants remain. Mario has competition when the drake appears and comes to our aid (or rather us to his once he fails to resist her charms) somewhat. The remaining enemy have caused a celestial barrier around them and we are hard pressed to enter. Boris does but becomes enamoured of the mummy and starts gifting her his precious items. We see this and attempt to aid him (or rather to destroy her) and through powerful magic we take down the barrier and despatch them all. She isn't completely dead and so we track her fleeing soul and destroy what we can. We then take stock and loot the area (including canopic jars) before looking to flee elsewhere - perhaps the surface away from the mind flayers nearby. We go back to previously passed rooms and search for an exit. We find a doorway made from a creature...
Try to find a way out of this nasty place
We searched for alternate ways out of the complex that didn’t involve Mind Flayers, a swarm of frogs or a suspect portal. We discussed this with our new companion and he recommended we leave the way he entered and so we went back through the big chamber to an alternate egress and departed the catacombs – avoiding the mudslide and rickety wooden area. We did manage to locate some expensive gems on our way out.
On the way, out we detected an entity called ‘The Committee’ which is a collection of 7 ‘minds’ attached to a single entity - we choose to avoid this entity.
We exited in an area with little houses and a whole lot of devastation. We discern we’re on a plane named Haven and we’re concerned. We examine n area of 9 houses which had been destroyed by very intense fire. After investigation, we discover that the Dragon Charcolgrin had destroyed the homes as they contained crystal entities which are a type of horror. We also find a scale of Chalcolgrin and determine his POO is Haven and he’s an Elemental Dragon, around some 70ft in length. We further investigate nearby and determine Chalcolgrin and the Black man aka Buwalgatha (a named horror) fought a battle nearby which changed Chalcolgrin from being a multicoloured (red/green/blue) spined dragon to being one with blackened scales.
We choose not to dilly-dally and apart from a cursory look at an Adoratorium we depart to the east and exit the strange area, heading down to lower Ocelotopec of Ocelotopec A.
We discover that it’s still the afternoon of the day we left, however the eclipse is now only 10 days away.
We go and see the locals to find out information. We see Avenging Claw and discover that the Rune mage we encountered is no other than Blackrod and he appears to add Greater Summoner to his list of abilities. We also buy some new good from AC, namely a desperate charm for Tsayoi, a ‘Horror Fend’ for Mario, 3 ‘Death Cheat’ for Tsayoi and 2 ‘Absorb Blows’ for Tsayoi. These seem the items that we’d likely need in a pinch. We also ensure we’re disease free before retiring for the night. The night passes.
The next day we go back up and enter Upper Ocelotopec or Ocelotopec B at the point we exited yesterday. We go to the Adoratorium and go to quickly check it out when we discover that it is a dark sphere which has been peeled back from the inside. We do an experiment and using a Rag and String Golem to see where the center of the sphere is hoping to find out where it goes. The Golem gets possessed by a spirit named Kerastes and so Mario binds his will to control him. We still wonder how to get at the center of the sphere ....
We ..
Places
- Nualis - A map of the central part of Nualis Nualis
- Ocelotopec A. This is a set of ruins elevated above the valley floor by around 800m. This is a 800m long (N-S) and 300m wide (W-E) level plateau on top of a hill.
- Ocelotopec B. This is a town situated on the valley floor below Upper Ocelotopec and set at alongside a small river (10m wide) and surrounded by a sturdy palisade. The area is some 1500m above sea level and the village is home to around 1200 families.
People, creatures or entities encountered
- Blackrod. We discover he's been here and it appears that he's also looking for the mask. He hangs out with an Incubus and Succubus and an undead giant hawk.
- Charcolgrin a great Dragon.
- Wormskulls
- Substantial Undead
- Scarecrows
- Sethrak of the Bells
- Sethrak is a T'skrang who is a Rank 7 Troubadour. He is 5'9" tall, and has a tail which is 4' 6" long. His top scales are a deep emerald green and his crest and belly scales are a warm, virginal pink. He wears a royal blue frock coat with red piping, a pale green silk shirt with ruffles, a dark brown leather bandolier holding three potion phials, three darts and a heavy crystal parrying dagger, and a broad leather belt with a large brass buckle on which his basket-hilted bronze broadsword hangs. His tail has been weaponised with a ringing bell of bludgeoning. He is dressed from waist to just below the knee in a tight, black taleguilla made from soft leather.
- Abilities
- Sethrak collects song and stories from this world and others. He may ring out in song in such a way that may help an audience come to terms with any trauma or horror that has been visited upon them.
- He is able to sense people he knows by the pattern of their emotions.
- Once a day, resetting at breakfast, Sethrak may take his leave of an encounter unfollowed and unmolested for 4 Pulses by uttering a few charming phrases. To succeed in this, he must roll higher than the Active Magic Resistance of those he wishes to take his leave of by percentile dice and adding his WP + 8 (Break Active MR => WP + 8). A part of this magic is acknowledging the targets of this Graceful Exit, so it may not be attempted against people he cannot see or is unaware of. If the roll is not high enough to affect all of his targets, those unaffected will increase the Rank of their weapons or attack magic by 2 against him (but him alone. This does not increase multi-target abilities.) even if this would take them beyond maximum Rank. If Sethrak should return to the encounter within 24 hours, all of his previous targets increase their Ranks versus him by 2.
- Movement Rates
- Running / Swimming: 250/200
| PS: | 19 | MD: | 22 | AG: | 24 | MA: | 13 | EN: | 18 | FT: | 23 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 24 | PC: | 17 | PB: | 18 | TMR: | 7/4 | NA: | Scales absorb 4 | ||
- Weapons
- Broadsword: SC 114%, 2 rollup D10 + 2, Melee, B Class damage, Rank 7
- Crystal Parrying Dagger: SC 116%, [1 rollup D10 + 2], Melee & Close, A Class damage, Rank 10
- Ringing Bell: SC 112%, 2 rollup D10, Melee, C Class damage, Rank 6
- The pommel stone of the broadsword is an enormous catseye. On a D10 roll that is a prime number, Sethrak can see behind him, meaning bonuses that normally apply for rear attacks are ignored. Additionally, if successful, he can strike into his rear hex with the bell, and this is a Free Act. If the bell strikes a summonable entity or construct, damage increases to 3 rollup D10.
- Defence: 56, 42 vs thrown & missile attacks, but may avoid a blow once per Pulse by Breaking 100 => AG + 8, MR: 51%, 67% versus magic that attacks the personality (Charm, Fear, Compelling Obedience ,etc). His frock coat provides 6 points of spell armour.
Wares

- 'Avenging Claw', a nethermancer based in Ocelotopec B
- a blood elf with very spiky thorns about his person. He is here to deal with an anticipated danger from a "black man" to his blood queen. His date name is 7 Flower. His spell rack holds 7 matrices.
Recovery
Avenging Claw can cast a spell which increases how much an entity recovers as a function of natural healing. The spell lasts for a maximum of 16 days, and when natural healing occurs, the value is increased by 15 points.
350 sp
- A hobgoblin who runs an Apothecary.
Silver Death Grenado
This hollow glass grenado has two chambers. The one at the bottom contains a 1/2 lb collection of dark grey metal beads the size of match heads. The other chamber contains water. It weighs 3 lbs in total. When it is broken, the water reacts with the metal which burns silver, shattering the heavy glass which will generate 2 Specific Grievous injuries from flying glass shards. The wet metals beads will be distributed over a megahex volume and inflict 3 rollup D10 corrosive damage.
750sp value
Potion of Astral Sight
This phial weighs 1/4 lb and must be Prepared before it can be consumed. It allows a character to see into the astral plane for 7 minutes to a range of 165 feet. The potion allows the drinker to make an Astral Sight test by rolling percentile dice and adding their MA + PC at a cost of 1 point of Strain. If the result is greater than 30, they can see into the plane. Subsequent attempts can be made in the hopes of generating a better test result, each costing a point of Strain. Any entities lurking in the astral whose Active Magic Resistance is less than or equal to the test result will be detected. Invisible entities will only be detected if the Rank of the spell is less than 11.
Rank 10, 2,500sp
Healing Sleep Draughts
This phial weighs 1/4 oz and must be Prepared before it can be consumed. It contains a standard Healing Sleep Draught.
Rank 2 - 7 available, 50sp per Rank
- A human talismonger. He has a range of talisman, amulets and such.
Blood Amulet of Three
This amulet is a tiny crystal phial an inch long and half an inch around. It weighs 2 oz. It must be pinned on the chest just below the left shoulder.
If the wearer receives a Specific Grievous Injury to the left shoulder or chest, then they must Break 100 + 30 to avoid the destroying the charm.
A little of the wearer's blood must be poured into the phial costing three points of FT, which the wearer may not recover until the amulet is used. When the amulet is used, requiring a Free Act, the wearer' rolls 2 D10 in the place of %ile dice checks and discards the low result. The high result is taken to be the "1"s value, the "10"s value automatically being 0 while the effect lasts, which is for three Pulses.
This amulet may only be filled on an equinox or solstice.
12,000sp
Blood Amulet of the Chalice
This amulet is a carved out of soapstone in the shape of a chalice about half an inch in diameter. It weighs 2 oz. It must be pinned on the inside of the left forearm.
If the wearer receives a Specific Grievous Injury to the left arm or hand, then they must Break 100 + 40 to avoid the destroying the charm.
A little of the wearer's blood must be poured into the chalice costing three points of FT, the chalice being sealed with wax afterward. The wearer may not recover the FT until the amulet is used. When the seal is broken, requiring a Free Act, the wearer' is cured of three points of damage per Pulse for 3 Pulses.
This amulet may only be filled at dusk on a Saturday.
12,000sp
Blood Amulet of the Thorn
This amulet is made from a lancet of whitethorn 3 inches long and weighing 2 oz. It must be driven into the flesh inside the right collarbone, between the shoulder and the neck.
If the wearer receives a Specific Grievous Injury to the right shoulder, then they must Break 100 + 40 to avoid the destroying the charm.
A little of the wearer's blood must be poured into the phial costing three points of FT, which the wearer may not recover until the amulet is used. This will reduce the wearer's maximum FT value by three. The wearer may not recover the FT until the amulet is used. When the thorn is drawn out, requiring a Free Act, the wearer' MA is increased by 9 for the next 3 Pulses.
This amulet may only be filled at midnight on a night of the full moon.
12,000sp
Blood Amulet of Seiðr
This amulet is made from holly berries preserved in pine resin in a rosette 3 inches across. It must be worn above the heart.
If the wearer receives a Specific Grievous Injury to the heart or chest, then they must Break 100 + 40 to avoid the destroying the charm.
A little of the wearer's blood must be poured onto the resin changing the colour of the berries to scarlet and costing three points of FT. This will reduce the wearer's maximum FT value by three. The wearer may not recover until the amulet is used. When the berries are squeezed as a part of a Cast Action, the rank of the spell is increased by three.
This amulet may only be recharged at the setting of the sun.
12,000sp
Blood Amulet of the Shield
This amulet is made from turquoise shaped into a phial 1 inch high. It must be worn on the left arm.
If the wearer receives a Specific Grievous Injury to the left arm or hand, then they must Break 100 + 40 to avoid the destroying the charm.
A little of the wearer's blood must be poured into phial and sealed with wax. This will reduce the wearer's maximum FT value by three. The wearer may not recover until the amulet is used. As a Reflex Action, the wearer may increase their Protection by 12 A Reflex Action does not count as an Action or Free Act in response to an attack, however, only 1 Reflex Action is allowed per Pulse, so any others that the imbiber may have access to become inaccessible until the next Pulse.
This amulet may only be recharged at the setting of the sun on the last day of the Full Moon.
12,000sp
Blood Amulet of the Crimson Oak
This amulet is made of a splinter of oak and must be attached to the weaer's primary forearm with a bronze pin. If the wearer receives a Specific Grievous Injury to the left arm or hand, then they must Break 100 + 30 to avoid the destroying the charm.
Three drops of blood (costing 3 FT) must be spilt onto the oak staining it crimson. This FT may not be recovered until after the charm has been used. As a part of an attack with a weapon in their primary hand, the wearer may increase either:
- the Strike Chance of that weapon by 30
or
- the damage inflicted with that weapon by 6
This amulet may only recharged at noon. 12,000sp
Blood Amulet of Desperate Hope
This amulet is made of 1 half inch bead of jade cut into the shape of a lotus which must be woven into the wearer's beard or hair to be effective. If the wearer receives a Specific Grievous Injury to the head, then they must Break 100 + 40 to avoid the destroying the charm.
Two drops of blood (costing 2 FT) must be spilt onto the lotus staining it crimson. This FT may not be recovered until after the charm has been used.
As a Free Act, the amulet may be used to increase the wearer's Defene and Magical Resistance by 15 for 2 Pulses versus Horrors of their constructs.
15,000sp
Second Chance Amulet
This amulet is made from glass shaped into a phial 1 inch high. It must be worn over the heart.
If the wearer receives a Specific Grievous Injury to the chest, then they must Break 100 + 40 to avoid the destroying the charm.
A little of the wearer's blood must be poured into phial and sealed with wax. This will reduce the wearer's maximum FT value by one. The wearer may not recover this FT until after the amulet is used. In the event that the wearer's health is reduced to the point where they would die, 1 rollup D10 check is made and applied as healing. This will destroy the amulet
300sp
Tondracis a spokesman for the mercenaries in town. He is an 8ft tall hobgoblin, seems weasely and slenderer than his height would suggest. His plane of origin is Parvuli
Green Glass Sabre
This glass sabre has been enchanted to be as durable as steel, and weighs 2lbs. It requires PS 12 and MD 15 to wield, has a base Strike Chance of 61%, and inflicts 1 rollup D10 + 5. It inflicts an additional rollup D10 versus plants or plant-based creatures.
Red Glass Sabre
This glass sabre has been enchanted to be as durable as steel, and weighs 2lbs. It requires PS 12 and MD 15 to wield, has a base Strike Chance of 61%, and inflicts 1 rollup D10 + 5. It inflicts an additional rollup D10 versus fiery or fire-based creatures.
Obsidian & Pepperwood Macuahuitl
This weapon is made from a length of fire-hardened wood into which has been embedded 13 obsidian teeth. It is treated as a broadsword, requires PS 13 and MD 15 to wield. It has a base Strike Chance of 67% and inflicts 2 rollup D10. Any attempt to over-strength the macuahuitl will damage one of the teeth. When all of the teeth are broken, the wooden spine and hilt will crumble to a pale brown dust.
Hardened Silk Armour
This armour will fit a person of size 6. It is made from lozenges of dark blue and black silk, quilted and hardened in some fashion. It provides Protection 6, Spell Armour 4 and Damage Reduction 3. It weighs 1 lb, provides no penalty to AG and improves Stealth by 10.
Brass & Pearl Astralabe
This brass sphere is bound inside two silver rings, a brass arrow emerging from its north pole. To activate the device, the wielder expends a point of MA through the device, and for the next hour, it will attempt to detect the most corrupted Astral space in range. If on the Material plane, the range is 10 miles times the user's remaining MA and is automatically successful unless no corrupted Astral space is within range. If on the Astral plane, the range is limited only to the world's the user knows, but the user must roll under 1 x remaining MA.
MA spent in this way is recovered at a rate of 1 per 3 days, so long as they spend no more than half their FT.
- a gnome jewelcrafter / binder who specialises in microfauna animates amongst other things
Feathered Serpent
This metre long snake is made from orichalcum with feathers crafted from glass in shades of blue or green and weighs 22 oz. It will wind decoratively around a walking stick, staff or haft of a pole weapon. When it is animate, it has the following characteristics:
- Abilities
- The serpent may crawl, fly (to a ceiling of Rank metres) and deliver an electrical attack as outlined below. It is an animate, and is never affected by Specific Grievous injuries or magic that targets the personality (Charm, Fear, Compelling Obedience, etc).
- Movement Rates
- Running / Climbing / Flying: 200/100/150 + 25 yards per minute per Rank in Animating Objects
| PS: | 3 | MD: | None | AG: | 22 | MA: | None | EN: | 2 | FT: | 4 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 18 | PC: | 17 | PB: | 10 | TMR: | 4/2/3* | NA: | Feathers reduce damage by 3 | ||
- Weapons
- Arc: Auto, 1 rollup D10 + 1 / 2 Ranks, MC, Electrical damage, Range: 5 feet + 1 foot per Rank
- Bite: BC 40%, [1 rollup D10], Close, Rank =1 per 2 Ranks.
PS, AG, WP, EN, FT & PC values increase at a rate of 1 for every 5 Ranks. PB increases at 1 for every 2 Ranks. The Arc attack costs 2 FT.
* Flying TMR increases at 1 for every 2 Ranks in Animating Objects.
14,000sp
Bronze Scorpion
This bronze casting of a scorpion weighs 3 lbs and is a legal target for the Animating Objects spell.
When it is thus animated, it will have a movement rate of 250 yards per minute on the ground.
It is hollow, and its abdomen contains a reservoir into which blade venom may be poured.
| PS: | 6 | MD: | 15 | AG: | 18 | MA: | None | EN: | 15 | FT: | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 15 | PC: | 11 | PB: | 4 | TMR: | 5 | NA: | Bronze body reduces damage by 6 | ||
*Note that the natural armour is solid bronze and therefore reduces all damage by 6.
- Weapons
- Sting: BC 25%, [1 rollup D + 1 / 2 Ranks] , A Class damage, Close, Rank =1 per 2 Ranks.
- Pincer BC 35% [1 rollup D10], -, Close, Rank = 1 per 2 Ranks
It may deliver 2 Pincer and 1 Sting attack without penalty.
Poison damage occurs when the sting inflicts damage, and is determined by the blade venom poured into the reservoir.
8,000sp
Buffs & Mil Sci
Long Term (assumed always on)
| Magic (caster) | Rk | Effects | Dur | Bo | Ma | Th | Ts | ?? | ?? |
|---|---|---|---|---|---|---|---|---|---|
| Fire Armour (Ts) | 11 | 48 pts of Fire Protection (ablative) | 11 Hours | Y | Y | Y | Y | ||
| Fireproofing (Ts) | 6 | 7 Hrs | Y | Y | Y | Y | |||
| Modify Aura (T) | 6 | +/- 3 Levels | 7 hrs | ||||||
| Instil Flight (T) Self | 10 | 40mph 650 lbs limit | 5.5 hrs | - | - | Y | - | - | - |
| Linking Lifeforce (T) | 14 | Reflect health within 1500 miles | Perm | Th | Th | Bo | Th |
Short Term
| Magic (caster) | Rk | Effects | Dur | Bo | Ma | Th | Ts | ?? | ?? |
|---|---|---|---|---|---|---|---|---|---|
Spell Racks
Standard contents of spell racks:
- Boris
- 2 Matrices
- Wraithform - Damage Reduction
- Life Draining - Lich Field
- Incantations are cast before breakfast, then these are racked:
- Spectral Warrior - Pale Horse
- Spectral Warrior - Spectral Tract
- Wraithform - Damage Reduction will be re-racked and cast again before dinner.
Watch Order
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| ??? | ??? | ??? | ??? | ||||||||
| ??? | ??? | ??? | |||||||||
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Default
??? ??? |
Double File
??? ??? |
Single File
??? |
Plans
Purchased items/goods from Seagate.
Party funds (to be deducted from the sp value at the end of the game;
- from Naden (by way of AB-V).
- 5 potions of reason restored @ 6,500sp - 32,500sp. 1 used by Boris in mummy fight
Tsayoi personal funds
- 3 Dragonsmite Investeds (rank 11, D+43, BC99) from Flamis 12,000 sp
- 3 Waters of Strength from Father Rowan (0sp)
- 3 Waters of Strength from Prue (0sp)
- 3 Waters of Healing from Prue (0sp)
- 3 Waters of Dexterity from Prue (0sp)
- 2 Potions of Protection from Naden (by way of AB-V) @ 6000sp ea - 12,000 sp
- 2 Potions of Mind Cloak from Naden (by way of AB-V) @ 6250sp ea - 12,500 sp
- 5 Restoratives (Rank 10 +24FT/-12EN) from Naden (by way of AB-V) @ 750sp ea - 3750sp
- 5 Scrolls of Trollskin from Basilic @ 1800sp ea - 9,000sp
- 1 Amulet of Jasper from Sooty - 16,000sp
Total 65,250sp - before even leaving the guild!
Mario personal funds
- 1 Circle of Protection potion (rank 20) from ABV 6,000 sp
- 2 Waters of Strength from Prue (0sp)
- 5 Waters of Healing from Prue (0sp)
- 1 Waters of Dexterity from Prue (0sp)
- 5 Restoratives (Rank 10 +24FT/-12EN) from Naden (by way of AB-V) @ 750sp ea - 3750sp
- 1 Rk 20 Greater all areas from Rahne 14,000
- 1 Amulet of Jasper from Sooty - 16,000sp
Thaeuss personal funds
- 1 Amulet of Jasper from Sooty - 16,000sp
Boris personal funds
TBA
Purchased in Lower Ocelotopec.
- A potion of Astral Sight - to mario for use
- A silver death grenado - free to test and report back.
- We discover that the Blue liquid vials are 12 spots - very valuable.
Awards
Experience
Treasure
Individual Awards:
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Calendar
| Winter: Frost 817 (7) | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Samhain No tribute day |
1 | Guild Meeting Seagate, Blackshore | 2 | Astral Travel D1 | 3 | Astral Travel D2 | 4 | Astral Travel D3 | 5 | Astral Travel D4 | 6 | Astral Travel D5 | ||
| 7 | Astral Travel D6 | 8 | Astral Travel D7. Arrive Trondheim and get equipped | 9 | Ignore travel across to target location and sleep there | 10 | Day travelling SW down coast 400m | 11 | Day travelling WSW down towards target area over the Sierra Madre. Arrive at location. Investigate | 12 | 13 | |||
| 14 | 15 | 16 | 17 | 18 | 19 | 20 | ||||||||
| 21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
| 28 | 29 | 30 | 1 | 2 | 3 | 4 | ||||||||
| Winter: Snow 817 (8) | ||||||||||||||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
| 12 | 13 | 14 | 15 | Solstice | 16 | 17 | 18 | Toxocatl | ||||||
| 19 | Days of Chaos | 20 | 21 | 22 | 23 | 24 | 25 | |||||||
| 26 | 27 | 28 | 29 | 30 | Twelfth Night | 1 | 2 | |||||||
| Winter: Ice 817 (9) | ||||||||||||||
| 3 | 4 | 5 | 6 | First Plough | 7 | 8 | 9 | |||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | 18 | 19 | 20 | 21 | 22 | 23 | ||||||||
| 24 | 25 | 26 | 27 | 28 | 29 | 30 | ||||||||