How do you like this plan?
Right now we have the ability to break spells and temporarily seal the magical abilities of supernatural beings. In the clash of wills, we will throw 9 Sekhem cubes and 5 Ren. So the result will be 14 dice, while a penalty of minus three dice falls on the opposing throw. Right now we are able to destroy even the imperial sacrament of the archmage, so I suggest we take advantage of this and try to initiate contact with the supernatural community.
We can offer such services as the removal of the curse, the destruction of mystical protection, blocking enemy forces, the removal of any negative or beneficial effect. Also, we should not forget about the falls of a meteorite and a ghostly meteorite, but it is better not to give others this clue because it is easy enough to trace this event at the place of our awakening.
So here's the plan.
1. Let the cultist take us around the city by car (first during the day, then at night). At this time, Helel activates her mystical vision. We will throw 14 dice (5 from enlightened feelings, 2 from guild affinity, 2 from Intelligence, 5 from Ren, + ? from the occult).
2. After that, we map the location of all supernatural. This way we will find out the approximate population of different supernatural in the city and their estimated number. And we will also find their havens by magical effects.
3. We conduct Divination where we will ask such questions. Who from supernatural needs our help destroying magic and who is willing to pay for it. (More specific questions will become clear along the way)
4. After that, we use the "dreams of the dead gods" to convey to the being our mysterious message. This should be done so that no one has a direct connection with us. Many magical powers work on the principle of sympathetic magic, and the use of "dreams of dead gods" will not leave them.
5. When the creature is ready to meet us, we use the second level of the "dream of the dead gods" on it, causing admiration. In this way, we will overcome skepticism and persuade him to make a deal. Helel during the meeting will be completely hidden from view in one way or another.
6. When destroying magic, we should try to be as far away from the target as possible so that it would be harder to track us down.
7. After that, we conduct Divination to find out who will try to track us down, how and what traces we left. We destroy all the ends that lead to us.
As a result, it turns out that we receive supernatural support. And at the same time we do not let it track itself. Thereby protecting themselves from nternal conflicts and allowing, if necessary, to discard these connections.
Did I understand correctly?
Uatch-Rekhet opposes Magicians serving the Abyss, Archmages (they violate the natural law), Amhat, True Fairies, Sin Eaters, Ghosts who pass through the shroud. And other similar creatures.
Did I understand correctly?
Uatch-Rekhet opposes Magicians serving the Abyss, Archmages (they violate the natural law), Amhat, True Fairies, Sin Eaters, Ghosts who pass through the shroud. And other similar creatures.
Beings that serve or summon up the powers of Ammut the Devourer, and ones who tear holes in the Gauntlet or between other realms. He doesn't care about Sin Eaters or Ghosts, unless they know how to rip a hole between different layers of reality.
Beings that serve or summon up the powers of Ammut the Devourer, and ones who tear holes in the Gauntlet or between other realms. He doesn't care about Sin Eaters or Ghosts, unless they know how to rip a hole between different layers of reality.
To add onto this, Uatch-Rekhet cares about magic and other powers which risk destruction or harm to the cosmological order or the proper integrity of the world. He doesn't give a shit about ghosts going back and forth to the Underworld or whatever, but he'd want void spirits nuked with SRFS. He doesn't care about some sorcerer doing a ritual to become immortal, but if that ritual involves paying a dozen people's lives to the Devourer to gain another lifespan of time he'd demand punishment - not because people got hurt, but because that's trading with eternal entropy at a cosmic loss. Not even that, really - it's because that's the transgression he punishes, not to save the world or anything. The Judges aren't the patrons of the Law of Suffering for nothing.
As a result, it turns out that we receive supernatural support. And at the same time we do not let it track itself. Thereby protecting themselves from nternal conflicts and allowing, if necessary, to discard these connections.
Beings that serve or summon up the powers of Ammut the Devourer, and ones who tear holes in the Gauntlet or between other realms. He doesn't care about Sin Eaters or Ghosts, unless they know how to rip a hole between different layers of reality.
That is, Uatch-Rekhet is not angry if we resurrect someone or summon Amhat? But he will be angry if we try to weaken Gauntlet or collude with the forces of Ammut and her like.
Did I understand correctly?
I think it's important to note that we're planning to focus more on Mummy and things around it - Shuankhsen and Deceived, mortal occultists and ritual sorcerers, Amkhata, immortals, ghosts, spirits, eldritch monstrosities and various blue book Horrors and the like - over other major splats. This is a Mummy Quest, after all, not a Mage Quest.
When mummies are awake? Often more powerful. A mummy raised by its cult to go win a conflict with another splat (assuming multi-canon stuff stays valid rather than tweaking everything that isn't the PC splat like god intended) can swing huge metaphysical hammers.
The problem is that mummies are only ever around on timers, getting weaker the whole time, and those timers give them missions they have to focus on to some degree, which usually aren't about the other supernaturals. So any relationship with other supernaturals has to be mediated through the cult. Which is mostly just human.
The Arisen do a very good impression of god-kings, but those are ultimately the Judges. The Arisen are god-middle-managers and divine field agents with strict KPIs, squeezing in personal time where they can.
The fact is that we are not going to reach a really serious level of Archmages and True Fairies. We just act at the level of one city, it's not enough to attract their attention. As for the power, the mummies are not called godlike for nothing, I doubt that there will be at least one creature in the city that is able to resist us with magic.
But they can really cause us problems, but they will not be blows to us, but to our contacts. But all this is honestly unlikely, almost no one will attack a powerful incomprehensible creature for no reason, and given how rare mummies are, we will have to conduct a thorough investigation to understand our weaknesses.
All the precautions I have suggested serve two purposes. The first is to prevent us from getting bogged down in someone else's politics, the second is to hide us from other mummies who can figure us out if we are too conspicuous.
That is, Uatch-Rekhet is not angry if we resurrect someone or summon Amhat? But he will be angry if we try to weaken Gauntlet or collude with the forces of Ammut and her like.
Did I understand correctly?
Whether he'll be angry if you resurrect is contextual, and based on who that person is and what they know. Amkhata are made by destroying sacred animals and are loosely associated with Ammut because of that, so he has a distaste for them, but its on the lower end of his hatreds.
Like any Judge, he's an eldritch entity that promotes suffering and desires unflinching and unthinking reflexive obedience to his capricious will. He's also a hypocrite, and his dictates are often unclear and non-specific besides a mummy's Purpose. A mummy knows about what you do about the desires of Uatch-Rekhet, and works out the rest by when they get punished and when they don't.
Like any Judge, he's an eldritch entity that promotes suffering and desires unflinching and unthinking reflexive obedience to his capricious will. He's also a hypocrite, and his dictates are often unclear and non-specific besides a mummy's Purpose. A mummy knows about what you do about the desires of Uatch-Rekhet, and works out the rest by when they get punished and when they don't.
It seems to me that these qualities make judges more real. Probably this is how a person felt in ancient times, surrounded by a dozen gods ready to arrange a drought, storm and pestilence because of the slightest non-compliance with unknown regulations.
I wanted to clarify whether Godsight and enlightened feelings are combined. Do we get a bonus from Godsight when we try to perceive the ghosts and their anchors? Will we be able to interact with the spirits from Werewolf: The Forsaken?
I wanted to clarify whether Godsight and enlightened feelings are combined. Do we get a bonus from Godsight when we try to perceive the ghosts and their anchors?
With passive Godsight, using an Instant Action to notice the Ghost with Enlightened Senses if it is trying to hide = Wits + Composure + Ren (Enlightened Senses).
To reflexively notice the Ghost while using active Godsight = Wits + Occult + Ren (from Enlightened Senses)
To examine the Ghost and its anchors using the active form of Godsight = Intelligence + Occult + Ren (from Godsight).
Godsight's active Clash of Wills pool = Sekhem + Relevant Pillar + 2 (from Godsight).
There's something worth explaining about Godsight and why we made an edit to it: The Clash of Wills pool for mummies is Sekhem + Relevant Pillar. If an effect does not specify a Pillar, it defaults to the mummy's Defining Pillar. And as a rule of thumb, a characteristic is only ever added to a pool once, and this includes Pillars.
Godsight adds Ren to this pool when it comes to resisting supernatural obfuscation, illusion, misdirection and such like. So a Sekhem 10 mummy with Sheut 5 and Ren 3 would roll a Clash of Wills pool of 18 against an illusion effect that is relevant to Sheut.
But if an effect that triggers a Clash of Wills instead targets Ren for whatever reason, the mummy can only apply Ren once, so Godsight doesn't help. Their pool would still be Sekhem + Ren with a maximum of 15, as Godsight was written in the books. This screws with all mummies, but especially Ren Decree mummies, because there's more opportunities for this problem to emerge.
As to the exact nature of spirits, we're taking multiple notes from Werewolf, but the specifics are RAFO.
E: Also! The character sheet has been updated and is now complete with Skills and everything!
The noble mummy will have a hard time in her eternal service to the judges, although now it is clear why her cult was the pravsoyuz.
How much effort does it take to gain willpower through Noble? Suppose Helel has the ability to use the "dreams of the dead gods" to force a person to guard a certain place. But instead, she spends not too much time and resources and arranges with the local spirit to do it.
Will this be considered a noble act or is something more required?
And what if we force the cult to engage in charity and social work, will it restore willpower?
Or if we get the ability to heal and spend every Saturday working in the hospital under the cover of a doctor, will it be considered a noble act?
Will it be possible to buy a new dignity during the game? "Balanced" looks very tempting if we take "Diligent" because this balance will restore willpower from thoughtful plans.
Will it be possible to buy a new dignity during the game? "Balanced" looks very tempting if we take "Diligent" because this balance will restore willpower from thoughtful plans.
You can vaguely recall, in your last Descent, thinking back on the pace of human change. You cannot clearly remember earlier ages, earlier lives, but you have the sensation that although there was always change, always abrupt cut-off points, the broad scope of life remained similar. A king might conquer a land in a month, but the regime would not be so different. More recently, though, the pace of human change seems to have accelerated in some ways, and the greatest proof of this sits before you on Gracie's writing-desk.
The computer was smaller than you could have imagined for such a device. You had heard vague rumours of room-sized switchboards and calculators during the war, but this was something else entirely, sitting neatly on a desktop.
You tap the screen, feeling the buzz against your fingertip. "You tricked rocks into thinking," you say, bemused. "A thinking machine."
"Something like that, Mistress," Gracie says, snorting along with you in amusement, manipulating the white plastic 'mouse'. The image on the screen changes, displaying an image of Redwell Hall from the front. You know that your tomb is set amidst its foundations, though you can't quite remember how it came to be there. "Though I often find them quite stupid, they can be useful. In any case, you can see here - the Hall was bought up by English Heritage in nineteen ninety. I've gone on tours around it since then, but they don't go underground. I don't know if Heritage knows about the tomb."
You cast a glance her way. "And before the purchase?"
Gracie's lips thin. "Alexander told those remaining that Walter and I had abandoned you. We were exiled, in effect, and he brought new people into the cult. Until the purchase I wasn't allowed anywhere near the property." Bitterness is clear in her voice.
"What do the current owners do with the Hall? Can it be purchased from them?"
Gracie shakes her head. "Not without a good deal more money than I have. And even then, I doubt they would sell. English Heritage are a government organisation who maintain places they consider historic, and make some revenue from tourists."
"I see," you say. A finger taps habitually on the dark wooden desk. A part of you wishes to simply take charge, to march to your former stronghold and take it back, but you know better. You do not remember much of the lore you had held for the Rectifier, but it stood to reason the group now squatting in your tomb would have been able to study it all for fifty years. You need to know who they are and learn more about their limits and goals, beyond just generating revenue through a suborned section of governmental bureaucracy.
It could cause quite a bit of attention to fall on your head, mundane and supernatural, if you just stormed the place and killed them all. But by the Judges it was tempting.
"Ms. May-Wells. Does Aldeburgh have any sites overseen by this English Heritage foundation?" You ask.
She nods, humming for a moment in thought. "Yes. There's Leiston Abbey, little way north of town, which I believe is on one of their lists. Sam Morrisson, on the town council, is a drinking buddy of mine. He might have contact information for someone important. Do you…?" She trailed off as she saw you nodding.
"Yes. I would like to speak with him. Over the phone."
"Good evening Mr. Morrisson, this is Elisa Morgan," you purr into the handset.
"Ah, good evening… Gracie said you wanted to speak to me. Something to do with history?" The man asked her, sounding uncertain. Frankly he sounded more like a pub-boy than a proper councilman, off balance with a sudden upset to his small town routine.
"Yes!" You inject a hefty dose of enthusiasm into your voice. "I'm a historian living in Aldeburgh interested in some sites around Suffolk. For research purposes."
It took him a fraction of a second, but then you could palpably feel his brain clicking into gear. "English Heritage sites?" he asked, sounding properly interested now.
You nodded. "Yes! Gracie mentioned to me that you work closely with them for the maintenance of Leiston Abbey."
You could hear the proud smile through the phone line. "I do. My dad was a lover of history, yes he was. I ain't got a head for the dates and names like he did, but I do my best to keep things standing and the kids from vandalising the Abbey. How can I help you?"
"Do you have any contact information for the supervisors of the Suffolk county sites?" It was a little bit of a longshot, but you were hopeful.
He hummed and grumbled through the phone for a moment. "Suffolk supervisor? Ummmm… where is Rosser's number…? Ah! Yes! Got a pen and paper?"
You do, and neatly copy down the phone number for one Andrew Rosser. Supervisor for English Heritage to Suffolk ceremonial county.
"Any sites you're interested in particularly, Ms. Morgan?" He asks, sounding a little hopeful.
"Well since I'm living in Aldeburgh, the Abbey of course, but I'm specifically researching the Summerton family and their Redwell Hall." The Summertons had been a wealthy family you had suborned long ago, from what you could remember after talking to Gracie about it.
You'd used your favour with them to push them to build a manor house over your old tomb as a cover… you couldn't remember when. The nineteenth century? Earlier? It escaped you.
"Redwell Hall?" He sounded a bit bemused. "That's clear across the county." He snorted. "I see why you wanted the supervisor. No trouble though, Andrew should be able to help. And, hmm… Actually, come to think of it, you're probably not the only person interested in it. I know the place has some London students working part time there, from what Andrew has mentioned," Mr. Morrisson said encouragingly, clearly trying to be helpful.
You chuckled. "Oh that's useful. Thank you. That'll be all from me though. You have a good day, Mr. Morrisson."
"You too, Ms. Morgan. Let me know how it goes, I'd be interested in reading whatever you publish." You're amused by the genuine interest he has in a paper you will likely never write. Academics were never your passion.
"I'll keep in touch. Goodbye, Mr. Morrisson," you say in lieu of giggling.
"Goodbye." He hangs up.
You set the handset back into its cradle, a blip of nostalgia making you miss the rotary phones of yesteryear and the gentle ding they made.
Well. He might be genuinely useful later. For now, you need to go to Bury St Edmunds and talk to Mr. Rosser. Maybe hunt down some university students to squeeze for answers.
You arrive in Bury St Edmunds in the mid-afternoon, the sun dipping down towards the tree tops. The drive has been quiet aside from the radio playing music. The guitar solos on this particular track were nice, though you didn't know the name of the song. Instead you watched the country roll by from behind a veil and sunglasses, tucked comfortably into a hooded long-coat over your clothing. Low fields and scattered copses passed by beyond the window - and, unseen to mortal eyes but plain to yours, there were their ghosts as well. The half-seen shapes of felled trees stood alongside their living kin, and the phantasmal whisper of last year's corn bulked out the fields. Here and there, you had seen the moving shapes of spirits - but not many. A handful of tall, eyeless figures of wicker walked along the rows, and a translucent woman sat atop a warped section of the roadside barrier, her legs a mangled mess.
As the fields turned to streets, though, even those few spirits seem to vanish. The town itself is built into a slight bowl in the landscape, houses spreading outwards while the highstreet, shops and other buildings cluster further down.
[Successful Perception roll]
Despite the peaceful, borderline-quaint atmosphere of the town, however, something strikes you as strange as Gracie edges the car through town. Here and there the shadows of demolished buildings hang over their modern-day replacements, but as you cast your gaze around you can catch no sight of even the sparse spiritual life beyond the town. Instead, in a few locations you catch sight of what seems to be papery insects' nests, built under the eaves of ghostly houses or sprouting from their roofs.
Curious. And disquieting.
But you are soon pulled from your musings as the car passes through St Edmunds and out of it once more, turning off the main road and down a long lane. You don't remember this road from your last Descent, but before long you catch sight of the tiled roof of Redwell Hall across the manicured expanse of its grounds. Gracie pulls the car to a stop, and you gaze over at what was your home for the better part of a century - you think. Its structure faintly glistens in Twilight, the afternoon sunlight shifting oddly over its facade, and nothing immediately stands out at this distance.
A part of you, the part driven by the tempest of life-force that whirls within you, wants to disembark and simply stride across the grounds to reclaim the Hall and your tomb beneath. It would be simplicity itself to vault the wall and smash Geldbreca through the skulls of any who sought to deny you entry. But one who grasps too hard will feel her desire slip through her fingers. Such drastic action would be more trouble than it's worth in future. There are only so many government officials you can enthral or kill before someone notices.
You turn back to Gracie. "Give me your telephone."
There is an odd urge to play with the hinge of the flip-phone your disciple hands you, but you suppress it and simply dial the number Mr. Morrison gave you.
"Hello? Andrew Rosser speaking," comes the slightly staticky voice on the other end, a small hint of Welsh in his accent.
"Hello Mr. Rosser, this is Elisa Morgan, I hope your day is going well. I'm a historian studying Suffolk sites and Sam Morrisson of Aldeburgh directed me to you and English Heritage," you rattle off.
"Hmm, that old fish? Yeah I have a little time, was just tidying up before I left the office." Even with that blunt statement, he seems in a cheerful mood.
"I won't take too much of your time then. I'm interested in the Summerton family and Redwell Hall. Do you have the contact info for its manager?" You ask him.
"I do. Elisa Morgan, right?" He asks. You think you can hear him scribbling something.
"Yes."
"Alright. What do you want to do there?" He queries.
"A walk through and a look at the blueprints for right now," you tell him.
"Just that? Ah, Cory should be happy to let you by, if that's all. Let me get you his number, and one of his assistants just in case."
You listen to him rattle off two phone numbers; one for Cory Fisher, the manager of the place. The other is for the main groundskeeper, a man named George Harlow.
"Do you think Mr. Fisher is taking calls this evening?" You raise the idea as Andrew's little spiel slows.
"Now? Hmmm, maybe? You might have better luck tomorrow morning round eight o'clock," he says cautiously. "I know Mr. Harlow stays later in the evening. Regardless, I've sent them all a text letting them know you're in town."
"Thank you that," that suited you just fine, your cover shouldn't elicit any serious suspicion. "Thank you for answering my questions as well, Mr. Rosser, but I think that'll be all. You have a safe trip home."
"Thank you. Pleasure speaking with you Ms. Morgan. Good luck and goodbye."
"Goodbye," you say warmly, hanging up. You close the phone, idly tapping it against your veiled mouth, before handing it back.
"What now, Mistress?" Your disciple asks from the driver's seat as she pockets her phone. Her expression has its own nostalgia weighing on it as she stares at the Hall.
"We'll be staying the night in this town, whatever we end up doing. Check us into that Ravenwood Hotel we passed," you direct her. She nods and the car shifts out of park, reversing and spinning to circle back around Bury St Edmunds, heading for the hotel.
"I think there may be some kind of creature lurking here, invisible," you tell Gracie as she drives. "Do you recall the teachings of Neter-Khertet?"
Your driver shakes her head. "It's been many years, Mistress." You nod, and tap your fingers together as you consider how to explain.
"Wraiths, spirits and other beings which exist presently but invisible and intangible occupy a state we of Irem call Neter-Khertet, or sometimes Twilight. It is a border between life and death, but more a state of being than a place." You pause, considering. "Mostly. In any case, I am blessed to perceive its reaches, and I have seen strange things there today. Structures like enormous wasp's nests, and a peculiar dearth of spirits. I imagine something must be behind them."
"Wonderful," she says, sounding faintly disturbed. "Do you think its the cult's doing?"
"Perhaps," you answer. "It would be the simplest answer. On the other hand, that is only an assumption." You fall silent, considering. Mr. Fisher is the manager of Redwell Hall; a logical position for a leader within your rebellious cult. He would be able to control information released to the greater Heritage organisation, would have ready access to resources, and the ability to hire staff and vet them personally. An assumption on your part, but a logical one.
But the time for mere consideration is quickly passing. The tempest within howls, and you can feel the will of Uatch-Rekhet like a sun at your back. You must act. You will…
[] Call Cory Fisher, or George Harlow if you cannot reach Mr. Fisher, and arrange a meeting today. A direct approach, and one that risks your nature being revealed if they have appropriate mystical senses, but it may well lead to quicker results.
[] Leave Gracie at the hotel and scout around the grounds of Redwell Hall, and find out more via stealth. If you're noticed you might be attacked by defences and it will put the cult on alert.
[] Track down those University of London students who work at the Hall and attempt to extract information from them. They will be lower-level members, but they work there and thus may have insight into how the cultists think and act, and talking to them may be less obvious.
[] Investigate the strange occurrences in Twilight; the paper nests and the lack of spirits. This may lead to nothing useful, but on the other hand it might reveal a possible danger or opportunity.
Pool Manip 4 + Empathy 4 + 1 (Establishing Rapport)
Your impression on Mr. Andrew Rosser.
Authors' Note: As always, I have to thank @BungieONI for a great part of the writing here, and @GardenerBriareus for brainstorming background, setting and other stuff you can explore.
[X] Track down those University of London students who work at the Hall and attempt to extract information from them. They will be lower-level members, but they work there and thus may have insight into how the cultists think and act, and talking to them may be less obvious.
By the law of cinematic causality, naturally founded in proper Iremite Principles, it is easier to fool and find lower level members of an organisation until such a moment when dramatically appropriate to reveal oneself. Get a few drinks in uni lads and they'll be willing to do a lot, especially if they're the sort to bend to strong personalities.
[X] Track down those University of London students who work at the Hall and attempt to extract information from them. They will be lower-level members, but they work there and thus may have insight into how the cultists think and act, and talking to them may be less obvious.
[X] Track down those University of London students who work at the Hall and attempt to extract information from them. They will be lower-level members, but they work there and thus may have insight into how the cultists think and act, and talking to them may be less obvious.
[X] Investigate the strange occurrences in Twilight; the paper nests and the lack of spirits. This may lead to nothing useful, but on the other hand it might reveal a possible danger or opportunity.
Both of these seem like useful approaches. I don't have a pitch for them in me right now, but the nests are concerning and worth figuring out and the students seem like the best angle for for the mundane aspects of the cult.
[X] Track down those University of London students who work at the Hall and attempt to extract information from them. They will be lower-level members, but they work there and thus may have insight into how the cultists think and act, and talking to them may be less obvious.
[X] Track down those University of London students who work at the Hall and attempt to extract information from them. They will be lower-level members, but they work there and thus may have insight into how the cultists think and act, and talking to them may be less obvious.
- During communication, try to notice any magical influence if such will activate Godsight and study it imperceptibly.
- Carefully bring up the conversation on the topic of missing people in this area.
-If during communication there is a situation when the unwillingness to show the skin becomes suspicious to say that Helel has porphyria (if the situation is conducive to this, make a joke about vampires).
I think I know what kind of ghost hives they are.
"KHESPU, KHESPU, THE SWARM-HEADEDTHE SWARM-HEADED
These ravenous beasts puke the Essence they consume from insectoid maws, building nests and hives from the sticky bile in the deepest cavernous recesses of Neter-Khertet. The wretched fumes pouring from these festering breeding cham-bers open strange wounds in the walls of reality, tunnels to other worlds even beyond material.Essence Cost: •••Dread Powers: False Ka, Ravenous FeastingAttack (Bite): 2(B) for Lesser, 1(A) for GreaterSpecial Qualities (Fester): The locations of their nests become wounds, loci, or other tears in the fabric of reality, allowing a +1 to all rolls to traverse between realities (includ-ing the material world, Neter-Khertet, Shadow, and other appropriate places) for each year the nest has been present up to a maximum of +3"
Perhaps the old cult of Helel decided to start a mass appeal of Amhat. If this is true, then human sacrifices are most likely used both to facilitate the ritual and to maintain amhat in the human world.
- During communication, try to notice any magical influence if such will activate Godsight and study it imperceptibly.
- Carefully bring up the conversation on the topic of missing people in this area.
-If during communication there is a situation when the unwillingness to show the skin becomes suspicious to say that Helel has porphyria (if it would be appropriate to joke about vampires).
- After talking to the students, talk to the ghosts
- Find out from them why there is so little ghost activity in the city.
- Find out if people are missing in the city.
-To answer the questions of ghosts who is Helel. That she is a medium who deals with solving the problems of ghosts and that she was attracted to the city by the abnormal state of the city.
[X] Track down those University of London students who work at the Hall and attempt to extract information from them. They will be lower-level members, but they work there and thus may have insight into how the cultists think and act, and talking to them may be less obvious.
[X] Track down those University of London students who work at the Hall and attempt to extract information from them. They will be lower-level members, but they work there and thus may have insight into how the cultists think and act, and talking to them may be less obvious.
[X] Track down those University of London students who work at the Hall and attempt to extract information from them. They will be lower-level members, but they work there and thus may have insight into how the cultists think and act, and talking to them may be less obvious.
X] Track down those University of London students who work at the Hall and attempt to extract information from them. They will be lower-level members, but they work there and thus may have insight into how the cultists think and act, and talking to them may be less obvious.