Green Flame Rising (Exalted vs Dresden Files)

A thing I noticed on rereading is that we don't actually have any direct combat (attack or defense) charms so far. I think it's partially compensated by having FCFF-associated magical martial arts (which we know exist in story already), but it still sounds strange. Pillars of Creation is the closest I have so far. And it's strange, because our people have a strong martial tradition, and Molly herself is a strong fighter.
This seems sort of impractical; unless we go hunting for mortals we're going to have a hard time collecting these.

I'm skeptical on how useful it is for the clones too. What happens if we get three alerts while in the middle of something like fighting the dragon?
It is highly situational, like how most of Infernal charms are supposed to be. In this situational niche the charm is very powerful. Also, it's supposed to be minion recruiting, and aimed mostly at mortals. Go to a scientific conference or a political debate for example, and listen to speakers introducing themselves. You get their true names, and can now boil them from inside, or turn them into fomori or apply magnanimous warding glyph to them, or learn their darkest secrets. All remotely from anywhere in the world at any time.

It's a charm that's for dealing with mortal world mostly, not for ensnaring Mab. Many 1 dot charms are about dealing with the mundane.

As to being helpful with clones - there's being cautious and there's being overly paranoid, I feel. Our clones should be able to prevent our secrets from being leaked for one scene no matter the circumstances. Willpower-provided successes, passives, suicide contingencies, etc. At the next scene we should have motes to spare for their discorporation.
I'm not sure about this one either, because we already have the ability to do this essentially.

Put whoever we want in the FCF, travel by RVD, then pull them out like we did for Las Vegas. The additional value is pretty marginal for a three dot charm in a limited charm set.
That's true, yes. I didn't want to tailor the charmset exclusively to our needs, and wanted to make it a bit more organic. Something that follow-up infernals can get access to in the future. Still, ok, I might remove it.
This one I like, my only suggestion is to change the essence cost of the first stage to an dex+occult roll. That would make it into a mirror of MiM mechanically; Molly does the same thing to take souls, but no longer reflexively teethes on anything that gets too close to her metaphorical face.

It's also better off in an opposed environment because of how charm counterspelling works. If someone is trying to kill a person we're protecting they'd be rolling to beat our successes at activation instead of our converted essence rating.
I have no problem with that, I'll do the edits a bit later.
This seems like a bad idea, since it makes it possible to use them as listening devices.
Maybe add "the shadow can choose to discorporate at any time on their own will"? But in general I like this. It's a bit of a double edged sword of a charm, but I like the idea in general. It's multi-purpose, and sufficiently weird to be an Infernal charm.
In terms of smoothing out the mechanics, how do you feel about the dice adder equivalent I wrote under the same themes? We probably don't want both in the charm set but Five Paths, One Ring is mechanically simpler even if it's also somewhat weaker.
I missed that one, sorry. Could you link it?
 
Instead of trying to fix the clone charm perhaps the solution is to just make another charm that fixes any issue.

Something like a charm to make the clones full godblooded, as they would technically count as children of Molly. Or a charm to consume servants, that are captured, form the inside out, as a vitriol elemental spawns inside of them.
 
Instead of trying to fix the clone charm perhaps the solution is to just make another charm that fixes any issue.

Something like a charm to make the clones full godblooded, as they would technically count as children of Molly. Or a charm to consume servants, that are captured, form the inside out, as a vitriol elemental spawns inside of them.
I mean, that's kinda sorta already there. Nothing is stopping us from applying IDU or latter-day devil implants or some transformation splendor to our clones.
 
A thing I noticed on rereading is that we don't actually have any direct combat (attack or defense) charms so far. I think it's partially compensated by having FCFF-associated magical martial arts (which we know exist in story already), but it still sounds strange. Pillars of Creation is the closest I have so far. And it's strange, because our people have a strong martial tradition, and Molly herself is a strong fighter.


Stormbreaker Kata ●●●
As the Infernal centers herself, her inner focus on the division of the Wastes and the Cities, protected by the Great Ring, plasma and lightning begins to flicker in a circle around her.
System: Spend 1 Essence, for the next [Permanent Essence +1] turns you are protected against all attacks not made by directly adjacent enemies, increasing the difficulty of ranged or throwing attacks against you by +2 and of magical ranged attacks by +1. You can reflexively spend 1 more Essence to deal Wits+Science damage to an enemy moving directly next to you (this damage is fire-like and thus mostly aggravated).

Storm of Iron and Lightning ●●
The Infernal's eyes are sparks of lightning and where she raises her hand death comes as as flaying winds of iron or devastating strokes of lightning.
System: Spend 1 Essence to activate this Charm for a scene and have the power of storms at your fingertips. This is a weapon which may be directed with Dexterity + Athletics (difficulty 5) to aim the attack. The flaying wind has a damage rating of 8 (lethal) and a range of 60 yards.
Alternately, the Infernal may use an action and spend 1 Essence to create a lightning bolt that deals 8 Aggravated damage in a [5 x Permanent Essence] area at a range of 200 Yards, or in line of sight while outside during a regular thunderstorm.

Defensive Charm and an altered+reskinned Sandstrike Blast.
 
Realistically, any foe would have very limited time to invade our shadow's mind (against high Willpower) before Molly can just shut it down.
If we have to be somewhere and can't back out then they get time to do as they please. It's not realistic to assume otherwise we couldn't back out during the Dragon or Iku fight without consequence for example. She doesn't have teleportation either so travel time is a thing which is why clones would need the ability to disperse and get recalled.
 
OK, internet has been actually fixed

Vote closed.
Adhoc vote count started by DragonParadox on Mar 11, 2024 at 10:22 AM, finished with 95 posts and 24 votes.
 
I mean, that's kinda sorta already there. Nothing is stopping us from applying IDU or latter-day devil implants or some transformation splendor to our clones.
And? People's problem is that the clones being captured, and used to cast spells at Molly and her Family.

So how about going fully into the theme of rebirth, and have creating a clone require someone to willing suspend their existence, to benefit Molly. They becomes a normal clone but would still mystically count as themselves otherwise. And when Molly undoes the transformation either to retrieve the memories from the clone, or because captured they are cast into the wheel of her Hell soul, and body. That would solve all the issues, by adding the requirement we need people to chose to become a Molly clone.
 
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And? People's problem is that the clones being captured, and used to cast spells at Molly and her Family.
This is not the main problem. This is one of the problems along with how information can be stolen from them or they can be turned into anti-molly puppets through supernatural transformations.

Honestly, if a clone uses more charms and other powers, I'm ok that we're limited to one. If however this is not balanced by the strength of the clone, then the quantity is better. So the question is which is better, clones in quantity or one clone with quality powers.
 
I am actually baffled by the paranoia about the clones.

No real players needs the clones to get literally everything we know. They could just cast time magic or divination. Its not like we have any defences against that.
 
All the Infernal CHarmsets have some redundancies with others though.

We have 4 ways of making Formor.

I wouldn't have any issue with our Five Courts Charmset having some overlap, not like we have to buy all its Charms.
These are home brew charms though. Limiting ourselves to the same number as the other hells seems fair, but what purpose is there for charms we won't buy?

They just soak up slots in a set where the conceit is that Molly is designing/learning these to solve her problems. Creating improvements to what we have or better alternatives for what we don't is one thing, but a 3 dot for a travel effect who's only advantage over what we have is the ability to go to places that don't have water is a lot.

Especially since Molly has significant flight ability and will probably get RtF soon for other reasons, meaning that the useful extension is actually to places with no connection to external water sources that are also further than 6 - essence level hours of flight away from a place that does.

The charm set should be Molly trying to solve her problems within the limitations of her themes and the path of ascension she's on, not a collection of abilities that technically fit but aren't suited to her purpose.


Yes, but some potential weakness isn't so bad.

Realistically, any foe would have very limited time to invade our shadow's mind (against high Willpower) before Molly can just shut it down.
Some weakness yeah, but I'm concerned about foundational data loss. Look at how much we've profited from doing this exact thing to Nemesis, which was possible because it couldn't immediately call back its shards when caught.

We should learn from its failings instead of emulating them.
If we are making a five court training charm why not just make it a special building in our kingdom?
… This is a brilliant idea, and might be a fun "if you also have king and kingdom X happens" effect for a lot of our charms.

Charms are soul organs, and the FCF are a significant part of Molly's spiritual biology now. Having charms physically manifest there with special effects within that area would be really neat, and provides built in balance for better effects.

I mean, things like BSM get away with a lot based on how game balance is tuned around a terrestrial environment, so being a sea monster takes a bit of prep work to really benefit from.

A charm effect that requires you to be in a specific area within the exclusive domain of the infernal from pretty much every perspective should be a buy in for some nasty stuff.
It is highly situational, like how most of Infernal charms are supposed to be. In this situational niche the charm is very powerful. Also, it's supposed to be minion recruiting, and aimed mostly at mortals
Highly situational sure, but this particular situation is really hard to arrange and trying will get you into some shit. Recruiting by holding someone's name over their head isn't a good way to keep in business.


As to being helpful with clones - there's being cautious and there's being overly paranoid, I feel. Our clones should be able to prevent our secrets from being leaked for one scene no matter the circumstances. Willpower-provided successes, passives, suicide contingencies, etc. At the next scene we should have motes to spare for their discorporation.
I'm not trying to be excessive here. It's just that if you give the devil a smack on the ass maybe don't moon him right afterwards?

I expect anything we put up to be tested rigorously, with potential months of effort directed at the first shot taken. Not knowing what nemesis and its peers can do is not the same as knowing they can't do something.

Perfect safety is impossible; but when I look at the problems it had, outside of the crown that is, not being able to leave on the spot without outside intervention or to stop people from raiding its mind once they had it were significant points of failure.

So in my mind the minimum bar is:

1) It must at least have a build option leaving or destroying itself as an internal feature.

2) It must be able to resist mental effects of any kind

3) We must have some level of awareness on their status so loss of communication is noted immediately.

What you've got is close*, but point 1 is very important to get right. Look at what we've done in the course of a scene in this quest. It's not trivial, and we aren't the only ones with bullshit to throw around.

* The glyph charm does at most 5 Agg, if they have our passives this won't kill them. Even if they didn't they'd just be crippled in enemy hands.

When we're talking passives it's probably also a good idea to name specific ones we'd want to have. REPP should definitely be bought at the same time, and UFI wouldn't be out of place.

That's true, yes. I didn't want to tailor the charmset exclusively to our needs, and wanted to make it a bit more organic. Something that follow-up infernals can get access to in the future. Still, ok, I might remove it.
It shouldn't be list of effects labeled "Molly Wins" but the conceit is that she's growing from simply uncovering to actively learning/designing ways to do things. So there should be limits and weaknesses, but they should in general be the results of the best she can do within her themes.

My view is basically that the trailblazer for a charm set is building it for themselves; limited by their nature, informed by their perception, and oriented towards their purpose. Not that our charm sets were specifically made as we see them, but they are stolen from the tools the hells have made using their own resources.

They're well tailored clothes, and it takes some messing around if someone else wants to wear them. Another infernal who somehow got us as a patron should have to juggle that*, but Molly is the one they're fitted to.

* Incidentally that might be one of our big draws if more get loose. If the world soul charm is off the table custom charms, especially those that bring in new themes, probably are as well. They can get them other places, but something built for an infernal will almost certainly suit them better than what they can pick up from say Mab.
Maybe add "the shadow can choose to discorporate at any time on their own will"? But in general I like this. It's a bit of a double edged sword of a charm, but I like the idea in general. It's multi-purpose, and sufficiently weird to be an Infernal charm.
I think it'd be a good idea. I also think that if this is a clone charm replacement we should define an interaction now in the form of the existing explicit synergies in the book. Something like shelling out for both charms gets you multiple shadows instead of clones.

I also like the resurrection mechanic, so if we don't do that here I might make a different charm for it; or maybe reskin a seven burning seas charm.

This one seems very interesting given everything about Molly:

Inextinguishable Sacred Flame (•••••)

The Infernal consecrates a vessel with the fires of her heart, helping facilitate proper devotion to the gods among the faithful — and proper respect to the Infernal among the gods.

System: Spend 5 Essence while touching an open vessel filled with water (such as a large bowl or chalice) and dedicating it to a person or spirit. If it is to be dedicated to someone other than the Infernal, the subject or a priest of the subject must likewise touch the vessel. Afterwards, a flame alights atop the water.

As long as the vessel stays intact and the flame stays lit (and it will, so long as the vessel contains any amount of water) the vessel bestows the following effects:



  • While they are at rest and free from distraction, the subject can directly speak through, see through, and listen from the flame for a scene with a Stamina + Occult roll at difficulty 6. Anyone viewing or touching the flame during this time is a valid target for abilities requiring eye contact or touch (respectively) from the subject.
  • The subject benefits from effects similar to the Hear Prayers charm or discipline, but with a radius centered on the vessel. This is in addition to the effects of the actual charm or discipline, should he know it.
  • The vessel can substitute as the subject's person for the Prayer-Eating charm or discipline, allowing him to benefit from it without being physically present at the ceremony. The ceremony must be performed by a priest of the subject.
  • The Infernal lowers the difficulty of all social actions and mind-affecting charms against the subject by 2.
  • Finally, should the Infernal die, the flame on the nearest vessel briefly expands to the size of a bonfire before dying back and revealing her unmarred body and a shattered vessel. Reincarnating in this fashion reduces the Infernal's Essence rating by 1. If this would reduce her to Essence 0, then reincarnation is impossible.


The Infernal can maintain up to her Essence rating + Cult rating in vessels. No person or spirit other than the Infernal can have more vessels dedicated to them than their Cult rating

I'm really curious about how this might interact with the white god. He has a lot of rules, some of which are about choice and some of which come from his nature. So if we set something like this up with him would it let him cheat without contradicting himself?

Maybe engineer a situation where some Denarians end up in the next best thing to physical contact with him, just to see what happens. :V

Even without that we can set some up in our hell dedicated to Molly for prayer stuff and resurrection stations supposing it gets approved.
 
A thing I noticed on rereading is that we don't actually have any direct combat (attack or defense) charms so far. I think it's partially compensated by having FCFF-associated magical martial arts (which we know exist in story already), but it still sounds strange. Pillars of Creation is the closest I have so far. And it's strange, because our people have a strong martial tradition, and Molly herself is a strong fighter.
Because combat charms tend to be a bit boring and we already have access to quite a few of them.
Like
Infusing herself with the perfected Essence of both
murder and wind, the Infernal senses the air-distortions and killing intent of all strikes made against her,
and moves to perfectly counter them.
System: Spend 1 Essence and 1 Willpower reflexively to activate this Charm. For the rest of the scene,
at the beginning of each turn roll Dexterity + Athletics
against difficulty 7. The Infernal applies the successes
on this roll as a reflexive dodge against all attacks made
against her of which she is aware during that turn.
Powerful defensive charm, but we have not so much as talked about getting it because it isn't perfect and it's boring.
 
My view is basically that the trailblazer for a charm set is building it for themselves; limited by their nature, informed by their perception, and oriented towards their purpose. Not that our charm sets were specifically made as we see them, but they are stolen from the tools the hells have made using their own resources.

They're well tailored clothes, and it takes some messing around if someone else wants to wear them. Another infernal who somehow got us as a patron should have to juggle that*, but Molly is the one they're fitted to.
That the difficultly of making custom charms, from Molly's perspective any custom charm should not have any downside at all. As any effects are stuff that Molly would be perfectly fine with/already does as the norm.
 
Arc 12 Post 6: Of Snow and Seafood
Of Snow and Seafood

21st of January 2007 A.D.

"I know you've been doing this for a lot longer than me but be careful please. Getting close to Marcone is going to raise your profile and there are people who will take that for a shooting gallery." Truth be told you are not sure what kind of answer you had expected, short and quippy or formal and insincere. Turns out it was neither, the expression that flashes across Tiffany's almost too quick to catch is confusion, not at your boring middle of the road answer surely. Maybe, just maybe at the fact you care enough to temporize at all.

"I've only just gotten this life, I've no intention of squandering it," she answers and that will have to do. How was it your father once characterized Lasciel, a rebel angel among rebel angels. For all her welcome differences Tiffany has definitely inherited that.

Later on the phone with Harry he confirms that he's planning to go with her at the negociations, little as he might like the thought of them. Of course you could have told her Lash does not need them, of course he knows, he was there when she took on crystal wings both times. If he weren't the sort to do it anyway he wouldn't be Harry.

With a sigh maybe... probably unheard you wish him well and say goodbye.

***​

23st of January 2007 A.D.

Regained 2 Willpower -> Now at 8/9
Regained 1 Essence -> Now at 15/15


Mom is surprised to hear you're going to Boston to check out College opportunities, though she does not look displeased. "Not as many casinos in Boston either," Daniel jokes and you laugh, but really everyone at the table except maybe baby Hank can feel the difference between this parting and the last, the haze of fear and worry parted. For how long though? you wonder. How long until you'll have some other battle to fight, some other breach in the walls of Creation to fill? How is it fair to them to make them go through that again and again? All the comics and all the shows of teen heroes going off to save the world between the math test and the cheerleader tryouts are distressingly silent on the matter. Still it was fun watching Kim Posibile with Amanda and Leech.

Olivia has friends in the city she'd like to meet and check up on in light of the whole mad pyromaniac situation that you had mentioned making smalltalk and Lydia you've discovered just likes to travel. So all bundled up against the cold, or in your case the appearance of it you decide to make a drive of it. Most of the way there the girls just talk to each other with the occasional hmm and hum and nod from you, getting Olivia up to speed on a whole bunch of things that would have been too dangerous to know for 'just' Olivia Deol. It starts to snow about halfway there, golden arrows among the white, charming and eerie almost behind frosted windows.

Maybe there's something to the fey calling this feromancy, there's a kind of magic to being able to go so fast though weather that would have once had men shivering in their homes and those few unfortunates forced to go out afoot, ahorse or by wagon praying to all the saints they knew.

As though summoned by the thought the city appears though the haze, a concrete wonder set with lights that spill out onto snow and water. It seems to peaceful in its comings and its goings. Hopefully this time you'll be lucky enough to fint it so. "So what do you guys wanna do?" you ask, turning around. Maybe fifteen hours in the car had not been the best idea even if you are magically tireless, you admit inwardly, but you've seen enough rental cars to last you a lifetime.


"Grab some hot chocolate/Visit the Seaport," Lydia and Olivia say at the same time, both things as easy to do at once as they are to say.

The Atlantic has never looked narrower than it does on th streets of 'Snowport', the glitzy restaurants and brand new hotels in sighs of the historic arteres of South Boston. Maybe Mom had breathed that sigh of relief too soon. If the three of you went looking there's not a doubt in your mind that you''d be able to find as wild a one as anything in Vegas. Fortunetly the only indulgence in sight is Lydia's improbably large 'Lobster Mac'. That thing looks like it's been the death of so many lobsters that it started a whole undersea religion to apease the vengeful gods.

"Ish good," Lydia assures you, but you and Olivia both stick to more resonably sized lobster rolls.

What do you investigate?

[] Try to find any minor practicioners in the city

[] Visit the university grounds, you are curious as to what Johann of Cleves was meant to have done with the body of Aleron LaFortier had he slain him

[] Pay a visit to the adress 'Donar' gave you if you should ever pass by Boston. Why does Monoc Security run a bakery anyway?

[] Write in


OOC: A bit of a slower update after the hectic pace of Vegas. Hope the atmosphere came across.
 
Highly situational sure, but this particular situation is really hard to arrange and trying will get you into some shit. Recruiting by holding someone's name over their head isn't a good way to keep in business.
As I said, it's quite common in the mundane world. And we are going to be dealing with mundanes too. It's also easy to arrange with our willing minions.
I'm not trying to be excessive here. It's just that if you give the devil a smack on the ass maybe don't moon him right afterwards?

I expect anything we put up to be tested rigorously, with potential months of effort directed at the first shot taken. Not knowing what nemesis and its peers can do is not the same as knowing they can't do something.

Perfect safety is impossible; but when I look at the problems it had, outside of the crown that is, not being able to leave on the spot without outside intervention or to stop people from raiding its mind once they had it were significant points of failure.

So in my mind the minimum bar is:

1) It must at least have a build option leaving or destroying itself as an internal feature.

2) It must be able to resist mental effects of any kind

3) We must have some level of awareness on their status so loss of communication is noted immediately.

What you've got is close*, but point 1 is very important to get right. Look at what we've done in the course of a scene in this quest. It's not trivial, and we aren't the only ones with bullshit to throw around.

* The glyph charm does at most 5 Agg, if they have our passives this won't kill them. Even if they didn't they'd just be crippled in enemy hands.

When we're talking passives it's probably also a good idea to name specific ones we'd want to have. REPP should definitely be bought at the same time, and UFI wouldn't be out of place.
I'm sorry, but you are being excessive here. Molly herself doesn't fulfill the criteria you listed, and will never be able to fulfill those criteria. She can be mote tapped. She doesn't have perfect defense (actually, she doesn't have any defense) against mind reading if it's only mind reading (because it's not shaping, and it doesn't seek to change her mind, only to read it, so IPM doesn't trigger). There are no charms to protect against mind reading, now that I think about it. Counter spelling exists, but that's pretty much all.

Moreover, we have allies, including close allies, including those we share a lot of secrets with, that don't have this level of security. In fact, all our allies fail this level of security.

You list an impossible list of demands. Yes, our clones can be used to get information from us. So can Harry. Or Tiffany, who knows all Harry's secrets. So can Bob. And there's also nothing we can do about Anduriel just always listening in from our own shadow.

It shouldn't be list of effects labeled "Molly Wins" but the conceit is that she's growing from simply uncovering to actively learning/designing ways to do things. So there should be limits and weaknesses, but they should in general be the results of the best she can do within her themes.

My view is basically that the trailblazer for a charm set is building it for themselves; limited by their nature, informed by their perception, and oriented towards their purpose. Not that our charm sets were specifically made as we see them, but they are stolen from the tools the hells have made using their own resources.

They're well tailored clothes, and it takes some messing around if someone else wants to wear them. Another infernal who somehow got us as a patron should have to juggle that*, but Molly is the one they're fitted to.

* Incidentally that might be one of our big draws if more get loose. If the world soul charm is off the table custom charms, especially those that bring in new themes, probably are as well. They can get them other places, but something built for an infernal will almost certainly suit them better than what they can pick up from say Mab.
Maybe you are right, but in the sense of them being Molly's spiritual organs, transportation is a large part of both her world, and of how Molly operates. It's somewhat natural that she develops such a charm. I'll have to think about it.
Stormbreaker Kata ●●●
As the Infernal centers herself, her inner focus on the division of the Wastes and the Cities, protected by the Great Ring, plasma and lightning begins to flicker in a circle around her.
System: Spend 1 Essence, for the next [Permanent Essence +1] turns you are protected against all attacks not made by directly adjacent enemies, increasing the difficulty of ranged or throwing attacks against you by +2 and of magical ranged attacks by +1. You can reflexively spend 1 more Essence to deal Wits+Science damage to an enemy moving directly next to you (this damage is fire-like and thus mostly aggravated).

Storm of Iron and Lightning ●●
The Infernal's eyes are sparks of lightning and where she raises her hand death comes as as flaying winds of iron or devastating strokes of lightning.
System: Spend 1 Essence to activate this Charm for a scene and have the power of storms at your fingertips. This is a weapon which may be directed with Dexterity + Athletics (difficulty 5) to aim the attack. The flaying wind has a damage rating of 8 (lethal) and a range of 60 yards.
Alternately, the Infernal may use an action and spend 1 Essence to create a lightning bolt that deals 8 Aggravated damage in a [5 x Permanent Essence] area at a range of 200 Yards, or in line of sight while outside during a regular thunderstorm.

Defensive Charm and an altered+reskinned Sandstrike Blast.
I'll have to think about it. I will say that I tried to avoid reskins.
 
I'll have to think about it. I will say that I tried to avoid reskins.
Then that's a reason not to have combat charms.

There aren't many balanced options left for straightforward combat that aren't already in some Charmset, I think?

Another idea would be a Pentacle and Scepter like Charm for Martial Arts.
Lowering cost or difficulty of using the Fivefold Styles or just Shih-Arts in general.
 
Then that's a reason not to have combat charms.

There aren't many balanced options left for straightforward combat that aren't already in some Charmset, I think?

Another idea would be a Pentacle and Scepter like Charm for Martial Arts.
Lowering cost or difficulty of using the Fivefold Styles or just Shih-Arts in general.
As I said, I just find it strange. I'll look through other charmsets to see what they have what might be interesting.

For the vote... Tough choice, really. The responsible choice is to visit Donar's bakery. I guess. Damn, I really want to just go visit the university grounds. But paranoia and responsibility compel me to talk to Odin's people first. Not sure I like the feeling.

[X] Visit the university grounds, you are curious as to what Johann of Cleves was meant to have done with the body of Aleron LaFortier had he slain him
 
Let's not waste too much time looking for the supernatural side of things when we can just go speak to a direct source. That will give us more time to do other things, or for shenanigans should the need arise.

[X] Pay a visit to the adress 'Donar' gave you if you should ever pass by Boston. Why does Monoc Security run a bakery anyway?
 
[X] Visit the university grounds, you are curious as to what Johann of Cleves was meant to have done with the body of Aleron LaFortier had he slain him

With the locality we can ask a Question, right?
Kinda interested in what the body of a Senior Wizard would have been good for.
 
How about just make Molly a inventory charm that allows her to freely take stuff out of her Hell?
 
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