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The Calling Light is the follow-on adventure to A Strange New Acquaintance the adventure automatically started on day 1 if you don't buy a familiar during Character Creation.

The adventure relates to protecting Pamela from a society of evil familiar-stealing wizards.

The adventure was removed from the game in the early versions but restored in later upgrades, it leads to further skill ups and the gain of a point of Fitness and the spell Spirit's Confidence.


Stage 1: Pamela: It's back!

1.Tell her there's nothing to worry about.

Automatic - ?


2.Negation Spells.  Release her from any outside influence.  (Roll vs =< no more than 11)

Success - ?
Failure - ?


3. Temperance.  Ask her what the light wants.  (Roll vs =< no more than 11)

Success - ?  access to Stage 2.
Failure - ?


Stage 2: The Protector Mage

1. Go back to studying

Success - ?
Failure - ?


2. Persuasion.  Talk her into staying in your room.   (Roll vs =< no more than 14)

Success - ? access to stage 2.
Failure - ?


3. Command.  Insist that she stay in your room.  (Roll vs =< 9)

Success - ?
Failure - ?


Stage 3: The Lure of the Light

1. Wait a minute!  You're no good without a plan!

Automatic - ?


2. Passion.  Convince Pamela to turn away from the light.  (Roll vs =< 5)

Success - ?
Failure - -1 Familiar Kindship SS, access to Stage 4.


3. Perception.  How does the light operate? (Roll vs =< at least 10)

Success - ?
Failure - ?


Stage 4: A Ghost's Haunt

1. Brush up on your language skills.

Automatic - Pause adventure


2. Cryptology.  Decode the book's secrets.  (Roll vs =< no more than 18)

Success - ?
Failure - ?


3. Elumian.  Translate a passage.  (Roll vs =< 9)

Success - ?
Failure - +1 Stress, pause adventure.


Stage 5: A Ghost's Haunt

1. Brush up on your language skills

Automatic - Pause adventure


2. Cryptology.  Decode the books secrets.  (Roll vs =< no  more than 18)

 Success - ?
 Failure -


3. Elumian.  Translate a passage.  (Roll vs =< 9)

 Success - +2 The Middle Empire SS, access to Stage 6.
 Failure -


Stage 6: A Ghost's Memories

1. Once you've broken the news to her, you won't be able to break it again.  Wait until a better time.

Automatic - Pause adventure


2. Temperance.  Don't scare her but tell your Familiar what;s going on.  (Roll vs =< 11)

 Success - +2 Familiar Kinship SS, access to Stage 7.
 Failure - -1 Familiar Kinship SS, access to Stage 7.


3. Storytelling.  Tell her about the Society without scaring her.  (Roll vs =< at least 6)

 Success - ?
 Failure - ?


Stage 7: Lure the Light?

1. Refuse.

Automatic - Pause adventure


2. Agree to Lambert's plan.

Automatic - +1 relationship Lambert Cobo, access to stage 8.


3. Take some time to think.

Automatic - ?


Stage 8: Stalking the Society

Phase 1:  Clues to finding Pamela.

1. Lip Reading.  Watch conversations for the information.  (Roll =< 13)

 Success: ?
 Failure: +2 Stress, advance to Phase 2.


2. Curiosity.  Study the books.  Can they tell you where your Familiar is?  (Roll =< 21)

 Success: ?
 Failure: ?


3. Deceit.  Get a ghost hunter to tell you where your Familiar is.   (Roll =< at least 17)

 Success: ?
 Failure: ?


Phase 2: The young lady who steals Familiars...

1. Try to feel your way towards your Familiar through your Bond

 Automatic: -1 Social Skills SS, Advance phase 3.

2. Convince the young woman in the butterfly mask to reveal your Familiar's location

 Success: -1 Composure SS, +1 Character SS, advance to phase 3.
 Failure: ?


Phase 3: Lambert's Gambit

1. Revision Methods.  Cast a spell so the ghost hunters can't detect your Familiar.   (Roll =< 23)

 Success: ?
 Failure: ?


2. Study Habits:  Look over the most dangerous spell one last time.   (Roll =< 18)

 Success: Temporary +3 Theory of Gates, choose again.
 Failure: ?


3. Incantation Spells.  Put her in a vial.   (Roll =< 6?)

 Success: ?
 Failure: ?


4. Theory of Gates.  Cast Summons Siren.   (Roll =< 13)

 Success: +1 Concentration SS, Advance Phase 4.
 Failure: +5 Stress, +2 Relationship Lambert Cobo, pause adventure.


Phase 4: Bringing home the Ghost

1. Gates Phemes   (Roll =< at least 11)

 Success: +1 Gates Methods SS, +1 Fitness, +3 relationship Lambert Cobo, conclude adventure.
 Failure: ?
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