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: ?