Ardent Harbor is strongly tied to the mists of forgetfullness. | The more Banal the unechanted, the more likely he is to pay the park no mind. |
Chimerical and mortal treats abound throughout the Fairway. Cotton Candy, Slurpees, and taffy can be found. Much of it non fattening. | These are scattered about, don't worry about the mechanics of it. If you want your character to munch some Cotton Candy, or suck a slurpee, or whatever, simply assume he or she can reach over and get some from a booth, or nocker touched machine. |
The heart of the Fairy's Wheel is actually much larger than it seems, as it is almost a dream realm of it's own. Normally, only Jude may pass thorugh the ring of fire untouched. However, at his will, entire passages open to side halls and rooms. | Those Oathed to Jude may also open these passages, and some maybe opened permanently for guests staying at the hold. Anyone foolish enough to attempt to step through the flames will find that while cool, they still burn. A Stamina plus Armor roll to soak, dif. 8 is required to subtract from five levels of damage. |
The Cells of the Hall of Mirrors are not as fragile as they seem to be. Shattering them is possible, but the shards of dreamstuff that explode like shrapnel are likely to kill both captive and the one who broke it. | Treat the mirrors of the prisons as having 5 soak dice and 5 'health' levels. When finally broken through, 10 dice of damage are rolled (dif 6) and soak rolls are required inside and out. From the inside, the soak dice is 7, and any glamour expended for cantrips is instantly absorbed to fuel the balefire of Ardent Harbor. Ironicly, the fae doing this may be saving themselves from Bedlam, at least for a time. |
While many tricks and traps thrive in the FunHouse, one especially bears mentioning. The Mirror of Doctor Lolly's is unique. One feels one's self changing to the opposite Court as one stares into it. The now dominant Legacy is often displayed by alterations in voile. | The change is temporary, lasting on average 3 days. A Willpower roll maybe made to resist, each success made on it (Dif. 8), reduces the time by 1 day. A botch means the change lasts period, until some other trauma shifts you back. If one can not normally change Courts (Balor being forced Seelie, or Gladeling Unseelie) then it is a matter of hours, not days, and even a botch will not make it permanent. |
Please remember, what your character knows, and what you know, are probably completely different things. Don't abuse the trust, please.