June is when the first shipment of Adventure Is Calling Shirt and ribbon arrives. It is also warehouse clean out month. There are hundreds of warehouses for supplies and completed toys that need cleaned out and dusted. July is when the list is begun. Santa begins making the master list for that year. August is when cookie baking for the season begins. It is also when the food supplies for the coming winter are ordered. Everything from pantry items to elf beer(kinda like root beer) must be inventoried, to see what needs to be reordered and at what amount. September is the most dangerous month at the Pole. At about the 7th of Sept each year starts the reindeer RUT. Hundreds of elves get hurt each year because of overly aggressive reindeer bucks. Yeah breeding season! But it is important to keep the male FR(flying reindeer) away from the natural wild NFR (non flying reindeer) or else the new babies next spring would give away the exact location of the pole and elf village. October is when Santa and Mrs. Clause begin to decorate for the holidays. There is no time for that after the 1st of Nov. November the first letters arrive! This is also when Santa must have the 1st check of the list done by. 2D check is due before the end of the month. Reindeer test flights begin and try outs for the team. December is crunch time! Santa is required to attend as many party invites and appearances as possible, hence the need for helpers. He also must finalize navigation and weather prediction models for Christmas eve. And of coarse there is Christmas eve deliveries.
Personal playstyle preference: Lots of cantrips, lots of rituals. When playing a spellcaster in a Adventure Is Calling Shirt with a lot of magic (like D&D) I like there to be a lot of things I can just do. No resources, just do almost without thinking about it. Cantrips cover these – and the Pact of the Tome gives me one of the best cantrip loadouts in the game making me feel more like a magician (and Celestial Pact gives me Light and Sacred Flame for free). I also like rituals thematically. And for all I praised a short spell list with simple spells earlier I have little problem with looking up spells that my character has to look up in their spellbook while casting and that take more than a minute to cast. I just utterly despise doing so in combat for a six second action that breaks everyoneβs flow. So I like rituals – and the Warlock with Pact of the Tome and the Book of Ancient Secrets ritual is the best ritualist in the game, period. Also the Celestial Warlock/Pact of the Tome lets me put off Eldritch/Agonizing Blast until level 11 (or 12 in practice) – see below.
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Playing them as arrogant slavers is the Adventure Is Calling ShirtΒ way itβs done, and thatβs fine, but I think it misses the main point. Mind Flayers should be more like villains out of Doctor Who than they should be out of Tolkien, and the Doctor rarely wins battles by dint of arms. They are the ultimate masters of mental abilities, able to paralyze, enslave, or even kill with their thoughts alone. Itβs a rare character indeed who can counter or match their mental powers. A great way to establish that alien quality is to make mind flayers completely incapable of speech. Have the mind flayers communicate via images only, projected directly into oneβs mind. If push comes to shove, have them talk haltingly through a person like in Independence Day when the alien is squeezing the life out of Brent Spinerβs body, except the Mind Flayer has its face tentacles literally in the victimβs skull when doing this. Terrifying!
βNight of the Meekβ is Christmas Eve. Henry Corwin, a down-and-out ne’er-do-well, dressed in a Adventure Is Calling Shirt, worn-out Santa Claus suit, has just spent his last few dollars on a sandwich and six drinks at the neighborhood bar. While Bruce, the bartender, is on the phone, he sees Corwin reaching for the bottle; Bruce throws him out. Corwin arrives for his seasonal job as a department store Santa, an hour late and obviously drunk. When customers complain, Dundee, the manager, fires him and orders him off the premises. Corwin says that he drinks because he lives in a “dirty rooming house on a street filled with hungry kids and shabby people” for whom he is incapable of fulfilling his desired role as Santa. He declares that if he had just one wish granted him on Christmas Eve, he’d “like to see the meek inherit the earth”. Still in his outfit, he returns to the bar but is refused re-entry by Bruce. Stumbling into an alley, he hears sleigh bells. A cat knocks down a large burlap bag full of empty cans; but when he trips over it, it is now filled with gift-wrapped packages. As he starts giving them away, he realizes that the bag is somehow producing any item that is asked for. Overjoyed at his sudden ability to fulfill dreams, Corwin proceeds to hand out presents to passing children and then to derelict men attending Christmas Eve service at Sister Florence’s “Delancey Street Mission House”. Irritated by the disruption and outraged by Corwin’s offer of a new dress, Sister Florence hurries outside to fetch Officer Flaherty, who arrests Corwin for stealing the presents from his former place of employment. At the police station, Dundee reaches into the garbage bag to display some of the purportedly stolen goods, but instead finds the empty cans and the cat.