---- ''Archived GM Notes:'' This page is unsealed GM-notes pertaining to PRPG2. It is ''not'' canonical to PRPG2. It may contain contradictions (even with itself), and preliminary ideas that were merely written down as I thought of them, for later consideration. The absence of something mentioned here from the canon does not necessarily mean that the party "missed" it, it could have been mooted for other reasons or simply discarded by me. ---- May allude to the Astrolabe "belonging" to "us." "Ghost" to steal somepony's liver. (Except Akasha, who is protected by her element.) Playing a mouth organ. They can recover them if hidden. # kidney, if needed #All what I touch turns to gold; #through still air streaking, #yet it can't often be sold. #If I am broken, I _stop_ leaking. Though I live ever in darkness, I am a faithful bloke. A drunken master often sends me to the gallows, but I fear most the green-capped assassin lurking under elder oak. Should I perish, my master soon follows. WIL 4 to resist. Will try for kidneys and livers. Element area: antechamber 1: bilingual sign, Institute for Magical Technology Doors outward and tunnel below clogged with rubble, except one door. Haunted. entryway. attack of funny ghost. will steal organs, demand astrolabe as trade. puzzle room. Downstairs, force fields. Upstairs, controls. Circles on the floors. Control box on wall with spinning disc. Button stops it (causes it to come to rest on its highest-valued field), or restarts it. Upstairs controls: three capacitors/crystals near console (left/A, center/main output (the largest), right/B) Monster: coral stalker (if needed), immune to direct tk, can turn invisible (but not attack when invisible, 1 turn to clock/decloack)