https://dq-nz.org/dqwiki/api.php?action=feedcontributions&user=Bethesda&feedformat=atomDQWiki - User contributions [en-gb]2024-03-29T12:11:51ZUser contributionsMediaWiki 1.41.0https://dq-nz.org/dqwiki/index.php?title=The_Night_of_the_Comet&diff=95696The Night of the Comet2023-09-26T06:42:58Z<p>Bethesda: /* Long duration buffs. */</p>
<hr />
<div>== Summary ==<br />
[[Category:Scribe Notes]][[Category:Jacqui_Smith]]<br />
[[Scribe_Notes#Autumn_823_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
<br />
''Adventure:'' '''The Night of the Comet'''<br /><br />
''GM:'' '''[[User:Jacqui|Jacqui Smith]]'''<br /><br />
''Session:'' '''Spring 823'''<br /><br />
''Night:'' '''Tuesday?'''<br /><br />
''Location:'' '''Online'''<br /><br />
''Level:'' '''Low''' (Four to Eight adventures)<br /><br />
<br /><br />
<br />
'''Party'''<br />
* [[Galantha Nival | Snowdrop]]<br />
* [[Remel]]<br />
* [[Elidon]]<br />
* [[Grimmuck|Grimmuck Groz'Gronack]]<br />
* <br />
* <br />
<br /><br />
<br />
''Employer:'' Professor Tycho<br /><br />
''Mission:'' Observe a comet from the island of Hutheng, in the Far North <br /><br />
''Plane:'' Alusia <br /><br />
''Pay:'' A weekly stipend, a gift each from the professor and looting rights.<br /><br />
''Days on Adventure:'' We'll know when we get back<br /><br />
<br />
== Scribe Notes ==<br />
<css><br />
.S { color: #0088FF; }<br />
.K { color: #808000; }<br />
</css><br />
<br />
===Introductions===<br />
<br />
[[File:Hutheng Island.jpg|250px|thumb|right|Hutheng Island]]<br />
<br />
Professor Nicola Tycho, a talented astronomer and retired adventure, met us in meeting room nine. She explained she requested some assistance to travel to Hutheng, a volcanic island located thousands of miles to the far north on the edge if the northern ice, to observe a comet rarely seeing in the skies. She has a way of travelling there so we would not need to worry about transport. There is some persecution of mages from the Western Kingdom, and some goblins. The Professor was offer some gifts, a weekly stipend and looting rights to the party.<BR> <br />
<br />
Once the guild paperwork was completed, Elidon, the party leader, lead the discussion about preparing for the adventure. Professor Tycho kindly assisted with enchantments and potions, while the party prepared winter clothing and Remel, the party cook, obtain some ingredients for a week of cooking. We all had an early night as we would be meeting the Professor at the guild gates the following morning. <BR><br />
<br />
===Flying boat===<br />
<br />
After a filling breakfast of eggs, cheese, ham and fresh bread the party was lead by the Professor down to the river. She pulled out a tiny model dinghy, which astonished us when it turned into a 45ft long boat when placed in the river, and cast star wings on the boat itself. We would fly to Hutheng! <br />
<br />
The first night we land in a bay in [[Brandenburg|Brandenburg]] and camp on a beach. Snowdrop is excited about the trip and wants to talk to the Professor all evening. <span class="S">I'm interested in the stars and wanted to learn more. I even got some peeks through her telescope. She didn't seem to mind.</span>. The second evening finds us on a beach near farmland in [[Flugelheim| Flugelheim]]. The weather turns on the afternoon of the third day and we are forced to land early near the [[Gargoyle Islands| Gargoyle Islands]], we are unsurprisingly attacked by three gargoyles. Grimmucks fire bolts causes significant damage and the part finish them off. His axe is lost overboard, but Remel is able to retrieve it. <span class="S">I got tossed in the water as well</span>.<br />
<br />
==Info==<br />
<br />
===People===<br />
<br />
* Professor Nicola Tycho- party employer. Celestial mage. Skilled in astrologer and philosophy. A retired adventurer.<br />
<br />
===Places===<br />
<br />
* Hutheng - a volcanic island in the far North, in the [[Ivinia|Kingdom of Menglana]]<br />
<br />
==Mil-Sci==<br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }<br />
table.buffs th { text-align: center; width: 3%; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 20%; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 5%; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 41%; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 10%; }<br />
table.buffs td.du { }<br />
table.AstroNum td { text-align: center; padding: 1px 0.5em; }<br />
</css><br />
<br />
===Daily pattern===<br />
<br />
* Cooking; Remel<BR><br />
With magic kitchen 8FT/2EN<BR><br />
Otherwise 5FT/2EN<BR><br />
<br />
====Travel Magics====<br />
<br />
Snow Shovel (Elidon) R6?<br />
<br />
===Watch Order===<br />
<br />
Snowdrop<BR><br />
Remel<BR><br />
Elidon<BR><br />
Grimmuck Groz'Gronack<BR><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
??<BR><br />
??<BR><br />
|align="center"| ''Single File''<br />
??<BR><br />
??<BR><br />
??<BR><br />
??<BR><br />
|}<br />
<br />
===Vision===<br />
* Elidon - racial witchsight<BR> <br />
* Snowdrop - racial infravision<BR> <br />
* Remel - Witchsight (talent)<BR><br />
* Grummuck - racial/college infravision <BR><br />
<br />
===Long duration buffs.===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 29h/45d<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Fireproofing (GR)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Fire Armour (GR)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Correscade (Professor)<br />
|class="rk"| R16<br />
|class="ef" | +34% defence <br />
|class="du" | 9.5 hr<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> Y <br />
| <!-- Remel--> Y <br />
| <!-- Snowdrop--> Y <br />
|-<br />
|}<br />
<br />
===Short duration buffs.===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
|-<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 10<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10<br />
|class="du" | 22min<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> <br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> <br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
===Talants, Skills, other buffs===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> 66% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel-->50/56% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel-->77% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Create Fog<br />
|class="rk"| 20<br />
|class="ef" | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell.<br />
|class="du" | 126mn<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Rainstorm<br />
|class="rk"| 10<br />
|class="ef" | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). <B>If the target fails to resist, the storm will follow them for the duration (even inside buildings)</B>, completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. <BR><br />
All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell<BR><br />
If the target is waterproofed the effects will be minimal and if they are a Water Mage they will suffer no ill effect, but will have their Base Chances increased by 5%.<br />
|class="du" | 5.5h<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Spring" <br />
! colspan=15 | '''Spring: Thaw 823 (10)'''<br />
|- <br />
| class="calMoon" | <br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | || <b>[[Candlemansa]]</b><br />
| class=day | 1 || <i>Guild Meeting</i> Seagate<br />
| class=day | 2 || <br />
| class=day | 3 || <br />
| class=day | 4 || <br />
| class=day | 5 || <br />
| class=day | 6 || .<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 7 || <br />
| class=day | 8 || Sailing Day<br />
| class=day | 9 || <br />
| class=day | 10 || <br />
| class=day | 11 || <br />
| class=day | 12 || <br />
| class=day | 13 || <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 14 || <br />
| class=day | 15 || <br />
| class=day | 16 || <br />
| class=day | 17 || <br />
| class=day | 18 || <br />
| class=day | 19 || <br />
| class=day | 20 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 21 || <br />
| class=day | 22 || <br />
| class=day | 23 || <br />
| class=day | 24 || <br />
| class=day | 25 || <br />
| class=day | 26 || <br />
| class=day | 27 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <br />
| class=day | 1 ||<br />
| class=day | 2 || <br />
| class=day | 3 || <br />
| class=day | 4 || <br />
<br />
|- <br />
! colspan=15 | '''Spring: [[Seedtime]] 823 (11)'''<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 5 ||<br />
| class=day | 6 ||<br />
| class=day | 7 ||<br />
| class=day | 8 || <br />
| class=day | 9 || <br />
| class=day | 10 ||<br />
| class=day | 11 ||<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 12 ||<br />
| class=day | 13 ||<br />
| class=day | 14 ||<br />
| class=day | 15 ||<br />
| class=day | 16 ||<br />
| class=day | 17 ||<br />
| class=day | 18 ||<br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 19 ||<br />
| class=day | 20 ||<br />
| class=day | 21 ||<br />
| class=day | 22 ||<br />
| class=day | 23 ||<br />
| class=day | 24 ||<br />
| class=day | 25 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 26 || <br />
| class=day | 27 || <br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <br />
| class=day | 1 || <br />
| class=day | 2 || <br />
|- <br />
! colspan=15 | '''Spring: [[Blossom]] 823 (12)'''<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 3 || <br />
| class=day | 4 || <br />
| class=day | 5 || <br />
| class=day | 6 || <br />
| class=day | 7 || <br />
| class=day | 8 || <br />
| class=day | 9 || <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 10 || <br />
| class=day | 11 || <br />
| class=day | 12 || <br />
| class=day | 13 || <br />
| class=day | 14 || <br />
| class=day | 15 || <br />
| class=day | 16 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 17 || <br />
| class=day | 18 || <br />
| class=day | 19 || <br />
| class=day | 20 || <br />
| class=day | 21 || <i>Floralia</i><br />
| class=day | 22 || <br />
| class=day | 23 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 24 || <br />
| class=day | 25 || <br />
| class=day | 26 || <br />
| class=day | 27 || <br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <i>Walpurgisnacht</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=The_Night_of_the_Comet&diff=95607The Night of the Comet2023-09-19T09:11:58Z<p>Bethesda: /* Vision */</p>
<hr />
<div>== Summary ==<br />
[[Category:Scribe Notes]][[Category:Jacqui_Smith]]<br />
[[Scribe_Notes#Autumn_823_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
<br />
''Adventure:'' '''The Night of the Comet'''<br /><br />
''GM:'' '''[[User:Jacqui|Jacqui Smith]]'''<br /><br />
''Session:'' '''Spring 823'''<br /><br />
''Night:'' '''Tuesday?'''<br /><br />
''Location:'' <strike>'''Chez Smith in Mangere Bridge'''</strike> '''Online'''<br /><br />
''Level:'' '''Low''' (Four to Eight adventures)<br /><br />
<br /><br />
<br />
'''Party'''<br />
* [[Galantha Nival | Snowdrop]]<br />
* [[Remel]]<br />
* [[Elidon]]<br />
* [[Grimmuck|Grimmuck Groz'Gronack]]<br />
* <br />
* <br />
<br /><br />
<br />
''Employer:'' Professor Tycho<br /><br />
''Mission:'' Observe a comet in the Far North <br /><br />
''Plane:'' Alusia <br /><br />
''Pay:'' <br /><br />
''Days on Adventure:'' We'll know when we get back<br /><br />
<br />
== Scribe Notes ==<br />
<br />
stuff happens<br />
<br />
==Mil-Sci==<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }<br />
table.buffs th { text-align: center; width: 3%; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 20%; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 5%; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 41%; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 10%; }<br />
table.buffs td.du { }<br />
table.AstroNum td { text-align: center; padding: 1px 0.5em; }<br />
</css><br />
<br />
===Daily pattern===<br />
<br />
* Cooking; Remel<BR><br />
With magic kitchen 8FT/2EN<BR><br />
Otherwise 5FT/2EN<BR><br />
<br />
====Travel Magics====<br />
<br />
Snow Shovel (Elidon) R6?<br />
<br />
===Watch Order===<br />
<br />
Snowdrop<BR><br />
Remel<BR><br />
Elidon<BR><br />
Grimmuck Groz'Gronack<BR><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
??<BR><br />
??<BR><br />
|align="center"| ''Single File''<br />
??<BR><br />
??<BR><br />
??<BR><br />
??<BR><br />
|}<br />
<br />
===Vision===<br />
* Elidon - racial witchsight<BR> <br />
* Snowdrop - racial infravision<BR> <br />
* Remel - Witchsight (talent)<BR><br />
* Grummuck - racial/college infravision <BR><br />
<br />
===Long duration buffs.===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 29h/45d<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Fireproofing (GR)<br />
|class="rk"| 7<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Fire Armour (GR)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
===Short duration buffs.===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
|-<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 10<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10<br />
|class="du" | 22min<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> <br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> <br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
===Talants, Skills, other buffs===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> 66% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel-->50/56% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel-->77% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Create Fog<br />
|class="rk"| 20<br />
|class="ef" | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell.<br />
|class="du" | 126mn<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Rainstorm<br />
|class="rk"| 10<br />
|class="ef" | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). <B>If the target fails to resist, the storm will follow them for the duration (even inside buildings)</B>, completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. <BR><br />
All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell<BR><br />
If the target is waterproofed the effects will be minimal and if they are a Water Mage they will suffer no ill effect, but will have their Base Chances increased by 5%.<br />
|class="du" | 5.5h<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Spring" <br />
! colspan=15 | '''Spring: Thaw 823 (10)'''<br />
|- <br />
| class="calMoon" | <br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | || <b>[[Candlemansa]]</b><br />
| class=day | 1 || <i>Guild Meeting</i> Seagate<br />
| class=day | 2 || <br />
| class=day | 3 || <br />
| class=day | 4 || <br />
| class=day | 5 || <br />
| class=day | 6 || .<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 7 || <br />
| class=day | 8 || Sailing Day<br />
| class=day | 9 || <br />
| class=day | 10 || <br />
| class=day | 11 || <br />
| class=day | 12 || <br />
| class=day | 13 || <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 14 || <br />
| class=day | 15 || <br />
| class=day | 16 || <br />
| class=day | 17 || <br />
| class=day | 18 || <br />
| class=day | 19 || <br />
| class=day | 20 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 21 || <br />
| class=day | 22 || <br />
| class=day | 23 || <br />
| class=day | 24 || <br />
| class=day | 25 || <br />
| class=day | 26 || <br />
| class=day | 27 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <br />
| class=day | 1 ||<br />
| class=day | 2 || <br />
| class=day | 3 || <br />
| class=day | 4 || <br />
<br />
|- <br />
! colspan=15 | '''Spring: [[Seedtime]] 823 (11)'''<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 5 ||<br />
| class=day | 6 ||<br />
| class=day | 7 ||<br />
| class=day | 8 || <br />
| class=day | 9 || <br />
| class=day | 10 ||<br />
| class=day | 11 ||<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 12 ||<br />
| class=day | 13 ||<br />
| class=day | 14 ||<br />
| class=day | 15 ||<br />
| class=day | 16 ||<br />
| class=day | 17 ||<br />
| class=day | 18 ||<br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 19 ||<br />
| class=day | 20 ||<br />
| class=day | 21 ||<br />
| class=day | 22 ||<br />
| class=day | 23 ||<br />
| class=day | 24 ||<br />
| class=day | 25 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 26 || <br />
| class=day | 27 || <br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <br />
| class=day | 1 || <br />
| class=day | 2 || <br />
|- <br />
! colspan=15 | '''Spring: [[Blossom]] 823 (12)'''<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 3 || <br />
| class=day | 4 || <br />
| class=day | 5 || <br />
| class=day | 6 || <br />
| class=day | 7 || <br />
| class=day | 8 || <br />
| class=day | 9 || <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 10 || <br />
| class=day | 11 || <br />
| class=day | 12 || <br />
| class=day | 13 || <br />
| class=day | 14 || <br />
| class=day | 15 || <br />
| class=day | 16 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 17 || <br />
| class=day | 18 || <br />
| class=day | 19 || <br />
| class=day | 20 || <br />
| class=day | 21 || <i>Floralia</i><br />
| class=day | 22 || <br />
| class=day | 23 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 24 || <br />
| class=day | 25 || <br />
| class=day | 26 || <br />
| class=day | 27 || <br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <i>Walpurgisnacht</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=The_Night_of_the_Comet&diff=95600The Night of the Comet2023-09-18T23:16:09Z<p>Bethesda: /* Short duration buffs. */</p>
<hr />
<div>== Summary ==<br />
[[Category:Scribe Notes]][[Category:Jacqui_Smith]]<br />
[[Scribe_Notes#Autumn_823_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
<br />
''Adventure:'' '''The Night of the Comet'''<br /><br />
''GM:'' '''[[User:Jacqui|Jacqui Smith]]'''<br /><br />
''Session:'' '''Spring 823'''<br /><br />
''Night:'' '''Tuesday?'''<br /><br />
''Location:'' <strike>'''Chez Smith in Mangere Bridge'''</strike> '''Online'''<br /><br />
''Level:'' '''Low''' (Four to Eight adventures)<br /><br />
<br /><br />
<br />
'''Party'''<br />
* [[Galantha Nival | Snowdrop]]<br />
* [[Remel]]<br />
* [[Elidon]]<br />
* [[Grimmuck|Grimmuck Groz'Gronack]]<br />
* <br />
* <br />
<br /><br />
<br />
''Employer:'' Professor Tycho<br /><br />
''Mission:'' Observe a comet in the Far North <br /><br />
''Plane:'' Alusia <br /><br />
''Pay:'' <br /><br />
''Days on Adventure:'' We'll know when we get back<br /><br />
<br />
== Scribe Notes ==<br />
<br />
stuff happens<br />
<br />
==Mil-Sci==<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }<br />
table.buffs th { text-align: center; width: 3%; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 20%; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 5%; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 41%; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 10%; }<br />
table.buffs td.du { }<br />
table.AstroNum td { text-align: center; padding: 1px 0.5em; }<br />
</css><br />
<br />
===Daily pattern===<br />
<br />
* Cooking; Remel<BR><br />
With magic kitchen 8FT/2EN<BR><br />
Otherwise 5FT/2EN<BR><br />
<br />
====Travel Magics====<br />
<br />
Snow Shovel (Elidon) R6?<br />
<br />
===Watch Order===<br />
<br />
???<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
??<BR><br />
??<BR><br />
|align="center"| ''Single File''<br />
??<BR><br />
??<BR><br />
??<BR><br />
??<BR><br />
|}<br />
<br />
===Vision===<br />
* Elidon - racial witchsight<BR> <br />
* Snowdrop - racial infravision<BR> <br />
* Remel - Witchsight (talent)<BR><br />
* Grummick - racial/college infravision <BR><br />
<br />
===Long duration buffs.===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 29h/45d<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Fireproofing (GR)<br />
|class="rk"| 7<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Fire Armour (GR)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
===Short duration buffs.===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
|-<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 10<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10<br />
|class="du" | 22min<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> <br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> <br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
===Talants, Skills, other buffs===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> 66% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel-->50/56% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel-->77% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Create Fog<br />
|class="rk"| 20<br />
|class="ef" | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell.<br />
|class="du" | 126mn<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Rainstorm<br />
|class="rk"| 10<br />
|class="ef" | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). <B>If the target fails to resist, the storm will follow them for the duration (even inside buildings)</B>, completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. <BR><br />
All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell<BR><br />
If the target is waterproofed the effects will be minimal and if they are a Water Mage they will suffer no ill effect, but will have their Base Chances increased by 5%.<br />
|class="du" | 5.5h<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Spring" <br />
! colspan=15 | '''Spring: Thaw 823 (10)'''<br />
|- <br />
| class="calMoon" | <br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | || <b>[[Candlemansa]]</b><br />
| class=day | 1 || <i>Guild Meeting</i> Seagate<br />
| class=day | 2 || <br />
| class=day | 3 || <br />
| class=day | 4 || <br />
| class=day | 5 || <br />
| class=day | 6 || .<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 7 || <br />
| class=day | 8 || Sailing Day<br />
| class=day | 9 || <br />
| class=day | 10 || <br />
| class=day | 11 || <br />
| class=day | 12 || <br />
| class=day | 13 || <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 14 || <br />
| class=day | 15 || <br />
| class=day | 16 || <br />
| class=day | 17 || <br />
| class=day | 18 || <br />
| class=day | 19 || <br />
| class=day | 20 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 21 || <br />
| class=day | 22 || <br />
| class=day | 23 || <br />
| class=day | 24 || <br />
| class=day | 25 || <br />
| class=day | 26 || <br />
| class=day | 27 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <br />
| class=day | 1 ||<br />
| class=day | 2 || <br />
| class=day | 3 || <br />
| class=day | 4 || <br />
<br />
|- <br />
! colspan=15 | '''Spring: [[Seedtime]] 823 (11)'''<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 5 ||<br />
| class=day | 6 ||<br />
| class=day | 7 ||<br />
| class=day | 8 || <br />
| class=day | 9 || <br />
| class=day | 10 ||<br />
| class=day | 11 ||<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 12 ||<br />
| class=day | 13 ||<br />
| class=day | 14 ||<br />
| class=day | 15 ||<br />
| class=day | 16 ||<br />
| class=day | 17 ||<br />
| class=day | 18 ||<br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 19 ||<br />
| class=day | 20 ||<br />
| class=day | 21 ||<br />
| class=day | 22 ||<br />
| class=day | 23 ||<br />
| class=day | 24 ||<br />
| class=day | 25 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 26 || <br />
| class=day | 27 || <br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <br />
| class=day | 1 || <br />
| class=day | 2 || <br />
|- <br />
! colspan=15 | '''Spring: [[Blossom]] 823 (12)'''<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 3 || <br />
| class=day | 4 || <br />
| class=day | 5 || <br />
| class=day | 6 || <br />
| class=day | 7 || <br />
| class=day | 8 || <br />
| class=day | 9 || <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 10 || <br />
| class=day | 11 || <br />
| class=day | 12 || <br />
| class=day | 13 || <br />
| class=day | 14 || <br />
| class=day | 15 || <br />
| class=day | 16 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 17 || <br />
| class=day | 18 || <br />
| class=day | 19 || <br />
| class=day | 20 || <br />
| class=day | 21 || <i>Floralia</i><br />
| class=day | 22 || <br />
| class=day | 23 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 24 || <br />
| class=day | 25 || <br />
| class=day | 26 || <br />
| class=day | 27 || <br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <i>Walpurgisnacht</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=The_Night_of_the_Comet&diff=95599The Night of the Comet2023-09-18T23:15:45Z<p>Bethesda: /* Short duration buffs. */</p>
<hr />
<div>== Summary ==<br />
[[Category:Scribe Notes]][[Category:Jacqui_Smith]]<br />
[[Scribe_Notes#Autumn_823_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
<br />
''Adventure:'' '''The Night of the Comet'''<br /><br />
''GM:'' '''[[User:Jacqui|Jacqui Smith]]'''<br /><br />
''Session:'' '''Spring 823'''<br /><br />
''Night:'' '''Tuesday?'''<br /><br />
''Location:'' <strike>'''Chez Smith in Mangere Bridge'''</strike> '''Online'''<br /><br />
''Level:'' '''Low''' (Four to Eight adventures)<br /><br />
<br /><br />
<br />
'''Party'''<br />
* [[Galantha Nival | Snowdrop]]<br />
* [[Remel]]<br />
* [[Elidon]]<br />
* [[Grimmuck|Grimmuck Groz'Gronack]]<br />
* <br />
* <br />
<br /><br />
<br />
''Employer:'' Professor Tycho<br /><br />
''Mission:'' Observe a comet in the Far North <br /><br />
''Plane:'' Alusia <br /><br />
''Pay:'' <br /><br />
''Days on Adventure:'' We'll know when we get back<br /><br />
<br />
== Scribe Notes ==<br />
<br />
stuff happens<br />
<br />
==Mil-Sci==<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }<br />
table.buffs th { text-align: center; width: 3%; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 20%; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 5%; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 41%; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 10%; }<br />
table.buffs td.du { }<br />
table.AstroNum td { text-align: center; padding: 1px 0.5em; }<br />
</css><br />
<br />
===Daily pattern===<br />
<br />
* Cooking; Remel<BR><br />
With magic kitchen 8FT/2EN<BR><br />
Otherwise 5FT/2EN<BR><br />
<br />
====Travel Magics====<br />
<br />
Snow Shovel (Elidon) R6?<br />
<br />
===Watch Order===<br />
<br />
???<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
??<BR><br />
??<BR><br />
|align="center"| ''Single File''<br />
??<BR><br />
??<BR><br />
??<BR><br />
??<BR><br />
|}<br />
<br />
===Vision===<br />
* Elidon - racial witchsight<BR> <br />
* Snowdrop - racial infravision<BR> <br />
* Remel - Witchsight (talent)<BR><br />
* Grummick - racial/college infravision <BR><br />
<br />
===Long duration buffs.===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 29h/45d<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Fireproofing (GR)<br />
|class="rk"| 7<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Fire Armour (GR)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
===Short duration buffs.===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
|-<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 10<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10<br />
|class="du" | 22min<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
<br />
|class="mg" | <br />
|class="rk"| <br />
|class="ef" | <br />
|class="du" | <br />
| <!-- Grummick--> <br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
===Talants, Skills, other buffs===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> 66% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel-->50/56% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel-->77% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Create Fog<br />
|class="rk"| 20<br />
|class="ef" | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell.<br />
|class="du" | 126mn<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Rainstorm<br />
|class="rk"| 10<br />
|class="ef" | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). <B>If the target fails to resist, the storm will follow them for the duration (even inside buildings)</B>, completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. <BR><br />
All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell<BR><br />
If the target is waterproofed the effects will be minimal and if they are a Water Mage they will suffer no ill effect, but will have their Base Chances increased by 5%.<br />
|class="du" | 5.5h<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Spring" <br />
! colspan=15 | '''Spring: Thaw 823 (10)'''<br />
|- <br />
| class="calMoon" | <br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | || <b>[[Candlemansa]]</b><br />
| class=day | 1 || <i>Guild Meeting</i> Seagate<br />
| class=day | 2 || <br />
| class=day | 3 || <br />
| class=day | 4 || <br />
| class=day | 5 || <br />
| class=day | 6 || .<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 7 || <br />
| class=day | 8 || Sailing Day<br />
| class=day | 9 || <br />
| class=day | 10 || <br />
| class=day | 11 || <br />
| class=day | 12 || <br />
| class=day | 13 || <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 14 || <br />
| class=day | 15 || <br />
| class=day | 16 || <br />
| class=day | 17 || <br />
| class=day | 18 || <br />
| class=day | 19 || <br />
| class=day | 20 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 21 || <br />
| class=day | 22 || <br />
| class=day | 23 || <br />
| class=day | 24 || <br />
| class=day | 25 || <br />
| class=day | 26 || <br />
| class=day | 27 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <br />
| class=day | 1 ||<br />
| class=day | 2 || <br />
| class=day | 3 || <br />
| class=day | 4 || <br />
<br />
|- <br />
! colspan=15 | '''Spring: [[Seedtime]] 823 (11)'''<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 5 ||<br />
| class=day | 6 ||<br />
| class=day | 7 ||<br />
| class=day | 8 || <br />
| class=day | 9 || <br />
| class=day | 10 ||<br />
| class=day | 11 ||<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 12 ||<br />
| class=day | 13 ||<br />
| class=day | 14 ||<br />
| class=day | 15 ||<br />
| class=day | 16 ||<br />
| class=day | 17 ||<br />
| class=day | 18 ||<br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 19 ||<br />
| class=day | 20 ||<br />
| class=day | 21 ||<br />
| class=day | 22 ||<br />
| class=day | 23 ||<br />
| class=day | 24 ||<br />
| class=day | 25 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 26 || <br />
| class=day | 27 || <br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <br />
| class=day | 1 || <br />
| class=day | 2 || <br />
|- <br />
! colspan=15 | '''Spring: [[Blossom]] 823 (12)'''<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 3 || <br />
| class=day | 4 || <br />
| class=day | 5 || <br />
| class=day | 6 || <br />
| class=day | 7 || <br />
| class=day | 8 || <br />
| class=day | 9 || <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 10 || <br />
| class=day | 11 || <br />
| class=day | 12 || <br />
| class=day | 13 || <br />
| class=day | 14 || <br />
| class=day | 15 || <br />
| class=day | 16 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 17 || <br />
| class=day | 18 || <br />
| class=day | 19 || <br />
| class=day | 20 || <br />
| class=day | 21 || <i>Floralia</i><br />
| class=day | 22 || <br />
| class=day | 23 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 24 || <br />
| class=day | 25 || <br />
| class=day | 26 || <br />
| class=day | 27 || <br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <i>Walpurgisnacht</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=The_Night_of_the_Comet&diff=95598The Night of the Comet2023-09-18T23:14:45Z<p>Bethesda: /* Long duration buffs. */</p>
<hr />
<div>== Summary ==<br />
[[Category:Scribe Notes]][[Category:Jacqui_Smith]]<br />
[[Scribe_Notes#Autumn_823_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
<br />
''Adventure:'' '''The Night of the Comet'''<br /><br />
''GM:'' '''[[User:Jacqui|Jacqui Smith]]'''<br /><br />
''Session:'' '''Spring 823'''<br /><br />
''Night:'' '''Tuesday?'''<br /><br />
''Location:'' <strike>'''Chez Smith in Mangere Bridge'''</strike> '''Online'''<br /><br />
''Level:'' '''Low''' (Four to Eight adventures)<br /><br />
<br /><br />
<br />
'''Party'''<br />
* [[Galantha Nival | Snowdrop]]<br />
* [[Remel]]<br />
* [[Elidon]]<br />
* [[Grimmuck|Grimmuck Groz'Gronack]]<br />
* <br />
* <br />
<br /><br />
<br />
''Employer:'' Professor Tycho<br /><br />
''Mission:'' Observe a comet in the Far North <br /><br />
''Plane:'' Alusia <br /><br />
''Pay:'' <br /><br />
''Days on Adventure:'' We'll know when we get back<br /><br />
<br />
== Scribe Notes ==<br />
<br />
stuff happens<br />
<br />
==Mil-Sci==<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }<br />
table.buffs th { text-align: center; width: 3%; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 20%; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 5%; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 41%; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 10%; }<br />
table.buffs td.du { }<br />
table.AstroNum td { text-align: center; padding: 1px 0.5em; }<br />
</css><br />
<br />
===Daily pattern===<br />
<br />
* Cooking; Remel<BR><br />
With magic kitchen 8FT/2EN<BR><br />
Otherwise 5FT/2EN<BR><br />
<br />
====Travel Magics====<br />
<br />
Snow Shovel (Elidon) R6?<br />
<br />
===Watch Order===<br />
<br />
???<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
??<BR><br />
??<BR><br />
|align="center"| ''Single File''<br />
??<BR><br />
??<BR><br />
??<BR><br />
??<BR><br />
|}<br />
<br />
===Vision===<br />
* Elidon - racial witchsight<BR> <br />
* Snowdrop - racial infravision<BR> <br />
* Remel - Witchsight (talent)<BR><br />
* Grummick - racial/college infravision <BR><br />
<br />
===Long duration buffs.===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 29h/45d<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Fireproofing (GR)<br />
|class="rk"| 7<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Fire Armour (GR)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
===Short duration buffs.===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
|-<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 10<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10<br />
|class="du" | 22min<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
<br />
|class="mg" | Weapon of Flames (GR)<br />
|class="rk"| ??<br />
|class="ef" | +12SC +6DM<br />
|class="du" | 16 Mins<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
===Talants, Skills, other buffs===<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Gummick" | GR<br />
!Title="Elidon" | EL<br />
!Title="Remel" | RE<br />
!Title="Snowdrop" | SD<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> 66% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel-->50/56% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel-->77% <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Create Fog<br />
|class="rk"| 20<br />
|class="ef" | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell.<br />
|class="du" | 126mn<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | Rainstorm<br />
|class="rk"| 10<br />
|class="ef" | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). <B>If the target fails to resist, the storm will follow them for the duration (even inside buildings)</B>, completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. <BR><br />
All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell<BR><br />
If the target is waterproofed the effects will be minimal and if they are a Water Mage they will suffer no ill effect, but will have their Base Chances increased by 5%.<br />
|class="du" | 5.5h<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|class="mg" | <br />
|class="rk"| ??<br />
|class="ef" | ??<br />
|class="du" | ??<br />
| <!-- Grummick--> Y<br />
| <!-- Elidon--> <br />
| <!-- Remel--> <br />
| <!-- Snowdrop--> <br />
|-<br />
|}<br />
<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Spring" <br />
! colspan=15 | '''Spring: Thaw 823 (10)'''<br />
|- <br />
| class="calMoon" | <br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | || <b>[[Candlemansa]]</b><br />
| class=day | 1 || <i>Guild Meeting</i> Seagate<br />
| class=day | 2 || <br />
| class=day | 3 || <br />
| class=day | 4 || <br />
| class=day | 5 || <br />
| class=day | 6 || .<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 7 || <br />
| class=day | 8 || Sailing Day<br />
| class=day | 9 || <br />
| class=day | 10 || <br />
| class=day | 11 || <br />
| class=day | 12 || <br />
| class=day | 13 || <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 14 || <br />
| class=day | 15 || <br />
| class=day | 16 || <br />
| class=day | 17 || <br />
| class=day | 18 || <br />
| class=day | 19 || <br />
| class=day | 20 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 21 || <br />
| class=day | 22 || <br />
| class=day | 23 || <br />
| class=day | 24 || <br />
| class=day | 25 || <br />
| class=day | 26 || <br />
| class=day | 27 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <br />
| class=day | 1 ||<br />
| class=day | 2 || <br />
| class=day | 3 || <br />
| class=day | 4 || <br />
<br />
|- <br />
! colspan=15 | '''Spring: [[Seedtime]] 823 (11)'''<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 5 ||<br />
| class=day | 6 ||<br />
| class=day | 7 ||<br />
| class=day | 8 || <br />
| class=day | 9 || <br />
| class=day | 10 ||<br />
| class=day | 11 ||<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 12 ||<br />
| class=day | 13 ||<br />
| class=day | 14 ||<br />
| class=day | 15 ||<br />
| class=day | 16 ||<br />
| class=day | 17 ||<br />
| class=day | 18 ||<br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 19 ||<br />
| class=day | 20 ||<br />
| class=day | 21 ||<br />
| class=day | 22 ||<br />
| class=day | 23 ||<br />
| class=day | 24 ||<br />
| class=day | 25 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 26 || <br />
| class=day | 27 || <br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <br />
| class=day | 1 || <br />
| class=day | 2 || <br />
|- <br />
! colspan=15 | '''Spring: [[Blossom]] 823 (12)'''<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class=day | 3 || <br />
| class=day | 4 || <br />
| class=day | 5 || <br />
| class=day | 6 || <br />
| class=day | 7 || <br />
| class=day | 8 || <br />
| class=day | 9 || <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class=day | 10 || <br />
| class=day | 11 || <br />
| class=day | 12 || <br />
| class=day | 13 || <br />
| class=day | 14 || <br />
| class=day | 15 || <br />
| class=day | 16 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 17 || <br />
| class=day | 18 || <br />
| class=day | 19 || <br />
| class=day | 20 || <br />
| class=day | 21 || <i>Floralia</i><br />
| class=day | 22 || <br />
| class=day | 23 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class=day | 24 || <br />
| class=day | 25 || <br />
| class=day | 26 || <br />
| class=day | 27 || <br />
| class=day | 28 || <br />
| class=day | 29 || <br />
| class=day | 30 || <i>Walpurgisnacht</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Of_Marsh_and_Marble&diff=93347Of Marsh and Marble2022-09-23T22:34:31Z<p>Bethesda: /* Vision */</p>
<hr />
<div><div style="float: right; width: 30%;">__TOC__</div> <br />
== Summary ==<br />
''Adventure:'' '''Of Marsh and Marble'''<br><br />
''GM:'' '''ChrisR'''<br><br />
''Session:'' '''Spring 822'''<br><br />
''Night:'' '''Mondays 7:15pm start - First session date: 19, SEP'''<br><br />
''Location:'' '''Online - Role20'''<br><br />
''Level:'' '''med - lower end (4-6 adventures)'''<br><br />
<br><br />
<br />
'''Party'''<br />
* [[Remel]]<br />
* [[Galantha Nival | Snowdrop]]<br />
* [[Ashe Willowberry | Ashe]]<br />
* [[Grimmuck]] Groz'Gronack<br />
* (open slot)<br />
* (open slot)<br />
<br><br />
<br />
''Employer:'' Cecile<br><br />
''Mission:'' Locate and bring back Weiss, assuming he is functioning, and/or bring back his remains.<br><br />
''Plane:'' [[Valmi]]<br><br />
''Ideal Adventures:'' Mix of outdoor rough terrain survivalists and urban ruins/dungeon explores. Having atleast one proficient sailor and/or navigator would be an advantage.<br><br />
''Pay:'' <br />
* Customisable armor (To be completed in 6 months time and delivered by Autumn 823 guild meeting) <br><br />
* Pre-Payment of tax for custom made armor.<br />
* Assuming successful recovery of Weiss, possibility of up to three modifications to spells that you know each, new possibilities for celestial casters. <br />
* All loot and valuables found on adventure<br />
''Days on Adventure:''<br><br />
''Guild Security Notes:'' <br />
* Valmi's magnetic and true north are off by about 35* from each other<br />
* Flying is highly unrecommended unless you seek a quick but painful death.<br />
* Use of magical abilities tend to have wild results. any non-damaging spells that targets entities or objects have potential to target multiple viable targets within maximum range of said spell. when such spells require concentration, or the magic is only intended to target a single entity (such as a control spell) commands or effects will only be sent randomly to one of the affected objects/entities at a time. <br />
* Use of the spell preparation ritual can be used to exert greater control on the wild magic allowing complete control over additional potential targets (E.G: what is specifically targeted) including choosing not to use any potential additional targets. <br />
* Double/triple effects can also be used to generate additional targets of any such spell(as detailed) or/(and in case of triple) control targeting as if the spell preparation ritual was used.<br />
*Invested items seem to be unaffected<br />
*Records in Cecile's workshop made a pass note that during the end of the Alluvian Desert Elf empire, occupied territory was often "infested" by gargoyles and occasionally became lairs of other dark beasts making territory difficult to retake effectively.<br />
<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
xxx<br />
<br />
===Full Notes===<br />
xxx<br />
<br />
==Info==<br />
<br />
<br />
====Places====<br />
xxxx<br />
====People====<br />
xxxx<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, travelling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
First - ???<br><br />
Second - ???<br><br />
Third - ???<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
???<br />
|align="center"| ''Single File''<br />
???<br />
|}<br />
<br />
===Vision===<br />
* Snowdrop - racial infravision<BR> <br />
* Remel - Witchsight (talent)<BR><br />
* Ash - ??<BR> <br />
* GG- Fire Mage Infravision<BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- RE--> Y<br />
| <!-- SD--> N*<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 10<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10<br />
|class="du" | 22min<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AH--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|}<br />
* - Snowdrop's Cold Affinity Talent gives her the equivalent of a Rank 10 permanent Cold Resistance<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
|-<br />
|class="mg" | Weapon of Cold (Snowdrop)<br />
|class="rk"| 8<br />
|class="ef" | +9 BC +3 D<br />
|class="du" | 13 Mins<br />
| <!-- RE--> ?<br />
| <!-- SD--> Y<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Armour of Ice (Snowdrop)<br />
|class="rk"| 6<br />
|class="ef" | 6 AP, wgt 5, -2 AG<br />
|class="du" | 210 Mins<br />
| <!-- RE--> ?<br />
| <!-- SD--> N<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Create Fog<br />
|class="rk"| 20<br />
|class="ef" | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell.<br />
|class="du" | 126mn<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Rainstorm<br />
|class="rk"| 10<br />
|class="ef" | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). <B>If the target fails to resist, the storm will follow them for the duration (even inside buildings)</B>, completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. <BR><br />
All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell<br />
<br />
|class="du" | 5.5 hr<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|}<br />
<br />
==Calendar==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Summer" <br />
! colspan=15 | <h1>Summer</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| colspan=14 | <b>[[Beltane]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Meadow]] (1)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i> <br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || <i>White Lotus</i><br><br />
| class=day | 6 || <i>Seagate Light Festival</i><br><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp; <br />
| class=day | 19 || <i>The Castellan Borderers Ball</i><br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || <i>Seagate Crafters Ball</i><br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Heat]] (2)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || <i>Seagate Guildmasters Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || <i>Seagate Races</i><br />
| class=day | 11 || <i>The Duke of Carzala's Summer Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || <i>Midsummers<Br>&nbsp;Eve<br>&nbsp;(Faerie Day)</i><br />
| class=day | 15 || <i>Solstice</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Summer Fair Day</i><br />
| class=day | 18 || <i>Seagate Summer Fair Day</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || <i>The Castellan of Brastor's Summer Ball</i><br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Breeze]] (3)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 3 || <i>Day of Death</i><br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Of_Marsh_and_Marble&diff=93318Of Marsh and Marble2022-09-18T08:18:19Z<p>Bethesda: /* Long duration buffs */</p>
<hr />
<div><div style="float: right; width: 30%;">__TOC__</div> <br />
== Summary ==<br />
''Adventure:'' '''Of Marsh and Marble'''<br><br />
''GM:'' '''ChrisR'''<br><br />
''Session:'' '''Spring 822'''<br><br />
''Night:'' '''Mondays 7:15pm start - First session date: 19, SEP'''<br><br />
''Location:'' '''Online - Role20'''<br><br />
''Level:'' '''med - lower end (4-6 adventures)'''<br><br />
<br><br />
<br />
'''Party'''<br />
* [[Remel]]<br />
* [[Galantha Nival | Snowdrop]]<br />
* [[Ashe Willowberry | Ashe]]<br />
* [[Grimmuck]] Groz'Gronack<br />
* (open slot)<br />
* (open slot)<br />
<br><br />
<br />
''Employer:'' Cecile<br><br />
''Mission:'' Locate and bring back Weiss, assuming he is functioning, and/or bring back his remains.<br><br />
''Plane:'' [[Valmi]]<br><br />
''Ideal Adventures:'' Mix of outdoor rough terrain survivalists and urban ruins/dungeon explores. Having atleast one proficient sailor and/or navigator would be an advantage.<br><br />
''Pay:'' <br />
* Customisable armor (To be completed in 6 months time and delivered by Autumn 823 guild meeting) <br><br />
* Pre-Payment of tax for custom made armor.<br />
* Assuming successful recovery of Weiss, possibility of up to three modifications to spells that you know each, new possibilities for celestial casters. <br />
* All loot and valuables found on adventure<br />
''Days on Adventure:''<br><br />
''Guild Security Notes:'' <br />
* Valmi's magnetic and true north are off by about 35* from each other<br />
* Flying is highly unrecommended unless you seek a quick but painful death.<br />
* Use of magical abilities tend to have wild results. any non-damaging spells that targets entities or objects have potential to target multiple viable targets within maximum range of said spell. when such spells require concentration, or the magic is only intended to target a single entity (such as a control spell) commands or effects will only be sent randomly to one of the affected objects/entities at a time. <br />
* Use of the spell preparation ritual can be used to exert greater control on the wild magic allowing complete control over additional potential targets (E.G: what is specifically targeted) including choosing not to use any potential additional targets. <br />
* Double/triple effects can also be used to generate additional targets of any such spell(as detailed) or/(and in case of triple) control targeting as if the spell preparation ritual was used.<br />
*Invested items seem to be unaffected<br />
*Records in Cecile's workshop made a pass note that during the end of the Alluvian Desert Elf empire, occupied territory was often "infested" by gargoyles and occasionally became lairs of other dark beasts making territory difficult to retake effectively.<br />
<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
xxx<br />
<br />
===Full Notes===<br />
xxx<br />
<br />
==Info==<br />
<br />
<br />
====Places====<br />
xxxx<br />
====People====<br />
xxxx<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, travelling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
First - ???<br><br />
Second - ???<br><br />
Third - ???<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
???<br />
|align="center"| ''Single File''<br />
???<br />
|}<br />
<br />
===Vision===<br />
* Snowdrop - racial infravision<BR> <br />
* Remel - Witchsight (talent)<BR><br />
* Ash - ??<BR> <br />
* GG- ??<BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 10<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10<br />
|class="du" | 22min<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AH--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
|-<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Create Fog<br />
|class="rk"| 20<br />
|class="ef" | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell.<br />
|class="du" | 126mn<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Rainstorm<br />
|class="rk"| 10<br />
|class="ef" | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). <B>If the target fails to resist, the storm will follow them for the duration (even inside buildings)</B>, completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. <BR><br />
All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell<br />
<br />
|class="du" | 5.5 hr<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|}<br />
<br />
==Calendar==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Summer" <br />
! colspan=15 | <h1>Summer</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| colspan=14 | <b>[[Beltane]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Meadow]] (1)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i> <br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || <i>White Lotus</i><br><br />
| class=day | 6 || <i>Seagate Light Festival</i><br><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp; <br />
| class=day | 19 || <i>The Castellan Borderers Ball</i><br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || <i>Seagate Crafters Ball</i><br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Heat]] (2)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || <i>Seagate Guildmasters Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || <i>Seagate Races</i><br />
| class=day | 11 || <i>The Duke of Carzala's Summer Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || <i>Midsummers<Br>&nbsp;Eve<br>&nbsp;(Faerie Day)</i><br />
| class=day | 15 || <i>Solstice</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Summer Fair Day</i><br />
| class=day | 18 || <i>Seagate Summer Fair Day</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || <i>The Castellan of Brastor's Summer Ball</i><br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Breeze]] (3)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 3 || <i>Day of Death</i><br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Of_Marsh_and_Marble&diff=93317Of Marsh and Marble2022-09-18T08:17:12Z<p>Bethesda: /* Long duration buffs */</p>
<hr />
<div><div style="float: right; width: 30%;">__TOC__</div> <br />
== Summary ==<br />
''Adventure:'' '''Of Marsh and Marble'''<br><br />
''GM:'' '''ChrisR'''<br><br />
''Session:'' '''Spring 822'''<br><br />
''Night:'' '''Mondays 7:15pm start - First session date: 19, SEP'''<br><br />
''Location:'' '''Online - Role20'''<br><br />
''Level:'' '''med - lower end (4-6 adventures)'''<br><br />
<br><br />
<br />
'''Party'''<br />
* [[Remel]]<br />
* [[Galantha Nival | Snowdrop]]<br />
* [[Ashe Willowberry | Ashe]]<br />
* [[Grimmuck]] Groz'Gronack<br />
* (open slot)<br />
* (open slot)<br />
<br><br />
<br />
''Employer:'' Cecile<br><br />
''Mission:'' Locate and bring back Weiss, assuming he is functioning, and/or bring back his remains.<br><br />
''Plane:'' [[Valmi]]<br><br />
''Ideal Adventures:'' Mix of outdoor rough terrain survivalists and urban ruins/dungeon explores. Having atleast one proficient sailor and/or navigator would be an advantage.<br><br />
''Pay:'' <br />
* Customisable armor (To be completed in 6 months time and delivered by Autumn 823 guild meeting) <br><br />
* Pre-Payment of tax for custom made armor.<br />
* Assuming successful recovery of Weiss, possibility of up to three modifications to spells that you know each, new possibilities for celestial casters. <br />
* All loot and valuables found on adventure<br />
''Days on Adventure:''<br><br />
''Guild Security Notes:'' <br />
* Valmi's magnetic and true north are off by about 35* from each other<br />
* Flying is highly unrecommended unless you seek a quick but painful death.<br />
* Use of magical abilities tend to have wild results. any non-damaging spells that targets entities or objects have potential to target multiple viable targets within maximum range of said spell. when such spells require concentration, or the magic is only intended to target a single entity (such as a control spell) commands or effects will only be sent randomly to one of the affected objects/entities at a time. <br />
* Use of the spell preparation ritual can be used to exert greater control on the wild magic allowing complete control over additional potential targets (E.G: what is specifically targeted) including choosing not to use any potential additional targets. <br />
* Double/triple effects can also be used to generate additional targets of any such spell(as detailed) or/(and in case of triple) control targeting as if the spell preparation ritual was used.<br />
*Invested items seem to be unaffected<br />
*Records in Cecile's workshop made a pass note that during the end of the Alluvian Desert Elf empire, occupied territory was often "infested" by gargoyles and occasionally became lairs of other dark beasts making territory difficult to retake effectively.<br />
<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
xxx<br />
<br />
===Full Notes===<br />
xxx<br />
<br />
==Info==<br />
<br />
<br />
====Places====<br />
xxxx<br />
====People====<br />
xxxx<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, travelling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
First - ???<br><br />
Second - ???<br><br />
Third - ???<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
???<br />
|align="center"| ''Single File''<br />
???<br />
|}<br />
<br />
===Vision===<br />
* Snowdrop - racial infravision<BR> <br />
* Remel - Witchsight (talent)<BR><br />
* Ash - ??<BR> <br />
* GG- ??<BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 10<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10<br />
|class="du" | 22min<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AH--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
|-<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Create Fog<br />
|class="rk"| 20<br />
|class="ef" | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell.<br />
|class="du" | 126mn<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Rainstorm<br />
|class="rk"| 10<br />
|class="ef" | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). <B>If the target fails to resist, the storm will follow them for the duration (even inside buildings)</B>, completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. <BR><br />
All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell<br />
<br />
|class="du" | 5.5 hr<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|}<br />
<br />
==Calendar==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Summer" <br />
! colspan=15 | <h1>Summer</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| colspan=14 | <b>[[Beltane]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Meadow]] (1)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i> <br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || <i>White Lotus</i><br><br />
| class=day | 6 || <i>Seagate Light Festival</i><br><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp; <br />
| class=day | 19 || <i>The Castellan Borderers Ball</i><br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || <i>Seagate Crafters Ball</i><br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Heat]] (2)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || <i>Seagate Guildmasters Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || <i>Seagate Races</i><br />
| class=day | 11 || <i>The Duke of Carzala's Summer Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || <i>Midsummers<Br>&nbsp;Eve<br>&nbsp;(Faerie Day)</i><br />
| class=day | 15 || <i>Solstice</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Summer Fair Day</i><br />
| class=day | 18 || <i>Seagate Summer Fair Day</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || <i>The Castellan of Brastor's Summer Ball</i><br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Breeze]] (3)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 3 || <i>Day of Death</i><br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Of_Marsh_and_Marble&diff=93316Of Marsh and Marble2022-09-18T08:16:08Z<p>Bethesda: /* Long duration buffs */</p>
<hr />
<div><div style="float: right; width: 30%;">__TOC__</div> <br />
== Summary ==<br />
''Adventure:'' '''Of Marsh and Marble'''<br><br />
''GM:'' '''ChrisR'''<br><br />
''Session:'' '''Spring 822'''<br><br />
''Night:'' '''Mondays 7:15pm start - First session date: 19, SEP'''<br><br />
''Location:'' '''Online - Role20'''<br><br />
''Level:'' '''med - lower end (4-6 adventures)'''<br><br />
<br><br />
<br />
'''Party'''<br />
* [[Remel]]<br />
* [[Galantha Nival | Snowdrop]]<br />
* [[Ashe Willowberry | Ashe]]<br />
* [[Grimmuck]] Groz'Gronack<br />
* (open slot)<br />
* (open slot)<br />
<br><br />
<br />
''Employer:'' Cecile<br><br />
''Mission:'' Locate and bring back Weiss, assuming he is functioning, and/or bring back his remains.<br><br />
''Plane:'' [[Valmi]]<br><br />
''Ideal Adventures:'' Mix of outdoor rough terrain survivalists and urban ruins/dungeon explores. Having atleast one proficient sailor and/or navigator would be an advantage.<br><br />
''Pay:'' <br />
* Customisable armor (To be completed in 6 months time and delivered by Autumn 823 guild meeting) <br><br />
* Pre-Payment of tax for custom made armor.<br />
* Assuming successful recovery of Weiss, possibility of up to three modifications to spells that you know each, new possibilities for celestial casters. <br />
* All loot and valuables found on adventure<br />
''Days on Adventure:''<br><br />
''Guild Security Notes:'' <br />
* Valmi's magnetic and true north are off by about 35* from each other<br />
* Flying is highly unrecommended unless you seek a quick but painful death.<br />
* Use of magical abilities tend to have wild results. any non-damaging spells that targets entities or objects have potential to target multiple viable targets within maximum range of said spell. when such spells require concentration, or the magic is only intended to target a single entity (such as a control spell) commands or effects will only be sent randomly to one of the affected objects/entities at a time. <br />
* Use of the spell preparation ritual can be used to exert greater control on the wild magic allowing complete control over additional potential targets (E.G: what is specifically targeted) including choosing not to use any potential additional targets. <br />
* Double/triple effects can also be used to generate additional targets of any such spell(as detailed) or/(and in case of triple) control targeting as if the spell preparation ritual was used.<br />
*Invested items seem to be unaffected<br />
*Records in Cecile's workshop made a pass note that during the end of the Alluvian Desert Elf empire, occupied territory was often "infested" by gargoyles and occasionally became lairs of other dark beasts making territory difficult to retake effectively.<br />
<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
xxx<br />
<br />
===Full Notes===<br />
xxx<br />
<br />
==Info==<br />
<br />
<br />
====Places====<br />
xxxx<br />
====People====<br />
xxxx<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, travelling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
First - ???<br><br />
Second - ???<br><br />
Third - ???<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
???<br />
|align="center"| ''Single File''<br />
???<br />
|}<br />
<br />
===Vision===<br />
* Snowdrop - racial infravision<BR> <br />
* Remel - Witchsight (talent)<BR><br />
* Ash - ??<BR> <br />
* GG- ??<BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 10<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10<br />
|class="du" | 22min<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from xx points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
|-<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Create Fog<br />
|class="rk"| 20<br />
|class="ef" | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell.<br />
|class="du" | 126mn<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Rainstorm<br />
|class="rk"| 10<br />
|class="ef" | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). <B>If the target fails to resist, the storm will follow them for the duration (even inside buildings)</B>, completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. <BR><br />
All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell<br />
<br />
|class="du" | 5.5 hr<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|}<br />
<br />
==Calendar==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Summer" <br />
! colspan=15 | <h1>Summer</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| colspan=14 | <b>[[Beltane]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Meadow]] (1)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i> <br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || <i>White Lotus</i><br><br />
| class=day | 6 || <i>Seagate Light Festival</i><br><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp; <br />
| class=day | 19 || <i>The Castellan Borderers Ball</i><br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || <i>Seagate Crafters Ball</i><br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Heat]] (2)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || <i>Seagate Guildmasters Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || <i>Seagate Races</i><br />
| class=day | 11 || <i>The Duke of Carzala's Summer Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || <i>Midsummers<Br>&nbsp;Eve<br>&nbsp;(Faerie Day)</i><br />
| class=day | 15 || <i>Solstice</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Summer Fair Day</i><br />
| class=day | 18 || <i>Seagate Summer Fair Day</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || <i>The Castellan of Brastor's Summer Ball</i><br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Breeze]] (3)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 3 || <i>Day of Death</i><br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Of_Marsh_and_Marble&diff=93315Of Marsh and Marble2022-09-18T08:14:54Z<p>Bethesda: /* Short duration buffs */</p>
<hr />
<div><div style="float: right; width: 30%;">__TOC__</div> <br />
== Summary ==<br />
''Adventure:'' '''Of Marsh and Marble'''<br><br />
''GM:'' '''ChrisR'''<br><br />
''Session:'' '''Spring 822'''<br><br />
''Night:'' '''Mondays 7:15pm start - First session date: 19, SEP'''<br><br />
''Location:'' '''Online - Role20'''<br><br />
''Level:'' '''med - lower end (4-6 adventures)'''<br><br />
<br><br />
<br />
'''Party'''<br />
* [[Remel]]<br />
* [[Galantha Nival | Snowdrop]]<br />
* [[Ashe Willowberry | Ashe]]<br />
* [[Grimmuck]] Groz'Gronack<br />
* (open slot)<br />
* (open slot)<br />
<br><br />
<br />
''Employer:'' Cecile<br><br />
''Mission:'' Locate and bring back Weiss, assuming he is functioning, and/or bring back his remains.<br><br />
''Plane:'' [[Valmi]]<br><br />
''Ideal Adventures:'' Mix of outdoor rough terrain survivalists and urban ruins/dungeon explores. Having atleast one proficient sailor and/or navigator would be an advantage.<br><br />
''Pay:'' <br />
* Customisable armor (To be completed in 6 months time and delivered by Autumn 823 guild meeting) <br><br />
* Pre-Payment of tax for custom made armor.<br />
* Assuming successful recovery of Weiss, possibility of up to three modifications to spells that you know each, new possibilities for celestial casters. <br />
* All loot and valuables found on adventure<br />
''Days on Adventure:''<br><br />
''Guild Security Notes:'' <br />
* Valmi's magnetic and true north are off by about 35* from each other<br />
* Flying is highly unrecommended unless you seek a quick but painful death.<br />
* Use of magical abilities tend to have wild results. any non-damaging spells that targets entities or objects have potential to target multiple viable targets within maximum range of said spell. when such spells require concentration, or the magic is only intended to target a single entity (such as a control spell) commands or effects will only be sent randomly to one of the affected objects/entities at a time. <br />
* Use of the spell preparation ritual can be used to exert greater control on the wild magic allowing complete control over additional potential targets (E.G: what is specifically targeted) including choosing not to use any potential additional targets. <br />
* Double/triple effects can also be used to generate additional targets of any such spell(as detailed) or/(and in case of triple) control targeting as if the spell preparation ritual was used.<br />
*Invested items seem to be unaffected<br />
*Records in Cecile's workshop made a pass note that during the end of the Alluvian Desert Elf empire, occupied territory was often "infested" by gargoyles and occasionally became lairs of other dark beasts making territory difficult to retake effectively.<br />
<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
xxx<br />
<br />
===Full Notes===<br />
xxx<br />
<br />
==Info==<br />
<br />
<br />
====Places====<br />
xxxx<br />
====People====<br />
xxxx<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, travelling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
First - ???<br><br />
Second - ???<br><br />
Third - ???<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
???<br />
|align="center"| ''Single File''<br />
???<br />
|}<br />
<br />
===Vision===<br />
* Snowdrop - racial infravision<BR> <br />
* Remel - Witchsight (talent)<BR><br />
* Ash - ??<BR> <br />
* GG- ??<BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 10<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10<br />
|class="du" | 22min<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| ??<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | ?? Hours<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| ??<br />
|class="ef" | Protecton from xx points of Fire Damage<br />
|class="du" | 10 Hours<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- AH--> Y<br />
| <!-- GG--> Y<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
|-<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="AS" | AS<br />
!Title="GG" | GG<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Create Fog<br />
|class="rk"| 20<br />
|class="ef" | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell.<br />
|class="du" | 126mn<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Rainstorm<br />
|class="rk"| 10<br />
|class="ef" | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). <B>If the target fails to resist, the storm will follow them for the duration (even inside buildings)</B>, completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. <BR><br />
All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell<br />
<br />
|class="du" | 5.5 hr<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- AS--> ?<br />
| <!-- GG--> ?<br />
|-<br />
|}<br />
<br />
==Calendar==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Summer" <br />
! colspan=15 | <h1>Summer</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| colspan=14 | <b>[[Beltane]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Meadow]] (1)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i> <br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || <i>White Lotus</i><br><br />
| class=day | 6 || <i>Seagate Light Festival</i><br><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp; <br />
| class=day | 19 || <i>The Castellan Borderers Ball</i><br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || <i>Seagate Crafters Ball</i><br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Heat]] (2)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || <i>Seagate Guildmasters Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || <i>Seagate Races</i><br />
| class=day | 11 || <i>The Duke of Carzala's Summer Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || <i>Midsummers<Br>&nbsp;Eve<br>&nbsp;(Faerie Day)</i><br />
| class=day | 15 || <i>Solstice</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Summer Fair Day</i><br />
| class=day | 18 || <i>Seagate Summer Fair Day</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || <i>The Castellan of Brastor's Summer Ball</i><br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Breeze]] (3)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 3 || <i>Day of Death</i><br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Grimmuck&diff=93267Grimmuck2022-09-12T23:52:41Z<p>Bethesda: </p>
<hr />
<div>[[Category:Character]][[Category:Orc]][[Category:Fire Mage]]<br />
<br />
Grimmuck Groz'Gronack is an Orcish Fire Mage played by [[Bethesda]] Saggers<br />
<br />
<br />
Adventures<br />
[[One of Our Vineyards is Missing]] Spring 820<br />
[[The Autumn Wolves]] Autumn 821<br />
[[An Unknown Onslaught]] Autumn 822</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Of_Marsh_and_Marble&diff=93266Of Marsh and Marble2022-09-12T23:52:15Z<p>Bethesda: /* Summary */</p>
<hr />
<div><div style="float: right; width: 30%;">__TOC__</div> <br />
== Summary ==<br />
''Adventure:'' '''Of Marsh and Marble'''<br><br />
''GM:'' '''ChrisR'''<br><br />
''Session:'' '''Spring 822'''<br><br />
''Night:'' '''Mondays 7:15pm start - First session date: 19, SEP'''<br><br />
''Location:'' '''Online - Role20'''<br><br />
''Level:'' '''med - lower end (4-6 adventures)'''<br><br />
<br><br />
<br />
'''Party'''<br />
* [[Remel]]<br />
* [[Snowdrop]]<br />
* [[Ashe]]<br />
* [[Grimmuck]] Groz'Gronack<br />
* (open slot)<br />
* (open slot)<br />
<br><br />
<br />
''Employer:'' Cecile<br><br />
''Mission:'' Locate and bring back Weiss, assuming he is functioning, and/or bring back his remains.<br><br />
''Plane:'' [[Valmi]]<br><br />
''Ideal Adventures:'' Mix of outdoor rough terrain survivalists and urban ruins/dungeon explores. Having atleast one proficient sailor and/or navigator would be an advantage.<br><br />
''Pay:'' <br />
* Customisable armor (To be completed in 6 months time and delivered by Autumn 823 guild meeting) <br><br />
* Pre-Payment of tax for custom made armor.<br />
* Assuming successful recovery of Weiss, possibility of up to three modifications to spells that you know each, new possibilities for celestial casters. <br />
* All loot and valuables found on adventure<br />
''Days on Adventure:''<br><br />
''Guild Security Notes:'' <br />
* Valmi's magnetic and true north are off by about 35* from each other<br />
* Flying is highly unrecommended unless you seek a quick but painful death.<br />
* Use of magical abilities tend to have wild results. any non-damaging spells that targets entities or objects have potential to target multiple viable targets within maximum range of said spell. when such spells require concentration, or the magic is only intended to target a single entity (such as a control spell) commands or effects will only be sent randomly to one of the affected objects/entities at a time. <br />
* Use of the spell preparation ritual can be used to exert greater control on the wild magic allowing complete control over additional potential targets (E.G: what is specifically targeted) including choosing not to use any potential additional targets. <br />
* Double/triple effects can also be used to generate additional targets of any such spell(as detailed) or/(and in case of triple) control targeting as if the spell preparation ritual was used.<br />
*Invested items seem to be unaffected<br />
*Records in Cecile's workshop made a pass note that during the end of the Alluvian Desert Elf empire, occupied territory was often "infested" by gargoyles and occasionally became lairs of other dark beasts making territory difficult to retake effectively.<br />
<br />
==Calendar==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Summer" <br />
! colspan=15 | <h1>Summer</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| colspan=14 | <b>[[Beltane]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Meadow]] (1)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i> <br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || <i>White Lotus</i><br><br />
| class=day | 6 || <i>Seagate Light Festival</i><br><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp; <br />
| class=day | 19 || <i>The Castellan Borderers Ball</i><br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || <i>Seagate Crafters Ball</i><br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Heat]] (2)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || <i>Seagate Guildmasters Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || <i>Seagate Races</i><br />
| class=day | 11 || <i>The Duke of Carzala's Summer Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || <i>Midsummers<Br>&nbsp;Eve<br>&nbsp;(Faerie Day)</i><br />
| class=day | 15 || <i>Solstice</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Summer Fair Day</i><br />
| class=day | 18 || <i>Seagate Summer Fair Day</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || <i>The Castellan of Brastor's Summer Ball</i><br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Breeze]] (3)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 3 || <i>Day of Death</i><br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Beauty_and_the..._Two_Beasts%3F&diff=92927Beauty and the... Two Beasts?2022-06-30T10:26:29Z<p>Bethesda: /* Long duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category:Kita]][[Category:Children's Playground]]<br />
[[Scribe_Notes#Scribe_Notes|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Kita<br><br />
'''Season''': Winter 822.<br><br />
'''Night''': Thursday<br><br />
'''Location''': Online<br><br />
'''Level''': Lowish<br><br />
<br />
; Party <br />
# [[Elidon]] - talented Elvish archer<br />
# [[Boom Boom]] - clumsy alchemist (Supervising GM)<br />
# [[Remel]] - elderly cook. Scribe and Mil Sci<br />
# [[Galantha Nival|Snowdrop]] - talkative ice mage<br />
# [[Kaitva]] - Axe carrier. Party Leader <br />
# [[Rhoswen]] - Repairer of things<br />
; Employer: <br />
DreamScape Library on Storybrooke, on the plane of [[Children's Playground]]<br />
; Mission: <br />
To help fix the storybook of Beauty and the Beast by working out who is the real beast and get rid of the fake one.<br />
<br><br />
<br />
; Pay:<br />
12,000sp, two healing potions and any loot the party find<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meeting Pixie and Walter. Head to the Library, attacked by Bandits<br />
<br />
===Full Notes===<br />
<br />
====Pixie and the Six Adventures====<br />
<br />
We setting into meeting room five, the one with the good chairs, and out employer, a young girl called Pixie, explains to us she has received a message from help from the Dreamscape Library. She is from the plane “Childs Playgroundâ€, that a few other guild parties have visited in the past. In exchange for some money and healing potions she would like us to answer their request for help, which we quickly agree. We introduce ourselves to each other and fill out the guild paperwork. The next few hours are spent making various arrangement - obtaining lesser enchantments, Kaitva buying amulets and Boom Boom buying what some could consider an excessive amount of grenados. <BR><br />
<br />
A few hours later we walk though the cupboard in the guild kitchen, the portal to Childs Playground and find ourselves in a cellar. Pixie leads up some stairs and through stately rooms and introduces you a young child called Walter, he acts much older than he looks. Walter is surprised to see us, not aware Pixie was seeking help. Walter explains they received a message from the Dream-scape library seeking help as to find their missing chief librarian, who has been missing for five days. Walter kindly casts Enchantments on us, and provides us directions to the Library in the town of the Season Wood.<BR><br />
<br />
====Monsieur Wood and the Four Giants====<br />
<br />
The party, accompanied by Pixie, head east from The Valley of the Sun along a well-made brick road. Winter is approaching, its cold but not unpleasant as we travel through rolling plains and fields. The first three days are uneventful and pass quickly, however on the afternoon of the forth day we are set upon by bandits – a large 6ft tall hairy man wielding an enormous sword, accompanied by four hill giants and an archer, demand a toll of everything we own.<BR><br />
<br />
==Info==<br />
<br />
<br />
====Places====<br />
[[Children's Playground]]<br />
* Valley of the Sun - Walters Tower <br />
* Season Wood - Dreamscape Library<br />
<br />
====People====<br />
* Pixie - employer, works with Walter<br />
* Walter - powerful enchanter<br />
* Monsieur Wood - bandit<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, travelling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
First - Katvar, Eledon<br><br />
Second - Boom-Boom, Remel <br><br />
Third - Roswen, Snowdrop<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
Katvar, Eledon<BR><br />
Snowdrop, Remel<BR><br />
Roswen, Boomboom<BR><br />
|align="center"| ''Single File''<br />
Katvar<BR><br />
Eledon<BR><br />
Snowdrop<BR><br />
Remel<BR><br />
Roswen <BR><br />
Boomboom<BR><br />
|}<br />
<br />
===Vision===<br />
* Katvar - racial darkvision<BR><br />
* Eledon - racial witchsight<BR> <br />
* Snowdrop - racial infravision<BR> <br />
* Remel - Witchsight (talent)<BR><br />
* Roswen - racial witchsight<BR> <br />
* Boomboom - racial/college infravision<BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="EL" | EL<br />
!Title="BB" | BB<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="KA" | KA<br />
!Title="RH" | RH<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- EL--> Y<br />
| <!-- BB--> Y<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- KA--> Y<br />
| <!-- RH--> Y<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- EL--> Y<br />
| <!-- BB--> Y<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- KA--> Y<br />
| <!-- RH--> Y<br />
|-<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 14min<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk"| 9<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 10 Hours<br />
| <!-- EL--> ?<br />
| <!-- BB--> Y<br />
| <!-- RE--> Y<br />
| <!-- SD--> ?<br />
| <!-- KA--> Y<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Fire Armour (BB)<br />
|class="rk"| 9<br />
|class="ef" | Protecton from xx points of Fire Damage<br />
|class="du" | 10 Hours<br />
| <!-- EL--> ?<br />
| <!-- BB--> Y<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Durability (Rh)<br />
|class="rk"| 10<br />
|class="ef" | +3 protection(Armour smithing) to max of equivalent steel armour(max weight 22lbs)<br />
|class="du" | 110 Mins<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="EL" | EL<br />
!Title="BB" | BB<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="KA" | KA<br />
!Title="RH" | RH<br />
|-<br />
|class="mg" | Weapon of flames<br />
|class="rk"| 6<br />
|class="ef" | dm 7 SC<br />
|class="du" | 11 Mins<br />
| <!-- EL--> ?<br />
| <!-- BB--> Y<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="EL" | EL<br />
!Title="BB" | BB<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="KA" | KA<br />
!Title="RH" | RH<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> 49%<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> 48%<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> 58/72%<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Create Fog<br />
|class="rk"| 20<br />
|class="ef" | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell.<br />
|class="du" | 126mn<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Rainstorm<br />
|class="rk"| 10<br />
|class="ef" | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). <B>If the target fails to resist, the storm will follow them for the duration (even inside buildings)</B>, completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. <BR><br />
All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell<br />
<br />
|class="du" | 5.5 hr<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Winter" <br />
! colspan=15 | <h1>Winter</h1><br />
|- <br />
| class="calMoon" | <br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| colspan=14 | <b>[[Samhain]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Frost]] (7)</span><br />
|- <br />
! colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><BR> Meet Pixie, travel through portal<br />
| class=day | 2 || Walk to Season Wood <br />
| class=day | 3 || Walk to Season Wood<br />
| class=day | 4 || Walk to Season Wood<br />
| class=day | 5 || Walk to Season Wood. Bandit attacks<br />
| class=day | 6 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Snow]] (8)</span><br />
|- <br />
! colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Solstice</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>The Duke of Carzala's Winter Ball</i><br />
| class=day | 18 || <i>Yuletide</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 19 || <i>Days of Chaos</i><br />
| class=day | 20 || <i>DoC 2</i><br />
| class=day | 21 || <i>DoC 3</i><br />
| class=day | 22 || <i>DoC 4</i><br />
| class=day | 23 || <i>DoC 5</i><br />
| class=day | 24 || <i>DoC 6</i><br />
| class=day | 25 || <i>DoC 7</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 26 || <i>DoC 8</i><br />
| class=day | 27 || <i>DoC 9</i><br />
| class=day | 28 || <i>DoC 10</i><br />
| class=day | 29 || <i>DoC 11</i><br />
| class=day | 30 || <i>Twelfth Night</i><br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Ice]] (9)</span><br />
|- <br />
! colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || <i>First Plough</i><br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Beauty_and_the..._Two_Beasts%3F&diff=92926Beauty and the... Two Beasts?2022-06-30T10:24:45Z<p>Bethesda: /* Long duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category:Kita]][[Category:Children's Playground]]<br />
[[Scribe_Notes#Scribe_Notes|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Kita<br><br />
'''Season''': Winter 822.<br><br />
'''Night''': Thursday<br><br />
'''Location''': Online<br><br />
'''Level''': Lowish<br><br />
<br />
; Party <br />
# [[Elidon]] - talented Elvish archer<br />
# [[Boom Boom]] - clumsy alchemist (Supervising GM)<br />
# [[Remel]] - elderly cook. Scribe and Mil Sci<br />
# [[Galantha Nival|Snowdrop]] - talkative ice mage<br />
# [[Kaitva]] - Axe carrier. Party Leader <br />
# [[Rhoswen]] - Repairer of things<br />
; Employer: <br />
DreamScape Library on Storybrooke, on the plane of [[Children's Playground]]<br />
; Mission: <br />
To help fix the storybook of Beauty and the Beast by working out who is the real beast and get rid of the fake one.<br />
<br><br />
<br />
; Pay:<br />
12,000sp, two healing potions and any loot the party find<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meeting Pixie and Walter. Head to the Library, attacked by Bandits<br />
<br />
===Full Notes===<br />
<br />
====Pixie and the Six Adventures====<br />
<br />
We setting into meeting room five, the one with the good chairs, and out employer, a young girl called Pixie, explains to us she has received a message from help from the Dreamscape Library. She is from the plane “Childs Playgroundâ€, that a few other guild parties have visited in the past. In exchange for some money and healing potions she would like us to answer their request for help, which we quickly agree. We introduce ourselves to each other and fill out the guild paperwork. The next few hours are spent making various arrangement - obtaining lesser enchantments, Kaitva buying amulets and Boom Boom buying what some could consider an excessive amount of grenados. <BR><br />
<br />
A few hours later we walk though the cupboard in the guild kitchen, the portal to Childs Playground and find ourselves in a cellar. Pixie leads up some stairs and through stately rooms and introduces you a young child called Walter, he acts much older than he looks. Walter is surprised to see us, not aware Pixie was seeking help. Walter explains they received a message from the Dream-scape library seeking help as to find their missing chief librarian, who has been missing for five days. Walter kindly casts Enchantments on us, and provides us directions to the Library in the town of the Season Wood.<BR><br />
<br />
====Monsieur Wood and the Four Giants====<br />
<br />
The party, accompanied by Pixie, head east from The Valley of the Sun along a well-made brick road. Winter is approaching, its cold but not unpleasant as we travel through rolling plains and fields. The first three days are uneventful and pass quickly, however on the afternoon of the forth day we are set upon by bandits – a large 6ft tall hairy man wielding an enormous sword, accompanied by four hill giants and an archer, demand a toll of everything we own.<BR><br />
<br />
==Info==<br />
<br />
<br />
====Places====<br />
[[Children's Playground]]<br />
* Valley of the Sun - Walters Tower <br />
* Season Wood - Dreamscape Library<br />
<br />
====People====<br />
* Pixie - employer, works with Walter<br />
* Walter - powerful enchanter<br />
* Monsieur Wood - bandit<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, travelling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
First - Katvar, Eledon<br><br />
Second - Boom-Boom, Remel <br><br />
Third - Roswen, Snowdrop<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
Katvar, Eledon<BR><br />
Snowdrop, Remel<BR><br />
Roswen, Boomboom<BR><br />
|align="center"| ''Single File''<br />
Katvar<BR><br />
Eledon<BR><br />
Snowdrop<BR><br />
Remel<BR><br />
Roswen <BR><br />
Boomboom<BR><br />
|}<br />
<br />
===Vision===<br />
* Katvar - racial darkvision<BR><br />
* Eledon - racial witchsight<BR> <br />
* Snowdrop - racial infravision<BR> <br />
* Remel - Witchsight (talent)<BR><br />
* Roswen - racial witchsight<BR> <br />
* Boomboom - racial/college infravision<BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="EL" | EL<br />
!Title="BB" | BB<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="KA" | KA<br />
!Title="RH" | RH<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- EL--> Y<br />
| <!-- BB--> Y<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- KA--> Y<br />
| <!-- RH--> Y<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- EL--> Y<br />
| <!-- BB--> Y<br />
| <!-- RE--> Y<br />
| <!-- SD--> Y<br />
| <!-- KA--> Y<br />
| <!-- RH--> Y<br />
|-<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 14min<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk"| 9<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 10 Hours<br />
| <!-- EL--> ?<br />
| <!-- BB--> Y<br />
| <!-- RE--> Y<br />
| <!-- SD--> ?<br />
| <!-- KA--> Y<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Fire Armour (BB)<br />
|class="rk"| 9<br />
|class="ef" | Protecton from xx points of Fire Damage<br />
|class="du" | 10 Hours<br />
| <!-- EL--> ?<br />
| <!-- BB--> Y<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Durability (RH)<br />
|class="rk"| 10<br />
|class="ef" | +3 protection(Armour smithing) to max of equivalent steel armour(max weight 22lbs)<br />
|class="du" | 110 Mins<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="EL" | EL<br />
!Title="BB" | BB<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="KA" | KA<br />
!Title="RH" | RH<br />
|-<br />
|class="mg" | Weapon of flames<br />
|class="rk"| 6<br />
|class="ef" | dm 7 SC<br />
|class="du" | 11 Mins<br />
| <!-- EL--> ?<br />
| <!-- BB--> Y<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="EL" | EL<br />
!Title="BB" | BB<br />
!Title="RE" | RE<br />
!Title="SD" | SD<br />
!Title="KA" | KA<br />
!Title="RH" | RH<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> 49%<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> 48%<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> 58/72%<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Create Fog<br />
|class="rk"| 20<br />
|class="ef" | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell.<br />
|class="du" | 126mn<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Rainstorm<br />
|class="rk"| 10<br />
|class="ef" | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). <B>If the target fails to resist, the storm will follow them for the duration (even inside buildings)</B>, completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. <BR><br />
All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell<br />
<br />
|class="du" | 5.5 hr<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- EL--> ?<br />
| <!-- BB--> ?<br />
| <!-- RE--> ?<br />
| <!-- SD--> ?<br />
| <!-- KA--> ?<br />
| <!-- RH--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Winter" <br />
! colspan=15 | <h1>Winter</h1><br />
|- <br />
| class="calMoon" | <br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| colspan=14 | <b>[[Samhain]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Frost]] (7)</span><br />
|- <br />
! colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><BR> Meet Pixie, travel through portal<br />
| class=day | 2 || Walk to Season Wood <br />
| class=day | 3 || Walk to Season Wood<br />
| class=day | 4 || Walk to Season Wood<br />
| class=day | 5 || Walk to Season Wood. Bandit attacks<br />
| class=day | 6 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Snow]] (8)</span><br />
|- <br />
! colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Solstice</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>The Duke of Carzala's Winter Ball</i><br />
| class=day | 18 || <i>Yuletide</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 19 || <i>Days of Chaos</i><br />
| class=day | 20 || <i>DoC 2</i><br />
| class=day | 21 || <i>DoC 3</i><br />
| class=day | 22 || <i>DoC 4</i><br />
| class=day | 23 || <i>DoC 5</i><br />
| class=day | 24 || <i>DoC 6</i><br />
| class=day | 25 || <i>DoC 7</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 26 || <i>DoC 8</i><br />
| class=day | 27 || <i>DoC 9</i><br />
| class=day | 28 || <i>DoC 10</i><br />
| class=day | 29 || <i>DoC 11</i><br />
| class=day | 30 || <i>Twelfth Night</i><br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Ice]] (9)</span><br />
|- <br />
! colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || <i>First Plough</i><br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Cipher&diff=92604Cipher2022-06-10T05:46:08Z<p>Bethesda: </p>
<hr />
<div>[[Category:Character]][[Category:Dwarf]][[Category:Rune]]<br />
<br />
Cipher is an Dwarven Rune Mage played by [[Bethesda]] Saggers<br />
<br />
<br />
Adventures<br />
[[Blood on Broad Street]] Autumn 818<br />
[[A Plea for Help]] Summer 819<br />
[[Nobody dies there...probably]] Autumn 820<br />
[[Won't you go to funky town]] Summer 821<br />
[[Orc Brew Quest]] Summer 822</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Nobody_dies_there...probably&diff=92603Nobody dies there...probably2022-06-10T05:45:26Z<p>Bethesda: /* Summary */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Scribe Notes]]<br />
<br />
'''No game on March 24 <br />
'''<br />
Return to [[Scribe_Notes#Autumn 820 WK| Scribe notes]]<br><br />
<br />
==Summary==<br />
'''Adventure: Nobody dies there...probably ''' <br><br />
'''GM: IanA''' <br><br />
'''Session: Autumn 820''' <br><br />
'''Night: Tuesday''' <br><br />
'''Location: ''' Birdlands, Massey. <br><br />
'''Level: Low''' <br><br />
<br />
'''Party:'''<br><br />
<br />
* [[Eugene]] - Sam - Necromancer<br />
* [[Sno]] - Annuskha - Ice mage<br />
* [[Kurt]] - Bernard - Earth Mage<br />
* [[lydian]] - Chris R - shadow celestial <br />
* [[Cipher]] - Beth - runemage<br />
* [[Luther_Luthier|Luther]] - Michael - non-mage<br />
* seraph - Connor - Namer<br />
* Schwarts - combat dog<br />
* Felix - Wild Tigercat<br />
* Shadow - Combat wildcat<br />
<br />
'''Employer:'''<br><br />
Guild Astologers<br />
<br />
'''Mission:''' <br><br />
Take a reading far away, [[Brastor]] sounds a good start.<br />
<br />
'''Pay:'''<br><br />
Guild rates any loot you salvage.<br />
Some guild services.<br />
<br />
==Diary==<br />
===Duesday 1: Autumn 820wk: Fruit===<br />
====Guild meeting====<br />
<br />
====Events====<br />
Met with the adventures in the party and with our employee Clair<br />
<br />
====Information gained====<br />
Clair the astrologer, decided it would be a “good idea†to attempt and astrological reading for “what fun things are happening this season.†For concern of guild safety and the greater safety of Carzala and its provinces, we have been charged with taking the reading (The astrologer) away. It has been suggested that we head east to [[Brastor]] as a starting point, though travel further east is likely.<br />
<br />
====Items of note====<br />
Clair gave us several potions (he didn’t specify every potion) and some certificates of resurrection for claim at the guild if any of us are unfortunate enough to need to use them.<br />
====Personal Notes==== <br />
The human necromancer is our party seems particularly interested in my “deathly incident†in a previous adventure, he seems to be an interesting fellow.<br />
nature of prophecy on Clair is of a “very high magical strengthâ€<br />
<br />
<br />
===Frysday 4: Autumn 820wk: Fruit===<br />
====Setting out====<br />
<br />
====Update====<br />
spent past three days Acquiring transport, food, and horse feed and any guild services before adventuring. Kurt seems very experienced with animals, so I with the idea to leave it to him. a tower shield and chainmail vest was purchased to protect “the prophecy†(Clair). Over the past three days kurt has given us all lesser enchantments. <br />
<br />
====Events====<br />
set out from guild on adventure, plan is to get to [[Arn's Ferry]]. We stopped at a farm town where we were able to stable the animals and have food and bed at a tavern.<br />
<br />
====Personal notes====<br />
*Kurts dog is intimidating, it twice the size of me. <br />
*Sno also has a large white cat, I wouldn’t mind riding it over the massive horses, but Sno said no. <br />
*Eugene (the necromancer) is rather cautious, checking for nearby undead at each stop. A good precaution when camping out in the field in the days ahead.<br />
<br />
====Party Purchases====<br />
*Tower shield <br />
*Chainmail (human size)<br />
*several horses from guild stable (fee repaid upon safe return)<br />
*horse feed<br />
*food supplies<br />
<br />
====Personal purchases====<br />
*Greater enchantment, apprentice 1 area (magic): 1000sp<br />
*rank 6 silvered falchion(+1sc, +1dm) (journeyman) (ordered during training) - 775sp<br />
*20x silvered hand-crossbow bolts – 200sp<br />
*2x guild health potions (10hp) – 1000sp<br />
<br />
<br />
===Reapsday 5: Autumn 820wk: Fruit===<br />
====Arn’s Ferry====<br />
<br />
====Events====<br />
continued Travel, reached Arn’s Ferry safely<br />
<br />
====Information gained====<br />
at the tavern in Arn’s Ferry we learned that although no military patrols are due to leave, a merchant caravan left yesterday. There were also mention of increased banditry in the area and unsubstantiated rumors of undead, specifically an undead hippogrypth near the south of [[Brastor]]. Plan is to try make speed and catch-up with the merchant caravan.<br />
<br />
====Personal notes====<br />
*overheard Eugene and some stranger talking about halflings and a price of 3000sp, this concerns me. If Eugene is buying, in my experience he’s getting ripped off.<br />
<br />
<br />
===Sunday 6: Autumn 820wk: Fruit===<br />
====Orcs, Clouds, undead and a Demonic Stone....====<br />
<br />
====Events====<br />
during camp setup: Eugene detected a small group of undead at the edge of his range, however it appeared that they were staying around that location, needed monitoring but not a huge issue. <br />
<br />
second watch: we noticed a cloud coming towards us at low altitude. This was odd as it was also moving in the opposite direction of most clouds we could see in the sky. We woke the party when the clouded descended the group and it looked like people were coming off it. Sno drew their attention to us, but no confrontation arose. They asked some very weird questions about a wolf-king. I was very confused, but Kurt managed to point them in ‘a’ direction, and they walked off.<br />
<br />
Eugene decided to see what was happening with the undead and was alarmed that they were getting too close to the camp. Kurt, Luther and I decided to investigate. We found a group of “shambling corpses†walking around a weird stone. Although very slow they were able to tell our direct from crossbow fire. After hitting the stone with a crossbow bolt, mass panic issued where some of the party started acting irrational out of fear. Sno panic hid behind the rest of the party while Cypher started a rage induced charge. The stone continued to send put necrotic magical attacks, while Kurt hit the ground repeatedly with a mattock which eventually caused the ground to shake, incapacitating the undead and shattering the outside of stone, sending infectious shards out at everyone with several of us taking collateral damage and getting infected. When investigating the inner remains of the stone, we discovered a huge issue, it was in the process of summoning a demon on a countdown. Kurt tried to remove the curse using his earth magic and a weird glowing green rock, however all he managed to do was to change the rock blue, and now his rock will be summoning the demon “at an indeterminate timeâ€. the rock splinters have a magical aura.<br />
<br />
====Loot====<br />
*Splintered magical rock<br />
<br />
====Personal notes====<br />
*Kurt seems to be able to turn people and his animals into giant shrubs. This interests me greatly!<br><br />
*I am unsure whether I want to know nature of demonic force in Kurts rock or not….<br><br />
<br />
===Moonday 7: Autumn 820wk: Fruit===<br />
====forest ambush====<br />
<br />
====Events====<br />
continued along road at pace to continue to catch the merchant caravan.<br><br />
camped in the forest roadside clearing<br><br />
during second watch we were ambushed by several well armed bandits, was knocked out but we killed several of them, one had run off, one captured.<br><br />
Kurt suggested we execute the captured man for banditry, we agreed he couldn't be a bandit because he was useless at doing his job. <br><br />
the captured non-bandit told us that the merchant caravan had passed just the day before, but they did not attack because there was a lot of them<br><br />
bandit camp has around 20 more bandits? residing at it. <br><br />
Sno decided to poke a stick and the guts of one of the other dead attempted banditeers, and told him to go to the ocean and start a new life on an island.. <br><br />
<br />
====Loot====<br />
* 6 x chainmail (quality unconfirmed)<br />
* 6 battleaxes (quality unconfirmed)<br />
* other salvage from dead attempted bandits.<br />
<br />
====personal notes====<br />
* battleaxes hurt..<br />
<br />
===Some extra notes for what's happened===<br />
Since we are lacking a scribe note update, can be removed once real scribe notes occur.<br><br />
We caught up with the merchants, travelled with them to Brastor, split ways with them there after getting a lead to a grove of red trees from John, a suspicious merchant.<br><br />
Started snowing early this year, camped outside villages in the cold as we travelled, got to the Red grove, 'someone' said 'something foolish' and we got teleported to a goblin cavern, huge & literally full of goblins. At least 12 goblin fire mages menaced us with prepared fireballs. Some people pointed crossbows back at them, Kurt said hello.<br><br />
<br />
<br />
===Sunday 13: Autumn 820wk: Fruit===<br />
====tartans red trees====<br />
====Events====<br />
After reaching Brastor and renewing supplies and buying fur clothing/blankets we headed north into the forests, about two hours in we found a clearing area with three paths<br><br />
a north path: which lead to a very clear clean source of water that we could use to water animals and fill water supplies, a south path we have yet to explore and the west path leading to our objective.<br><br />
after heading down the west path we encountered a bunch of red trees that concernedly were long lived sentient. this concerned me, unfortunately before we could investigate further the area became completely black<br><br />
when vision returned we found ourselves in a dimly lit cavern surrounded by Many Many goblins. One such goblin was where tartans, which we believe to be related to a previous adventure campaign "angus" <br><br />
<br><br />
<br><br />
''Quick notes. Some negotiations happen, we manage to not get murdered by all the goblin fire mages. We end up talking to the Shaman, Gabblebrox about the prophecies, and he has some further information, as well as a shopping list from a rival alchemists lab, he suggests we kill the entire goblin clan because they are evil.''<br />
<br />
<br />
<br />
===Duesday 15: Autumn 820wk: Fruit===<br />
====To the caves of the Dead & the Alchemists lab.====<br />
Following instructions from Gabblebrox, we head towards a rival goblin clan & their alchemists lab, clued there by the pink air caused by some strange light effects in the area.<br><br />
Our first stop on the path there is the caves of the dead, or tunnels of the dead for the part we must pass through to gain stealthy entrance to the rival goblin clans lab.<br><br />
Here we find our way blocked by several zombies, supported by a large number of skeletal archers above us. We send our heaviest armoured fighters forward to take the bow fire, and grind through the zombies in the narrow tunnel, while the skeletons are controlled and broken into disarray, and we hasten down the tunnel before any reinforcements can come to bear on us.<br><br />
We continue on for what feels like miles in the dark tunnels, before finally reaching the area of the goblins. Our scouts take out their sentry, and we explore the area, finding one of their main nests, and a nearby underground river, before finally knocking on a suspicious door.<br><br />
A furry 'troll like creature' answers the door, with a goblin alchemist behind it, and they speak to Cypher as the only initially visible party member, before then speaking to Sno, and we decide to go the negotiation route and file in, discussing things with Arglebrox before working out that he has some knowledge of our prophecy as well, or a related one at least.<br><br />
He has further prophecies that are leading us to save a lost Sheriff in a wood that he has a portal to, in order to save a castle to save a kingdom to save a plane. A stitch in time saves nine and all that. We get a description of this Sheriff, and discuss us doing this in exchange for our shopping list from Gabblebrox and a few other herbalist items & magical gems.<br><br />
<br />
===W'ansday 16: Autumn 820wk: Fruit===<br />
In the small hours of the morning when the stars shine bright we ascend the near vertical tunnel to pass through the portal, emerging out the far side through a small stone circle into a wood. We spend several hours trying to orientate ourselves on this new plane, "Storybook". We manage to locate a river to the north, a road to the west, and find out about a castle beyond the forest to the north as well about 3 days walk. The trees tell us of people living in the forest, perhaps bandits or forest folk, a few distant fae, and wolves, before helping us locate a secure clearing.<br><br />
We head to the clearing, setting up a camp and getting a few hours sleep before we are disturbed by an incoming band of heavily armed orcs (Is there any other kind?). Rather than pick a fight with a dozen orcs, we negotiate, offering them a share in some summoned pigs for breakfast, and after a few attempts to get ourselves all killed by some ill advised actions 'certain people' (you know who you are) took during the tense stand off, we eventually reach an agreement, and rearrange camp slightly so we are on one side and they are on the other.<br><br />
They know of a Sheriff in the area, naming him as the Lord of the Castle we know of to the north, and appear to be in border dispute with him holding him in low regard. They tell us of a large war happening that has pulled many of the senior nobles away from the area which is why a Sheriff is in charge.<br><br />
<br><br />
After summoning some pigs, having breakfast. and resting during the day after been up most of the night. we start to put our plan in motion for tracking down the sheriff. once the orcs leave we successfully managed to summon a pack of wolves who we then offered the remaining pigs to. (According to Kurt) The wolves were not directly aware of any patrol or group that might have been the sheriff's men, but they were able to inform of us of the location of an ambush site for the bandits in the forest, as well as the location of their main camp. as we approach around the ambush site the wolves tell scout out the their base. most of their forces appear to be at the ambush site, with 3 people back at camp one of which is tied up (and presumable a prisoner). leaving out position viewing the ambush site we follow the wolves and disable the traps around the base. on entering we managed to talk to the two bandit guards about their prisoner. Rather than dispatching them, kurt managed to negotiated a deal with them for up front payment of silver as well as a chance at a new life of decent pay handling animals (mainly the cat felix for now). in the camp we found to chests chaining alot of gold, several necklaces, a large quantity of good quality furs, a quartz that could be a crystal of vision and some holding pens containing several animals including two snakes and a VERY DEADLY scorpion. we quickly loot the camp and as we leave, Kurt awakened a bunch of trees at the edges of the camp clearing to "enact revenge" on the ambush party should they return to their camp. for the wolves help Kurt animal growth the pack leader and his mate and we head off for the city which is about 3 days away.<br />
<br />
===Sunday 20: Autumn 820wk: Fruit===<br />
we finally reach the outskirts of the city by morning. the sheriff that we rescued turns out to be an evil bastard but understand his situation and is somewhat grateful for our assistance. we run the predicament that with the sheriff in a 'slightly' tattered state that it would not do well for us to walts in the city without a reasonable 'normal' excuse for his appearance so we decide to get attempt to get some of the sheriff fresh clothes. just in case the sheriff decides to back stab us we decide to split our party in 3, those looking after the sheriff and the animals, one group (Luther and I) to contact local thieves and spy groups in the city to procure a back way out of the city, (we also find all the fence shops) and another group to talk with the captain of the guard to assist with getting appropriate clothes and a cover story. we meet back up with the sheriff and the group talking to the city guard came up with a hunting party incident and brought some decent looking leather clothes suitable for the story, the city guard also prepared a boar that was about to be cooked that night for physical proof of successful hunting adventure, the sheriff suggested we assist in carrying the boar for him and we enter the city together. Kurt manages to get a final payment reward of 900sp. Fearing that the gold might be traceable we tell the city guard we will be staying at an inn for two days. we use the "gold" we received at the fence shops and inform them it might be traceable and could be used as bait to set up ambushes of the city guard. afterward we then immediately head out of town and, without any better ideas head towards the bandit camp to see if the bandits ambush had procured any fruit that we could recover from "whatever the trees" had eventually done to them.<br />
<br />
===W'ansday 23: Autumn 820wk: Fruit===<br />
we return to the bandit encampment clearly and it's.. well lets just say there been a lot of blood spilled and the trees really like killing things, most of the corpses (if u could call them that) have been smushed into pulp. however the bandits do appear to have successfully ambushed another caravan as there is another chest filled with silver and large quantities of wiken amulets (including some diamond ones). Kurt then after talking with the violently unstable trees decides to summon a bunch of deer and goes "full druid mode" spilling even more blood in RITUAL SACRIFICE causing the earth in this area bubble weirdly and a powerful presence seems to fill this clearing. sno decides to poke around some of the deer corpses and declares "that the "DIRE BALROG" has not been released from the bowels of the city." now, i don't know what a normal Balrog is, but i'm going to assume that it "not been released" is a good thing and we have successfully prevented planar destruction.<br />
<br />
===Th'rsday 24: Autumn 820wk: Fruit===<br />
After creating the blood clearing, Kurt became linked to a forest god and was requested to spread the will of his grove. the blood oak trees, which now incorporated the message from this forest god, gave Kurt several acorns to spread it's influence else where. we as a party then assess the loot in the chests, finding 20,000 sp worth of silver and gems in two of them, and in the third smaller chest found 6 large vials filled with weird dirt and a random coin. the dirt turned out to be vampire dirt, and while the chest wasn't heavy it was a struggle to lift any of vials of dirt. we learn that the vampire dirt is from several evil vampires and that the coin acts as a locator. realizing this we spend a couple of hours attempting to both protect ourselves from potential vampire attacks, and find out more information about the vampires and the abilities of the locating coin. unsuccessful in both endeavor's we decide it best to head back through the portal and river just before it opens, and we were able to return to the vale of the trinity without issue. we sold Arglebrox the poisons/dangerous animals/creatures and got the received the goods requested by Gabblebrox. Arglebrox's troll assistant help lead us out, however is enraged by the flaming torches that are been brandished by a mob of some unfortunate protesting goblin's who have their touches extinguished by Sno, and then get smashed and trampled on by the now enraged troll. using the troll as an armed escort of sorts we managed to avoid getting caught up in the goblins and we make our way back to Arglebrox via a mountain route. unfortunately we have to cross a river containing a large quantity of vicious pike. Eugene does to attempt to cross using a spectral hand, who then while crossing gets chewed on by many pike but does successfully get to the other side. the rest of us cross o an ice oath which sno create upon the rivers surface and we began our trek across the mountain range. <br />
<br />
===Th'rsday 1: Autumn 820wk: Harvest===<br />
after trecking over the mountains for a week we get to the other side and find a crenelated castle. Kurt leads the pary to the back and communicates with those inside who warmlly offer us a proper bed and tell kurt to use the front door now. kurt then informs us not to go outside to far as a result of the highly aggressive "invisible ice bears." we are greatful for the ability to get some proper rest. we also purchase a cart to help cary our loot, and buy local goods from the north to attempt to make a small profit on our remaining way back to Arglebrox.<br />
<br />
=== People ===<br />
*Clair: astrologer (now wrapped up in Armour)<br />
*John: Suspicious blue eyed merchant. (Probably a demon or similar)<br />
* Gabblebrox: A goblin Shaman/Alchemist from the Vale of the Trinity<br />
* Arglebrox: A rival goblin Shaman/Alchemist from the Vale of the Trinity.<br />
<br />
===Astrological Reading===<br />
All the trees are red<br><br />
No one ever dies there<br><br />
No one has a head<br><br />
<br><br />
''Kurt's Theory: The astrology reading should be regarded as a sequence of events, not a single place.''<br />
<br />
===Things we might want to get or find out===<br />
<br />
<br><br />
<br />
==Mil Sci==<br />
''Mil Sci will receive an EP bonus for ensuring Combats run smoothly and quickly''<br><br />
Primary Mil-Sci: Euegene <br> <br />
Secondary Mil-Sci: Kurt<br><br />
<br />
===Daily Pattern===<br />
*Sleep/Camp 12 Hours<br />
*Ritual 1 Hour Morning, 1 Hour Evening<br />
*Travel 8 Hours<br />
*Meals 2 Hours spread through day * 3 meals (3 Ft each)<br />
''Default pattern, vary as wanted by party''<br />
====Watch Order====<br />
Provisional watch order, needs completing & confirming.<br><br />
1st. Luther (Little Person), Sno (Light Warrior), Shadow (Large Cat)<br />
2nd. Eugene (Mil Sci), Lydian (suspicious), Kurt (Light Warrior), Schwartz (Large Riding Dog)<br />
3rd. Sariff/Seraph (Light Warrior), Cypher(Tank)<br />
<br />
====Travel Magics====<br />
none*<br />
<br />
'*some animals have been animal growth-ed by Kurt to be of 'ride-able size'<br />
<br />
====Marching Order====<br />
General traveling.<br><br />
Front scouts: Kurt, Sereph, Schwartz<br />
Main body front: Luther (leading cart), Shadow, Felix<br />
Main body rear: Sno, Claire (Riding Cart), Cypher<br />
Tail Guard: Lydian, Eugene<br />
Wherever he wants: John<br />
<br />
'''Formations'''<br><br />
Open field combat.<br><br />
<br />
===Buffs===<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast.<br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight.<br><br />
Weapon Spells which weapon/s it is going on normally should be noted also.<br><br />
<br><br />
Lesser, Rank 11, 3 Months. -1 to most percentile die rolls.<br />
<br />
==Loot==<br />
===SP===<br />
From the Sweet Riding<br />
* Some value of weapons & armour from some bandits. Including 6? sets of Chainmail.<br />
<br><br />
<br />
===Items===<br />
From Gabblebrox.<br />
* Number of Boom Sticks. Roman Candle Alchemical explosion sticks. Once started can't be stopped, have to use whole 6 pulse duration.<br />
* Future promise of payment based on loot gained from other goblins.<br />
Goblin Scout<br />
* Potion of "Speed"<br />
* Potion/Bottle of "Liquid Transmutation"<br />
* Bell<br />
* Was there another Potion/Bottle?<br />
<br />
Bandit loot<br />
* 3 locked chest - two with gold and gems totaling aproxamitly 20,000sp, the last chest reduces weight and it's contents deliberately destroyed <br />
* several wicken amulets including amulets of diamond (some others with teeth)<br />
* a few jeweled necklaces<br />
* vision DA'd quartz<br />
* 1 scorpion<br />
* 2 different snakes<br />
* large quantity of good fur<br />
* several good longbows<br />
* several good composite bows<br />
* Lots of tulwars (2 silvered, 1 truesivered)<br />
* Many sets of good size 5/6 leathers<br />
<br />
orc battle loot<br />
* chain-mail and weapons of two dead orcs.<br />
* whatever salvageable loot from the horriblely exploded orcs.<br />
<br />
===Gifts===<br />
Payment for adventure<br />
* quantities of health potions<br />
* other potions???<br />
* One per character. Certificates of resurrection <br />
<br><br />
<br />
===Purchases===<br />
At the Guild.<br />
* several riding and pack horses, cost will be refunded on safe return<br />
* supplies including grain for horses. <br />
* chain-mail and tower shield<br />
From the Sweet Riding.<br />
* wild baby tiger-cat - Felix: purchased with promises by Kurt<br />
* Blue rock shard. Transformed to a blue shard from a green shard by a ritual. Unknown what it does.<br />
From the Gabblebrox Goblins<br />
* Animal barding, Fancy, for 2 cats & 1 dog. Purchased in trade from Gabblebrox Goblins with Healing Ball.<br />
From Arglebrox<br />
* love poison (1 dose)<br />
* 3 doses faster bleed poison<br />
* 2 doses of agility poison<br />
*6 spheres of shrink animal<br />
<br><br />
<br />
== Calendar ==<br />
{| class="Season" id="Autumn" border="1"<br />
|- <br />
! colspan="15" | Autumn 820wk: [[Fruit]] (4)<br />
|- <br />
| class="calMoon" | <br />
! colspan="2" | Moonday<br />
! colspan="2" | Duesday<br />
! colspan="2" | W'ansday<br />
! colspan="2" | Th'rsday<br />
! colspan="2" | Frysday<br />
! colspan="2" | Reapsday<br />
! colspan="2" | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan="2" | <b>[[Lugnasad]]</b><br />
| class="day" | 1 || ''Guild Meeting'' <br />
| class="day" | 2 || <br />
| class="day" | 3 || <br />
| class="day" | 4 || Leave the Guild<br />
| class="day" | 5 || Reach Arn's Ferry<br />
| class="day" | 6 || Encounter Strange Undead<br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || Bandit Ambush<br />
| class="day" | 8 || Catch the Merchants<br />
| class="day" | 9 || <br />
| class="day" | 10 || <br />
| class="day" | 11 || Reach Brastor<br />
| class="day" | 12 || <br />
| class="day" | 13 || Reach Grove of Red Trees, Goblin Caves<br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class="day" | 14 || Goblin Caves, Curse Removals<br />
| class="day" | 15 || To the Caves of the Dead.<br />
| class="day" | 16 || ork clearing<br />
| class="day" | 17 || bandit camp<br />
| class="day" | 18 || <br />
| class="day" | 19 || <br />
| class="day" | 20 || Northingham<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class="day" | 21 || <br />
| class="day" | 22 || <br />
| class="day" | 23 || WE MADE A VIOLENT BLOOD FOREST<br />
| class="day" | 24 || returned to Arglebrox<br />
| class="day" | 25 || <br />
| class="day" | 26 || <br />
| class="day" | 27 || <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class="day" | 28 || <br />
| class="day" | 29 || <br />
| class="day" | 30 || <br />
| class="day" | 1 || made it to tower<br />
| class="day" | 2 || <br />
| class="day" | 3 || <br />
| class="day" | 4 || <br />
|- <br />
! colspan=15 | Autumn 820wk: [[Harvest]] (5)<br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
| class="day" | 7 || <br />
| class="day" | 8 || returned to Gabblebrox<br />
| class="day" | 9 || orc surrounded guild horse collectors (sorry for the horrifying sight)<br />
| class="day" | 10 || <br />
| class="day" | 11 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class="day" | 12 || <br />
| class="day" | 13 || <br />
| class="day" | 14 || <br />
| class="day" | 15 || <i>Equinox</i> <br />
| class="day" | 16 || <br />
| class="day" | 17 || <br />
| class="day" | 18 || <br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class="day" | 19 || <i>Harvest Moon</i> ..<br />
| class="day" | 20 || <br />
| class="day" | 21 || <br />
| class="day" | 22 || Returned to guild<br />
| class="day" | 23 || <br />
| class="day" | 24 || <br />
| class="day" | 25 || <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class="day" | 26 || <br />
| class="day" | 27 || <br />
| class="day" | 28 || <br />
| class="day" | 29 || <br />
| class="day" | 30 || <br />
| class="day" | 1 || <br />
| class="day" | 2 || <br />
|- <br />
! colspan=15 | Autumn 820wk: [[Vintage]] (6)<br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 3 || <br />
| class="day" | 4 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
| class="day" | 7 || <br />
| class="day" | 8 || <br />
| class="day" | 9 || <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| class="day" | 10 || <br />
| class="day" | 11 || <br />
| class="day" | 12 || <br />
| class="day" | 13 || <br />
| class="day" | 14 || <br />
| class="day" | 15 || <br />
| class="day" | 16 || <br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| class="day" | 17 || <i>Blood Moon</i><br />
| class="day" | 18 || <br />
| class="day" | 19 || <br />
| class="day" | 20 || <br />
| class="day" | 21 || <br />
| class="day" | 22 || <br />
| class="day" | 23 || <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| class="day" | 24 || <br />
| class="day" | 25 || <br />
| class="day" | 26 || <br />
| class="day" | 27 || <br />
| class="day" | 28 || <br />
| class="day" | 29 || <br />
| class="day" | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Grimmuck&diff=92602Grimmuck2022-06-10T05:41:50Z<p>Bethesda: </p>
<hr />
<div>[[Category:Character]][[Category:Orc]][[Category:Fire Mage]]<br />
<br />
Grimmuck Groz'Gronack is an ORcish Fire Mage played by [[Bethesda]] Saggers<br />
<br />
<br />
Adventures<br />
[[One of Our Vineyards is Missing]] Spring 820<br />
[[The Autumn Wolves]] Autumn 821<br />
[[An Unknown Onslaught]] Autumn 822</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92601An Unknown Onslaught2022-06-10T05:40:00Z<p>Bethesda: /* Summary */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck]] Groz'Gronack - Orcish Fire Mage with powerful magic <br />
# [[Seraph]] - Human Namer with a big sword<br />
# [[Lady Arcadia]] - Elf Celestial with martial prowess<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage with devistating bolts<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight.<br />
* Fight Sahuigen and Sharks<br />
* Arrive at Cecrotis - battle site, magic stones.<br />
* Talk to merfolk. Travel to human village. Discuss Merfolk problem.<br />
* Swim into fortress via underground tunnels, fight eels<br />
* Continue through tunnels in fortress, fight cultists<br />
* Find lake in the underground part of the fortress<br />
* Fight cultists and take alter and sacrificial dagger<br />
* Rest and head back to the fortress the following night<br />
* Fight cultists in fortress<br />
* Loot, celebrate with villages<br />
* head back via cloud and maze. Back to guild<br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
====Jaws====<br />
<br />
We wait a six tense hours, but nothing arrives from the ravine we are watching. The Boatmen are getting very uncomfortable, twitching and making odd sounds, and the captain explains they normally don’t stay in one place for long and suggests we need to explore on our own as they lover the row boat.<BR> <br />
<br />
The party clamber onto the boat and Remel propels them slow forward into the narrow ravine. Very soon the party hear the sound of splashing, and four sharks pulling sahuigen emerge from the fog. We call out a greeting to them and they reply with “Down with the land dwellersâ€, so a fight starts. The sahuigen have a caster, but multiple lightning from Elderan and forbidding wall from Seraph give the party a huge advantage. Remel managed to finally control two of the shark and they devoured the remaining sahuigen.<BR><br />
<br />
The party pull up to an rock outcropping and rest for a few hours with their two pet great white sharks. Arcadia examines the moss on the rocks and discovers it can extent life, so we gather some. Some DAs on the sahuigen bodies provide some surprising results - demonic ties and they are from the world of Cecrotis. We follow the river down the ravine for hours passing mostly bare cliff walls, and at one point some frightening large giant claw marks. Like the rest of the maze our route defies logic. Eventually the river end in a fog wall, similar to the maze enterance, which we assume is an exit to another plane – we case spells and bravely pass through.<BR><br />
<br />
====Lake of death====<br />
<br />
We come out underneath a waterfall, fortunately our waterproofing keeps as all dry, and into a lake about 200ft across surrounded by a forest. There is a small flat stone island in the middle and, more notably, the lake is littered with bodies of dead Merfolk, Sahuigen (two which are 20ft tall) and giant squid. After the panic passes land out boat and begin examining the area. It appears the Merfolk and Sahuigen fought and killed each other, with the most recent death about 3 hours ago, some killed by magic that includes water bolts and Waterspout. Some of the Merfolk were pacted to Savnock. The island in the middle of the lake is empty except some a folded note under a small pile of magical river pebbles. We cant read the writing on the note, but are able to tell the stones have communication magic on them. Elderan hears a voice from one of the stones, but we do now understand the language.<BR><br />
<br />
Having completed our examination we decide not to stay around and head off down a path through the forest and follow it for the rest of the day. The forest thins out and we are approaching plains as evening approaches so we find a campsite and settle in for the night. Night passes without incident and by the afternoon Seraph has divinated some stones. <br />
<br />
====Infinitude Stones====<br />
<br />
One of the stones allows a short message to be sent to the holder of second paired stone, and another stone can send a short message to anyone. Remel manages to contact the holder of the other stone, we don’t understand their native language and eventually settle on common – which they speak poorly. We explain we found they stone near the lake and they agree to come to us, unfortunately the magic wears out and they cant reply to further messages. We head back to the lake to make it easier for them to locate us, and as we wait we loot all the bodies – we have a small pile of mundane weapons and stabbing weapons (suitable for fighting in water), and some magical kelp armour from the giant Surigren. We settle in to wait for the arrival of the strangers, the communication stone is not yet repowered so we done know how long we will be waiting. <BR><br />
<br />
After many hours of waiting Elderan summons a cloud to allow us to search from the strangers. There is no sign of inhabitation in any direction except for a small village to the east on the coast, which the river appears to head toward. We float the cloud east, following the river, and encounter the stranger after a few hundred miles – Merfolk on sharks swimming along the river. We try to talk to through broken common and they get hostile, demanding the stones using their poor common. Retreating down the river we wait at the lake for the Merfolk, Arcadia agrees we should try to talk to them so we leaving out the stones and a fish chowder for them. After some hours the Merfolk arrive taking the stones, they explain they are not from the village, it contains people like us, and their leader does not like the land walkers.<BR><br />
<br />
====The (Fortress) Rock====<br />
<br />
Using Elderans cloud we fly through the night, pass crops and cattle as we approach the costal village just before dawn. There also a fortress on a small island a few hundred feet out to sea. We rest until after breakfast and head into the village along a wide, well-worn road that leads to the village. There are humans living in the village and they don’t seem at all worried by our appearance. We find out way to the Mayor and, through Grimmucks rude interruptions, Arcadia explains to our mission. The Mayor invites us in to her house and over some tea explains their friendly relations with the Merfolk ended a few months ago, at about the same time the fortress appeared overnight on the island. We suspect the Merfolk have had a change of leadership and are now lead by a worshiper of Savock, who has the power to build fortresses almost instantly. The closest large town is around 1000miles away, so we are the only help the village has against the merfolk. We decide to investigate the fortress - we have birds ad fish to talk to, and stars to read<BR><br />
<br />
Arcadia summons and talks to the birds, we learn that the keep away from the fortress due to the storms and eagles. Remel summons dolphins and they explore the area, returning hours later – there are tunnels under the fortress that lead to an underground lake with an island in the centre. They have seen many merfolk. From both responses we think there is magic that alters space around the fortress. We decide to sneak into the tunnels at night, so spend the day resting and shopping with Elderan and Arcidia finding some treasures. <BR><br />
<br />
====Splash====<br />
<br />
Some hours after an enormous dinner of poached fish the party slip into the water. The dolphins are still in the bay and offer to take us to the tunnel in exchange for fish. We find the space around the fortress is enormous, the last thirty feet seems to be hundreds of feet in distance. The party swim through the underwater tunnel and surface, climbing out of the underground river just before giant eels descend upon the party, we control two and kill the rest.<BR><br />
<br />
With the two controlled eels we delve further into the tunnels. We creep into a cave that has six cultists, all dressed in robes marked with symbol of Savnock. The cultists are made up of a number of races; orcs, humans and elves. We dispatch them without too much trouble, Seraph suffers an injury to his arm and which is healed by Elderans powerful skill. They carry witchcraft amulets as well as a wand and an amulet that allows mana flows.<BR> <br />
<br />
Wearing the robes of the cultists to disguise ourselves, we continue deeper into the tunnels. We encounter another three cultists who seem confused to see “us†no longer in position, we use their confusion to quickly dispatch them. They also carry amulets, a wand and a communication stone. One of the cultists was wearing robes with different symbols, we suspect this is a leader of the group.<BR><br />
<br />
Continuing our exploration, we enter a larger room and are quickly attacked by six eels, four sharks and four cultists. Elderans lighting, weapon spells from Arcadia and friendly sharks allows us to defeat the cultists without too much injury. There are two cages in the cavern that have traces of merfolk blood, soom of it appears fresh. After healing up and scratching the sharks bellies we continue exploring the complex.<BR><br />
<br />
===Lake Unplacid===<br />
<br />
Following a narrow corridor we find ourselves in an enormous cavern containing a lake, which has five cultists, spread out around the lake, standing on the water. In the middle of the lake is in 30ft wide island with an altar at the centre with a merfolk lying on it. The altar is surrounded by six cultists and it appears that some dark ritual is being performed.<BR><br />
<br />
We engage the evil cultists in battle. The sharks fill their bellies with the cultists on the water, Elrean and Grimmuck fire off bolts while Seraph and Arcadia get close and personal with swords. Some of the cultist keep chanting while the fighting rages around them and one of them pull out a dagger when the altar begins to glow. Fortunately, fire and light bolts strike him before he can make the sacrifice. After a savage fight one cultist is unconscious and the other ten remainder dead.<BR><br />
<br />
The merfolk on the altar has been drugged, which Elderan removes, and Arcadia speaks to her. We learn that the Bubbles travelled from her village to meet allies, other merfolk, a week ago near the village on the coast, they were all going to head off together on another tasks. They all fell unconscious at their feast and she awoke in the cells, she has not seen any of her allies. We loot and examine the bodies, learning that their “master†will claim the souls of the senior cultists in less than an hour so make haste. The altar is magical and, after some discussion, we depart and return with a row boat which allowing us to take the itemised altar, and other loot, with us.<BR> <br />
<br />
Arriving back at the village less than an hour after we departed, we return with wounds, loot and victory. We bind up our prisoner and feed Bubbles, after a short discussion we decide to get a good nights sleep before heading back into the fortress. The upper levels are still to be explored. Seraph starts divinating the items. <BR><br />
<br />
===The Raid===<br />
<br />
<br />
Following a well earned sleep the party start the day with a hearty breakfast accompanied by orange juice. We decide Seraph should divinate the items we found before heading back into the fortress, as they many be able to help us fight the remaining cultists. Ancient divinations are long and difficult, we learn about the dagger, alter and earring. There is much ice cream passed around to keep some party members from interrupting Seraph. We have a very mild fish curry for dinner, and Remel prepares some healing toffies. Seraph continues his ancient divinations and we decide to head back in around 3am.<BR><br />
<br />
In exchange for fish our friendly pod of dolphins carry us into the fortress, taking us through the underground tunnels and dropping us of into “lake†room. After some searching Arcadia finds a secret door that leads to a tunnel, Elderan has a little scouting golem that follows the tunnel up a slope to a trap door. We sneak down the tunnel, supressing a hellfire ward, before climbing a ramp and to a trapdoor. Sneaking through we find ourselves in a room which appears to be on the ground level of the fortress, with a guard on the other side of one of the two doors. We open the door, quickly dispatch the guard, and find ourselves on a balcony looking over a courtyard – we’ve been spotted and the alarm is raised.<BR><br />
<br />
The following minute is a frantic blur of combat as cultists flood from other buildings to the courtyard and the part comes under withering fire from magical bolts. Seraphs deadly axe blows take the lives of cultists, Arcadia delivers viciously attacks with her sword and crossbow, Eldern devastates the battlefield with him bow fire, Grummuck returns fire with his fire bolts and Remel hobbles around with his bad knees and casts fogs. The two surviving cults run, escaping through the underground tunnels, but the party chase them down.<BR><br />
<br />
====The End====<br />
Following some healing the party spend a few hours searching the fortress and island, of interest are some notes kept in the captains office – although no one can read the language they are written in. The bodies of the cultists are stacked outside the fortress and burnt. Its very late and, as we have no further business on the island, we head back to the village and sleep for the rest of the night.<BR><br />
<br />
Waking late the next morning we meet with Athtar and provide her an update of our activities. She can read the notes, they’re in merfolk, they are a collection of military orders covering a number of months. The old orders have the previous kings signature, and the notes starting about six weeks ago contain the suspected demonic working replacement. There is great concern as the merfolk are now ruled by a suspected demonic worshiper and become very reclusive. We rest of the afternoon and have a party with the villages that evening, there is much celebration and drinking!<BR><br />
<br />
The next morning we make our goodbyes and pack up. Elderan summons a cloud to take us back to the lake, and we are all surprised when a Cloud dragon turns up that is known to Elderan. Grimmick earns the dragons ire, but fortunately is not eaten. The dragon offers to take us home and takes us on a tour of the land, we pass an enormous city called Vine, it has farms within its boundary, before we are enveloped in cloud and find ourselves is strange world, reappearing in blackness with stars in the distance and floating rocks around, some which have buildings – this is the Void, the place between worlds. Enveloped in cloud again we appear over the Sandpit back on Alusia. We are unceremoniously dumped off the dragons back and fall, with feather falls taking effect only a few feet above the ground. We meet with our employers and update them with the activities of the last week. With our rewards we head back to the Guild on a cloud, following a treasure split and round of drinks we bid goodbye to each other.<BR><br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. <br />
* [[Valley_of_the_Trinity#Sandspit|Sandspit]] – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit via The Maze.<br />
* [[Valley_of_the_Trinity#Lake_Town|Laketown]] – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit via The Maze<br />
* Cecrotis - the plane of the Merfolk<br />
** lake - battlesite with Merfolk and Sahuigen<br />
** Village (needs name) - costal village.<br />
** Fortress - fortress built on a small island a few hundred feet out to sea from the village. Cultist of mix of races (Orcs, elves, humans), Red robes are senior, green middle and brown low. Water and earth mages, the earth can cast when on water. A single fire mage.<br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
* Sahuigen (maze) - plane of origin Cecrotis. One of them is associated with the power FurFur<br />
* FurFur - Earl of storms and lightning, create great storms. power in the are of air and water. Some Sahuigen are pacted to it. <br />
* Savnock – Macquie of corruption. Earth power. Some Merfolk are pacted to it.<br />
* Athtar - mayor of village<br />
* Merfolk - We believe 6 weeks ago the king was deposed and the new King is an agent of Savnock. The Merfolk have become reclusive and have become a danger.<br />
<br />
====Things====<br />
From the lake;<br />
* Kelp armour – permanent R10 durability<br />
* Communication stone 1: can send a 25 word message to the holder of the paired stone (returned to Merfolk)<br />
* Communication stone 2: can send a 25 word message to anyone you know on the plane (returned to Merfolk)<br />
Shopping;<br />
* Elderan item <br />
* Arcadia item<br />
From the cultists;<br />
* first group - witch amulets, wand, mana flow amulet, robes with durability<br />
* second group - witch amulets, wand, communication stone, robes with durability<br />
From the cultists near cage;<br />
* Earring - allows casting from EN<br />
* 2x shiny stone<br />
From the cultists at lake;<br />
* Ornate, sacrificial dagger – magic. Most powerful magical ability – ritual of sacrifice. <br />
* Altar – aura strength of magic, no GTN. Highest ranked magic in effect – no answer, nature of magic – enhancement. 7x5x3ft = 105ft<br />
* Pretty Pebbles - (messaging rocks)<br />
* Various potion vials; ceramic, glass, waterskin<br />
* Red and brown cultist robes<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 <br />
|-<br />
| colspan="2" | Remel<br />
| colspan="4" | Grimmuck Groz'Gronack <br />
| colspan="2" | Elederan<br />
|-<br />
| colspan="4" | Arcadia <br />
| colspan="4" | Seraph<br />
|}<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Vision===<br />
Seraph - Witchsight<BR><br />
Arcadia - Witchsight<BR><br />
Grimmuck Groz'Gronack - infravision 150ft<BR><br />
Elederan - Witchsight<BR><br />
Remel - Witchsight <BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Feather Falling (EL)<br />
|class="rk"| 9<br />
|class="ef" | ????<br />
|class="du" | 5 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Hot Wind (EL)<br />
|class="rk"| 6<br />
|class="ef" | 17% v range/11% v melee/close def. 7 points of fire/ice ablative (doesnt stack)<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> N<br />
| <!-- RE--> Y<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- GG--> Y<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Witchsight (AR)<br />
|class="rk"| 6<br />
|class="ef" | See invis. Vision in the dark of 150 feet under the open sky, and 75 feet elsewhere<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> N<br />
|-<br />
|class="mg" | Coriscade (AR)<br />
|class="rk"| 6<br />
|class="ef" | Defence 14 half in close<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> N<br />
| <!-- SE--> Y<br />
| <!-- AR--> Y<br />
| <!-- RE--> N<br />
| <!-- EL--> N<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Arrow Flight (EL)<br />
|class="rk"| 11<br />
|class="ef" | +4 Dmg + 12Sc missile & thrown<br />
|class="du" | 16 Mins<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Swords of Blazing Light (AR)<br />
|class="rk"| 10<br />
|class="ef" | Base damage + extra to creatures of dark<br />
|class="du" | 15 Minutes<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze. Sahuigen and shark fight. Cecrotis and battle site. Camp in forest<br />
| class=day | 6 || Communication stones. Back to lake.Talk to Merfolk. Fly to village<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || Talk to mayor. Swim to fortress. Fight many cultists, rescue sacrifice. Escape<br />
| class=day | 8 || Rest up and divinate<br />
| class=day | 9 || Back into the fortress before dawn<br />
| class=day | 10 || Return to village. Debrief mayor. Party that night<br />
| class=day | 11 || Back to Sandspit then cloud to guild<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92600An Unknown Onslaught2022-06-10T05:39:46Z<p>Bethesda: /* Summary */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck]] Groz'Gronack-Orcish Fire Mage with powerful magic <br />
# [[Seraph]] - Human Namer with a big sword<br />
# [[Lady Arcadia]] - Elf Celestial with martial prowess<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage with devistating bolts<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight.<br />
* Fight Sahuigen and Sharks<br />
* Arrive at Cecrotis - battle site, magic stones.<br />
* Talk to merfolk. Travel to human village. Discuss Merfolk problem.<br />
* Swim into fortress via underground tunnels, fight eels<br />
* Continue through tunnels in fortress, fight cultists<br />
* Find lake in the underground part of the fortress<br />
* Fight cultists and take alter and sacrificial dagger<br />
* Rest and head back to the fortress the following night<br />
* Fight cultists in fortress<br />
* Loot, celebrate with villages<br />
* head back via cloud and maze. Back to guild<br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
====Jaws====<br />
<br />
We wait a six tense hours, but nothing arrives from the ravine we are watching. The Boatmen are getting very uncomfortable, twitching and making odd sounds, and the captain explains they normally don’t stay in one place for long and suggests we need to explore on our own as they lover the row boat.<BR> <br />
<br />
The party clamber onto the boat and Remel propels them slow forward into the narrow ravine. Very soon the party hear the sound of splashing, and four sharks pulling sahuigen emerge from the fog. We call out a greeting to them and they reply with “Down with the land dwellersâ€, so a fight starts. The sahuigen have a caster, but multiple lightning from Elderan and forbidding wall from Seraph give the party a huge advantage. Remel managed to finally control two of the shark and they devoured the remaining sahuigen.<BR><br />
<br />
The party pull up to an rock outcropping and rest for a few hours with their two pet great white sharks. Arcadia examines the moss on the rocks and discovers it can extent life, so we gather some. Some DAs on the sahuigen bodies provide some surprising results - demonic ties and they are from the world of Cecrotis. We follow the river down the ravine for hours passing mostly bare cliff walls, and at one point some frightening large giant claw marks. Like the rest of the maze our route defies logic. Eventually the river end in a fog wall, similar to the maze enterance, which we assume is an exit to another plane – we case spells and bravely pass through.<BR><br />
<br />
====Lake of death====<br />
<br />
We come out underneath a waterfall, fortunately our waterproofing keeps as all dry, and into a lake about 200ft across surrounded by a forest. There is a small flat stone island in the middle and, more notably, the lake is littered with bodies of dead Merfolk, Sahuigen (two which are 20ft tall) and giant squid. After the panic passes land out boat and begin examining the area. It appears the Merfolk and Sahuigen fought and killed each other, with the most recent death about 3 hours ago, some killed by magic that includes water bolts and Waterspout. Some of the Merfolk were pacted to Savnock. The island in the middle of the lake is empty except some a folded note under a small pile of magical river pebbles. We cant read the writing on the note, but are able to tell the stones have communication magic on them. Elderan hears a voice from one of the stones, but we do now understand the language.<BR><br />
<br />
Having completed our examination we decide not to stay around and head off down a path through the forest and follow it for the rest of the day. The forest thins out and we are approaching plains as evening approaches so we find a campsite and settle in for the night. Night passes without incident and by the afternoon Seraph has divinated some stones. <br />
<br />
====Infinitude Stones====<br />
<br />
One of the stones allows a short message to be sent to the holder of second paired stone, and another stone can send a short message to anyone. Remel manages to contact the holder of the other stone, we don’t understand their native language and eventually settle on common – which they speak poorly. We explain we found they stone near the lake and they agree to come to us, unfortunately the magic wears out and they cant reply to further messages. We head back to the lake to make it easier for them to locate us, and as we wait we loot all the bodies – we have a small pile of mundane weapons and stabbing weapons (suitable for fighting in water), and some magical kelp armour from the giant Surigren. We settle in to wait for the arrival of the strangers, the communication stone is not yet repowered so we done know how long we will be waiting. <BR><br />
<br />
After many hours of waiting Elderan summons a cloud to allow us to search from the strangers. There is no sign of inhabitation in any direction except for a small village to the east on the coast, which the river appears to head toward. We float the cloud east, following the river, and encounter the stranger after a few hundred miles – Merfolk on sharks swimming along the river. We try to talk to through broken common and they get hostile, demanding the stones using their poor common. Retreating down the river we wait at the lake for the Merfolk, Arcadia agrees we should try to talk to them so we leaving out the stones and a fish chowder for them. After some hours the Merfolk arrive taking the stones, they explain they are not from the village, it contains people like us, and their leader does not like the land walkers.<BR><br />
<br />
====The (Fortress) Rock====<br />
<br />
Using Elderans cloud we fly through the night, pass crops and cattle as we approach the costal village just before dawn. There also a fortress on a small island a few hundred feet out to sea. We rest until after breakfast and head into the village along a wide, well-worn road that leads to the village. There are humans living in the village and they don’t seem at all worried by our appearance. We find out way to the Mayor and, through Grimmucks rude interruptions, Arcadia explains to our mission. The Mayor invites us in to her house and over some tea explains their friendly relations with the Merfolk ended a few months ago, at about the same time the fortress appeared overnight on the island. We suspect the Merfolk have had a change of leadership and are now lead by a worshiper of Savock, who has the power to build fortresses almost instantly. The closest large town is around 1000miles away, so we are the only help the village has against the merfolk. We decide to investigate the fortress - we have birds ad fish to talk to, and stars to read<BR><br />
<br />
Arcadia summons and talks to the birds, we learn that the keep away from the fortress due to the storms and eagles. Remel summons dolphins and they explore the area, returning hours later – there are tunnels under the fortress that lead to an underground lake with an island in the centre. They have seen many merfolk. From both responses we think there is magic that alters space around the fortress. We decide to sneak into the tunnels at night, so spend the day resting and shopping with Elderan and Arcidia finding some treasures. <BR><br />
<br />
====Splash====<br />
<br />
Some hours after an enormous dinner of poached fish the party slip into the water. The dolphins are still in the bay and offer to take us to the tunnel in exchange for fish. We find the space around the fortress is enormous, the last thirty feet seems to be hundreds of feet in distance. The party swim through the underwater tunnel and surface, climbing out of the underground river just before giant eels descend upon the party, we control two and kill the rest.<BR><br />
<br />
With the two controlled eels we delve further into the tunnels. We creep into a cave that has six cultists, all dressed in robes marked with symbol of Savnock. The cultists are made up of a number of races; orcs, humans and elves. We dispatch them without too much trouble, Seraph suffers an injury to his arm and which is healed by Elderans powerful skill. They carry witchcraft amulets as well as a wand and an amulet that allows mana flows.<BR> <br />
<br />
Wearing the robes of the cultists to disguise ourselves, we continue deeper into the tunnels. We encounter another three cultists who seem confused to see “us†no longer in position, we use their confusion to quickly dispatch them. They also carry amulets, a wand and a communication stone. One of the cultists was wearing robes with different symbols, we suspect this is a leader of the group.<BR><br />
<br />
Continuing our exploration, we enter a larger room and are quickly attacked by six eels, four sharks and four cultists. Elderans lighting, weapon spells from Arcadia and friendly sharks allows us to defeat the cultists without too much injury. There are two cages in the cavern that have traces of merfolk blood, soom of it appears fresh. After healing up and scratching the sharks bellies we continue exploring the complex.<BR><br />
<br />
===Lake Unplacid===<br />
<br />
Following a narrow corridor we find ourselves in an enormous cavern containing a lake, which has five cultists, spread out around the lake, standing on the water. In the middle of the lake is in 30ft wide island with an altar at the centre with a merfolk lying on it. The altar is surrounded by six cultists and it appears that some dark ritual is being performed.<BR><br />
<br />
We engage the evil cultists in battle. The sharks fill their bellies with the cultists on the water, Elrean and Grimmuck fire off bolts while Seraph and Arcadia get close and personal with swords. Some of the cultist keep chanting while the fighting rages around them and one of them pull out a dagger when the altar begins to glow. Fortunately, fire and light bolts strike him before he can make the sacrifice. After a savage fight one cultist is unconscious and the other ten remainder dead.<BR><br />
<br />
The merfolk on the altar has been drugged, which Elderan removes, and Arcadia speaks to her. We learn that the Bubbles travelled from her village to meet allies, other merfolk, a week ago near the village on the coast, they were all going to head off together on another tasks. They all fell unconscious at their feast and she awoke in the cells, she has not seen any of her allies. We loot and examine the bodies, learning that their “master†will claim the souls of the senior cultists in less than an hour so make haste. The altar is magical and, after some discussion, we depart and return with a row boat which allowing us to take the itemised altar, and other loot, with us.<BR> <br />
<br />
Arriving back at the village less than an hour after we departed, we return with wounds, loot and victory. We bind up our prisoner and feed Bubbles, after a short discussion we decide to get a good nights sleep before heading back into the fortress. The upper levels are still to be explored. Seraph starts divinating the items. <BR><br />
<br />
===The Raid===<br />
<br />
<br />
Following a well earned sleep the party start the day with a hearty breakfast accompanied by orange juice. We decide Seraph should divinate the items we found before heading back into the fortress, as they many be able to help us fight the remaining cultists. Ancient divinations are long and difficult, we learn about the dagger, alter and earring. There is much ice cream passed around to keep some party members from interrupting Seraph. We have a very mild fish curry for dinner, and Remel prepares some healing toffies. Seraph continues his ancient divinations and we decide to head back in around 3am.<BR><br />
<br />
In exchange for fish our friendly pod of dolphins carry us into the fortress, taking us through the underground tunnels and dropping us of into “lake†room. After some searching Arcadia finds a secret door that leads to a tunnel, Elderan has a little scouting golem that follows the tunnel up a slope to a trap door. We sneak down the tunnel, supressing a hellfire ward, before climbing a ramp and to a trapdoor. Sneaking through we find ourselves in a room which appears to be on the ground level of the fortress, with a guard on the other side of one of the two doors. We open the door, quickly dispatch the guard, and find ourselves on a balcony looking over a courtyard – we’ve been spotted and the alarm is raised.<BR><br />
<br />
The following minute is a frantic blur of combat as cultists flood from other buildings to the courtyard and the part comes under withering fire from magical bolts. Seraphs deadly axe blows take the lives of cultists, Arcadia delivers viciously attacks with her sword and crossbow, Eldern devastates the battlefield with him bow fire, Grummuck returns fire with his fire bolts and Remel hobbles around with his bad knees and casts fogs. The two surviving cults run, escaping through the underground tunnels, but the party chase them down.<BR><br />
<br />
====The End====<br />
Following some healing the party spend a few hours searching the fortress and island, of interest are some notes kept in the captains office – although no one can read the language they are written in. The bodies of the cultists are stacked outside the fortress and burnt. Its very late and, as we have no further business on the island, we head back to the village and sleep for the rest of the night.<BR><br />
<br />
Waking late the next morning we meet with Athtar and provide her an update of our activities. She can read the notes, they’re in merfolk, they are a collection of military orders covering a number of months. The old orders have the previous kings signature, and the notes starting about six weeks ago contain the suspected demonic working replacement. There is great concern as the merfolk are now ruled by a suspected demonic worshiper and become very reclusive. We rest of the afternoon and have a party with the villages that evening, there is much celebration and drinking!<BR><br />
<br />
The next morning we make our goodbyes and pack up. Elderan summons a cloud to take us back to the lake, and we are all surprised when a Cloud dragon turns up that is known to Elderan. Grimmick earns the dragons ire, but fortunately is not eaten. The dragon offers to take us home and takes us on a tour of the land, we pass an enormous city called Vine, it has farms within its boundary, before we are enveloped in cloud and find ourselves is strange world, reappearing in blackness with stars in the distance and floating rocks around, some which have buildings – this is the Void, the place between worlds. Enveloped in cloud again we appear over the Sandpit back on Alusia. We are unceremoniously dumped off the dragons back and fall, with feather falls taking effect only a few feet above the ground. We meet with our employers and update them with the activities of the last week. With our rewards we head back to the Guild on a cloud, following a treasure split and round of drinks we bid goodbye to each other.<BR><br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. <br />
* [[Valley_of_the_Trinity#Sandspit|Sandspit]] – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit via The Maze.<br />
* [[Valley_of_the_Trinity#Lake_Town|Laketown]] – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit via The Maze<br />
* Cecrotis - the plane of the Merfolk<br />
** lake - battlesite with Merfolk and Sahuigen<br />
** Village (needs name) - costal village.<br />
** Fortress - fortress built on a small island a few hundred feet out to sea from the village. Cultist of mix of races (Orcs, elves, humans), Red robes are senior, green middle and brown low. Water and earth mages, the earth can cast when on water. A single fire mage.<br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
* Sahuigen (maze) - plane of origin Cecrotis. One of them is associated with the power FurFur<br />
* FurFur - Earl of storms and lightning, create great storms. power in the are of air and water. Some Sahuigen are pacted to it. <br />
* Savnock – Macquie of corruption. Earth power. Some Merfolk are pacted to it.<br />
* Athtar - mayor of village<br />
* Merfolk - We believe 6 weeks ago the king was deposed and the new King is an agent of Savnock. The Merfolk have become reclusive and have become a danger.<br />
<br />
====Things====<br />
From the lake;<br />
* Kelp armour – permanent R10 durability<br />
* Communication stone 1: can send a 25 word message to the holder of the paired stone (returned to Merfolk)<br />
* Communication stone 2: can send a 25 word message to anyone you know on the plane (returned to Merfolk)<br />
Shopping;<br />
* Elderan item <br />
* Arcadia item<br />
From the cultists;<br />
* first group - witch amulets, wand, mana flow amulet, robes with durability<br />
* second group - witch amulets, wand, communication stone, robes with durability<br />
From the cultists near cage;<br />
* Earring - allows casting from EN<br />
* 2x shiny stone<br />
From the cultists at lake;<br />
* Ornate, sacrificial dagger – magic. Most powerful magical ability – ritual of sacrifice. <br />
* Altar – aura strength of magic, no GTN. Highest ranked magic in effect – no answer, nature of magic – enhancement. 7x5x3ft = 105ft<br />
* Pretty Pebbles - (messaging rocks)<br />
* Various potion vials; ceramic, glass, waterskin<br />
* Red and brown cultist robes<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 <br />
|-<br />
| colspan="2" | Remel<br />
| colspan="4" | Grimmuck Groz'Gronack <br />
| colspan="2" | Elederan<br />
|-<br />
| colspan="4" | Arcadia <br />
| colspan="4" | Seraph<br />
|}<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Vision===<br />
Seraph - Witchsight<BR><br />
Arcadia - Witchsight<BR><br />
Grimmuck Groz'Gronack - infravision 150ft<BR><br />
Elederan - Witchsight<BR><br />
Remel - Witchsight <BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Feather Falling (EL)<br />
|class="rk"| 9<br />
|class="ef" | ????<br />
|class="du" | 5 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Hot Wind (EL)<br />
|class="rk"| 6<br />
|class="ef" | 17% v range/11% v melee/close def. 7 points of fire/ice ablative (doesnt stack)<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> N<br />
| <!-- RE--> Y<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- GG--> Y<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Witchsight (AR)<br />
|class="rk"| 6<br />
|class="ef" | See invis. Vision in the dark of 150 feet under the open sky, and 75 feet elsewhere<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> N<br />
|-<br />
|class="mg" | Coriscade (AR)<br />
|class="rk"| 6<br />
|class="ef" | Defence 14 half in close<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> N<br />
| <!-- SE--> Y<br />
| <!-- AR--> Y<br />
| <!-- RE--> N<br />
| <!-- EL--> N<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Arrow Flight (EL)<br />
|class="rk"| 11<br />
|class="ef" | +4 Dmg + 12Sc missile & thrown<br />
|class="du" | 16 Mins<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Swords of Blazing Light (AR)<br />
|class="rk"| 10<br />
|class="ef" | Base damage + extra to creatures of dark<br />
|class="du" | 15 Minutes<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze. Sahuigen and shark fight. Cecrotis and battle site. Camp in forest<br />
| class=day | 6 || Communication stones. Back to lake.Talk to Merfolk. Fly to village<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || Talk to mayor. Swim to fortress. Fight many cultists, rescue sacrifice. Escape<br />
| class=day | 8 || Rest up and divinate<br />
| class=day | 9 || Back into the fortress before dawn<br />
| class=day | 10 || Return to village. Debrief mayor. Party that night<br />
| class=day | 11 || Back to Sandspit then cloud to guild<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Grimmuck&diff=92599Grimmuck2022-06-10T05:39:26Z<p>Bethesda: Created page with "Category:CharacterCategory:OrcCategory:Fire Grimmuck Groz'Gronack is an ORcish Fire Mage played by Bethesda Saggers Adventures One of Our Vineyards is Mi..."</p>
<hr />
<div>[[Category:Character]][[Category:Orc]][[Category:Fire]]<br />
<br />
Grimmuck Groz'Gronack is an ORcish Fire Mage played by [[Bethesda]] Saggers<br />
<br />
<br />
Adventures<br />
[[One of Our Vineyards is Missing]] Spring 820<br />
[[The Autumn Wolves]] Autumn 821<br />
[[An Unknown Onslaught]] Autumn 822</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Cipher&diff=92598Cipher2022-06-10T05:30:17Z<p>Bethesda: </p>
<hr />
<div>[[Category:Character]][[Category:Dwarf]][[Category:Rune]]<br />
<br />
Cipher is an Dwarven Rune Mage played by [[Bethesda]] Saggers<br />
<br />
<br />
Adventures<br />
[[Blood on Broad Street]] Autumn 818<br />
[[A Plea for Help]] Summer 819<br />
[[Won't you go to funky town]] Summer 821<br />
[[Orc Brew Quest]] Summer 822</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Orc_Brew_Quest&diff=92597Orc Brew Quest2022-06-10T05:28:48Z<p>Bethesda: /* Summary */</p>
<hr />
<div>[[Category:Scribe Notes]]<br />
[[Scribe_Notes#Summer_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Ian<br><br />
'''Season''': [[Summer]] 822 WK<br><br />
'''Night''': Tuesday <br><br />
'''Location''': Massey <br><br />
'''Level''': Medium Crunchy <br><br />
<br />
; Party <br />
# [[Cipher]] - Dwarvish Rune Mage played by Beth<br />
# [[Malga]] - Human Rune Mage played by Sam<br />
# [[Sno]] - Elvish Ice Mage played by Annuskha<br />
# [[Vixen]] - Elvish Fire Mage played by Kita<br />
# [[Vargr]] - Elvish Earth Mage played by Connor<br />
# [[Kurt]] - Human Earth Mage played by Bernard<br />
# [[Uthgard]] - Hill Giant Mind Sorcerer played by Anne<br />
<br />
; Employer: <br />
The Halflings of the Forest<br />
<br />
; Mission: <br />
To collect the ingredients for Orc Brew Barrels<br />
<br />
; Pay<br />
A gold brick down payment more to come.<br />
<br />
== Scribe Notes ==<br />
<br />
===1st Meadow===<br />
<br />
Shortly after the guild meeting had finished, I was informed of a late employer who was looking for a party of non-orcs. No other information was given and if we were interested to meet in the designated guild meeting room. This is where I meet with the other members of the guild which had been informed of said job. The collection consisted of: <br><br />
Cypher – Rune Fighter <br><br />
Malga – Rune Warrior <br><br />
Sno – Ice/Fire Mage <br><br />
Vixen – Fire mage/Fighter <br><br />
Vargr – Earth Brawler <br><br />
Kurt – Earth Mage. Also voted our Party Leader. <br><br />
And Myself. Uthgard – Warrior. Party Military Scientist and Scribe <br><br />
<br />
After the guild paper work was done,, guild security brought in 2 halflings. Ones I had met before. Kathrine and Cook, chosen ones of the Valley of the Trinity. The two of them where here on behalf of a group of halflings who needed our help collecting some stuff. They handed us a gold brick as down payment which we are later told is worth 70,000sp. When asked about Greaters we are informed that the halflings the other end can do something for us if we want to wait till we meet with our employer. We arrange to meet Kathrine and Cook at the docks the next morning so we can organise ourselves. <br />
<br />
===2nd Meadow===<br />
<br />
In the morning we met up with Kathrine and Cook and took a boat propelled by a Sentient holy water elemental known as Splashy and meet up with the main boat about an hour later and met the Captain, Jack. We head out once again propelled by Splashy.<br />
<br />
===5th Meadow===<br />
<br />
In the evening we arrived in a place Called Sandspit where we spend the night in an in called The Donkey’s Rest.<br><br />
<br />
===6th Of Meadow===<br />
In the morning we took the a large boat through the canyon with the Boatmen and make it into the lake with The Deep One by noon. As is standard procedure with The Deep One people were dunked in the lake. The Boatmen dropped off Kathrine and Cook in Mickeytown which is midway up the lake towards Laketown.<br><br />
We arrive in Laketown after dark. Once we had come in we were told to ask for John the Swimmer and shown to an Inn. During the night a thief tried to break in but very quickly changed his mind when Sno spoke and Vargar threw an axe.<br />
<br />
===7th of Meadow===<br />
We started on our trek out towards the Cave of Winter.<br />
<br />
===9th of Meadow===<br />
In the evening we arrived at the cave and camped in the small inlet between the wall hiding the portal and the cave doors.<br />
<br />
===10th of Meadow===<br />
After looting a frozen solid traveller, we travelled through the portal following Sno, adeptly because she’s done this before and is our Navigator and Ice mage.<br />
<br />
===11th of Meadow===<br />
We arrived the next day in a barn and were ‘greeted’ by an orc under the employment of Kurt. Apparently Kurts been busy this side since I was last out this way. Having just walked all day through the Plane of Blizzard we decided to spend the day on the farm to recover.<br />
<br />
===12th of Meadow===<br />
We got instructions on how to get to Farknuckle and set off. On our way up we tripped over an orc encampment of bandits and decide it’s probably mutually beneficial to forget we tripped and continue on our way.<br><br />
We get to the River Turgid and use a Willow to cross camping under it once Kurt assists in replanting it.<br />
<br />
===13th of Meadow===<br />
We head out on our way towards Farknuckle, bypassing round it as we get close. We followed the trail up till we walked through some trees forming gothic arches at around Lunchtime. That when we were all thrown an apple each and we stopped for some lunch with some halflings. After lunch we followed them through into a countryside where we had a meeting under the old oak tree. These were our employers who needed help collecting some ingredients to remake some defences to keep them safe. These ingredients are:<br><br />
*2 bottles of Pavlovian Brandy from Mickle Muises Tavern in the Zombielands.<br><br />
*Sawdust from the Booze Barn in Big Smoke<br><br />
*Thread from Yawza and Dang in Big Smoke<br><br />
*Chilli Mint Herbs from a fallen Necro Temple<br><br />
*And Orange Cap Golden Mushrooms which are grown by Goblins.<br><br />
<br />
We are being paid in various things like blessings and oak seeds. Having made arrangements to be given some of these blessings for at least the season to do the job we party with the halflings into the evening.<br />
<br />
===14th of Meadow===<br />
<br />
We head out on our way North the 100 miles to the edge of the Zombielands choosing to spend the night in a tavern before we got there. In the tavern that night we got into a customary tavern fight with the orcs.<br />
<br />
===15th of Meadow===<br />
<br />
In the morning we make the fortress boarding the Zombielands and using Major On Coming Death’s name we walked our way through the Fortress. Stopping about a mile into Zombielands we created a bonfire and had our fire mages summon some salamanders which Kurt proceeded to control so we had some zombie death cannons and headed on our way north.<br><br />
<br />
In the evening shortly after settling into camp for the night Kurt and I heard something off in the distance. I woke the camp up as Kurt went out a little way to get eyes on how much was coming in. Once we got set up and settled in with the fight our Volcano Mage and the Salamanders did a great job doing zombies while the rest of us held points around our encampment.<br />
<br />
===16th of Meadow===<br />
In the morning we discover Amulets on the zombies which we later learn enhance undead. We end up with two of these in our possession. During this we spot a shadow in the sky which some of us know as the Duke of Thrones so we send some salamanders away to murder some zombies to draw his attention. <br><br />
That night we find a small grouping of trees so sleep around and they take care of the zombies in the night thanks to Kurt. <br />
===17th of Meadow===<br />
We get 10 miles out from where we’re going when we start to see heavily armoured wagons. We learn the nearest town is HQ Springs. When we make the town we head to a smelter and rent them the salamanders while we’re in town. We then head to Mickle Muises and ‘celebrate’ with drinks. During our drink perusal, Vixen and Vargr were approached by a Necromancer interested in the amulets. Kurt told him we’d get back to him while we discussed it.<br />
===18th of Meadow===<br />
We spent the day shopping around for some stuff. Kurt discovered the spring the town was named for and learnt that the effect if you bath in it is purifying and the effect of drinking it is health. He also asked the effect of extending watering of blackberry plants and got strange growth. He paid the priest in some stuff and some work to have the entire party and our animals to bath in and drink the spring water.<br />
Vargr also found some passive, energetic and bad bread drugs that he bought. We also picked up various bottle from Mickle Muises<br />
===19th of Meadow===<br />
We meet up with the Priest and traded taking him to close to the location of the rest of the amulets for a minor boon and good will with his patron the Duke of Thrones. Making this arrangement we sold the salamanders to the smelter and headed out to the location of the amulets<br />
===21st-25th of Meadow===<br />
We make it back to within a mile of the location of the amulets and solidify our deal with him and his patron. And continue on our way back toward Big Smoke dropping by the forest to leave the Brandy with them on the way through.<br />
<br />
===26th of Meadow===<br />
We stop in and pay our guild dues for Big Smoke on our way to Kurt’s Warehouse. When we get there, there are a couple of Orc’s trying to break into the warehouse. So Kurt finds some amusement in opening the door for them and they disappear quite quickly due to the Invisible Wargs in the warehouse. <br><br />
<br />
Kurt introduced himself to Geralt the Deputy Assistant, who take tolls before we unloaded all the bulk items that we didn’t need to carry round with us before heading out to get the Chilli Mint from a fallen Necro Temple.<br><br />
<br />
We made our way to the live in construction site that is the housing going in the hole that was the old Necro Site. We headed downstairs towards where we knew there used to be a volcano and encountered a locked door. So we quickly knocked on the nearest door and asked where to find the guy with the key to it. After a few wrong doors having no one literate in Orcish we eventually found him and had him give the key who we left on Sno. <br><br />
<br />
Once down in the tunnels we found a glow down the tunnels underneath the building which opened up into an enormously large room with a large undead militia in it. Not really wanted a fight if we could avoid it we came to an agreement that if they stayed at one end we’d stay at the other, so we started investigating and found a collection of stuff.<br><br />
<br />
During this our fire mages spoke to the fire berries and the volcano and arranged to move the volcano and collect the fire berries growing on the volcano. At which point the undead decided they were done staying at their end of the room and started a fight.<br><br />
<br />
Kurt and Sno opened up a magma channel in the volcano to take out a majority of the undead and create a semi-natural battlefield control. Just before the magma erupted Malga stood in the wrong tactical position and got taken out by the magma wave. <br><br />
<br />
After the fight we proceeded to dig up Malga and found a 4 and a half foot goblin creature which DAed as A Miniature Hobgoblin from the plane of Alusia. So figuring this was the product of some weird magic items he was carrying and being in a Place of power we figured this is what Malga became. The only piece of Malga’s gear that survived was his Axe of Pain. During retrieving Malga we also collected a fair amount of Iron from the undead slags.<br />
We returned the Key to the build supervisor and headed to the nearest BSFHS (Big Smoke Friendly Healers Society) which we are all members of for this reason among others. They proceeded to Summon a list of master healers to see to Malga and spent the first 6 hours divinating him in which the party made some stop at a temple of the Marquee of Fire in which some offerings were made, followed by a trip to a temple of the Duke of Thrones were some more offerings were made and we were asked to return with the whole party for fulfillment of the other half of the deal.<br><br />
<br />
Afterwards back at the BSFHS the master healers spent 2 hours resurrecting Malga into the form he had now taken. If he wishes to change it that is up to him to do later on. <br />
<br />
===27-28th of Meadow===<br />
We spent these days doing mundane tasks and Vargr did some merchanting of the drugs he acquired back in HQ Springs.<br />
<br />
===29th of Meadow===<br />
We returned to the Dukes Temple and were lead into a back room with a circle carved on the floor. Kurt quickly checked it for its effect on him which came up as Enhancement and not Sacrifice or death so we did as instructed and sat in the circle as the acolytes of the Duke did their ritual. After the ritual was completed a Bright White burst of mana erupted around us granting us with the agreed Vision.<br><br />
“How far can you see?†– Voice in the fog, Suspect is the Duke<br />
“The wall†– Malga<br />
“That’s the floor†– Sno<br />
<br />
We then proceeded to ask for direction to the Booze Barn from some people in the streets and headed in the directions given to us. When we get there we investigate the sawdust to see what’s so special about it, it comes back with a nature of magic of Suppression. We set up Vixen with a Malga to collect a sack full of sawdust while the rest of us distracted the bar keep just in case they weren’t so keen on it leaving. Those of us selling the alcohol to the bar keep learnt they weren’t so keen on our selection. <br><br />
During this Vixen collected the sawdust and Malga gotten beaten up for being a goblin with apparent attitude to the orcs, so standard Big Smoke etiquette.<br><br />
<br />
After leaving we asked for directions to Yowza and Dang’s on the street of Cloth. Upon walking in because Vixen is already dressed in Yowza and Dang attire we are lead through to the back room where we are introduced to two Half elven Orcs who proceed to fuss over Vixens dress. They also aasked to send Vargr and Malga to distract the accountant so we didn’t have to pay for the fuss they made over the dress so we complied and sent them on their way. <br />
Of course we made sure to collect the thread we originally came for, while Yowza and Dang fussed over outfits for people.<br><br />
<br />
We headed back to the warehouse to take a break before heading out to mushroom vendors to get some information.<br />
<br />
===30th of Meadow===<br />
We headed to a tavern we were given the directions of to meet a few mushroom vendors and discuss mushrooms. During this they told us of rumours of goblin entrances that one of them had sent an apprentice to investigate that never returned. After this discussion we headed home to sleep of the drink.<br />
<br />
===1st of Heat===<br />
We headed down to the entrance to the goblin caves where we put Kurt in front of the group to check for traps. In the caverns some of our louder members of the party are making noise and Kurt talked out loud to the general tunnel and ended up talking to a goblin who kindly gave us the directions to the caves. While walking through the tunnel we came upon an intersection with some crocodiles that our earth mages controlled. Noticing a group of goblins behind us we invited them for mushroom soup and had them show us the way to the cooking caves.<br><br />
<br />
We feed random goblins till a goblin in a gold chain with goblin covered in skulls approached us. We feed them good soup and Kurt explained that we can’t make more cause we lack the right mushroom. They inform us that the best mushrooms are behind the Shit Monster. So we declare we are off to kill a Shit Monster.<br><br />
<br />
The goblins take us an hour through various caverns to some fortifications. As we walk down the cavern we find a flesh Golem rat which gets taken down before it can run back to its master. Kurt then collects bits of the rat cause it comes back with Ingested poison. We continued down the tunnels we came into a cavern where a large Shit monster sits surrounded by a large amount of rats.<br><br />
<br />
Kurt puts an exceptionally large smoking magma and then Vargr threw a grenade into the magma which started a reaction that we tactfully retreated from which wiped out the rest of the rats and the Shit Monster.<br><br />
<br />
Checking around we found various mushrooms including the one we needed. Returning to the goblins we informed them of the lack of Shit Monster but the introduction of a toxic crater that we created. Then Headed back to the warehouse to sleep off the fight.<br><br />
<br />
===2nd – 7th of Heat===<br />
We headed up river to the halflings to give them the last of the ingredients. And hung out with the halflings. We were awarded with The order of the Mushroom which came with a brooch.<br />
<br />
===8th – 12th of Heat===<br />
We travelled back down to Big Smoke<br />
<br />
===14th of Heat===<br />
We collected the Clothes from Yowza and Dang<br />
<br />
===15th of Heat – 15th of Breeze===<br />
We spend a month training in Big Smoke before returning to Alusia and the Guild.<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
<br><br />
* Horse go Fast - 9-11 miles an hour on ground, -3 Ft cost of travel. Approx 80 miles in a normal day. Whole party.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6<br />
|-<br />
| colspan="4" | Uthgard<br />
| colspan="4" | Malga<br />
| colspan="4" | Vixen<br />
|-<br />
| colspan="4" | Kurt<br />
| colspan="4" | Vargar<br />
| colspan="4" | Cypher<br />
|}<br />
Sno reserve as needed<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
Vargr | Kurt <br><br />
Sno | Vixen <br><br />
Cypher | Malga <br><br />
Uthagrd<br />
<br />
|align="center"| ''Single File''<br />
Vargr <br><br />
Kurt <br><br />
Sno <br><br />
Vixen <br><br />
Cypher <br><br />
Malga <br><br />
Uthgard<br />
|}<br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Day<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
|-<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
*Undead Amulets x2<br />
*Lava Bomb<br />
*Fire Seed<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
*HQ Springs<br />
**Total trade for Salamanders<br />
***Weirder Valuable metals and Truesilver<br />
***High quality weapon steel (200lbs)<br />
<br />
*Mickle Muises<br />
***4x Bottles of Pavlovian Brandy<br />
***2x Green Bottles<br />
***1x Blue Bottle<br />
***2x Golden Yellow Bottles<br />
*Selling all to a high end Tavern near the Street of Cloth<br />
<br />
*Big Smoke<br />
**3 Spools of Thread (100sp each) Yowza and Dang's<br />
<br />
===Minor Items===<br />
*Volcano<br />
**Special Fire Berry<br />
**Standard Fire Berry<br />
**Fire Herbs<br />
**Fire Rock<br />
<br />
*Yowza and Dang<br />
**Suit in Uthgards Size<br />
<br />
===Expenses===<br />
Kurt<br><br />
Payment for spring water<br />
*Goblin Healing Ball<br />
*Spheres of Vapour<br />
Offering to the Marquee<br />
*A Blackberry Plant<br />
Offering to the Duke<br />
*A Blackberry Plant<br />
<br />
Cypher<br><br />
Offering to the Marquee<br />
*Runestaff<br />
<br />
Party<br><br />
Offering to the Marquee<br />
*Misc Iron<br />
*Other Flameables<br />
Offering to the Duke<br />
*Various small Animals (Killed with Blackberry Vine)<br />
<br />
== Calendar ==<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Summer" <br />
! colspan=15 | <h1>Summer</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| colspan=14 | <b>[[Beltane]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Meadow]] (1)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || <i>White Lotus</i><br />
| class=day | 6 || <i>Seagate Light Festival</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || <i>The Castellan Borderers Ball</i><br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || <i>Seagate Crafters Ball</i><br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Heat]] (2)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || <i>Seagate Guildmasters Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || <i>Seagate Races</i><br />
| class=day | 11 || <i>The Duke of Carzala's Summer Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || <i>Midsummers<Br>&nbsp;Eve<br>&nbsp;(Faerie Day)</i><br />
| class=day | 15 || <i>Solstice</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Summer Fair Day</i><br />
| class=day | 18 || <i>Seagate Summer Fair Day</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || <i>The Castellan of Brastor's Summer Ball</i><br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Breeze]] (3)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 3 || <i>Day of Death</i><br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Cipher&diff=92596Cipher2022-06-10T05:27:39Z<p>Bethesda: </p>
<hr />
<div>[[Category:Character]][[Category:Dwarf]][[Category:Rune]]<br />
<br />
Cipher is an Dwarven Rune Mage played by [[Bethesda]] Saggers<br />
<br />
<br />
Adventures<br />
[[Blood on Broad Street]] Autumn 818 Wk<br />
[[A Plea for Help]] Summer 819 Wk<br />
[[Won't you go to funky town]] Summer 821 Wk</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Won%27t_you_go_to_funky_town&diff=92595Won't you go to funky town2022-06-10T05:26:58Z<p>Bethesda: /* Summary */</p>
<hr />
<div>[[Category:Scribe Notes]]<br />
[[Scribe_Notes#Summer_821_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
''Adventure:'' '''Won't You Go to Funky Town''' <br><br />
''GM:'' '''Ian Anderson''' <br><br />
''Session:'' '''Summer 821'''<br><br />
''Night:'' '''Wednesday'''<br><br />
''Location:'' '''Birdlands, Massey'''<br><br />
''Level:'' '''Medium'''<br><br />
<br />
===''Party''===<br />
* [[Uthgard]] - Hill Giant Mind Sorcerer Played by Anne<br />
* [[Kerry]] - Human Dark Celestial Played by Helen<br />
* [[Eugene]] - Human Necromancer Played by Sam<br />
* [[Rhiain]] - Human Ice Mage played by Chris<br />
* [[Kurt]] - Human Earth Mage played by Bernard<br />
* [[Sno]] - Half Sea Elf Ice Mage Played by Annuskha<br />
* [[Cipher]] - Dwarven Rune Mage Played by Beth<br />
<br />
<br><br />
<br />
===''Employer:''===<br />
<br />
<br />
''Pay:''<br><br />
* Some bags of gold each (actual value of ??)<br />
<br />
==Scribe Notes==<br />
<br />
===1st and 2nd of Meadow===<br />
We were meet in a guild meeting room by two ‘Halflings’ who are accompanied by a cacophonous racket of music going on about a Firestarter. They inform us that we are being hired by the Power that Be to stop the music and we are being paid 10,000sp plus potions plus whatever loot we find. Along with this we are told that a Dragon is coming to pick us up from the North Common tomorrow evening. In all of this we learn that Johnny knows that Funky town, the place we are to be going, is in Big Smoke in the Orclands which we are getting to by going through what the Halflings call the Scary Tower. When asked they seem to think the source of the music was a Bardic Demon but The Witch thinks it’s Bunnies. <br><br />
With this we got into Guild required paperwork. The party consists of:<br><br />
Cypher – Dwarven Rune Mage<br><br />
Kerry – Human? Dark Celestial<br><br />
Eugene – Human Necromancer. Party Mil Sci<br><br />
Rhiain – Human Ice Mage<br><br />
Kurt – Human Earth Mage<br><br />
Sno – Half Sea Elf Ice mage. Party Leader<br><br />
Uthgard – Hill Giant Mind Sorcerer and Party Scribe<br><br />
<br />
After this we went to Slippery Rock to pick up some party member Amulets, having decided to do get our Greater’s done to the other end. On the evening of the second we meet Misty the Dragon in the North Common where he dropped us in Glows workshop. Glow tells us that she needs a couple of glass jars gotten rid of before the goblins decide that they want to through them and given they have 90ft explosion radius and can only be thrown half is far isn’t necessarily an object they want around in largely populated areas. So Kurt spends a few hours making them harder to accidently set of by encasing them in hardened stone then we headed down stairs to meet with Gablebrocks and be hit with a book of knowledge.<br><br />
<br />
===3rd and 4th of Meadow===<br />
We spent 2 days suffering with headaches in the goblin caves. During this we had guides to the tower organized. <br><br />
<br />
===5th of Meadow===<br />
We headed our way over to the tower traveling through a forest with no North according to our plethora of Rangers. Just before dusk we made it to a bramble wall around the Tower. Some of us made our way to within shouting distance of the tower and let them know that we were looking at coming through in the morning.<br><br />
<br />
===6th of Meadow===<br />
In the morning we headed through the tower which was singing something with lyrics that were something along the lines of ‘Monster Mash’. We were lead through the Tower by what was identified as a Flesh Golem to the Necromancers Workshop. In a discussion with the Necromancer he wanted the Music to end as well. So as all good problem solvers do we arranged for him to pay us to make sure we end the music. From there we headed down to the cistern and Kurt voluntarily is controlled to talk to the Fossegrim. And yet again we arranged to be paid to stop the music from the Fossegrim with Magic Coins to end the music. Travelling through the cistern taking some magic water with us. Making our way through the keep the other side Kerry may or may not have been intentionally spotted which led to<br><br />
<br />
“Who the fuck are you and what the fuck are you doing here?’ Sarge the Orc<br><br />
After a moment pause “Sneaking†Kerry<br />
<br />
Having to climb long distances we tied Eugene to me and made our way down. Once at the bottom we started to make our way to Big Smoke. At about Lunchtime we saw and axe lying in a tree. When we stopped to investigate Kurt spoke to the tree and we meet a group of Orcs. Boss asked us to turn over some hay insisting it would be good for our lives. So, we did so having a nice chit chat as we went about the work and learned that we had been being followed by a group of slavers. Deciding it was probably better for long term health to hang out with Boss and his men we had lunch with him and stuck around. Then his Animal Mage woke up and said all of three words.<br><br />
<br />
“Shit. Three Minutesâ€<br />
<br />
With this being announced everyone fell into fight prep. Following Boss’ lead we engaged in a fight with slavers who weren’t backing down, controlling some of the Wargs they brought into fight and walloping the slave boss with a row of trees because he was just in the wrong place. At the end of the fight we walked away with some loot and the majority of the wargs. However, having learnt we had 12 hours to get out of dodge and hide from a Necromantic Power of darkness who was turning up to claim a worshipper’s soul, we bid Boss and his men goodbye and ran on Wargs all the way to Big Smoke.<br><br />
<br />
We made the cities outer wall and settlements just after night fall and just as we start walking our way through the gates a gang of orcs steps out in front of us and starts to hassle Kurt who is at the front. Further down the road a group of orcs are blocking off the road. A moment later when the Orcs down the road cough to get the Gangs attention the Gangs go running. We are addressed by an Orc who we learn is called Boris from the Big Smoke Friendly Healers Society. Luckily just the people we wanted to see. We discuss with Boris our Guild arrangement, being the Kurt was already a member just with some overdo fees this was simple. Turns out the Healer Society has had a healer taken into Funky Town that they wanted returned. With this information we arranged to meet their enchanter and got some directions to a smith were we could deal with our current problem. Making our way further in and to the smith to spend a few hours avoiding said Necromantic Power with the smith Murphy McThumpalot, who also conveniently happened to run an underground temple to a certain Fire Marquee. <br><br />
<br />
From there we headed to Station 23 Of The BSFHS. Here we meet with Old Frances the Enchanter and prepaid for our Greaters and arranged to meet him in the morning for them. Once this was sorted we went and found some accommodation in the form of a warehouse which we leased for a couple of years.<br><br />
<br />
===7th of Meadow===<br />
We meet with Old Frances for our greaters then went and found Lavinia to let her know that we were in town and to see if she’d scry shield our warehouse. <br><br />
<br />
“Why are we going to see a Jailer?†Rhiain<br><br />
“Cause you’ve been bad†Kurt<br />
<br />
Lavinia mentions that there are some items she want’s recovered from Funky town and informs us that they are sending a Host of the Unworthy into Funky town to see if they can end the problem. So we head over to a Bards guild on the way over to get some invested Shells of silence and short term counters and then make our way to funky town to watch from a roof. <br><br />
As we watch it starts to rain and a multihex being with an umbrella swings from poles within funky town and Kurt describes hearing a song saying purple rain when he’s stood outside the bubble. The hoard stops in its tracks and turns and walks away. Kurt and Kerry bound across the roofs to DA the being. From up close they can see it’s some sort of large troll, ogre thing.<br><br />
<br />
Once things has settled down a bit we followed the large troll, ogre thing through town hoping it would inform us about something. When the ogre went into a tavern we stopped on the roofs above. Deciding we didn’t want to pop physically into every tavern if we didn’t have to given we could see about 6 more down the road from where we were, we magically searched for minds who stood out above the rest. Picking up a set of three in the tavern bellow us we went in to Big Als. Recognising a set of 3 old men in the corner we went and said hello and asked why they had come into town. For those who are lost like Rhiain, these old men are The Willing Prince, The Beautiful Marquee, and the Marquee of the Pentacle. Three Daemons that most of the party has meet on previous adventures and have been quite helpful.<br><br />
Once we had finished our pleasant conversation with these men we went back to the warehouse. Having learnt from these 3 old men that there is an Ascension happening somewhere in the lower district of Funky town we decided that an astrology reading might be called for. So we went and bought Sno some coloured rune stones and a Viking compass to do the reading with. Once back at the warehouse we introduced 5 master thieves, 3 orcs, a goblin and a halfling, to the new security and rune warded the building, and did our Astrology reading. The reading came back with:<br><br />
<br />
“The Fairies will play<br><br />
On the big day<br><br />
The music will play<br> <br />
Everyone will payâ€<br><br />
<br />
This let us know that the Ascension was happening on Midsummers Eve also known as Faerie Day. With all this information acquired we sent Lavinia a Coded message to let her know what was going on and looked at hiring a spy.<br><br />
<br />
===8th of Meadow===<br />
<br />
We meet with Lavinia and got our long-term Bardic Counters put in place. Lavinia informed us that we need to give fatigue to the enchantment every dawn to continue the magic. We agree that doing it every dawn and dusk will also work. We also got a better ranked rune ward put on the building. We meet up with a couple of thieves who gave us some information on a spy that could be useful to us known as Booky Bob. Coincidentally Kerry already knew him personally having ‘rescued’ him from a gang of thugs in the past. We got his new address and arranged to meet him.<br><br />
<br />
===9th of meadow===<br />
<br />
At about dusk we made our way over to Booky Bobs and watched him walk out of his house. We ‘bumped’ into him on the street and informed him we would like his help with some information. With this we walked with Bob down the street. Firstly we get some information on potential large concerts going on in funky towns underground on Midsummers Eve and learn that there are rumours of someone excavating the buried Colosseum that would hold somewhere between 50 and 70 thousand people. Along with this there is a ring of concerts happening around that one point. This sounds like our man, person, lesser daemon thing. Next we get some information on the missing Healers and we learn quite a lot. We learn that a gang is holding them in funky town 3 blocks south east of Big Als and 2 floors down from street level. There are about 20-25 gang members and 5 important leader types. They are known to have some Earth mages or magics and a few Mechanicians. With this information we thank Booky Bob and head over to Station 23<br><br />
<br />
Informing the BSFHS about what we had learnt we had the go ahead to drop the building on them as long as we can get their men back to them in a few hours after this happens, they don’t care what method we use to put the gang down.<br><br />
<br />
We plan out a rather thorough infiltration method. Mainly planning to drop their own roof on them. <br><br />
“This time I’m not confused†Rhiain<br><br />
“For once†Uthgard<br><br />
Scouting the building out we find a couple of suitable rooms we can rent and hire one 1 floor down from street level and furthest away from the stairs. With this all set up plus and emergency escape route to the next building over we get started.<br><br />
<br />
Dropping the floor from most the level a couple of orcs who came up to see what the noise was drop with the floor, leaving them and 2 other orcs on that level with almost definitely a large back up amount coming from somewhere else. The fight ensues and as expected the back up orcs arrive. As the orcs start to fall the lone Orc still standing in the doorway throws a grenado of some sort and ducks behind a wall that appears in the doorway. From the Grenado an earth elemental appears. While all this is going on Kurt is pulling our missing healers out from under the one bit of the floor we did not drop. Towards the end of the fight Kurt starts to hear noises of the building creaking. So as the earth elemental drops we grab our fallen party and 5 orcs and use our pre planned escape route. We precured our loot from the bodies we brought with us, dumped the bodies on the street by the pile of rubble that used to be a building.<br><br />
<br />
With all this done we brought the healers back to Station 23<br><br />
<br />
===10th of Meadow===<br />
Once we had done this we started preparing for what we expect to be a big fight so we talk to the BSFHS about getting some invested Mind College Healing. Then we headed over to Murphy McThumpalot’s forge to craft Kerry some claws for her were form. During this discussion we learn that Murphy can get them to shift with her between forms. And this is why he is the master smith and we are not yet. <br><br />
<br />
===11th to 17th of Meadow===<br />
We spent a week with Murphy making the claws for Kerry Amrouring and arming the Wargs for resale and gaining trust to see a friend of his about getting some Fire Berries for Sno. We also learnt that if you want some nice A class weapons you want to see Staby Staby Die Die on the Street of Steel.<br><br />
<br />
===18th of Meadow===<br />
We went and ‘dropped a delivery’ off to Murphy’s friend who had the stock of Fire Berries picking up about 5 in total for Sno. With this we also discussed some other opportunities with him that might be in favour of his Patron and learnt about a Temple of The Duke of Thrones that was summoning some undead which sparked some cogs in Mil Sci Brains. With this we went back to our lodgings to discuss using the undead horde they were summoning to our advantage in the bigger fight later.<br><br />
<br />
“I finally follow what’s going on†– Rhiain<br><br />
“We want to save as many of the undead as possible†– Eugene<br><br />
''two different points in the same conversation''<br><br />
<br />
So with this plan concocted we sourced ourselves some nondescript robes to cover the undead with if this worked, along with arranging with the BSFHS about getting Eugene’s Necrogeny Talent potioned for the rest of us.<br> <br />
<br />
===19th of Meadow===<br />
We meet with Lavinia in The Cavern to follow up with the missing items now that we had some definite time to kill. She lets us know that a set of 3 chalices and 3 plates have gone missing from a case. We get a description akin to Gold Gordy Gem covered. Which are holy to a local god and rumoured to be about life giving. The locate we have done on them brings them within 100ft of the undead temple. So we set off and rented a room in one of the neighbouring buildings and got some nice rat scouts to do some work.<br><br />
<br />
===20th and 21st Meadow===<br />
Spent getting rat reports and some Necromancer Training. Learnt that the place we are wanting is the 12th floor and has about 6 people. Some of the windows are open some are shuttered. The open ones are trapped. Plan to break in, in the middle of the day and murder them all, either with a distraction or coming in through the windows.<br><br />
<br />
===22nd Meadow===<br />
Get on the roof of the building and have Kurt realise we can come in through holes in the celling made of slate. All prepare then drop in on top of sleeping orcs with death from above. Our only casualty was self-inflicted in the drop phase. Fell 10 feet then slipped and cracked open skull after impaling a sleeping orc. So he held up in the hide out healing Rhiain, sent a runner to Lavinia and loot and divinated some objects. Most importantly finding the chalices and plates. Through Divination we learnt that these if eaten from and drunk from in the right order will increase the imbibers Fatigue and Endurance by 5 points till the next High Holiday.<br><br />
<br />
===23rd and 24th Meadow===<br />
We spent a couple of days gathering some potions of quick cast for Eugene and getting Kerry Crafting a couple of Heal over time potions. We also get some Necromancer Ranking in during this. During this time we also get some information on the Temple to the Duke of Thrones so we can plan our attack.<br><br />
<br />
===25th of Meadow===<br />
We headed over to the main entrance in the hour time span we knew the shift change would be in and in our favour the guard change happened moments after we turned up. So we descended 2 wargs 2 Beastmaster animals and Kerry immediately into them followed by Kurt and Sno as the next stealthy party members and Eugene opening with some magic putting the 4 guards down rathe quickly. When lighter armour guards made their way out Kurt very cunningly lured him out far enough so the animals could close from behind him. Entering the temple dragging in the now dead guards we closed the door behind us and left the Wargs to guard the left corridor while we went right. <br><br />
<br />
The first door on the left, was the guard barracks with 5 on break guards who we had to put down twice because they would stand back up after the first death. During this fight Eugene was attacked by a chicken that also stood back up afterwards.<br><br />
<br />
The next door down was a double door which we bypassed by putting a hole in the wall finding a Necromancer and 3 more orc fighters. We got Schwartz on the mage while Eugene Dropped quickened counterspells under the mage and the rest of us dropped the fighters one after another. <br><br />
After this we went round a cleaned up making sure we leave those pacted till last and got ready to desecrate the temple. <br><br />
<br />
A moment later we heard a change in the dine from outside. We worked out that this was a very large animal landing we guessed it was the griffon. Admittedly the mumbling priests should have given it away a little bit on timing.<br />
With this warning we beheaded the priests and Kurt started digging up altars. A pair of Shades walked through the wall either side of the door with trumpets. Moments later the Duke of Thrones burst through the door. I charged into a fight with the Duke and Sno dropped Magma around his feet and I got to play bouncy ball for a round by falling over then standing back up again immediately with a small black spot in the middle. Shwartz leaped into close with the Duke and mauled him.<br><br />
<br />
With the Death of the Dukes avatar the room fell through into the hole bellow crushing a bunch of undead and the Sno melted the rest of them with a small volcano. We collected the loot from room and leave the temple with all the temple loot as well.<br><br />
<br />
Outside we convinced the Griffon to go seek a god in the mountains because we didn’t really want him around with us and the Duke would probably appreciate him back cause we weren’t really interested on being the top of a kill if around list.<br />
With this we went back to the healers to remove the infection we were sure we had and then we wandered our way back to the Temple of Marquis of Fire, were we handed over the agreed upon relics of the Duke and got some nice changed or items in return.<br />
<br />
===26th to 27th Meadow===<br />
Spent healing and down time from potential officials<br><br />
<br />
===28th Meadow===<br />
We acquired some digging tools after joining up with the Diggers Guild and were informed about some of the jobs going around in Funky town. We learnt about someone shipping an awful lot of dirt. With this we went and started work on the basement of the temple job that needed a volcano dug out of its basement. When we got over to the hole where the building with the temple used to be we took in the destruction of the rest of the building that we indirectly caused. We spent some time shoring up the buildings either side of the hole or finding the faults in their walls when they refused to pay the guild anything to make sure their walls were strong. <br><br />
Then we snap froze the volcano in the basement which settled the not so strong building next door and then over the next couple of days filling the hole of the temple in with dirt bought from the guy selling obscene amounts of dirt<br><br />
<br />
===4th and 5th of Heat===<br />
<br />
We spent the days standing in the back off some work lines. On the 5th we got approached by ‘arry the Fix and asked to meet him at the Drowned Goose at midnight. We got 3 orc to join our ranks as Diggers, Arg, Thumper and Bash and meet ‘arry while getting drinks. ‘arry was hiring us to help with the Colosseum Dig being paid 100sp a day plus some benefits just in case accidents happened. We would be working in tandom with a Necromancer and his 20 skeletons and a Binder and a couple of golems.<br><br />
<br />
With the briefing on the job we went and got some extra digging kit and bought our Orc friends some silvered weapons, slong with buying a special hammer the seller calls a Sledge Hammer. Picked up some goblins as runners then we followed ‘arry into a warehouse and down a tunnel into the Coleeseum.<br><br />
<br />
===6th to 10th of Heat===<br />
We did some actual digging work among some sabotage work. We spent the first two days down time inviting the necromancer to drink with us on the third day we hypontised him to keep drinking and forget to renew his Binding lesser. In the early hours of the ‘evening’ the next day some skeletons wandered out from where the Necromancer was working and the goblins brought us back the necromancers loot.<br />
<br />
===11th to 13th of Heat===<br />
We spent these days finding out where the other employees stand on Deamon’s. During this we learnt that there is a Short well dressed man, that he calls Mr Oaky, hiding out at the Binders theatre that’s across the road from Big Al’s. While talking to the Binder he showed us how the lighting system in the Colosseum for the show worked. And we discussed the plan on how we were going to take down the trying to ascend Demon.<br><br />
On the 12th we heard the music again and worked out that none of us were cursed with tone deafness anymore which we took down to being the Demon trying to reach as many people as possible. <br />
In finally stages we set up the scorpion in some place out the way to throw a grenado at the stage first round we opened up on the demon. Along with this Kurt sacrificed a pig to a forest god.<br />
<br />
===14th of Heat===<br />
We let Arg, Thumper and Bash know about the deamon imposter that was infiltrating the concert and had them in on our plan. We also sent word to Lavinia and The BSFHS about what was about to go down. The BSFHS let us know that there would be healers nearby ready for when we came out of this fight. As the concert drew nearer and people started gathering in the colosseum, we started setting up some Crowd Management Incentives. This included paying members of the crowd to make sure everyone stayed behind them and their friends, and having the goblins light fires at random intervals throughout the concert in the gap between the crowd and the front stage security. We had it arranged so that our front liners were part of this front stage security and most the rest the party nearby. We meet Major Oncoming Death of the Host who was sent by Lavinia to help ‘control’ the engagement. He turned up with his personal guard and arranged for his said Host to come in during the fight. <br><br />
<br />
As the concert started we got started and had Kerry start DAing the members of the stage and the pools of mana. We also saw a person standing invisible at the back of the stage. Five minutes out from the mana pools filling we started our attack. As Kurt charged down from the scorpion on Swhartzs back time froze around him and he was approached by a man laying sideways floating through the air. The fight started and we executed our plan. Eugene dropped walls between the stage and the crowd. Our front liners drove poison stakes into a couple runes we couldn’t manipulate. The Bard summoned a couple of golems and the fight ensued. The bard spoke to us between 6 second intervals which lead to:<br><br />
<br />
“You wont even be the second demon we’ve killed this week. Cause your not one yet†by Kurt<br><br />
<br />
As the band dies around him the Bard in a last ditch effort tries to pull Rhiains head of with the whip round her neck using the stage. When that doesn’t work and with Kerry in behind him trapping him out of the mana pools he takes off in flight which does pull Rhiain’s head taking her head and landing it in the lava pool. Kurt took off in flight after the Bard. Cypher in a moment of realization went looking for Rhiain’s soul that most likely was getting sucked into the mana pool with the rest of them and held it down so we could attach it to her body for resurrection. <br><br />
<br />
Shortly after Kurt returns some Fae turn up and Trees sprout up from the group around us. With the mana pools threatening to explode we considered this our priority and Kurt and Eugene started to see if they could disperse the mana so the explosion would be less imminent. Major Oncoming death and his men beat up the fae then left.<br><br />
<br />
At about this point Kurt noticed the taps about to buckle and let the remaining mana in the pool out all at once with this warning Kurt nobly stayed behind with Shwartz to see if he could control the mana flood while the rest of us ran collecting people’s packs on the way out, Kerry carrying Rhiain’s body. At the time what we did not know is that Rhiain as a spirit tried to interact with the mana and tore her newly reattached soul from her headless body.<br><br />
<br />
The pool of mana exploded and caught us as we fled doing some significant damage. When we get out minutes later Kurt’s limp unconscious body was dragged out to us by a large dog spirit reminiscent of Shwartz. Then the healers turned up and let us know Kurt wasn’t dead but Rhiain was beyond resurrection we would have to find her soul again. Deciding that we couldn’t ask the Fire Marquis to find her soul so we asked if there was a power of Ice priest around, we could ask. Apparently there was on the Street of Spirit. When we went down we paid the temple in Rhiain’s Fire Arc Bridle and her Chain Mail Bikini. Then Rhiain paid in a bunch of Ranking order requirements and a 1,000sp fee every season for 10 years to an Ice Temple.<br> <br />
<br />
With this we took her back to the Healers and started getting her head regenerated to start the resurrection process. <br><br />
<br />
===15th to 21st of Heat===<br />
We spent a week waiting for Rhiain to be discharged. During this we cremated Shwartz’ body, and cleaned up the last of our city stuff like leaving our warehouse in the charge of Arg, Bash and Thumper and selling the Wargs on. Then we left for our travel home deciding on the long way cause we had some payment to collect on.<br><br />
<br />
===22nd to 27th of Heat===<br />
This time was spent on the trail home collecting our payment from the appropriate people, e.g the Fossegrim, Necromancer and Goblins. Boated from laketown to Sandspit and then spent 2 days flying home.<br />
<br />
===Summary===<br />
<br />
===Important People Involved===<br />
* Misty, Dragon power, Took us to the Valley of the Trinity.<br />
* Gabblebrox, the Brox/Shaman of the Goblins, gave us assistance and Orcish.<br />
* 'Boss', Retired veteran of some Orcish war, has an experienced unit with him, taken up farming about half way between Forsaken Fort in the N & Big Smoke. Helpful vs Slavers.<br />
* Lavinia, head of the Big Smoke City Prison (Distinct from Imperial Prison)<br />
* Murphy McThumpalot, Fire Mage Smith located near the N Gates.<br />
* Boris, Senior member of Friendly Healers<br />
* Old Frances, E&E with good Greaters, works for/with Friendly Healers.<br />
* Bookie Bob, Information Broker, reliable when paid.<br />
* Duke of Thrones, Mad at us because <s>we killed an agent of his who was a slaver.</s> we assaulted & desecrated his temple and killed his avatar.<br />
* Marquis of Fire, Hostile to Duke of Thrones in Big Smoke, therefore helpful to us.<br />
* ''Mr Oaky'', Almost certainly not his real name, a Bardic Want to be Greater Demon, currently has wings etc. Mad at us we stopped his ascension and also mocked him.<br />
<br />
==Mil Sci==<br />
Main Mil Sci<br><br />
Eugene - D + 21<br><br />
Ambush/Start of Combat Mil-Sci<br><br />
Uthgard - D + 21<br><br />
===Logistics===<br />
'''Daily Routine'''<br><br />
14 hours in camp. 4 Hour watch, 7 hours sleep, 2 hours for rituals each. Plus Breakfast & Dinner.<br><br />
10 hours 'on the road'. 4 hours travelling, 2 hour break for lunch/rest, 4 hours travelling.<br><br />
<br><br />
Ft Recovery (not counting bonus for high En)<br />
* 21 Ft overnight.<br />
* 3? Ft per hot meal.<br />
* 2 Ft for lunchtime break, if not used for an additional ritual.<br />
For a total of 32? Ft a day - travel & casting.<br />
====Watch Order====<br />
First; Rhian, Kerry<br><br />
Second; Kurt, Cypher, Sno<br><br />
Third; Uthgard, Eugene<br><br />
One see invisible per watch & one not.<br><br />
<br><br />
<br />
====General tactics====<br />
''Default Battleplan''<br><br />
Slow movers form a front line. Fast movers position to support based on terrain.<br><br />
Ranged casters engage enemy, Kurt to act as healing dispenser & take care of utility actions.<br><br />
<br><br />
'''Combat Capabilities'''<br><br />
Fast Moving Melee<br />
* Kerry<br />
* Uthgard<br />
Ranged Combatants<br />
* Eugene<br />
* Sno<br />
Slow Moving Melee<br />
* Rhiain (unmounted)<br />
* Cypher<br />
Utility<br />
* Kurt<br />
<br />
===Healing===<br />
'''Significant healing options with good success chances'''<br />
Healers & relevant healing sub-skills.<br />
* Kerry Rk 6? Subskills of note?<br />
<br><br />
Magic<br />
* Earth Healing (Ku) - 5 mins cast, 13 En wrap Ft healing<br />
* Lesser Healing Rune (Cy) - 1 mins cast, 6pt healing<br />
* Greater Heart Rune (Cy) - 10 mins cast, 6pt En healing<br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast.<br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight.<br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 550px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
Everyone has a Lesser from Kurt, Kurt from Guild.<br><br />
Special Bardic Counterspell, +50% vs Bardic magic. Requires daily blood sacrifice (2Ft Morning & Optionally night)<br><br />
Greaters. Rhiain & Cypher got at Guild, self organised, rest of party +20% 4 areas in Big Smoke.<br><br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | Ut<br />
!Title="??" | Ke<br />
!Title="??" | Eu<br />
!Title="??" | Rh<br />
!Title="??" | Ku<br />
!Title="??" | Sn<br />
!Title="??" | Cy<br />
!Title="??" | Do<br />
!Title="??" | Ca<br />
|-<br />
|class="mg" | Witchsight (Ke)<br />
|class="rk"| ##<br />
|class="ef" | Night Vision, 150' outdoor, 75' indoor, See Invisible<br />
|class="du" | # Day<br />
| <!-- Ut--> -<br />
| <!-- Ke--> Y<br />
| <!-- Eu--> T<br />
| <!-- Rh--> -<br />
| <!-- Ku--> -<br />
| <!-- Sn--> T<br />
| <!-- Cy--> -<br />
| <!-- Do--> -<br />
| <!-- Ca--> -<br />
|-<br />
|class="mg" | Cat Vision (Ku)<br />
|class="rk"| 11<br />
|class="ef" | Night Vision, 160' range<br />
|class="du" | 12 Hours<br />
| <!-- Ut--> Y<br />
| <!-- Ke--> -<br />
| <!-- Eu--> -<br />
| <!-- Rh--> T<br />
| <!-- Ku--> Y<br />
| <!-- Sn--> -<br />
| <!-- Cy--> T(Dw)<br />
| <!-- Do--> -<br />
| <!-- Ca--> -<br />
|-<br />
|class="mg" | Coruscade/Shadow-form (Ke)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- Ut--> ?<br />
| <!-- Ke--> ?<br />
| <!-- Eu--> ?<br />
| <!-- Rh--> Y<br />
| <!-- Ku--> ?<br />
| <!-- Sn--> ?<br />
| <!-- Cy--> ?<br />
| <!-- Do--> ?<br />
| <!-- Ca--> ?<br />
|-<br />
|class="mg" | Armour Of Ice (Sn/Rh)<br />
|class="rk"| 8/10<br />
|class="ef" | 7 AP Armour +/- temp<br />
|class="du" | (4.5/5.5 Hours)<br />
| <!-- Ut--> ?<br />
| <!-- Ke--> ?<br />
| <!-- Eu--> ?<br />
| <!-- Rh--> Y<br />
| <!-- Ku--> ?<br />
| <!-- Sn--> Item<br />
| <!-- Cy--> ?<br />
| <!-- Do--> ?<br />
| <!-- Ca--> ?<br />
|-<br />
|class="mg" | Resist Cold (Sn/Rh)<br />
|class="rk"| 6/6<br />
|class="ef" | +2 gauge towards 7, -3 points from cold damage<br />
|class="du" | 7 Hours<br />
| <!-- Ut--> -<br />
| <!-- Ke--> -<br />
| <!-- Eu--> -<br />
| <!-- Rh--> T<br />
| <!-- Ku--> -<br />
| <!-- Sn--> T<br />
| <!-- Cy--> -<br />
| <!-- Do--> -<br />
| <!-- Ca--> -<br />
|-<br />
|class="mg" | Rune Sheild (Cy)<br />
|class="rk"| 10<br />
|class="ef" | 15def, 2prot<br />
|class="du" | 11 Hours<br />
| <!-- Ut--> Y<br />
| <!-- Ke--> Y<br />
| <!-- Eu--> -<br />
| <!-- Rh--> -<br />
| <!-- Ku--> -<br />
| <!-- Sn--> -<br />
| <!-- Cy--> Y<br />
| <!-- Do--> -<br />
| <!-- Ca--> -<br />
|-<br />
|class="mg" | Greater Heart Rune (Cy)<br />
|class="rk"| 6<br />
|class="ef" | 6pt En heal upon next taking En Damage<br />
|class="du" | 7 Days<br />
| <!-- Ut--> Y<br />
| <!-- Ke--> Y<br />
| <!-- Eu--> Y<br />
| <!-- Rh--> Y<br />
| <!-- Ku--> Y<br />
| <!-- Sn--> Y<br />
| <!-- Cy--> Y<br />
| <!-- Do--> Y<br />
| <!-- Ca--> Y<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- Ut--> ?<br />
| <!-- Ke--> ?<br />
| <!-- Eu--> ?<br />
| <!-- Rh--> ?<br />
| <!-- Ku--> ?<br />
| <!-- Sn--> ?<br />
| <!-- Cy--> ?<br />
| <!-- Do--> ?<br />
| <!-- Ca--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | Ut<br />
!Title="??" | Ke<br />
!Title="??" | Eu<br />
!Title="??" | Rh<br />
!Title="??" | Ku<br />
!Title="??" | Sn<br />
!Title="??" | Cy <br />
!Title="??" | Do<br />
!Title="??" | Ca<br />
|-<br />
|class="mg" | Mind Speech (Ut)<br />
|class="rk"| 6<br />
|class="ef" | 7 Targets + PT<br />
|class="du" | 70 Mins<br />
| <!-- Ut--> PT<br />
| <!-- Ke--> Y<br />
| <!-- Eu--> Y<br />
| <!-- Rh--> Y<br />
| <!-- Ku--> Y<br />
| <!-- Sn--> Y<br />
| <!-- Cy--> Y<br />
| <!-- Do--> -<br />
| <!-- Ca--> Y<br />
|-<br />
|class="mg" | Weapon of Light/Dark (Ke)<br />
|class="rk"| ##<br />
|class="ef" | ???<br />
|class="du" | # Mins<br />
| <!-- Ut--> -<br />
| <!-- Ke--> -<br />
| <!-- Eu--> -<br />
| <!-- Rh--> -<br />
| <!-- Ku--> -<br />
| <!-- Sn--> Tulwar ??<br />
| <!-- Cy--> -<br />
| <!-- Do--> -<br />
| <!-- Ca--> -<br />
|-<br />
|class="mg" | Weapon of Cold (Sn/Rh)<br />
|class="rk"| 6/10<br />
|class="ef" | SC + 7/11, DM + 3/4 Cold (more vs fire creatures)<br />
|class="du" | 11/15 Mins<br />
| <!-- Ut--> -<br />
| <!-- Ke--> Axe 10<br />
| <!-- Eu--> -<br />
| <!-- Rh--> Spear 10<br />
| <!-- Ku--> Mattock 6<br />
| <!-- Sn--> -<br />
| <!-- Cy--> ?<br />
| <!-- Do--> -<br />
| <!-- Ca--> -<br />
|-<br />
|class="mg" | Diamond Weapon (Ku)<br />
|class="rk"| 7<br />
|class="ef" | +7% S.C.<br />
|class="du" | 12 mins<br />
| <!-- Ut--> -<br />
| <!-- Ke--> -<br />
| <!-- Eu--> -<br />
| <!-- Rh--> -<br />
| <!-- Ku--> -<br />
| <!-- Sn--> -<br />
| <!-- Cy--> -<br />
| <!-- Do--> Bite<br />
| <!-- Ca--> Bite<br />
|-<br />
|class="mg" |Creating Rune Weapon (Cy)<br />
|class="rk"| 10<br />
|class="ef" | [D-5]+4 acid, D10 pulses<br />
|class="du" | 15 mins<br />
| <!-- Ut--> ?<br />
| <!-- Ke--> ?<br />
| <!-- Eu--> ?<br />
| <!-- Rh--> ?<br />
| <!-- Ku--> ?<br />
| <!-- Sn--> ?<br />
| <!-- Cy--> ?<br />
| <!-- Do--> ?<br />
| <!-- Ca--> ?<br />
|-<br />
|}<br />
<br />
==Loot==<br />
Fossegrim Trade<br />
* 1 Dose magic water each, effect unknown.<br />
* -1 Fire Egg, given to them<br />
Slavers Fight<br><br />
* 3 horned Helm (2 * Healing, 1 * Other Potions stored for later use) ''Currently in use by Kerry''<br />
* <s>7</s> 2 Wargs (Currently Bound, Kurt suggests selling before return as difficult to bring back with us. Selling Arranged through Murphy The Master Smith)<br />
* Resurrection Dagger of Murmur<br />
* <s>Misc Mundane Loot</s> - Sold to Smith in Big Smoke<br />
Thugs Apartment fight<br />
* <s>5 * Cold Iron Chain, 1 well ranked</s> - Sold to Street of Steel in Big Smoke<br />
* True Silvered Glaive, Ranked<br />
* 4 * Silvered Battle Axes<br />
* Some Amulets (At least 1 * Diamond)<br />
* 2 * Healing Potions<br />
* <s>3</s> 2 * Tunnelling Invested<br />
* Some other unidentified investeds<br />
Thieves Apartments<br />
*Assorted Gems<br />
*Various Wiccan Amulets<br />
*Some Badges with Rabbits<br />
*Thieves Personal Equipment<br />
*Various Magical trinkets<br />
*Salvage Fee<br />
Purchased in preparation.<br />
* <s>2 * Mind Mage Healing Rods, Rank 12, 90%, 5? charges each?</s><br />
* <s>12 * short shelf life Necrogeny potions, from Eugene's Talent</s><br />
* Assortment of Fire Berries, several used<br />
* <s>Alchemical Healing potions</s><br />
* <s>2 * short shelf life Quick Cast potions</s><br />
Duke of Thrones Temple<br />
* 4 * Gaudy Silvered Plates, Ceremonial more than practical<br />
* 12 * Regular Guard weapons & other personal effects<br />
* 8 * Practical chain sets<br />
* Guard Captain, personal armour & possessions<br />
* Orcish War Club - Probably shaped<br />
* Some amulets<br />
* 3 * Temple Guards possessions, Bone Chain, weapons etc<br />
* 4 * Priest equipment<br />
+ More<br><br />
Underground Ampitheatre<br><br />
''Necromancer''<br />
* Magic Boots<br />
* Potions<br />
* Amulets, 1 non standard<br />
* Mages Robes<br />
* Assorted minor items<br />
* Bard Demon got away, room went boom, no real loot gained<br />
Payment<br />
* Fosegrim - magic coins, potentially mixed effects<br />
* Tower Necromancer - Recon Rats & Books of knowledge (Flesh Golems, Smithing)<br />
* Goblins of the Vale - As above cash & goblin potions<br />
* Powers of the Vale - No payment negotiated but TBC<br />
<br />
===Loot Split Order===<br />
Eugene<br><br />
Kurt<br><br />
Kerry<br><br />
Uthgard<br><br />
Sno<br><br />
Rhiain<br><br />
Cypher<br><br />
<br />
==Calendar==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Summer" <br />
! colspan=15 | <h1>Summer</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| colspan=14 | <b>[[Beltane]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Meadow]] (1)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i> <br />
| class=day | 2 || Leave guild in Evening<br />
| class=day | 3 || Vale Goblins Caves<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || <i>White Lotus</i><br> Travel to Bramble Tower<br />
| class=day | 6 || <i>Seagate Light Festival</i><br>Forsaken Tower, Fight with Slavers<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 7 || Warehouse Fortification<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || Rescue BSFHS Healers<br />
| class=day | 10 || Preparation & ranking<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || <i>The Castellan Borderers Ball</i><br />
| class=day | 20 || Spy on Thieves;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || Bring justice to thieves<br />
| class=day | 23 || More preparation & ranking<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || Do over Duke of Thrones<br />
| class=day | 26 || <i>Seagate Crafters Ball</i><br>Healing<br />
| class=day | 27 || Healing<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 28 || Start fixing a volcano<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Heat]] (2)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || Finish fixing a Volcano<br />
| class=day | 4 || <i>Seagate Guildmasters Ball</i><br>Fake digging<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || Hired to dig out cavern<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || <i>Seagate Races</i><br />
| class=day | 11 || <i>The Duke of Carzala's Summer Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || <i>Midsummers&nbsp;Eve&nbsp;(Faerie Day)</i><br>Do over 'not a demon' Bard<br />
| class=day | 15 || <i>Solstice</i><br>Start regenerating Rhiain<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Summer Fair Day</i><br />
| class=day | 18 || <i>Seagate Summer Fair Day</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || Ressurect Rhiain<br />
| class=day | 22 || Start home<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || <i>The Castellan of Brastor's Summer Ball</i><br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || Arrive at Guild<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Breeze]] (3)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 3 || <i>Day of Death</i><br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=A_Plea_for_Help&diff=92594A Plea for Help2022-06-10T05:25:11Z<p>Bethesda: </p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Scribe Notes]]<br><br />
[[Scribe_Notes#Summer_819_WK|Back to Scribe Notes]]<br><br />
<br />
==Summary==<br />
'''Adventure:''' A Plea for Help<br><br />
'''GM:''' Anne<br><br />
'''Session:''' Summer 819<br><br />
'''Night:''' Tuesdays<br><br />
'''Location:''' Smiths<br><br />
'''Level:''' Low-Med<br><br />
<br />
'''Party'''<br />
* [[Minerva]] - Human Celestial Played by Jacqui (Mil Sci)<br />
* [[Angus]] - Human Namer Played by Keith<br />
* [[Elderan]] - Elf Air Mage Played by Ian (Supervising GM & Party Leader) <br />
* [[Sylvester]] - Elf Water Mage played by Justis<br />
* [[Cipher]] - Dwarven Rune Mage played by Beth<br />
* Looter ([[Luther Luthier]]) - Hobbit Thief & Kevin the pony (both non-mages), the former played by Michael P.<br />
* [[Rhiain]] - Ice Mage human played by Chris R. (Scribe)<br />
<br />
'''Employer:''' Guild and A. Slater<br />
<br />
'''Mission:''' To investigate whatever A. Slater has hired you for<br />
<br />
'''Pay:''' 10,000sp and whatever else is offered.<br />
<br />
==Scribe Notes==<br />
<br />
"Atop a Hill in the Valley of Sun"<br />
"Under a Flat Blue Sky"<br />
"Where Minstrels Sing and Children Laugh"<br />
"Is Where You'll Find your Path"<br />
<br />
We have to go through a portal that is located under a child's bed. So, presumably, we're going to the plane where either dust bunnies or 'monsters under the bed' come from. The name of the plane is 'Children's Playground' - and we have to put the bed back after we go through. Maybe we're not taking horses with us. Coming back may also not be an option. We are given the address and shooed off by Guild Security. <br />
<br />
Get Lessers from Basalic, who kindly doesn't charge us. Greaters from Aaron. (6000sp for 4 areas, rank 12). Rnk 6 Restorative Cookies from Grizelda.<br />
<br />
Next thing was to find the portal. We headed to the house that we were given the address for and discovered some sort of portal, that looked, to magical sight, like a trapdoor. The girl child told us she just gets to the plane while sleeping and many other children from Seagate also go there. We later discovered that all children can go there until the age of fifteen when they forget about the plane. Presumably it's part of growing up.<br />
<br />
Anyway, we were able to get the trapdoor open and descended down stairs into pure darkness. The next thing I remembered was waking up in a tent. Said tent was one of a collection and the rest of the party turned up in different tents. It was night when we got there, which led to the theory that this plane was twelve hours out of phase with Alusia. The night sky was even more vibrant and it was easy to pick out constellations ... many of which which was just a matter of joining the colourful dots.<br />
<br />
Once day arrived we set off in an easterly direction and soon arrived at a village on a hill. There we spoke to the 'leader' who told us about the problem that they were having with orcs and that the children were disappearing. Suzy, the secretary, was much more helpful providing us with a map of the area and directions to the local stores where we could buy Crystals of Vision. <br />
<br />
''The following scribe notes were Extracted from Rhiain's Diary.''<br />
<br />
<br />
After buying the two Crystal of Vision from Timmy (a high rank 9 year old merchant), he suggested we go see someone called Walter in a nearby tower, as he was the person who apparently made the crystal of vision’s we had just purchased. We took up on his devised and found the tower. Upon entering we found a boy of about 15 years old in appearance (and looks really cute). Turns out Walter is actually a member of the Seagate guild and permanently looks 15 as a result of be a long lived sentient. He’s very knowledgeable and explained to us that their are two groups of children, ones that come from other planes (mostly Allusian) and those that are born here from “stalks and cabbage patches,†like we were ‘told when we were kids.’ <br />
<br />
Kids from the other world are unable to return when they grow up and eventually forget about this world. Those that come from this world grow into what would be considered ‘heroes’ or ‘villains’ however apparently some of them just ‘disappear’ but remain on plane since they can be located by Walter E&E magic. Walter also informs us that his watchtower contains a way back into the guild into the back of the kitchens (although not sure how we are going to get Luther’s pony back.)<br />
<br />
Minerva and I manage to convince Walter to come with us as we could use his knowledge of the world (and I can get to know him better). We discuss a battle plan for the orcs that we've been hired to take out. Outside of a suggestion that our resident caledonian (who apparently speak a bit of orcish) to request to dance with them,and his apparent need to “get his sisters bagpipes†(who knows what that helps with), we decide we need more information on the orcs and that we should assess their forces from the safety of Elderans Cloud. However to do this we require a Spy Glass. Walter indicates that in a harbour about two hours walk away there are some ships that might either have a spy glass we could acquire, or take us to some evil pirates that we could ‘massacre’ and loot their stuff which would hopefully include a spy glass. <br />
<br />
Upon going to the docks we see essentially a navy of ships with white unicorn masts on. We approach the biggest ship and find a 14 year old boy who everyone aboard refers to as ‘the captain’. He sadly doesn't have a spyglass and refused to take us out of the harbour on any of his vessel as he couldn’t guarantee any of the ship crew would be able to swim back to shore so these ships never leave port. He did say we might some less reputable folk who ‘might’ take us out of the harbour near the harbour entrance. He also informed us about a town built 20 miles out to sea ‘on stilts’ and provides us a well drawn map made by her sister “Amelia.â€<br />
<br />
We track along the peninsula to the harbour entrance and find a ship with black flags with skulls on it moored about 30m off the coastline. A lookout immediately spots us. We convince him to take us to the town in the sea (appropriately Named), “Seatin.†we are able to get some food from the chef aboard the vessel and establish our watch order.<br />
<br />
We arrive at Seatin early the next morning, which is literally a city built out of wood, floating in the ocean on stilts. We found a market place with a number of shops where we purchased some souvenir sea shell necklaces and found a store willing to sell us some quiet fancy (and as it turned out, magical) spyglasses, Minerva decided to buy them all since she was able to negotiate them for a pretty cheap price. <br />
<br />
We then visit the tavern for some late brunch and purchase some gifts for the ship captain (rum), and return to the ship we came on and quickly return to the entrance of the harbour on the mainland where we first got on. From there we summoned a bunny shaped cloud and flew to where the orcs were, where they were encamped on the edge of a forested cliff with a few guard, however despite the crystal of visions, we were not able to identify the number of orcs there. So we decided to land on the over side of the forested hill. (around 5pm) <br />
<br />
From there we set at camp in a clearing near a stream and I decided to (unsuccessfully) hunt for animal for over 3 hours and to manage to find a small fox den so I laid some traps. Some of the other party members apparently found a cottage bakery 20 minutes that had hot pies and and sacks of apples (which made my ‘hunting attempts’ feel even more futile).<br />
<br />
After this we decided to organise into team of one managing the camp and a recon team to further scout out the orc encampment from the top of the cliff. The recon team consisted of Luther, Minerva, Angus and Elderan while Cipher, Sylvester and myself stayed back at camp. <br />
<br />
The recon team returned with 9 goblins in tow 7 of which where tartans (apparently they are related to Angus). The Goblins informed us that there are 150 orcs (that are dumb) and about 30 other goblins which are the “Brain-child's†of the operation. The orcs look as if they are preparing for another raid. The orcs have about even numbers up at all time. More interesting was what they do with the teenagers they capture is that they knock them out and apparently throw them through a black sheet that opens up at the base of the cliff. We devised a plan to â€safely†investigate this by slowly flying a cloud into the base of the cliff under the cover of fog. <br />
<br />
We woke early and headed to the cliff. Given the early morning we decided to abseil down under invisibility and enchanted with witch-sight to see if we could identify this gap in the mountain that the kids get thrown into. We broke into three teams with Minerva keeping lookout and ready to snipe any orcs if they engaged. Our three best climbers: Angus, Sylvester and Luther, climb down the ropes. Cipher Elderan and I with that aid of waters of strength from Sylvester aiding in supporting the climbers weight. As they near the bottom Angus discovered the there was an illusion covering a natural cave entrance. The party decided to head down and investigate and left Walter and Luther’s pony back at camp. At the bottom we feel a breeze emanating from the cave, outside of the illusion. We walk in and not to far from the entrance what looks like a dormitory with most beds are made, board-games suited the hallways leading to different parts of ‘what ever this complex really is;, some of this looks like natural cave while other parts look highly developed. While exploring we break into what looks a storeroom filled with creates and discover lots of valuable ritual materials such as mur including rituals from the college of greater summoning. <br />
<br />
While searching through the storeroom everyone but luther is recognized. He escorts us to a middle aged elf with long silver hair. The boy who showed us the way was name Stephen and the elf is a namer, acording to angus his plan of origins relates to children’s playground but keeps having weird connections foo other planes. This elf seems to know who some of us our (probably from when were able to visit this plane while sleeping. The elf informs us that the orcs and goblins are completely harmless to adults and then tasks ask assisting with an awkward scenario where one of the elf’s “students†in the field of college of greater summoning accidental summoned a demon who is now wandering the plain. He calls for the girl (Alice) who was the one who summoned the demon. For assisting in this matter he would reward us with one of the items, each from a shelf with some interesting antiquities.<br />
<br />
We get Alice to show us where she summoned the demon and Angus establishes that she successful summoned and Incubus, we decided to see if the orcs and goblins saw anything and established that the elf is indeed in charge of the orc/goblins. According to an orc, that something weird flew over the east gate, we assume that to be our incubus that we are hunting. Minerva wished to wait to dark to divinate the night skies. In the mean time we decided to research more on incubus. We found out that they are competent mind mages, can only be harmed by magical attacks and that they like to mate with females when they are attempting to sleep. Apparently the party thought it was a good idea to ‘nominate me as tribute’ for baiting the demon out. (just because clothes make me feel too hot).<br />
<br />
Afterwards it started getting dark so we got Elderan to summon a cloud while Minerva started staring blankly at the sky….. According to Minerva the ‘sky told her’ “In the east a small town lies, where one who does not belong resides.†(as much as it sounded gibberish east is where the orc said he saw the thing go). After some of the party and myself found some light while flying on the cloud we quickly land nearby and Minerva suggests that unless the females wish to be “bait†that they get invisibility cast on them by Walter, while Elderan plans that we get a stealth team to investigate the buildings in the town to see if we could identify if they potentially housing the demon. <br />
<br />
On inspecting the 4th building in appears to be some form of bar. There was a man there in full Armour carrying a great-sword. Chatting to a younger man across from him and a barmaid serving the counter.<br />
According the Angus the barmaid is under the affect of ‘control person’ and the younger man talking to the man in Armour is our incubus target. We devise a plan to walk into the bar and either banish it, whether by Alice or having Angus banish it back to its plane of existence, Or destroying it, (Minerva lent me a very cool dagger that apparently makes it snow sometimes). We enter the building ready for a big combat and Alice managed to successfully dispel it. (very anti climatic). The man in Armour seems a bit disgruntled about his conversation been ended prematurely <br />
<br />
====Points of Interest====<br />
* Anyone, regardless of age that is employed or works a profession is reasonably adept at it.<br />
* Magic items appear to purchasable for lower than market values. Whether this is because a lack of understanding of there value, great availability of magic items and/or the resources to make them or a strong buying power per silver piece is not yet known.<br />
<br />
====Items Acquired====<br />
* 2x rank 10 Crystal of Vision. ~ ''purchased by Minerva for 800sp ea''<br />
* 3x good magical spy glasses, at-least one has 5x magnification and 4 Variable magnification levels. ~ ''purchased by Minerva for 500sp ea''<br />
* several pretty shell necklaces.<br />
<br />
==Quotes==<br />
* ''Angus'' - "If you want your scribe notes to be legible, don't pick me"<br />
* ''Minerva'' - "What a waste ... a triple effect on the pony"<br />
* ''Elderan'' - "Stop thinking. Be a Caledonian."<br />
* ''Minerva'' - "I'm the closest you've got to a princess." ''Emily'' - "Ooh, is she going to get carried off by a dragon?"<br />
* ''Angus'' - "we are not just stranger in a strange town." ''Minerva'' - "We are strangers in a strange land." ''Angus'' - "Dammit, you said what I was going to say."<br />
* ''Angus'' - "I don't want to deal with Flamis if we lose 'her'!"<br />
* ''Minerva'' - "Damn another triple i didn't need to do" ~ ''Target: the barmaid''<br />
* ''Minerva'' - "Just because I have the loudest mouth, doesn’t make me party leader. Im just the mil SCI."<br />
* ''Rhian'' - "can you make it rain?" ''Sylvester'' - "thats what air magic is for, i can make it wet tho!" ''Rhian'' - "how wet can you make it?" ''Sylvester'' - "How wet do you want it, im PB 19" -<br />
<br />
==Mil Sci==<br />
===Daily Pattern===<br />
*Sleep/Camp <br />
*Travel <br />
*Meals <br />
*Rituals <br />
<br />
<br />
Hours of sleep for Ft recovery + Hot meal Ft recovery.<br />
<br />
====Travel Magics====<br />
Summon and Bind Cloud - College of Air Magics - Elderan<br />
<br />
===Watch Order===<br />
====First Watch====<br />
* [[Rhiain]] - Ice mage - Human<br />
* [[Luther Luthier]] - Non-mage - Halfling<br />
<br />
====Second Watch====<br />
* [[Angus]] - Namer - Caldonian<br />
* [[Sylvester]] - Water Mage - Elf<br />
<br />
====Third Watch====<br />
* [[Elderan]] - Air Mage - Elf<br />
* [[Cipher]] - Rune Mage - Dwarf<br />
<br />
====Fourth Watch====<br />
* [[Minerva]] - Celestial (solar) - Human<br />
* Walter - E&E - Long live sentient (npc)'<br />
<br />
===Marching Order===<br />
<br />
Main body front: <br><br />
Main body rear: <br><br />
Tail Guard: <br><br />
<br />
'''Formations'''<br><br />
Single file: <br><br />
Open area: <br><br />
<br />
===Buffs===<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast.<br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight.<br><br />
Weapon Spells which weapon/s it is going on normally should be noted also.<br><br />
<br><br />
General notes.<br><br />
-<br />
-<br />
<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
Long Duration Buffs<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!class="du" | Ft / Day<br />
!Title="A" | --<br />
!Title="B" | --<br />
!Title="C" | --<br />
!Title="D" | --<br />
!Title="E" | --<br />
!Title="F" | --<br />
!Title="G" | --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does Stuff<br />
|class="du" | ?? days<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? hrs<br />
|class="du" | ? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? hrs<br />
|class="du" | ? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does Stuff<br />
|class="du" | ?? weeks<br />
|class="du" | ? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Names<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? hrs<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? hrs<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|}<br />
Short Duration Buffs<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!class="du" | Ft / Cast<br />
!Title="A" | --<br />
!Title="B" | --<br />
!Title="C" | --<br />
!Title="D" | --<br />
!Title="E" | --<br />
!Title="F" | --<br />
!Title="G" | --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? hours<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does Stuff<br />
|class="du" | ?? Mins<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? mins<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? hrs<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|}<br />
<br />
===Loot===<br />
<br />
==Calendar==<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Summer" <br />
! colspan=15 | <h1>Summer</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| colspan=14 | <b>[[Beltane]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Meadow]] (1)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i> Through the portal<br />
| class=day | 2 || Indian children and Employer<br />
| class=day | 3 || travel via pirate<br />
| class=day | 4 || Seatown<br />
| class=day | 5 || <i>White Lotus</i> Travel via pirate<br />
| class=day | 6 || <i>Seagate Light Festival</i> Orc camp<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 7 || Orc camp investigation and Incubus hunting<br />
| class=day | 8 || Dragon flying<br />
| class=day | 9 || Dragon flying<br />
| class=day | 10 || Dragon fight finding Orc camp<br />
| class=day | 11 || Talk to the Camp<br />
| class=day | 12 || Day prep<br />
| class=day | 13 || Killing of the lake snakes<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 14 || Back to the Elf<br />
| class=day | 15 || Back to Employer And Home<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || <i>The Castellan Borderers Ball</i><br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || <i>Seagate Crafters Ball</i><br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Heat]] (2)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || <i>Seagate Guildmasters Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || <i>Seagate Races</i><br />
| class=day | 11 || <i>The Duke of Carzala's Summer Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || <i>Midsummers<Br>&nbsp;Eve<br>&nbsp;(Faerie Day)</i><br />
| class=day | 15 || <i>Solstice</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Summer Fair Day</i><br />
| class=day | 18 || <i>Seagate Summer Fair Day</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || <i>The Castellan of Brastor's Summer Ball</i><br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Breeze]] (3)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 3 || <i>Day of Death</i><br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=A_Plea_for_Help&diff=92593A Plea for Help2022-06-10T05:22:16Z<p>Bethesda: </p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Scribe Notes]]<br><br />
[[Scribe_Notes#Summer_819_WK|Back to Scribe Notes]]<br><br />
<br />
==Summary==<br />
'''Adventure:''' A Plea for Help<br><br />
'''GM:''' Anne<br><br />
'''Session:''' Summer 819<br><br />
'''Night:''' Tuesdays<br><br />
'''Location:''' Smiths<br><br />
'''Level:''' Low-Med<br><br />
<br />
'''Party'''<br />
* [[Minerva]] - Human Celestial Played by Jacqui (Mil Sci)<br />
* [[Angus]] - Human Namer Played by Keith<br />
* [[Elderan]] - Elf Air Mage Played by Ian (Supervising GM & Party Leader) <br />
* [[Sylvester]] - Elf Water Mage played by Justis<br />
* [[Cipher]] - Dwarven Rune Mage played by Beth<br />
* Looter ([[Luther Luthier]]) - Hobbit Thief & Kevin the pony (both non-mages), the former played by Michael P.<br />
* [[Rhiain]] - Ice Mage human played by Chris R. (Scribe)<br />
<br />
'''Employer:''' Guild and A. Slater<br />
<br />
'''Mission:''' To investigate whatever A. Slater has hired you for<br />
<br />
'''Pay:''' 10,000sp and whatever else is offered.<br />
<br />
==Scribe Notes==<br />
<br />
"Atop a Hill in the Valley of Sun"<br />
"Under a Flat Blue Sky"<br />
"Where Minstrels Sing and Children Laugh"<br />
"Is Where You'll Find your Path"<br />
<br />
We have to go through a portal that is located under a child's bed. So, presumably, we're going to the plane where either dust bunnies or 'monsters under the bed' come from. The name of the plane is 'Children's Playground' - and we have to put the bed back after we go through. Maybe we're not taking horses with us. Coming back may also not be an option. We are given the address and shooed off by Guild Security. <br />
<br />
Get Lessers from Basalic, who kindly doesn't charge us. Greaters from Aaron. (6000sp for 4 areas, rank 12). Rnk 6 Restorative Cookies from Grizelda.<br />
<br />
Next thing was to find the portal. We headed to the house that we were given the address for and discovered some sort of portal, that looked, to magical sight, like a trapdoor. The girl child told us she just gets to the plane while sleeping and many other children from Seagate also go there. We later discovered that all children can go there until the age of fifteen when they forget about the plane. Presumably it's part of growing up.<br />
<br />
Anyway, we were able to get the trapdoor open and descended down stairs into pure darkness. The next thing I remembered was waking up in a tent. Said tent was one of a collection and the rest of the party turned up in different tents. It was night when we got there, which led to the theory that this plane was twelve hours out of phase with Alusia. The night sky was even more vibrant and it was easy to pick out constellations ... many of which which was just a matter of joining the colourful dots.<br />
<br />
Once day arrived we set off in an easterly direction and soon arrived at a village on a hill. There we spoke to the 'leader' who told us about the problem that they were having with orcs and that the children were disappearing. Suzy, the secretary, was much more helpful providing us with a map of the area and directions to the local stores where we could buy Crystals of Vision. <br />
<br />
''The following scribe notes were Extracted from Rhiain's Diary.''<br />
<br />
<br />
After buying the two Crystal of Vision from Timmy (a high rank 9 year old merchant), he suggested we go see someone called Walter in a nearby tower, as he was the person who apparently made the crystal of vision’s we had just purchased. We took up on his devised and found the tower. Upon entering we found a boy of about 15 years old in appearance (and looks really cute). Turns out Walter is actually a member of the Seagate guild and permanently looks 15 as a result of be a long lived sentient. He’s very knowledgeable and explained to us that their are two groups of children, ones that come from other planes (mostly Allusian) and those that are born here from “stalks and cabbage patches,†like we were ‘told when we were kids.’ <br />
<br />
Kids from the other world are unable to return when they grow up and eventually forget about this world. Those that come from this world grow into what would be considered ‘heroes’ or ‘villains’ however apparently some of them just ‘disappear’ but remain on plane since they can be located by Walter E&E magic. Walter also informs us that his watchtower contains a way back into the guild into the back of the kitchens (although not sure how we are going to get Luther’s pony back.)<br />
<br />
Minerva and I manage to convince Walter to come with us as we could use his knowledge of the world (and I can get to know him better). We discuss a battle plan for the orcs that we've been hired to take out. Outside of a suggestion that our resident caledonian (who apparently speak a bit of orcish) to request to dance with them,and his apparent need to “get his sisters bagpipes†(who knows what that helps with), we decide we need more information on the orcs and that we should assess their forces from the safety of Elderans Cloud. However to do this we require a Spy Glass. Walter indicates that in a harbour about two hours walk away there are some ships that might either have a spy glass we could acquire, or take us to some evil pirates that we could ‘massacre’ and loot their stuff which would hopefully include a spy glass. <br />
<br />
Upon going to the docks we see essentially a navy of ships with white unicorn masts on. We approach the biggest ship and find a 14 year old boy who everyone aboard refers to as ‘the captain’. He sadly doesn't have a spyglass and refused to take us out of the harbour on any of his vessel as he couldn’t guarantee any of the ship crew would be able to swim back to shore so these ships never leave port. He did say we might some less reputable folk who ‘might’ take us out of the harbour near the harbour entrance. He also informed us about a town built 20 miles out to sea ‘on stilts’ and provides us a well drawn map made by her sister “Amelia.â€<br />
<br />
We track along the peninsula to the harbour entrance and find a ship with black flags with skulls on it moored about 30m off the coastline. A lookout immediately spots us. We convince him to take us to the town in the sea (appropriately Named), “Seatin.†we are able to get some food from the chef aboard the vessel and establish our watch order.<br />
<br />
We arrive at Seatin early the next morning, which is literally a city built out of wood, floating in the ocean on stilts. We found a market place with a number of shops where we purchased some souvenir sea shell necklaces and found a store willing to sell us some quiet fancy (and as it turned out, magical) spyglasses, Minerva decided to buy them all since she was able to negotiate them for a pretty cheap price. <br />
<br />
We then visit the tavern for some late brunch and purchase some gifts for the ship captain (rum), and return to the ship we came on and quickly return to the entrance of the harbour on the mainland where we first got on. From there we summoned a bunny shaped cloud and flew to where the orcs were, where they were encamped on the edge of a forested cliff with a few guard, however despite the crystal of visions, we were not able to identify the number of orcs there. So we decided to land on the over side of the forested hill. (around 5pm) <br />
<br />
From there we set at camp in a clearing near a stream and I decided to (unsuccessfully) hunt for animal for over 3 hours and to manage to find a small fox den so I laid some traps. Some of the other party members apparently found a cottage bakery 20 minutes that had hot pies and and sacks of apples (which made my ‘hunting attempts’ feel even more futile).<br />
<br />
After this we decided to organise into team of one managing the camp and a recon team to further scout out the orc encampment from the top of the cliff. The recon team consisted of Luther, Minerva, Angus and Elderan while Cipher, Sylvester and myself stayed back at camp. <br />
<br />
The recon team returned with 9 goblins in tow 7 of which where tartans (apparently they are related to Angus). The Goblins informed us that there are 150 orcs (that are dumb) and about 30 other goblins which are the “Brain-child's†of the operation. The orcs look as if they are preparing for another raid. The orcs have about even numbers up at all time. More interesting was what they do with the teenagers they capture is that they knock them out and apparently throw them through a black sheet that opens up at the base of the cliff. We devised a plan to â€safely†investigate this by slowly flying a cloud into the base of the cliff under the cover of fog. <br />
<br />
We woke early and headed to the cliff. Given the early morning we decided to abseil down under invisibility and enchanted with witch-sight to see if we could identify this gap in the mountain that the kids get thrown into. We broke into three teams with Minerva keeping lookout and ready to snipe any orcs if they engaged. Our three best climbers: Angus, Sylvester and Luther, climb down the ropes. Cipher Elderan and I with that aid of waters of strength from Sylvester aiding in supporting the climbers weight. As they near the bottom Angus discovered the there was an illusion covering a natural cave entrance. The party decided to head down and investigate and left Walter and Luther’s pony back at camp. At the bottom we feel a breeze emanating from the cave, outside of the illusion. We walk in and not to far from the entrance what looks like a dormitory with most beds are made, board-games suited the hallways leading to different parts of ‘what ever this complex really is;, some of this looks like natural cave while other parts look highly developed. While exploring we break into what looks a storeroom filled with creates and discover lots of valuable ritual materials such as mur including rituals from the college of greater summoning. <br />
<br />
While searching through the storeroom everyone but luther is recognized. He escorts us to a middle aged elf with long silver hair. The boy who showed us the way was name Stephen and the elf is a namer, acording to angus his plan of origins relates to children’s playground but keeps having weird connections foo other planes. This elf seems to know who some of us our (probably from when were able to visit this plane while sleeping. The elf informs us that the orcs and goblins are completely harmless to adults and then tasks ask assisting with an awkward scenario where one of the elf’s “students†in the field of college of greater summoning accidental summoned a demon who is now wandering the plain. He calls for the girl (Alice) who was the one who summoned the demon. For assisting in this matter he would reward us with one of the items, each from a shelf with some interesting antiquities.<br />
<br />
We get Alice to show us where she summoned the demon and Angus establishes that she successful summoned and Incubus, we decided to see if the orcs and goblins saw anything and established that the elf is indeed in charge of the orc/goblins. According to an orc, that something weird flew over the east gate, we assume that to be our incubus that we are hunting. Minerva wished to wait to dark to divinate the night skies. In the mean time we decided to research more on incubus. We found out that they are competent mind mages, can only be harmed by magical attacks and that they like to mate with females when they are attempting to sleep. Apparently the party thought it was a good idea to ‘nominate me as tribute’ for baiting the demon out. (just because clothes make me feel too hot).<br />
<br />
Afterwards it started getting dark so we got Elderan to summon a cloud while Minerva started staring blankly at the sky….. According to Minerva the ‘sky told her’ “In the east a small town lies, where one who does not belong resides.†(as much as it sounded gibberish east is where the orc said he saw the thing go). After some of the party and myself found some light while flying on the cloud we quickly land nearby and Minerva suggests that unless the females wish to be “bait†that they get invisibility cast on them by Walter, while Elderan plans that we get a stealth team to investigate the buildings in the town to see if we could identify if they potentially housing the demon. <br />
<br />
On inspecting the 4th building in appears to be some form of bar. There was a man there in full Armour carrying a great-sword. Chatting to a younger man across from him and a barmaid serving the counter.<br />
According the Angus the barmaid is under the affect of ‘control person’ and the younger man talking to the man in Armour is our incubus target. We devise a plan to walk into the bar and either banish it, whether by Alice or having Angus banish it back to its plane of existence, Or destroying it, (Minerva lent me a very cool dagger that apparently makes it snow sometimes). We enter the building ready for a big combat and Alice managed to successfully dispel it. (very anti climatic). The man in Armour seems a bit disgruntled about his conversation been ended prematurely <br />
<br />
====Points of Interest====<br />
* Anyone, regardless of age that is employed or works a profession is reasonably adept at it.<br />
* Magic items appear to purchasable for lower than market values. Whether this is because a lack of understanding of there value, great availability of magic items and/or the resources to make them or a strong buying power per silver piece is not yet known.<br />
<br />
====Items Acquired====<br />
* 2x rank 10 Crystal of Vision. ~ ''purchased by Minerva for 800sp ea''<br />
* 3x good magical spy glasses, at-least one has 5x magnification and 4 Variable magnification levels. ~ ''purchased by Minerva for 500sp ea''<br />
* several pretty shell necklaces.<br />
<br />
==Quotes==<br />
* ''Angus'' - "If you want your scribe notes to be legible, don't pick me"<br />
* ''Minerva'' - "What a waste ... a triple effect on the pony"<br />
* ''Elderan'' - "Stop thinking. Be a Caledonian."<br />
* ''Minerva'' - "I'm the closest you've got to a princess." ''Emily'' - "Ooh, is she going to get carried off by a dragon?"<br />
* ''Angus'' - "we are not just stranger in a strange town." ''Minerva'' - "We are strangers in a strange land." ''Angus'' - "Dammit, you said what I was going to say."<br />
* ''Angus'' - "I don't want to deal with Flamis if we lose 'her'!"<br />
* ''Minerva'' - "Damn another triple i didn't need to do" ~ ''Target: the barmaid''<br />
* ''Minerva'' - "Just because I have the loudest mouth, doesn’t make me party leader. Im just the mil SCI."<br />
* ''Rhian'' - "can you make it rain?" ''Sylvester'' - "thats what air magic is for, i can make it wet tho!" ''Rhian'' - "how wet can you make it?" ''Sylvester'' - "How wet do you want it, im PB 19" -<br />
<br />
==Mil Sci==<br />
===Daily Pattern===<br />
*Sleep/Camp <br />
*Travel <br />
*Meals <br />
*Rituals <br />
<br />
<br />
Hours of sleep for Ft recovery + Hot meal Ft recovery.<br />
<br />
====Travel Magics====<br />
Summon and Bind Cloud - College of Air Magics - Elderan<br />
<br />
===Watch Order===<br />
====First Watch====<br />
* [[Rhiain]] - Ice mage - Human<br />
* [[Luther]] - Non-mage - Halfling<br />
<br />
====Second Watch====<br />
* [[Angus]] - Namer - Caldonian<br />
* [[Sylvester]] - Water Mage - Elf<br />
<br />
====Third Watch====<br />
* [[Elderan]] - Air Mage - Elf<br />
* [[Cipher]] - Rune Mage - Dwarf<br />
<br />
====Fourth Watch====<br />
* [[Minerva]] - Celestial (solar) - Human<br />
* Walter - E&E - Long live sentient (npc)'<br />
<br />
===Marching Order===<br />
<br />
Main body front: <br><br />
Main body rear: <br><br />
Tail Guard: <br><br />
<br />
'''Formations'''<br><br />
Single file: <br><br />
Open area: <br><br />
<br />
===Buffs===<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast.<br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight.<br><br />
Weapon Spells which weapon/s it is going on normally should be noted also.<br><br />
<br><br />
General notes.<br><br />
-<br />
-<br />
<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
Long Duration Buffs<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!class="du" | Ft / Day<br />
!Title="A" | --<br />
!Title="B" | --<br />
!Title="C" | --<br />
!Title="D" | --<br />
!Title="E" | --<br />
!Title="F" | --<br />
!Title="G" | --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does Stuff<br />
|class="du" | ?? days<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? hrs<br />
|class="du" | ? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? hrs<br />
|class="du" | ? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does Stuff<br />
|class="du" | ?? weeks<br />
|class="du" | ? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Names<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? hrs<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? hrs<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|}<br />
Short Duration Buffs<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!class="du" | Ft / Cast<br />
!Title="A" | --<br />
!Title="B" | --<br />
!Title="C" | --<br />
!Title="D" | --<br />
!Title="E" | --<br />
!Title="F" | --<br />
!Title="G" | --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? hours<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does Stuff<br />
|class="du" | ?? Mins<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? mins<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|class="mg" | Name<br />
|class="rk"| ##<br />
|class="ef" | Does stuff<br />
|class="du" | ?? hrs<br />
|class="du" | ?? Ft<br />
| <!-- A--> --<br />
| <!-- B--> --<br />
| <!-- C--> --<br />
| <!-- D--> --<br />
| <!-- E--> --<br />
| <!-- F--> --<br />
| <!-- G--> --<br />
|-<br />
|}<br />
<br />
===Loot===<br />
<br />
==Calendar==<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Summer" <br />
! colspan=15 | <h1>Summer</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]]<br />
| colspan=14 | <b>[[Beltane]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Meadow]] (1)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i> Through the portal<br />
| class=day | 2 || Indian children and Employer<br />
| class=day | 3 || travel via pirate<br />
| class=day | 4 || Seatown<br />
| class=day | 5 || <i>White Lotus</i> Travel via pirate<br />
| class=day | 6 || <i>Seagate Light Festival</i> Orc camp<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 7 || Orc camp investigation and Incubus hunting<br />
| class=day | 8 || Dragon flying<br />
| class=day | 9 || Dragon flying<br />
| class=day | 10 || Dragon fight finding Orc camp<br />
| class=day | 11 || Talk to the Camp<br />
| class=day | 12 || Day prep<br />
| class=day | 13 || Killing of the lake snakes<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 14 || Back to the Elf<br />
| class=day | 15 || Back to Employer And Home<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || <i>The Castellan Borderers Ball</i><br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || <i>Seagate Crafters Ball</i><br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Heat]] (2)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || <i>Seagate Guildmasters Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || <i>Seagate Races</i><br />
| class=day | 11 || <i>The Duke of Carzala's Summer Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || <i>Midsummers<Br>&nbsp;Eve<br>&nbsp;(Faerie Day)</i><br />
| class=day | 15 || <i>Solstice</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Summer Fair Day</i><br />
| class=day | 18 || <i>Seagate Summer Fair Day</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || <i>The Castellan of Brastor's Summer Ball</i><br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Breeze]] (3)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 3 || <i>Day of Death</i><br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Bethesda&diff=92592Bethesda2022-06-10T05:21:31Z<p>Bethesda: Created page with "Bethesda Saggers"</p>
<hr />
<div>Bethesda Saggers</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Cipher&diff=92591Cipher2022-06-10T05:21:00Z<p>Bethesda: </p>
<hr />
<div>[[Category:Character]][[Category:Dwarf]][[Category:Rune]]<br />
<br />
Cipher is an Dwarven Rune Mage played by [[Bethesda]] Saggers<br />
<br />
<br />
Adventures<br />
[[Blood on Broad Street]] Autumn 818 Wk<br />
[[A Plea for Help]] Summer 819 Wk</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Cipher&diff=92590Cipher2022-06-10T05:16:02Z<p>Bethesda: </p>
<hr />
<div>[[Category:Character]][[Category:Dwarf]][[Category:Rune Mage]]<br />
<br />
Cipher is an Dwarven Rune Mage played by [[Bethesda]] Saggers<br />
<br />
<br />
Adventures<br />
[[Blood on Broad Street]] Autumn 818 Wk<br />
[[A Plea for Help]] Summer 819 Wk</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Cipher&diff=92589Cipher2022-06-10T05:10:42Z<p>Bethesda: Created page with "Cipher is a Dwarven Rune Mage(played by Bethesda Saggers)"</p>
<hr />
<div>Cipher is a Dwarven Rune Mage(played by Bethesda Saggers)</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Mort&diff=92473Mort2022-06-01T13:47:55Z<p>Bethesda: </p>
<hr />
<div>[[Category:Character]][[Category:Human]][[Category:Necromancer]]<br />
<br />
Mort(Mortimaer Ableson) is an Human Necromantic Conjurer played by [[Bethesda]] Saggers<br />
<br />
<br />
Adventures<br />
[[A Cultural Exchange]] Winter 817<br />
[[Mr Grumpy and the Tartan]] Summer 818<br />
[[Archaeological Expedition]] Winter 819</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Mort&diff=92472Mort2022-06-01T13:47:32Z<p>Bethesda: </p>
<hr />
<div>[[Category:Character]][[Category:Human]][[Category:Necromancer]]<br />
<br />
Mort(Mortimaer Ableson) is an Human Necromantic Conjurer played by [[Bethesda]] Saggers<br />
<br />
<br />
Adventures<br />
[[A cultural Exchange]] Winter 817<br />
[[Mr Grumpy and the Tartan]] Summer 818<br />
[[Archaeological Expedition]] Winter 819</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Mort&diff=92471Mort2022-06-01T13:44:45Z<p>Bethesda: </p>
<hr />
<div>[[Category:Character]][[Category:Human]][[Category:Necromancer]]<br />
<br />
Mort(Mortimaer Ableson) is an Human Necromantic Conjurer played by [[Bethesda]] Saggers<br />
<br />
<br />
Adventures<br />
[[To Absolom and Beyond]] Spring 817<br />
[[Mr Grumpy and the Tartan]] Summer 818<br />
[[Archaeological Expedition]] Winter 819</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=Mort&diff=92470Mort2022-06-01T13:35:51Z<p>Bethesda: Created page with "Category:CharacterCategory:HumanCategory:Necromancer Mort(Mortimaer Ableson) is an Human Necromantic Conjurer played by Bethesda Saggers Adventures Archa..."</p>
<hr />
<div>[[Category:Character]][[Category:Human]][[Category:Necromancer]]<br />
<br />
Mort(Mortimaer Ableson) is an Human Necromantic Conjurer played by [[Bethesda]] Saggers<br />
<br />
<br />
Adventures<br />
[[Archaeological Expedition]] Winter 819</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92368An Unknown Onslaught2022-04-13T09:57:39Z<p>Bethesda: /* Long duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage with powerful magic <br />
# [[Seraph]] - Human Namer with a big sword<br />
# [[Lady Arcadia]] - Elf Celestial with martial prowess<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage with devistating bolts<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight.<br />
* Fight Sahuigen and Sharks<br />
* Arrive at Cecrotis - battle site, magic stones.<br />
* Talk to merfolk. Travel to human village. Discuss Merfolk problem.<br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
====Jaws====<br />
<br />
We wait a six tense hours, but nothing arrives from the ravine we are watching. The Boatmen are getting very uncomfortable, twitching and making odd sounds, and the captain explains they normally don’t stay in one place for long and suggests we need to explore on our own as they lover the row boat.<BR> <br />
<br />
The party clamber onto the boat and Remel propels them slow forward into the narrow ravine. Very soon the party hear the sound of splashing, and four sharks pulling sahuigen emerge from the fog. We call out a greeting to them and they reply with “Down with the land dwellersâ€, so a fight starts. The sahuigen have a caster, but multiple lightning from Elderan and forbidding wall from Seraph give the party a huge advantage. Remel managed to finally control two of the shark and they devoured the remaining sahuigen.<BR><br />
<br />
The party pull up to an rock outcropping and rest for a few hours with their two pet great white sharks. Arcadia examines the moss on the rocks and discovers it can extent life, so we gather some. Some DAs on the sahuigen bodies provide some surprising results - demonic ties and they are from the world of Cecrotis. We follow the river down the ravine for hours passing mostly bare cliff walls, and at one point some frightening large giant claw marks. Like the rest of the maze our route defies logic. Eventually the river end in a fog wall, similar to the maze enterance, which we assume is an exit to another plane – we case spells and bravely pass through.<BR><br />
<br />
====Lake of death====<br />
<br />
We come out underneath a waterfall, fortunately our waterproofing keeps as all dry, and into a lake about 200ft across surrounded by a forest. There is a small flat stone island in the middle and, more notably, the lake is littered with bodies of dead Merfolk, Sahuigen (two which are 20ft tall) and giant squid. After the panic passes land out boat and begin examining the area. It appears the Merfolk and Sahuigen fought and killed each other, with the most recent death about 3 hours ago, some killed by magic that includes water bolts and Waterspout. Some of the Merfolk were pacted to Savnock. The island in the middle of the lake is empty except some a folded note under a small pile of magical river pebbles. We cant read the writing on the note, but are able to tell the stones have communication magic on them. Elderan hears a voice from one of the stones, but we do now understand the language.<BR><br />
<br />
Having completed our examination we decide not to stay around and head off down a path through the forest and follow it for the rest of the day. The forest thins out and we are approaching plains as evening approaches so we find a campsite and settle in for the night. Night passes without incident and by the afternoon Seraph has divinated some stones. <br />
<br />
====Infinitude Stones====<br />
<br />
One of the stones allows a short message to be sent to the holder of second paired stone, and another stone can send a short message to anyone. Remel manages to contact the holder of the other stone, we don’t understand their native language and eventually settle on common – which they speak poorly. We explain we found they stone near the lake and they agree to come to us, unfortunately the magic wears out and they cant reply to further messages. We head back to the lake to make it easier for them to locate us, and as we wait we loot all the bodies – we have a small pile of mundane weapons and stabbing weapons (suitable for fighting in water), and some magical kelp armour from the giant Surigren. We settle in to wait for the arrival of the strangers, the communication stone is not yet repowered so we done know how long we will be waiting. <BR><br />
<br />
After many hours of waiting Elderan summons a cloud to allow us to search from the strangers. There is no sign of inhabitation in any direction except for a small village to the east on the coast, which the river appears to head toward. We float the cloud east, following the river, and encounter the stranger after a few hundred miles – Merfolk on sharks swimming along the river. We try to talk to through broken common and they get hostile, demanding the stones using their poor common. Retreating down the river we wait at the lake for the Merfolk, Arcadia agrees we should try to talk to them so we leaving out the stones and a fish chowder for them. After some hours the Merfolk arrive taking the stones, they explain they are not from the village, it contains people like us, and their leader does not like the land walkers.<BR><br />
<br />
====The (Fortress) Rock====<br />
<br />
Using Elderans cloud we fly through the night, pass crops and cattle as we approach the costal village just before dawn. There also a fortress on a small island a few hundred feet out to sea. We rest until after breakfast and head into the village along a wide, well-worn road that leads to the village. There are humans living in the village and they don’t seem at all worried by our appearance. We find out way to the Mayor and, through Grimmucks rude interruptions, Arcadia explains to our mission. The Mayor invites us in to her house and over some tea explains their friendly relations with the Merfolk ended a few months ago, at about the same time the fortress appeared overnight on the island. We suspect the Merfolk have had a change of leadership and are now lead by a worshiper of Savock, who has the power to build fortresses almost instantly. The closest large town is around 1000miles away, so we are the only help the village has against the merfolk. We decide to investigate the fortress - we have birds ad fish to talk to, and stars to read<BR><br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. <br />
* [[Valley_of_the_Trinity#Sandspit|Sandspit]] – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit via The Maze.<br />
* [[Valley_of_the_Trinity#Lake_Town|Laketown]] – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit via The Maze<br />
* Cecrotis - the plane of the Merfolk<br />
** lake - battlesite with Merfolk and Sahuigen<br />
** Village (needs name) - costal village.<br />
** Fortress - fortress built on a small island a few hundred feet out to sea from the village.<br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
* Sahuigen (maze) - plane of origin Cecrotis. One of them is associated with the power FurFur<br />
* FurFur - Earl of storms and lightning, create great storms. power in the are of air and water. Some Sahuigen are pacted to it. <br />
* Savnock – Macquie of corruption. Earth power. Some Merfolk are pacted to it.<br />
* XXX - mayor of village<br />
<br />
====Things====<br />
From the lake;<br />
* Kelp armour – permanent R10 durability<br />
* Communication stone 1: can send a 25 word message to the holder of the paired stone (returned to Merfolk)<br />
* Communication stone 2: can send a 25 word message to anyone you know on the plane (returned to Merfolk)<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 <br />
|-<br />
| colspan="2" | Remel<br />
| colspan="4" | Grimmuck Groz'Gronack <br />
| colspan="2" | Elederan<br />
|-<br />
| colspan="4" | Arcadia <br />
| colspan="4" | Seraph<br />
|}<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Vision===<br />
Seraph - Witchsight<BR><br />
Arcadia - Witchsight<BR><br />
Grimmuck Groz'Gronack - infravision 150ft<BR><br />
Elederan - Witchsight<BR><br />
Remel - Witchsight <BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Feather Falling (EL)<br />
|class="rk"| 9<br />
|class="ef" | ????<br />
|class="du" | 5 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Hot Wind (EL)<br />
|class="rk"| 6<br />
|class="ef" | 17% v range/11% v melee/close def. 7 points of fire/ice ablative (doesnt stack)<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> N<br />
| <!-- RE--> Y<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- GG--> Y<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Witchsight (AR)<br />
|class="rk"| 6<br />
|class="ef" | See invis. Vision in the dark of 150 feet under the open sky, and 75 feet elsewhere<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Coriscade (AR)<br />
|class="rk"| 6<br />
|class="ef" | Defence 14 half in close<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> N<br />
| <!-- SE--> Y<br />
| <!-- AR--> Y<br />
| <!-- RE--> N<br />
| <!-- EL--> N<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Arrow Flight (EL)<br />
|class="rk"| 11<br />
|class="ef" | +4 Dmg + 12Sc missile & thrown<br />
|class="du" | 16 Mins<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Swords of Blazing Light (AR)<br />
|class="rk"| 10<br />
|class="ef" | Base damage + extra to creatures of dark<br />
|class="du" | 15 Minutes<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze. Sahuigen and shark fight. Cecrotis and battle site. Camp in forest<br />
| class=day | 6 || Communication stones. Back to lake.Talk to Merfolk. Fly to village<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || Talk to mayor<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92367An Unknown Onslaught2022-04-13T09:00:18Z<p>Bethesda: /* Long duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage with powerful magic <br />
# [[Seraph]] - Human Namer with a big sword<br />
# [[Lady Arcadia]] - Elf Celestial with martial prowess<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage with devistating bolts<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight.<br />
* Fight Sahuigen and Sharks<br />
* Arrive at Cecrotis - battle site, magic stones.<br />
* Talk to merfolk. Travel to human village. Discuss Merfolk problem.<br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
====Jaws====<br />
<br />
We wait a six tense hours, but nothing arrives from the ravine we are watching. The Boatmen are getting very uncomfortable, twitching and making odd sounds, and the captain explains they normally don’t stay in one place for long and suggests we need to explore on our own as they lover the row boat.<BR> <br />
<br />
The party clamber onto the boat and Remel propels them slow forward into the narrow ravine. Very soon the party hear the sound of splashing, and four sharks pulling sahuigen emerge from the fog. We call out a greeting to them and they reply with “Down with the land dwellersâ€, so a fight starts. The sahuigen have a caster, but multiple lightning from Elderan and forbidding wall from Seraph give the party a huge advantage. Remel managed to finally control two of the shark and they devoured the remaining sahuigen.<BR><br />
<br />
The party pull up to an rock outcropping and rest for a few hours with their two pet great white sharks. Arcadia examines the moss on the rocks and discovers it can extent life, so we gather some. Some DAs on the sahuigen bodies provide some surprising results - demonic ties and they are from the world of Cecrotis. We follow the river down the ravine for hours passing mostly bare cliff walls, and at one point some frightening large giant claw marks. Like the rest of the maze our route defies logic. Eventually the river end in a fog wall, similar to the maze enterance, which we assume is an exit to another plane – we case spells and bravely pass through.<BR><br />
<br />
====Lake of death====<br />
<br />
We come out underneath a waterfall, fortunately our waterproofing keeps as all dry, and into a lake about 200ft across surrounded by a forest. There is a small flat stone island in the middle and, more notably, the lake is littered with bodies of dead Merfolk, Sahuigen (two which are 20ft tall) and giant squid. After the panic passes land out boat and begin examining the area. It appears the Merfolk and Sahuigen fought and killed each other, with the most recent death about 3 hours ago, some killed by magic that includes water bolts and Waterspout. Some of the Merfolk were pacted to Savnock. The island in the middle of the lake is empty except some a folded note under a small pile of magical river pebbles. We cant read the writing on the note, but are able to tell the stones have communication magic on them. Elderan hears a voice from one of the stones, but we do now understand the language.<BR><br />
<br />
Having completed our examination we decide not to stay around and head off down a path through the forest and follow it for the rest of the day. The forest thins out and we are approaching plains as evening approaches so we find a campsite and settle in for the night. Night passes without incident and by the afternoon Seraph has divinated some stones. <br />
<br />
====Infinitude Stones====<br />
<br />
One of the stones allows a short message to be sent to the holder of second paired stone, and another stone can send a short message to anyone. Remel manages to contact the holder of the other stone, we don’t understand their native language and eventually settle on common – which they speak poorly. We explain we found they stone near the lake and they agree to come to us, unfortunately the magic wears out and they cant reply to further messages. We head back to the lake to make it easier for them to locate us, and as we wait we loot all the bodies – we have a small pile of mundane weapons and stabbing weapons (suitable for fighting in water), and some magical kelp armour from the giant Surigren. We settle in to wait for the arrival of the strangers, the communication stone is not yet repowered so we done know how long we will be waiting. <BR><br />
<br />
After many hours of waiting Elderan summons a cloud to allow us to search from the strangers. There is no sign of inhabitation in any direction except for a small village to the east on the coast, which the river appears to head toward. We float the cloud east, following the river, and encounter the stranger after a few hundred miles – Merfolk on sharks swimming along the river. We try to talk to through broken common and they get hostile, demanding the stones using their poor common. Retreating down the river we wait at the lake for the Merfolk, Arcadia agrees we should try to talk to them so we leaving out the stones and a fish chowder for them. After some hours the Merfolk arrive taking the stones, they explain they are not from the village, it contains people like us, and their leader does not like the land walkers.<BR><br />
<br />
====The (Fortress) Rock====<br />
<br />
Using Elderans cloud we fly through the night, pass crops and cattle as we approach the costal village just before dawn. There also a fortress on a small island a few hundred feet out to sea. We rest until after breakfast and head into the village along a wide, well-worn road that leads to the village. There are humans living in the village and they don’t seem at all worried by our appearance. We find out way to the Mayor and, through Grimmucks rude interruptions, Arcadia explains to our mission. The Mayor invites us in to her house and over some tea explains their friendly relations with the Merfolk ended a few months ago, at about the same time the fortress appeared overnight on the island. We suspect the Merfolk have had a change of leadership and are now lead by a worshiper of Savock, who has the power to build fortresses almost instantly. The closest large town is around 1000miles away, so we are the only help the village has against the merfolk. We decide to investigate the fortress - we have birds ad fish to talk to, and stars to read<BR><br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. <br />
* [[Valley_of_the_Trinity#Sandspit|Sandspit]] – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit via The Maze.<br />
* [[Valley_of_the_Trinity#Lake_Town|Laketown]] – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit via The Maze<br />
* Cecrotis - the plane of the Merfolk<br />
** lake - battlesite with Merfolk and Sahuigen<br />
** Village (needs name) - costal village.<br />
** Fortress - fortress built on a small island a few hundred feet out to sea from the village.<br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
* Sahuigen (maze) - plane of origin Cecrotis. One of them is associated with the power FurFur<br />
* FurFur - Earl of storms and lightning, create great storms. power in the are of air and water. Some Sahuigen are pacted to it. <br />
* Savnock – Macquie of corruption. Earth power. Some Merfolk are pacted to it.<br />
* XXX - mayor of village<br />
<br />
====Things====<br />
From the lake;<br />
* Kelp armour – permanent R10 durability<br />
* Communication stone 1: can send a 25 word message to the holder of the paired stone (returned to Merfolk)<br />
* Communication stone 2: can send a 25 word message to anyone you know on the plane (returned to Merfolk)<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 <br />
|-<br />
| colspan="2" | Remel<br />
| colspan="4" | Grimmuck Groz'Gronack <br />
| colspan="2" | Elederan<br />
|-<br />
| colspan="4" | Arcadia <br />
| colspan="4" | Seraph<br />
|}<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Vision===<br />
Seraph - Witchsight<BR><br />
Arcadia - Witchsight<BR><br />
Grimmuck Groz'Gronack - infravision 150ft<BR><br />
Elederan - Witchsight<BR><br />
Remel - Witchsight <BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Feather Falling (EL)<br />
|class="rk"| 9<br />
|class="ef" | ????<br />
|class="du" | 5 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Hot Wind (EL)<br />
|class="rk"| 6<br />
|class="ef" | 17% v range/11% v melee/close def. 7 points of fire/ice ablative (doesnt stack)<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> N<br />
| <!-- RE--> Y<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Witchsight (AR)<br />
|class="rk"| 6<br />
|class="ef" | See invis. Vision in the dark of 150 feet under the open sky, and 75 feet elsewhere<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Coriscade (AR)<br />
|class="rk"| 6<br />
|class="ef" | Defence 14 half in close<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> N<br />
| <!-- SE--> Y<br />
| <!-- AR--> Y<br />
| <!-- RE--> N<br />
| <!-- EL--> N<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Arrow Flight (EL)<br />
|class="rk"| 11<br />
|class="ef" | +4 Dmg + 12Sc missile & thrown<br />
|class="du" | 16 Mins<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Swords of Blazing Light (AR)<br />
|class="rk"| 10<br />
|class="ef" | Base damage + extra to creatures of dark<br />
|class="du" | 15 Minutes<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze. Sahuigen and shark fight. Cecrotis and battle site. Camp in forest<br />
| class=day | 6 || Communication stones. Back to lake.Talk to Merfolk. Fly to village<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || Talk to mayor<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92333An Unknown Onslaught2022-04-06T09:10:21Z<p>Bethesda: /* Long duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage with powerful magic <br />
# [[Seraph]] - Human Namer with a big sword<br />
# [[Lady Arcadia]] - Elf Celestial with martial prowess<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage with devistating bolts<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight.<br />
* Fight Sahuigen and Sharks<br />
* Arrive at Cecrotis - battle site, magic stones.<br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
====Jaws====<br />
<br />
We wait a six tense hours, but nothing arrives from the ravine we are watching. The Boatmen are getting very uncomfortable, twitching and making odd sounds, and the captain explains they normally don’t stay in one place for long and suggests we need to explore on our own as they lover the row boat.<BR> <br />
<br />
The party clamber onto the boat and Remel propels them slow forward into the narrow ravine. Very soon the party hear the sound of splashing, and four sharks pulling sahuigen emerge from the fog. We call out a greeting to them and they reply with “Down with the land dwellersâ€, so a fight starts. The sahuigen have a caster, but multiple lightning from Elderan and forbidding wall from Seraph give the party a huge advantage. Remel managed to finally control two of the shark and they devoured the remaining sahuigen.<BR><br />
<br />
The party pull up to an rock outcropping and rest for a few hours with their two pet great white sharks. Arcadia examines the moss on the rocks and discovers it can extent life, so we gather some. Some DAs on the sahuigen bodies provide some surprising results - demonic ties and they are from the world of Cecrotis. We follow the river down the ravine for hours passing mostly bare cliff walls, and at one point some frightening large giant claw marks. Like the rest of the maze our route defies logic. Eventually the river end in a fog wall, similar to the maze enterance, which we assume is an exit to another plane – we case spells and bravely pass through.<BR><br />
<br />
====Lake of death====<br />
<br />
We come out underneath a waterfall, fortunately our waterproofing keeps as all dry, and into a lake about 200ft across surrounded by a forest. There is a small flat stone island in the middle and, more notably, the lake is littered with bodies of dead Merfolk, Sahuigen (two which are 20ft tall) and giant squid. After the panic passes land out boat and begin examining the area. It appears the Merfolk and Sahuigen fought and killed each other, with the most recent death about 3 hours ago, some killed by magic that includes water bolts and Waterspout. Some of the Merfolk were pacted to Savnock. The island in the middle of the lake is empty except some a folded note under a small pile of magical river pebbles. We cant read the writing on the note, but are able to tell the stones have communication magic on them. Elderan hears a voice from one of the stones, but we do now understand the language.<BR><br />
<br />
Having completed our examination we decide not to stay around and head off down a path through the forest and follow it for the rest of the day. The forest thins out and we are approaching plains as evening approaches so we find a campsite and settle in for the night. Night passes without incident and by the afternoon Seraph has divinated some stones. <br />
<br />
====Infinitude Stones====<br />
<br />
One of the stones allows a short message to be sent to the holder of second paired stone, and another stone can send a short message to anyone. Remel manages to contact the holder of the other stone, we don’t understand their native language and eventually settle on common – which they speak poorly. We explain we found they stone near the lake and they agree to come to us, unfortunately the magic wears out and they cant reply to further messages. We head back to the lake to make it easier for them to locate us, and as we wait we loot all the bodies – we have a small pile of mundane weapons and stabbing weapons (suitable for fighting in water), and some magical kelp armour from the giant Surigren. We settle in to wait for the arrival of the strangers, the communication stone is not yet repowered so we done know how long we will be waiting. <BR><br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. <br />
* [[Valley_of_the_Trinity#Sandspit|Sandspit]] – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit via The Maze.<br />
* [[Valley_of_the_Trinity#Lake_Town|Laketown]] – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit via The Maze<br />
* Cecrotis - the plane of the Merfolk<br />
** lake - battlesite with Merfolk and Sahuigen<br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
* Sahuigen (maze) - plane of origin Cecrotis. One of them is associated with the power FurFur<br />
* FurFur - Earl of storms and lightning, create great storms. power in the are of air and water. Some Sahuigen are pacted to it. <br />
* Savnock – Macquie of corruption. Earth power. Some Merfolk are pacted to it.<br />
<br />
====Things====<br />
From the lake;<br />
* Kelp armour – permanent R10 durability<br />
* Communication stone 1: can send a 25 word message to the holder of the paired stone<br />
* Communication stone 2: can send a 25 word message to anyone you know on the plane<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 <br />
|-<br />
| colspan="2" | Remel<br />
| colspan="4" | Grimmuck Groz'Gronack <br />
| colspan="2" | Elederan<br />
|-<br />
| colspan="4" | Arcadia <br />
| colspan="4" | Seraph<br />
|}<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Vision===<br />
Seraph - Witchsight<BR><br />
Arcadia - Witchsight<BR><br />
Grimmuck Groz'Gronack - infravision 150ft<BR><br />
Elederan - Witchsight<BR><br />
Remel - Witchsight <BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Feather Falling (EL)<br />
|class="rk"| 9<br />
|class="ef" | ????<br />
|class="du" | 5 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Hot Wind (EL)<br />
|class="rk"| 6<br />
|class="ef" | 17% v range/11% v melee/close def. 7 points of fire/ice ablative (doesnt stack)<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> N<br />
| <!-- RE--> Y<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Witchsight (AR)<br />
|class="rk"| 6<br />
|class="ef" | See invis. Vision in the dark of 150 feet under the open sky, and 75 feet elsewhere<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Coriscade (AR)<br />
|class="rk"| 6<br />
|class="ef" | Defence 14 half in close<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> N<br />
| <!-- SE--> Y<br />
| <!-- AR--> Y<br />
| <!-- RE--> N<br />
| <!-- EL--> N<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Arrow Flight (EL)<br />
|class="rk"| 11<br />
|class="ef" | +4 Dmg + 12Sc missile & thrown<br />
|class="du" | 16 Mins<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Swords of Blazing Light (AR)<br />
|class="rk"| 10<br />
|class="ef" | Base damage + extra to creatures of dark<br />
|class="du" | 15 Minutes<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze. Sahuigen and shark fight. Cecrotis and battle site. Camp in forest<br />
| class=day | 6 || Communication stones. Back to lake<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92332An Unknown Onslaught2022-04-06T09:08:54Z<p>Bethesda: /* Long duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage with powerful magic <br />
# [[Seraph]] - Human Namer with a big sword<br />
# [[Lady Arcadia]] - Elf Celestial with martial prowess<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage with devistating bolts<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight.<br />
* Fight Sahuigen and Sharks<br />
* Arrive at Cecrotis - battle site, magic stones.<br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
====Jaws====<br />
<br />
We wait a six tense hours, but nothing arrives from the ravine we are watching. The Boatmen are getting very uncomfortable, twitching and making odd sounds, and the captain explains they normally don’t stay in one place for long and suggests we need to explore on our own as they lover the row boat.<BR> <br />
<br />
The party clamber onto the boat and Remel propels them slow forward into the narrow ravine. Very soon the party hear the sound of splashing, and four sharks pulling sahuigen emerge from the fog. We call out a greeting to them and they reply with “Down with the land dwellersâ€, so a fight starts. The sahuigen have a caster, but multiple lightning from Elderan and forbidding wall from Seraph give the party a huge advantage. Remel managed to finally control two of the shark and they devoured the remaining sahuigen.<BR><br />
<br />
The party pull up to an rock outcropping and rest for a few hours with their two pet great white sharks. Arcadia examines the moss on the rocks and discovers it can extent life, so we gather some. Some DAs on the sahuigen bodies provide some surprising results - demonic ties and they are from the world of Cecrotis. We follow the river down the ravine for hours passing mostly bare cliff walls, and at one point some frightening large giant claw marks. Like the rest of the maze our route defies logic. Eventually the river end in a fog wall, similar to the maze enterance, which we assume is an exit to another plane – we case spells and bravely pass through.<BR><br />
<br />
====Lake of death====<br />
<br />
We come out underneath a waterfall, fortunately our waterproofing keeps as all dry, and into a lake about 200ft across surrounded by a forest. There is a small flat stone island in the middle and, more notably, the lake is littered with bodies of dead Merfolk, Sahuigen (two which are 20ft tall) and giant squid. After the panic passes land out boat and begin examining the area. It appears the Merfolk and Sahuigen fought and killed each other, with the most recent death about 3 hours ago, some killed by magic that includes water bolts and Waterspout. Some of the Merfolk were pacted to Savnock. The island in the middle of the lake is empty except some a folded note under a small pile of magical river pebbles. We cant read the writing on the note, but are able to tell the stones have communication magic on them. Elderan hears a voice from one of the stones, but we do now understand the language.<BR><br />
<br />
Having completed our examination we decide not to stay around and head off down a path through the forest and follow it for the rest of the day. The forest thins out and we are approaching plains as evening approaches so we find a campsite and settle in for the night. Night passes without incident and by the afternoon Seraph has divinated some stones. <br />
<br />
====Infinitude Stones====<br />
<br />
One of the stones allows a short message to be sent to the holder of second paired stone, and another stone can send a short message to anyone. Remel manages to contact the holder of the other stone, we don’t understand their native language and eventually settle on common – which they speak poorly. We explain we found they stone near the lake and they agree to come to us, unfortunately the magic wears out and they cant reply to further messages. We head back to the lake to make it easier for them to locate us, and as we wait we loot all the bodies – we have a small pile of mundane weapons and stabbing weapons (suitable for fighting in water), and some magical kelp armour from the giant Surigren. We settle in to wait for the arrival of the strangers, the communication stone is not yet repowered so we done know how long we will be waiting. <BR><br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. <br />
* [[Valley_of_the_Trinity#Sandspit|Sandspit]] – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit via The Maze.<br />
* [[Valley_of_the_Trinity#Lake_Town|Laketown]] – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit via The Maze<br />
* Cecrotis - the plane of the Merfolk<br />
** lake - battlesite with Merfolk and Sahuigen<br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
* Sahuigen (maze) - plane of origin Cecrotis. One of them is associated with the power FurFur<br />
* FurFur - Earl of storms and lightning, create great storms. power in the are of air and water. Some Sahuigen are pacted to it. <br />
* Savnock – Macquie of corruption. Earth power. Some Merfolk are pacted to it.<br />
<br />
====Things====<br />
From the lake;<br />
* Kelp armour – permanent R10 durability<br />
* Communication stone 1: can send a 25 word message to the holder of the paired stone<br />
* Communication stone 2: can send a 25 word message to anyone you know on the plane<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 <br />
|-<br />
| colspan="2" | Remel<br />
| colspan="4" | Grimmuck Groz'Gronack <br />
| colspan="2" | Elederan<br />
|-<br />
| colspan="4" | Arcadia <br />
| colspan="4" | Seraph<br />
|}<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Vision===<br />
Seraph - Witchsight<BR><br />
Arcadia - Witchsight<BR><br />
Grimmuck Groz'Gronack - infravision 150ft<BR><br />
Elederan - Witchsight<BR><br />
Remel - Witchsight <BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Feather Falling (EL)<br />
|class="rk"| 9<br />
|class="ef" | ????<br />
|class="du" | 5 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Hot Wind (EL)<br />
|class="rk"| 6<br />
|class="ef" | 17% v range/11% v melee/close def. 7 points of fire/ice ablative (doesnt stack)<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> N<br />
| <!-- RE--> Y<br />
| <!-- EL--> Y<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Witchsight (AR)<br />
|class="rk"| ##<br />
|class="ef" | See invis. Vision in the dark of 150 feet under the open sky, and 75 feet elsewhere<br />
|class="du" | # Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Coriscade (AR)<br />
|class="rk"| 6<br />
|class="ef" | Defence 14 half in close<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> N<br />
| <!-- SE--> Y<br />
| <!-- AR--> Y<br />
| <!-- RE--> N<br />
| <!-- EL--> N<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Arrow Flight (EL)<br />
|class="rk"| 11<br />
|class="ef" | +4 Dmg + 12Sc missile & thrown<br />
|class="du" | 16 Mins<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Swords of Blazing Light (AR)<br />
|class="rk"| 10<br />
|class="ef" | Base damage + extra to creatures of dark<br />
|class="du" | 15 Minutes<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze. Sahuigen and shark fight. Cecrotis and battle site. Camp in forest<br />
| class=day | 6 || Communication stones. Back to lake<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92331An Unknown Onslaught2022-04-06T09:06:30Z<p>Bethesda: /* Long duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage with powerful magic <br />
# [[Seraph]] - Human Namer with a big sword<br />
# [[Lady Arcadia]] - Elf Celestial with martial prowess<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage with devistating bolts<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight.<br />
* Fight Sahuigen and Sharks<br />
* Arrive at Cecrotis - battle site, magic stones.<br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
====Jaws====<br />
<br />
We wait a six tense hours, but nothing arrives from the ravine we are watching. The Boatmen are getting very uncomfortable, twitching and making odd sounds, and the captain explains they normally don’t stay in one place for long and suggests we need to explore on our own as they lover the row boat.<BR> <br />
<br />
The party clamber onto the boat and Remel propels them slow forward into the narrow ravine. Very soon the party hear the sound of splashing, and four sharks pulling sahuigen emerge from the fog. We call out a greeting to them and they reply with “Down with the land dwellersâ€, so a fight starts. The sahuigen have a caster, but multiple lightning from Elderan and forbidding wall from Seraph give the party a huge advantage. Remel managed to finally control two of the shark and they devoured the remaining sahuigen.<BR><br />
<br />
The party pull up to an rock outcropping and rest for a few hours with their two pet great white sharks. Arcadia examines the moss on the rocks and discovers it can extent life, so we gather some. Some DAs on the sahuigen bodies provide some surprising results - demonic ties and they are from the world of Cecrotis. We follow the river down the ravine for hours passing mostly bare cliff walls, and at one point some frightening large giant claw marks. Like the rest of the maze our route defies logic. Eventually the river end in a fog wall, similar to the maze enterance, which we assume is an exit to another plane – we case spells and bravely pass through.<BR><br />
<br />
====Lake of death====<br />
<br />
We come out underneath a waterfall, fortunately our waterproofing keeps as all dry, and into a lake about 200ft across surrounded by a forest. There is a small flat stone island in the middle and, more notably, the lake is littered with bodies of dead Merfolk, Sahuigen (two which are 20ft tall) and giant squid. After the panic passes land out boat and begin examining the area. It appears the Merfolk and Sahuigen fought and killed each other, with the most recent death about 3 hours ago, some killed by magic that includes water bolts and Waterspout. Some of the Merfolk were pacted to Savnock. The island in the middle of the lake is empty except some a folded note under a small pile of magical river pebbles. We cant read the writing on the note, but are able to tell the stones have communication magic on them. Elderan hears a voice from one of the stones, but we do now understand the language.<BR><br />
<br />
Having completed our examination we decide not to stay around and head off down a path through the forest and follow it for the rest of the day. The forest thins out and we are approaching plains as evening approaches so we find a campsite and settle in for the night. Night passes without incident and by the afternoon Seraph has divinated some stones. <br />
<br />
====Infinitude Stones====<br />
<br />
One of the stones allows a short message to be sent to the holder of second paired stone, and another stone can send a short message to anyone. Remel manages to contact the holder of the other stone, we don’t understand their native language and eventually settle on common – which they speak poorly. We explain we found they stone near the lake and they agree to come to us, unfortunately the magic wears out and they cant reply to further messages. We head back to the lake to make it easier for them to locate us, and as we wait we loot all the bodies – we have a small pile of mundane weapons and stabbing weapons (suitable for fighting in water), and some magical kelp armour from the giant Surigren. We settle in to wait for the arrival of the strangers, the communication stone is not yet repowered so we done know how long we will be waiting. <BR><br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. <br />
* [[Valley_of_the_Trinity#Sandspit|Sandspit]] – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit via The Maze.<br />
* [[Valley_of_the_Trinity#Lake_Town|Laketown]] – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit via The Maze<br />
* Cecrotis - the plane of the Merfolk<br />
** lake - battlesite with Merfolk and Sahuigen<br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
* Sahuigen (maze) - plane of origin Cecrotis. One of them is associated with the power FurFur<br />
* FurFur - Earl of storms and lightning, create great storms. power in the are of air and water. Some Sahuigen are pacted to it. <br />
* Savnock – Macquie of corruption. Earth power. Some Merfolk are pacted to it.<br />
<br />
====Things====<br />
From the lake;<br />
* Kelp armour – permanent R10 durability<br />
* Communication stone 1: can send a 25 word message to the holder of the paired stone<br />
* Communication stone 2: can send a 25 word message to anyone you know on the plane<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 <br />
|-<br />
| colspan="2" | Remel<br />
| colspan="4" | Grimmuck Groz'Gronack <br />
| colspan="2" | Elederan<br />
|-<br />
| colspan="4" | Arcadia <br />
| colspan="4" | Seraph<br />
|}<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Vision===<br />
Seraph - Witchsight<BR><br />
Arcadia - Witchsight<BR><br />
Grimmuck Groz'Gronack - infravision 150ft<BR><br />
Elederan - Witchsight<BR><br />
Remel - Witchsight <BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Feather Falling (EL)<br />
|class="rk"| 9<br />
|class="ef" | ????<br />
|class="du" | 5 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Hot Wind (EL)<br />
|class="rk"| 6<br />
|class="ef" | 17% v range/11% v melee/close def. 7 points of fire/ice ablative (doesnt stack)<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Witchsight (AR)<br />
|class="rk"| ##<br />
|class="ef" | See invis. Vision in the dark of 150 feet under the open sky, and 75 feet elsewhere<br />
|class="du" | # Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Coriscade (AR)<br />
|class="rk"| 6<br />
|class="ef" | Defence 14 half in close<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Arrow Flight (EL)<br />
|class="rk"| 11<br />
|class="ef" | +4 Dmg + 12Sc missile & thrown<br />
|class="du" | 16 Mins<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Swords of Blazing Light (AR)<br />
|class="rk"| 10<br />
|class="ef" | Base damage + extra to creatures of dark<br />
|class="du" | 15 Minutes<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze. Sahuigen and shark fight. Cecrotis and battle site. Camp in forest<br />
| class=day | 6 || Communication stones. Back to lake<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92330An Unknown Onslaught2022-04-06T09:06:06Z<p>Bethesda: /* Long duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage with powerful magic <br />
# [[Seraph]] - Human Namer with a big sword<br />
# [[Lady Arcadia]] - Elf Celestial with martial prowess<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage with devistating bolts<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight.<br />
* Fight Sahuigen and Sharks<br />
* Arrive at Cecrotis - battle site, magic stones.<br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
====Jaws====<br />
<br />
We wait a six tense hours, but nothing arrives from the ravine we are watching. The Boatmen are getting very uncomfortable, twitching and making odd sounds, and the captain explains they normally don’t stay in one place for long and suggests we need to explore on our own as they lover the row boat.<BR> <br />
<br />
The party clamber onto the boat and Remel propels them slow forward into the narrow ravine. Very soon the party hear the sound of splashing, and four sharks pulling sahuigen emerge from the fog. We call out a greeting to them and they reply with “Down with the land dwellersâ€, so a fight starts. The sahuigen have a caster, but multiple lightning from Elderan and forbidding wall from Seraph give the party a huge advantage. Remel managed to finally control two of the shark and they devoured the remaining sahuigen.<BR><br />
<br />
The party pull up to an rock outcropping and rest for a few hours with their two pet great white sharks. Arcadia examines the moss on the rocks and discovers it can extent life, so we gather some. Some DAs on the sahuigen bodies provide some surprising results - demonic ties and they are from the world of Cecrotis. We follow the river down the ravine for hours passing mostly bare cliff walls, and at one point some frightening large giant claw marks. Like the rest of the maze our route defies logic. Eventually the river end in a fog wall, similar to the maze enterance, which we assume is an exit to another plane – we case spells and bravely pass through.<BR><br />
<br />
====Lake of death====<br />
<br />
We come out underneath a waterfall, fortunately our waterproofing keeps as all dry, and into a lake about 200ft across surrounded by a forest. There is a small flat stone island in the middle and, more notably, the lake is littered with bodies of dead Merfolk, Sahuigen (two which are 20ft tall) and giant squid. After the panic passes land out boat and begin examining the area. It appears the Merfolk and Sahuigen fought and killed each other, with the most recent death about 3 hours ago, some killed by magic that includes water bolts and Waterspout. Some of the Merfolk were pacted to Savnock. The island in the middle of the lake is empty except some a folded note under a small pile of magical river pebbles. We cant read the writing on the note, but are able to tell the stones have communication magic on them. Elderan hears a voice from one of the stones, but we do now understand the language.<BR><br />
<br />
Having completed our examination we decide not to stay around and head off down a path through the forest and follow it for the rest of the day. The forest thins out and we are approaching plains as evening approaches so we find a campsite and settle in for the night. Night passes without incident and by the afternoon Seraph has divinated some stones. <br />
<br />
====Infinitude Stones====<br />
<br />
One of the stones allows a short message to be sent to the holder of second paired stone, and another stone can send a short message to anyone. Remel manages to contact the holder of the other stone, we don’t understand their native language and eventually settle on common – which they speak poorly. We explain we found they stone near the lake and they agree to come to us, unfortunately the magic wears out and they cant reply to further messages. We head back to the lake to make it easier for them to locate us, and as we wait we loot all the bodies – we have a small pile of mundane weapons and stabbing weapons (suitable for fighting in water), and some magical kelp armour from the giant Surigren. We settle in to wait for the arrival of the strangers, the communication stone is not yet repowered so we done know how long we will be waiting. <BR><br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. <br />
* [[Valley_of_the_Trinity#Sandspit|Sandspit]] – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit via The Maze.<br />
* [[Valley_of_the_Trinity#Lake_Town|Laketown]] – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit via The Maze<br />
* Cecrotis - the plane of the Merfolk<br />
** lake - battlesite with Merfolk and Sahuigen<br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
* Sahuigen (maze) - plane of origin Cecrotis. One of them is associated with the power FurFur<br />
* FurFur - Earl of storms and lightning, create great storms. power in the are of air and water. Some Sahuigen are pacted to it. <br />
* Savnock – Macquie of corruption. Earth power. Some Merfolk are pacted to it.<br />
<br />
====Things====<br />
From the lake;<br />
* Kelp armour – permanent R10 durability<br />
* Communication stone 1: can send a 25 word message to the holder of the paired stone<br />
* Communication stone 2: can send a 25 word message to anyone you know on the plane<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 <br />
|-<br />
| colspan="2" | Remel<br />
| colspan="4" | Grimmuck Groz'Gronack <br />
| colspan="2" | Elederan<br />
|-<br />
| colspan="4" | Arcadia <br />
| colspan="4" | Seraph<br />
|}<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Vision===<br />
Seraph - Witchsight<BR><br />
Arcadia - Witchsight<BR><br />
Grimmuck Groz'Gronack - infravision 150ft<BR><br />
Elederan - Witchsight<BR><br />
Remel - Witchsight <BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Feather Falling (EL)<br />
|class="rk"| 9<br />
|class="ef" | ????<br />
|class="du" | 5 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Hot Wind (EL)<br />
|class="rk"| 6<br />
|class="ef" | 17% v range/11% v melee/close def. 7 points of fire/ice ablative (doesnt stack)<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Witchsight (AR)<br />
|class="rk"| ##<br />
|class="ef" | See invis. Vision in the dark of 150 feet under the open sky, and 75 feet elsewhere<br />
|class="du" | # Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Coriscade (AR)<br />
|class="rk"| 6<br />
|class="ef" | Defence 14 half in close<br />
|class="du" | 3.5 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Arrow Flight (EL)<br />
|class="rk"| 11<br />
|class="ef" | +4 Dmg + 12Sc missile & thrown<br />
|class="du" | 16 Mins<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Swords of Blazing Light (AR)<br />
|class="rk"| 10<br />
|class="ef" | Base damage + extra to creatures of dark<br />
|class="du" | 15 Minutes<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze. Sahuigen and shark fight. Cecrotis and battle site. Camp in forest<br />
| class=day | 6 || Communication stones. Back to lake<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92236An Unknown Onslaught2022-03-23T09:46:08Z<p>Bethesda: /* Short duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage Played by Beth<br />
# [[Seraph]] - Human Namer Played by Connor<br />
# Arcadia - Elf Celestial Played by Kita<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight. <br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. <br />
* [[Valley_of_the_Trinity#Sandspit|Sandspit]] – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit via The Maze.<br />
* [[Valley_of_the_Trinity#Lake_Town|Laketown]] – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit via The Maze<br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 <br />
|-<br />
| colspan="2" | Remel<br />
| colspan="4" | Grimmuck Groz'Gronack <br />
| colspan="2" | Elederan<br />
|-<br />
| colspan="4" | Seraph <br />
| colspan="4" | Arcadia<br />
|}<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Vision===<br />
Seraph - Witchsight<BR><br />
Arcadia - Witchsight<BR><br />
Grimmuck Groz'Gronack - infravision 150ft<BR><br />
Elederan - Witchsight<BR><br />
Remel - Witchsight <BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- ??--> ?<br />
| <!-- ??--> Y<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Feather Falling (EL)<br />
|class="rk"| 9<br />
|class="ef" | ????<br />
|class="du" | 5 Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Hot Wind (EL)<br />
|class="rk"| 6<br />
|class="ef" | 17% v range/11% v melee/close def. 7 points of fire/ice ablative (doesnt stack)<br />
|class="du" | 3.5 Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Witchsight (AR)<br />
|class="rk"| ##<br />
|class="ef" | See invis. Vision in the dark of 150 feet under the open sky, and 75 feet elsewhere<br />
|class="du" | # Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Arrow Flight (EL)<br />
|class="rk"| 11<br />
|class="ef" | +4 Dmg + 12Sc missile & thrown<br />
|class="du" | 16 Mins<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze<br />
| class=day | 6 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92235An Unknown Onslaught2022-03-23T09:44:19Z<p>Bethesda: /* Long duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage Played by Beth<br />
# [[Seraph]] - Human Namer Played by Connor<br />
# Arcadia - Elf Celestial Played by Kita<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight. <br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. <br />
* [[Valley_of_the_Trinity#Sandspit|Sandspit]] – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit via The Maze.<br />
* [[Valley_of_the_Trinity#Lake_Town|Laketown]] – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit via The Maze<br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 <br />
|-<br />
| colspan="2" | Remel<br />
| colspan="4" | Grimmuck Groz'Gronack <br />
| colspan="2" | Elederan<br />
|-<br />
| colspan="4" | Seraph <br />
| colspan="4" | Arcadia<br />
|}<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Vision===<br />
Seraph - Witchsight<BR><br />
Arcadia - Witchsight<BR><br />
Grimmuck Groz'Gronack - infravision 150ft<BR><br />
Elederan - Witchsight<BR><br />
Remel - Witchsight <BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- ??--> ?<br />
| <!-- ??--> Y<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Feather Falling (EL)<br />
|class="rk"| 9<br />
|class="ef" | ????<br />
|class="du" | 5 Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Hot Wind (EL)<br />
|class="rk"| 6<br />
|class="ef" | 17% v range/11% v melee/close def. 7 points of fire/ice ablative (doesnt stack)<br />
|class="du" | 3.5 Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> Y<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> N<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> Sit<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Witchsight (AR)<br />
|class="rk"| ##<br />
|class="ef" | See invis. Vision in the dark of 150 feet under the open sky, and 75 feet elsewhere<br />
|class="du" | # Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Arrow Flight (EL)<br />
|class="rk"| 11<br />
|class="ef" | +4 Dmg + 12Sc missile & thrown<br />
|class="du" | 16 Mins<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze<br />
| class=day | 6 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92234An Unknown Onslaught2022-03-23T09:44:02Z<p>Bethesda: /* Short duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage Played by Beth<br />
# [[Seraph]] - Human Namer Played by Connor<br />
# Arcadia - Elf Celestial Played by Kita<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight. <br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. <br />
* [[Valley_of_the_Trinity#Sandspit|Sandspit]] – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit via The Maze.<br />
* [[Valley_of_the_Trinity#Lake_Town|Laketown]] – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit via The Maze<br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 <br />
|-<br />
| colspan="2" | Remel<br />
| colspan="4" | Grimmuck Groz'Gronack <br />
| colspan="2" | Elederan<br />
|-<br />
| colspan="4" | Seraph <br />
| colspan="4" | Arcadia<br />
|}<br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Vision===<br />
Seraph - Witchsight<BR><br />
Arcadia - Witchsight<BR><br />
Grimmuck Groz'Gronack - infravision 150ft<BR><br />
Elederan - Witchsight<BR><br />
Remel - Witchsight <BR><br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- ??--> ?<br />
| <!-- ??--> Y<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Feather Falling (EL)<br />
|class="rk"| 9<br />
|class="ef" | ????<br />
|class="du" | 5 Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Hot Wind (EL)<br />
|class="rk"| 6<br />
|class="ef" | 17% v range/11% v melee/close def. 7 points of fire/ice ablative (doesnt stack)<br />
|class="du" | 3.5 Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Arrow Flight (EL)<br />
|class="rk"| 11<br />
|class="ef" | +4 Dmg + 12Sc missile & thrown<br />
|class="du" | 16 Mins<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze<br />
| class=day | 6 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92168An Unknown Onslaught2022-03-19T06:42:47Z<p>Bethesda: /* Short duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage Played by Beth<br />
# [[Seraph]] - Human Namer Played by Connor<br />
# Arcadia - Elf Celestial Played by Kita<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight. <br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. The <br />
* Sandspit – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit.<br />
* Laketown – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit. <br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’<br><br />
First - Seraph Arcadia<br><br />
Second - Elederan Grimmuck Groz'Gronack <br><br />
Third - Remel<br><br />
<br />
Night watch<br><br />
First - Seraph Arcadia<br><br />
Second - Elederan Grimmuck Groz'Gronack <br><br />
Third - Remel<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fire Armour (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protecton from 28 points of Fire Damage<br />
|class="du" | 7 Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze<br />
| class=day | 6 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92167An Unknown Onslaught2022-03-19T06:32:57Z<p>Bethesda: /* Short duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage Played by Beth<br />
# [[Seraph]] - Human Namer Played by Connor<br />
# Arcadia - Elf Celestial Played by Kita<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight. <br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. The <br />
* Sandspit – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit.<br />
* Laketown – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit. <br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’<br><br />
First - Seraph Arcadia<br><br />
Second - Elederan Grimmuck Groz'Gronack <br><br />
Third - Remel<br><br />
<br />
Night watch<br><br />
First - Seraph Arcadia<br><br />
Second - Elederan Grimmuck Groz'Gronack <br><br />
Third - Remel<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="GG" | GG<br />
!Title="SE" | SE<br />
!Title="AR" | AR<br />
!Title="RE" | RE<br />
!Title="EL" | EL<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- GG--> Y<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- GG--> ?<br />
| <!-- SE--> ?<br />
| <!-- AR--> ?<br />
| <!-- RE--> ?<br />
| <!-- EL--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze<br />
| class=day | 6 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92166An Unknown Onslaught2022-03-19T06:30:23Z<p>Bethesda: /* Short duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage Played by Beth<br />
# [[Seraph]] - Human Namer Played by Connor<br />
# Arcadia - Elf Celestial Played by Kita<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight. <br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. The <br />
* Sandspit – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit.<br />
* Laketown – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit. <br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’<br><br />
First - Seraph Arcadia<br><br />
Second - Elederan Grimmuck Groz'Gronack <br><br />
Third - Remel<br><br />
<br />
Night watch<br><br />
First - Seraph Arcadia<br><br />
Second - Elederan Grimmuck Groz'Gronack <br><br />
Third - Remel<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- ??--> Y<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze<br />
| class=day | 6 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92165An Unknown Onslaught2022-03-19T06:29:37Z<p>Bethesda: /* Short duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage Played by Beth<br />
# [[Seraph]] - Human Namer Played by Connor<br />
# Arcadia - Elf Celestial Played by Kita<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight. <br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. The <br />
* Sandspit – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit.<br />
* Laketown – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit. <br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’<br><br />
First - Seraph Arcadia<br><br />
Second - Elederan Grimmuck Groz'Gronack <br><br />
Third - Remel<br><br />
<br />
Night watch<br><br />
First - Seraph Arcadia<br><br />
Second - Elederan Grimmuck Groz'Gronack <br><br />
Third - Remel<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Fireproofing (GG)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- Y--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze<br />
| class=day | 6 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92164An Unknown Onslaught2022-03-19T06:28:44Z<p>Bethesda: /* Short duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage Played by Beth<br />
# [[Seraph]] - Human Namer Played by Connor<br />
# Arcadia - Elf Celestial Played by Kita<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight. <br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. The <br />
* Sandspit – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit.<br />
* Laketown – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit. <br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’<br><br />
First - Seraph Arcadia<br><br />
Second - Elederan Grimmuck Groz'Gronack <br><br />
Third - Remel<br><br />
<br />
Night watch<br><br />
First - Seraph Arcadia<br><br />
Second - Elederan Grimmuck Groz'Gronack <br><br />
Third - Remel<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Fireproofing (Gr)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | 7 Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze<br />
| class=day | 6 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=92163An Unknown Onslaught2022-03-19T06:28:09Z<p>Bethesda: /* Short duration buffs */</p>
<hr />
<div>[[Category:Scribe Notes]][[Category: Sandspit]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Wednesday <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage Played by Beth<br />
# [[Seraph]] - Human Namer Played by Connor<br />
# Arcadia - Elf Celestial Played by Kita<br />
# [[Remel]] - an elderly cook with bad knees<br />
# Elderan - Elvish cloud mage<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
15,000sp for investigating and another 10,000sp on success.<br />
<br />
== Scribe Notes ==<br />
<br />
===Summary Notes===<br />
<br />
* Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight. <br />
<br />
===Full Notes===<br />
<br />
====Adventurers Assemble====<br />
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.<BR><br />
<br />
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning. <br />
<br />
====An expected Journey====<br />
<br />
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.<BR><br />
<br />
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.<BR> <br />
<br />
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.<BR><br />
<br />
====Maze Runners====<br />
<br />
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.<br />
<br />
==Info==<br />
<br />
====Places====<br />
* The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect. The <br />
* Sandspit – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit.<br />
* Laketown – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit. <br />
<br />
====People====<br />
* Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.<br />
* The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’<br><br />
First - Seraph Arcadia<br><br />
Second - Elederan Grimmuck Groz'Gronack <br><br />
Third - Remel<br><br />
<br />
Night watch<br><br />
First - Seraph Arcadia<br><br />
Second - Elederan Grimmuck Groz'Gronack <br><br />
Third - Remel<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
Seraph Arcadia<BR><br />
Elederan Grimmuck Groz'Gronack<BR><br />
Remel<br />
<br />
|align="center"| ''Single File''<br />
<br />
Seraph<BR><br />
Arcadia<BR><br />
Grimmuck Groz'Gronack<BR><br />
Elederan<BR><br />
Remel<BR><br />
|}<br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Water Breathing (Re)<br />
|class="rk"| 18<br />
|class="ef" | Gills. Breath and see under water<br />
|class="du" | 19h<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Water proofing (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects completely from all forms of non-magical water damage.<br />
|class="du" | 27h<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
<br />
|-<br />
<br />
|class="mg" | Buoyancy (Re)<br />
|class="rk"| 8<br />
|class="ef" | float at whatever depth they choose. Change depth 21ft/action<br />
|class="du" | 9 hr<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
<br />
|class="mg" | Cold Resistance (Re)<br />
|class="rk"| 8<br />
|class="ef" | protects the target from the effects of temperature down to -16C. -3 from cold based attacks<br />
|class="du" | 9hr<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
<br />
|class="mg" | Waters of Healing (Re)<br />
|class="rk"| 6<br />
|class="ef" | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6<br />
|class="du" | 9hr<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Fireproofing (Gr)<br />
|class="rk"| 6<br />
|class="ef" | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Other effect====<br />
<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | GG<br />
!Title="??" | SE<br />
!Title="??" | AR<br />
!Title="??" | RE<br />
!Title="??" | EL<br />
|-<br />
|class="mg" | Sense danger<br />
|class="rk"| ##<br />
|class="ef" | sense the presence of a hazard to the Adept’s life or wellbeing<br />
|class="du" | Always<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 49%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Detect Hidden (ranger)<br />
|class="rk"| ##<br />
|class="ef" | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it <br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 66%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Recognise danger (Navigator)<br />
|class="rk"| <br />
|class="ef" | recognise non-magical danger at sea before subjecting the ship to it.<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> 57%/71%<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sail to Sandspit<br />
| class=day | 3 || Sail to Sandspit<br />
| class=day | 4 || Sail to Sandspit<br />
| class=day | 5 || Head into Maze<br />
| class=day | 6 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesdahttps://dq-nz.org/dqwiki/index.php?title=An_Unknown_Onslaught&diff=91946An Unknown Onslaught2022-03-11T08:29:47Z<p>Bethesda: /* Summary */</p>
<hr />
<div>[[Category:Scribe Notes]]<br />
[[Scribe_Notes#Autumn_822_WK|Scribe Notes]]<br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': Anne<br><br />
'''Season''': [[Autumn]] 822 WK<br><br />
'''Night''': Tuesday/Wednesday TBC <br><br />
'''Location''': Online <br><br />
'''Level''': Low-Medium <br><br />
<br />
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve<br><br />
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program<br />
<br />
; Party <br />
# [[Grimmuck Groz'Gronack]]-Orcish Fire Mage Played by Beth<br />
# [[Seraph]] - Human Namer Played by Connor<br />
# Arcadia - Elf Celestial Played by Kita<br />
# 4<br />
# 5<br />
<br />
; Employer: <br />
The Boatmen and Independent Traders of Sandspit<br />
<br />
; Mission: <br />
To stop the monsters coming through the maze<br />
<br />
; Pay<br />
TBD<br />
<br />
== Scribe Notes ==<br />
<br />
===Session 1===<br />
====Activity 1====<br />
====Activity 2====<br />
<br />
==Mil-Sci==<br />
===Daily pattern===<br />
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’<br />
====Travel Magics====<br />
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’<br />
‘’Can the party eat/sleep/etc on the mode of transport.’’<br />
===Watch Order===<br />
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’<br><br />
First - ??<br><br />
Second - ?? <br><br />
Third - ??<br><br />
<br />
Night watch<br><br />
First - ??<br><br />
Second - ?? <br><br />
Third - ??<br><br />
<br />
===Marching Order===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
<br />
|align="center"| ''Double File''<br />
<br />
|align="center"| ''Single File''<br />
<br />
|}<br />
<br />
===Buffs===<br />
<br />
====General Buff Notes====<br />
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast. <br><br />
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight. <br><br />
Weapon Spells which weapon/s it is going on normally should be noted also<br><br />
<br />
<css><br />
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }<br />
table.buffs th { text-align: center; width: 30px; }<br />
table.buffs td { text-align: center; }<br />
table.buffs th.mg { text-align: left; width: 200px; }<br />
table.buffs td.mg { text-align: left; }<br />
table.buffs th.rk { width: 60px; }<br />
table.buffs td.rk { }<br />
table.buffs th.ef { text-align: left; width: 350px; }<br />
table.buffs td.ef { text-align: left;}<br />
table.buffs th.du { width: 80px; }<br />
table.buffs td.du { }<br />
</css><br />
<br />
====Long duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Day<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | # Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|class="mg" | Name (??)<br />
|class="rk"| ##<br />
|class="ef" | ????<br />
|class="du" | ? Hours<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
====Short duration buffs====<br />
{| class="buffs" |<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
!Title="??" | ?<br />
|-<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
<br />
|class="mg" | Name ???<br />
|class="rk"| ??<br />
|class="ef" | ????<br />
|class="du" | ? Mins<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
| <!-- ??--> ?<br />
|-<br />
|}<br />
<br />
== Loot and Expenses ==<br />
===SP & other cash value loot===<br />
<br />
===Significant Items===<br />
<br />
===Gifts===<br />
<br />
===Purchases===<br />
<br />
===Minor Items===<br />
<br />
== Calendar ==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Autumn" <br />
! colspan=15 | <h1>Autumn</h1><br />
|- <br />
| class="calMoon" | &nbsp;<br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]]<br />
| colspan=14 | <b>[[Lugnasad]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Fruit]] (4)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Harvest]] (5)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Seagate Autumn Fair</i><br />
| class=day | 18 || <i>Seagate Autumn Fair</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || <i>Michaelmas</i><br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Vintage]](6)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Beerfest</i><br />
|}</div>Bethesda