https://dq-nz.org/dqwiki/api.php?action=feedcontributions&user=Stephen&feedformat=atomDQWiki - User contributions [en-gb]2024-03-29T08:16:30ZUser contributionsMediaWiki 1.41.0https://dq-nz.org/dqwiki/index.php?title=Grymeron_Out_of_Shape&diff=100717Grymeron Out of Shape2024-03-25T19:56:15Z<p>Stephen: /* Scribe Notes */</p>
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<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Dean]][[Category:Scribe Notes]]<br />
== Summary ==<br />
'''Adventure''': Out of Shape on Grymeron<br><br />
'''GM''': [[User:Dean_Ellis|Dean]]<br><br />
'''Season''': [[Autumn]] 824 wk<br><br />
'''Night''': Monday in St Johns<br><br />
'''Level''': [[Experience#Quest_Level | Medium]]<br><br />
; Party<br />
# [[Gnash]] - Orc(m) Necromancer played by [[User:ChrisC|Chris Caulfield]] '''MS'''<br />
# [[Haedric]] - Dwarven(m) Ice Mage played by [[User:stephen|Stephen]] '''Scribe'''<br />
# [[Zardoz]] - Halflynge (m) Celestial (Shadow) played by [[User:Martin|Martin]]<br />
# [[Cassandra]] - Human(f) Celestial (Shadow) played by [[User:Michelle|Michelle]]<br />
# [[Solas]] - Elven(m) Celestial (Solar) played by [[User:NickM|Nick]]<br />
# [[D'Artagnan|Dart]] - Halfling Bard played by [[User:Alex|Alex]]<br />
# [[Lady Arcadia]] - Elven(f) Celestial (Star) Fighter and La Luna the Celestial Wolf played by [[User:Kita|Kita]] '''PL'''<br />
# [[Boom Boom]] Orc(m) Fire Mage played by [[User:IanA|Ian Anderson]]<br />
<br />
; Employer<br />
: Maelstrom on behalf of Albrecht the Great Goblin of Grymeron<br />
; Mission<br />
: Finding pieces of the pond warden and some other issues.<br />
; Pay<br />
: 10,000 sp each<br />
<br />
==Scribe Notes==<br />
=== Brunch with Interesting People ===<br />
; Duesday 1st Fruit<br />
Introductions, interrogations, and jibes.<br />
Then we chat with Maelstrom.<br />
'''Albrecht''' turned up at [[Camdindel]]'s tower about a day ago.<br />
An ally on [[Grymeron]] has had a magical mishap and needs help.<br />
<br />
Shopping, Astrology, rituals.<br />
<br />
; W'nsday 2nd Fruit<br />
We board Maelstrom's fancy Nightmare drawn carriage with a well stocked bar.<br />
By road for a while then by air and an hour later we're in a lovely vale in the Superstition Mountains by the lake hosting the island and wide squat blocky black tower.<br />
<br />
After a brief tour and being shown our rooms we head to lunch with Camdindel (Dark Elf), Legion (Sentient Construct with animate hair), Maelstrom, Lyria, Ehrendil, Albrecht (with his hat & staff-dragon Aracon), and his two mushroom-people (GTN: '''Fungal Dragonguard''') bodyguards.<br />
: ''There are wasp-people (GTN: '''Vindikar''') from Grymeron settled in the vale.''<br />
<br />
Albrecht:<br />
* '''Akifa''' (Pygmy Forest Troll-Goblin), Keeper of the Pool of Ignorance in for the Forest of Gorendinka sent a wind message asking for help.<br />
* A. made himself a potion of ignoring shape, drank it, and fell apart.<br />
* About half of him reformed in a barrel, the other bits ran off. A Monkey Climbed a tree, a Fish swam off (through the air), etc.<br />
<br />
Haunted wood has [[Grymeron#Layers within the Haunted Wood|5 levels]] each about 200' high.<br />
# Stygian Depths - dark, insects, lichens, jellyfish<br />
# Pelagic - World shark<br />
# Understory - Pool of Ignorance<br />
# Midstory - <br />
# Canopy - <br />
Dracoslerz, Cat People, Fungosaurs, Electric Eels, 20' Centipedes, ...<br />
<br />
Places where it is easy to cross between levels are prime hunting grounds for predators.<br />
<br />
Pool of ignorance is fed by a spring from the River Lethe.<br />
<br />
Albrecht has prepared items, a stone each to keep us dry and a bracelet to collect mana:<br />
* Gift: Stone of (almost) Waterproofing - aquaphobic (water repelling)<br />
* Loan: Bracelet slowly collects mana which can be released to cast at normal speed, be careful of overcharging. Not to be used in the high mana zone of the Haunted Forest as it will charge too fast.<br />
<br />
We get our Greater Enchantments from Legion.<br />
Fly to Gryphon Pass.<br />
<br />
The portal at '''Darkwell''' (Saurime village) in Gryphon Pass is a fountain in a Dwarf-built cave, it leads to a fountain in a Vindikar underground town by a lake.<br />
<br />
We fly about 250 miles across the lake to Albrecht's home, '''Gribbit City'''. 150' high walls, built on a large scale.<br />
Buildings are mostly mushroom-like or tall and onion-topped.<br />
<br />
=== Monkey Time ===<br />
<br />
Different tribes of goblins have different specialities, magic, fighting, flying (on serpents), etc.<br />
They have a giant spider-lizard with several battle platforms, and some younger spider-lizards only able to support one platform.<br />
<br />
Talk to merchants, see the sights, dinner, and spend the night.<br />
<br />
; Th'rsday 3rd Fruit<br />
On Shadow Wings we fly around and over the lake to '''Moonpok''' a treetop trading town about a mile from the edge of the Haunted Forest.<br />
<br />
After lunch we fly on using Sol's Light Wings, over the top of the forest then dropping down into the canopy level, flying between the trees to a hole where we can drop down beside a waterfall.<br />
<br />
Some wolves (GTN: '''Quab''') lurking to hunt near the hole make themselves scarce.<br />
<br />
We drop through the hole to the Understory then fly on, following Albrecht to the Lake. Ramshackle hut and outbuildings.<br />
<br />
What remains of Akifa is living in a beer barrel, he's a bit out of shape. Changing between different faces and forms when he's not actively concentrating on holding one form so he can talk to us.<br />
<br />
DAs: GTNs '''Troll-Pygmy/Goblin-Merbethol'''. His identity, Last Magic & its remaining duration, 16 / 27 bits of him are here.<br />
<br />
Lyria & Ehrendel study Akifa, Lyria manifests some glowing lines pointing at his bits - we take bearings. Then she starts working on a map we can take with us.<br />
<br />
We set up camp, watches, and sleep.<br />
; Frysday 4th Fruit<br />
==== Akifa Parts ====<br />
# Monkey (Spider Monkey) - L5, closest within a few miles {{Yes-I}}<br />
# Bird (Blue Gubby) - L5 {{Yes-I}}<br />
# Crocodile - L4 <br />
# Dragon (Fairy Dragon) - L4 - Cat-sized flyer, agile, breath weapon ~30' cone of Sleep (normal sleep, no resistance) or Hallucinations (last about 1 min), Phasing, Teleport. They like caramel, slivers of fresh meat.<br />
# Spider (Giant Trapdoor Spider) - L3<br />
# Husky (Quab) & Cat (Lkyroi) - L3 {{Yes-I}} <br />
# Amoeba - L2 <br />
# Dragon (Dracoslerz) - L2 <br />
# Centipede - L1 <br />
# Mushroom (Fungal Dragon Guard) - L1 <br />
<br />
We head up to the canopy, land in a tree and try summoning Akifa monkey.<br />
The summoned 4 turn up with 10 friends, the friends fling fresh dung at us.<br />
We identify the long-lived animal as Akifa, Arcadia gradually talks him down and we befriend him with fresh fruit, holding on to him while sending the others away.<br />
<br />
; Smartest - Zardoz<br />
: When the monkeys started flinging dung, he grabbed his aquaphobic stone to repel the fresh dung.<br />
Flying back down to the pond, Ehrendel helps us put the monkey back in the barrel to re-join Akifa prime.<br />
<br />
=== Birds, Cat & Dog ===<br />
Deciding to go for one of the targets on this level, we check distances (ENE 11 miles to the Cat & Dog, 17 miles WSW to the Spider) and decide on the cat & dog.<br />
<br />
Flying while our wings are still going, we come to a lake near the target zone and come into land.<br />
Gnash 'Toadbait' overshoots into the lake, Sol flies over to pluck him out of the water just ahead of the 30' tongue of the giant frog-like creature (GTN: '''Giant Rock Toad''').<br />
: Sol's got it sorted - Cassandra<br />
There's a large waterfall dropping into the lake, at the base of it are logs free floating in an unnatural arrangement. In the middle of the lake is a forested island where the map shows the cat & dog are.<br />
<br />
We scout the logs which look like a trap while I cast an iceberg and ice jetty. The toad attacks again, Sol cuts its tongue in half, Dart peppers it with arrows.<br />
<br />
Then a voice speaks into their heads, negotiations are limited until it talks to everyone (except Gnash and me who resisted - a Telepathy variant). <br />
It lives on (or is) the island and wants to be left alone. We negotiate to take the cat & dog and leave it and its island alone, in return we presume to offer an ignorance potion from Akifa.<br />
<br />
Our wings are wearing thin so we walk the 10 miles home and add the cat & dog to the barrel.<br />
<br />
; Reapsday 5th Fruit<br />
Fresh wings and then we fly back up to the canopy to go bird hunting. Summoning birds we luck out on the first try and get the Akifa bird, a Blue Gubby and 3 others with a flock following.<br />
Checking the birds, we learn their iridescent feathers naturally float and decide we need some to make cloaks.<br />
: 61 frozen and 3 living birds with feathers that float (GTN: '''Blue Gubby''').<br />
<br />
Back to camp to drop off the birds, the Akifa one going into the barrel and others tucked away, then an early lunch before flying out WSW towards spider territory.<br />
<br />
After 15 miles we're into spider territory so we land and approach on foot.<br />
Webs above, strands across the ground, many eyes watching us, many different varieties.<br />
<br />
We walk for nearly two miles then pause as we come to the area with '''Giant Trapdoor Spider''' webs and confirm that is the GTN of Akifa Spider who is very close.<br />
<br />
=== Chapter 4 ===<br />
; Sunday 6th Fruit<br />
<br />
== Buffs & Mil Sci ==<br />
<css><br />
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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 />
=== Buffs and Abilities ===<br />
{| class="buffs" |&nbsp;<br />
|+ '''Long Term (assumed always on)'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Duration<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Strength of Stone (LA)<br />
|class="rk" | 10<br />
|class="ef" | +10 EN<br />
|class="du" | 11 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Shadow Form (Ca/Za)<br />
|class="rk" | 12<br />
|class="ef" | +26% Def<br />
|class="du" | 6&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Coruscade (So/LA)<br />
|class="rk" | 15<br />
|class="ef" | +32% Def<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> Y<br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Resist Cold (Ha)<br />
|class="rk" | 14<br />
|class="ef" | +4 Temp Gauge, -5 Cold Dmg.<br />
|class="du" | 8 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> -<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Weapon of Cold (Ha)<br />
|class="rk" | 15<br />
|class="ef" | +16 BC%, +6 Dam<br />
|class="du" | 20 min **<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 4<br />
| <!-- LA --> <br />
| <!-- So --> 1<br />
| <!-- Za --> 1<br />
|-<br />
|class="mg" | Witchsight (So,LA,Za)<br />
|class="rk" | 6<br />
|class="ef" | See Invis<br />
|class="du" | 3&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fire Armour(BB)<br />
|class="rk" | 13<br />
|class="ef" | 56 Ablative<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk" | 13<br />
|class="ef" | Protection from fire<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|}<br />
<br />
<br />
{| class="buffs" |<br />
|+ '''Short Term/Situational'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Wings (Ca)<br />
|class="rk" | 15<br />
|class="ef" | 45 mph<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Wings of Light (So)<br />
|class="rk" | 8<br />
|class="ef" | 38 mph<br />
|class="du" | 4&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Water Wings (LA)<br />
|class="rk" | 3<br />
|class="ef" | ? mph<br />
|class="du" | 2&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (So)<br />
|class="rk" | 10<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 15 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (LA)<br />
|class="rk" | 8<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 13 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Traversal (Ha)<br />
|class="rk" | 12<br />
|class="ef" | 4 targets, +5 tmr over level ice/snow.<br />
|class="du" | 4h 20m<br />
| <!-- BB --> A<br />
| <!-- Ca --> A<br />
| <!-- Da --> A<br />
| <!-- Gn --> A<br />
| <!-- Ha --> B<br />
| <!-- LA --> B<br />
| <!-- So --> B<br />
| <!-- Za --> B<br />
|-<br />
|class="mg" | Inspirational Song (Da)<br />
|class="rk" | 6<br />
|class="ef" | 3 targets, -2 dice modifier.<br />
|class="du" | 90 secs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Flames (BB)<br />
|class="rk" | 13<br />
|class="ef" | 14Sc 7Dmg.<br />
|class="du" | 18 mins<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Self Only Buffs'''<br />
|-<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Ice Armour (Ha)<br />
|class="rk" | 15<br />
|class="ef" | 26% 4 AP 1 SG 16 Fire<br />
|class="du" | 9 hrs<br />
| <!-- BB --> -<br />
| <!-- Ca --> -<br />
| <!-- Da --> -<br />
| <!-- Gn --> -<br />
| <!-- Ha --> Y<br />
| <!-- LA --> -<br />
| <!-- So --> -<br />
| <!-- Za --> -<br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Senses and other stuff'''<br />
|-<br />
!class="mg" | Capability<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Detect Ambush (%)<br />
|class="rk" | <br />
|class="ef" | Ranger (-5/rank of opposition)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> 50%<br />
| <!-- Gn --> %<br />
| <!-- Ha --> 106%<br />
| <!-- LA --> %<br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | See Invis (Rk)<br />
|class="rk" | <br />
|class="ef" | Effective rank for seeing invisible<br />
|class="du" | <br />
| <!-- BB --> 6<br />
| <!-- Ca --> 6<br />
| <!-- Da --> 6<br />
| <!-- Gn --> 6<br />
| <!-- Ha --> 12<br />
| <!-- LA --> 10<br />
| <!-- So --> 6<br />
| <!-- Za --> 6<br />
|-<br />
|class="mg" | Stealth (%)<br />
|class="rk" | <br />
|class="ef" | Std / Ranger Outdoors<br />
|class="du" | <br />
| <!-- BB --> 86%<br />
| <!-- Ca --> 99%<br />
| <!-- Da --> 110 %<br />
| <!-- Gn --> 106%<br />
| <!-- Ha --> 66 / 87%<br />
| <!-- LA --> 83%<br />
| <!-- So --> 50%<br />
| <!-- Za --> 163%<br />
|}<br />
<nowiki>**</nowiki> Weapon of Cold Peace-Bound until needed.<br />
; Greater Enchantment<br />
: Rk 17 from Camdindel<br />
; Mil Sci Raise Morale<br />
: +1 WP<br />
; Brewing<br />
: Golden Ale nightcap - +1 FT per hour of sleep<br />
: Stoneybrew, Dur 1 Hr - +7 WP<br />
: Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.<br />
: Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { min-width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
! Night 1<br />
| colspan="3" | Zardoz<br />
| colspan="3" | Cassandra<br />
| colspan="3" | Lady Arcadia<br />
| colspan="3" | Solas <br />
|-<br />
! <br />
| colspan="3" | Haedric<br />
| colspan="3" | Gnash<br />
| colspan="3" | Boom Boom<br />
| colspan="3" | Dart<br />
|}<br />
<br />
=== Marching Order ===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
|align="center"| ''Default''<br />
Solas Boomy Gnash <br><br />
Dart Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Double File''<br />
Boomy Gnash <br><br />
Solas Dart <br><br />
Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Single File''<br />
Boomy <br><br />
Gnash <br><br />
Solas <br><br />
Dart <br><br />
Zardoz <br><br />
Arcadia <br><br />
Haedric <br><br />
Cassandra <br><br />
|}<br />
<br />
=== Astrology ===<br />
{| class="AstroNum" |<br />
|+ Lucky Numbers<br />
|-<br />
| Boom Boom || Dart || Solas || Cassandra || Gnash || Haedric || Arcadia || Zardoz <br />
|-<br />
| 24 || 13 || 70 & 91 || 63 || -- || 63 || 75 || 24 <br />
|}<br />
<br />
== Loot and Expenses ==<br />
<br />
<br />
== Calendar ==<br />
{| width="100%" border=0 class="Season" id="Autumn"<br />
|- <br />
! colspan="15" | Autumn 824 WK: [[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 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || <br />
| class="day" | 8 || <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:moon3.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:moon0.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:moon1.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 />
! colspan=15 | Autumn 824 WK: [[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 || <br />
| class="day" | 9 || <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 || <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 824 WK: [[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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Grymeron_Out_of_Shape&diff=100716Grymeron Out of Shape2024-03-25T09:21:41Z<p>Stephen: /* Chapter 3 */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Dean]][[Category:Scribe Notes]]<br />
== Summary ==<br />
'''Adventure''': Out of Shape on Grymeron<br><br />
'''GM''': [[User:Dean_Ellis|Dean]]<br><br />
'''Season''': [[Autumn]] 824 wk<br><br />
'''Night''': Monday in St Johns<br><br />
'''Level''': [[Experience#Quest_Level | Medium]]<br><br />
; Party<br />
# [[Gnash]] - Orc(m) Necromancer played by [[User:ChrisC|Chris Caulfield]] '''MS'''<br />
# [[Haedric]] - Dwarven(m) Ice Mage played by [[User:stephen|Stephen]] '''Scribe'''<br />
# [[Zardoz]] - Halflynge (m) Celestial (Shadow) played by [[User:Martin|Martin]]<br />
# [[Cassandra]] - Human(f) Celestial (Shadow) played by [[User:Michelle|Michelle]]<br />
# [[Solas]] - Elven(m) Celestial (Solar) played by [[User:NickM|Nick]]<br />
# [[D'Artagnan|Dart]] - Halfling Bard played by [[User:Alex|Alex]]<br />
# [[Lady Arcadia]] - Elven(f) Celestial (Star) Fighter and La Luna the Celestial Wolf played by [[User:Kita|Kita]] '''PL'''<br />
# [[Boom Boom]] Orc(m) Fire Mage played by [[User:IanA|Ian Anderson]]<br />
<br />
; Employer<br />
: Maelstrom on behalf of Albrecht the Great Goblin of Grymeron<br />
; Mission<br />
: Finding pieces of the pond warden and some other issues.<br />
; Pay<br />
: 10,000 sp each<br />
<br />
==Scribe Notes==<br />
=== Brunch with Interesting People ===<br />
; Duesday 1st Fruit<br />
Introductions, interrogations, and jibes.<br />
The we chat with Maelstrom.<br />
Albrecht turned up at Camdindel's tower about a day ago.<br />
An ally on [[Grymeron]] has had a magical mishap and needs help.<br />
<br />
Shopping, Astrology, rituals.<br />
<br />
; W'nsday 2nd Fruit<br />
We board Maelstrom's fancy Nightmare drawn carriage with a well stocked bar.<br />
By road for a while then by air and an hour later we're in a lovely vale in the Superstition Mountains by the lake hosting the island and wide squat blocky black tower.<br />
<br />
After a brief tour and being shown our rooms we head to lunch with Camdindel (Dark Elf), Legion (Sentient Construct with animate hair), Maelstrom, Lyria, Ehrendil, '''Albrecht''' (with his hat & staff-dragon Aracon), and his two ''fungal dragonguard'' (mushroom-people) bodyguards.<br />
: ''There are Vindikar (wasp-people) from Grymeron settled in the vale.''<br />
<br />
Albrecht:<br />
* '''Akifa''' (Pygmy Forest Troll-Goblin), Keeper of the Pool of Ignorance in for the Forest of Gorendinka send a wind message asking for help.<br />
* A. made himself a potion of ignoring shape, drank it, and fell apart.<br />
* About half of him reformed in a barrel, the other bits ran off.<br />
# Monkey Climbed a tree<br />
# Fish swam off (through the air)<br />
# ...<br />
<br />
Haunted wood has [[Grymeron#Layers within the Haunted Wood|5 levels]] each about 200' high.<br />
# Stygian Depths - dark, insects, lichens, jellyfish<br />
# Pelagic - World shark<br />
# Understory - Pool of Ignorance<br />
# Midstory - <br />
# Canopy - <br />
Dracoslerz, Cat People, Fungosaurs, Electric Eels, 20' Centipedes, ...<br />
<br />
Places where it is easy to cross between levels are prime hunting grounds for predators.<br />
<br />
Pool of ignorance is fed by a spring from the River Lethe.<br />
<br />
Albrecht has prepared items, a stone each to keep us dry and a bracelet to collect mana:<br />
* Gift: Stone of (almost) Waterproofing - aquaphobic (water repelling)<br />
* Loan: Bracelet slowly collects mana which can be released to cast at normal speed, be careful of overcharging.<br />
<br />
We get our Greater Enchantments from Legion.<br />
Fly to Gryphon Pass.<br />
<br />
The portal at Darkwell (Saurime village) in Gryphon Pass is a fountain in a Dwarven Cave, it leads to a fountain in a (Vindikar) underground town by a lake.<br />
<br />
We fly about 250 miles across the lake to Albrecht's home, Quibbit City. 150' high walls, built on a large scale.<br />
Buildings are mostly mushroom-like or tall and onion-topped.<br />
<br />
=== Monkey Time ===<br />
<br />
Different tribes of goblins have different specialities, magic, fighting, flying (on serpents), etc.<br />
<br />
Talk to merchants, see the sights, dinner and spend the night.<br />
<br />
; Th'rsday 3rd Fruit<br />
On Shadow Wings we fly around and over the lake to Moonpok a treetop trading town about a mile from the edge of the Haunted Forest.<br />
<br />
After lunch we fly on using Sol's Light Wings, over the top of the forest then dropping down into the canopy level, flying between the trees to a hole where we can drop down beside a waterfall.<br />
<br />
Some wolves (GTN: Quab) lurking to hunt near the hole make themselves scarce.<br />
<br />
We drop through the hole to the Understory then fly on, following Albrecht to the Lake. Ramshackle hut and outbuildings.<br />
<br />
What remains of Akifa is living in a beer barrel, he's a bit out of shape. Changing between different faces and forms when he's not actively concentrating on holding one form so he can talk to us.<br />
DAs: GTNs Troll-Pygmy/Goblin-Merbethol. His identity, Last Magic & its remaining duration, 16 / 27 bits of him are here.<br />
<br />
Lyria & Ehrendel study Akifa, Lyria manifests some glowing lines pointing at his bits - we take bearings. Then she starts working on a map we can take with us.<br />
<br />
We set up camp, watches, and sleep.<br />
; Frysday 4th Fruit<br />
# Spider Monkey - L5, closest within a few miles <br />
# Bird - L5 <br />
# Crocodile - L4 <br />
# Dragon (Fairy Dragon) - L4 - Cat-sized flyer, agile, breath weapon ~30' cone of Sleep (normal sleep, no resistance) or Hallucinations (last about 1 min), Phasing, Teleport. They like caramel, slivers of fresh meat.<br />
# Spider - L3<br />
# Husky (Quab) & Cat (Lkyroi) - L3 <br />
# Amoeba - L2 <br />
# Dragon (Dracoslerz) - L2 <br />
# Centipede - L1 <br />
# Mushroom (Fungal Dragon Guard) - L1 <br />
<br />
We head up to the canopy, land in a tree and try summoning Akifa monkey.<br />
The summoned 4 turn up with 10 friends, the friends fling fresh dung at us.<br />
We identify the long-lived animal as Akifa, Arcadia gradually talks him down and we befriend him with fresh fruit, holding on to him while sending the others away.<br />
<br />
; Smartest - Zardoz<br />
: When the monkeys started flinging dung, he grabbed his aquaphobic stone to repel the fresh dung.<br />
Flying back down Ehrendel helps us put the monkey back in the barrel to rejoin Akifa prime.<br />
<br />
=== Birds, Cat & Dog ===<br />
Deciding to go for one of the targets on this level, we check distances (ENE 11 miles to the Cat & Dog, 171 WSW to the Spider) and decide on the cat & dog.<br />
<br />
Flying while our wings are still going, we come to a lake near the target zone and come into land.<br />
Gnash (Frogbait) overshoots into the lake, Sol flies over to pluck him out of the water just ahead of the 30' tongue of the giant frog-like creature (GTN: '''Giant Rock Toad''').<br />
: Sol's got it sorted - Cassandra<br />
There's a large waterfall dropping into the lake, at the base of it are logs free floating in an unnatural arrangement. In the middle of the lake is a forested island where the map shows the cat & dog are.<br />
<br />
We scout the logs which look like a trap while I cast an iceberg and ice jetty. The toad attacks again, Sol cuts its tongue in half, Dart peppers it with arrows.<br />
Then a voice speaks into their heads, negotiations are limited until it talks to everyone (except Gnash and me who resisted - presumably the Telepathy). <br />
It lives on (or is) the island and wants to be left alone. We negotiate to take the cat & dog and leave it and its island alone, in return we presume to offer an ignorance potion from Akifa.<br />
<br />
Our wings are wearing thin so we walk the 10 miles home and add the cat & dog to the barrel.<br />
<br />
; Reapsday 5th Fruit<br />
Fresh wings and then we fly back up to the canopy to go bird hunting. Summoning birds we luck out on the first try and get the Akifa bird, a Blue Gubby and 3 others with a flock following.<br />
61 dead and 3 living birds with feathers that float (GTN: '''Blue Gubby''').<br />
<br />
Back to camp to drop off the birds and early lunch before flying out WSW towards spider territory.<br />
<br />
After 15 miles we're into spider territory so we land and approach on foot.<br />
Webs above, strands across the ground, many eyes watching us, many different varieties.<br />
<br />
We walk for nearly two miles then pause as we come to the area with '''Giant Trapdoor Spider''' webs and confirm that is the GTN of Akifa Spider who is very close.<br />
<br />
=== Chapter 4 ===<br />
; Sunday 6th Fruit<br />
<br />
== Buffs & 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 />
=== Buffs and Abilities ===<br />
{| class="buffs" |&nbsp;<br />
|+ '''Long Term (assumed always on)'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Duration<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Strength of Stone (LA)<br />
|class="rk" | 10<br />
|class="ef" | +10 EN<br />
|class="du" | 11 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Shadow Form (Ca/Za)<br />
|class="rk" | 12<br />
|class="ef" | +26% Def<br />
|class="du" | 6&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Coruscade (So/LA)<br />
|class="rk" | 15<br />
|class="ef" | +32% Def<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> Y<br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Resist Cold (Ha)<br />
|class="rk" | 14<br />
|class="ef" | +4 Temp Gauge, -5 Cold Dmg.<br />
|class="du" | 8 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> -<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Weapon of Cold (Ha)<br />
|class="rk" | 15<br />
|class="ef" | +16 BC%, +6 Dam<br />
|class="du" | 20 min **<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 4<br />
| <!-- LA --> <br />
| <!-- So --> 1<br />
| <!-- Za --> 1<br />
|-<br />
|class="mg" | Witchsight (So,LA,Za)<br />
|class="rk" | 6<br />
|class="ef" | See Invis<br />
|class="du" | 3&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fire Armour(BB)<br />
|class="rk" | 13<br />
|class="ef" | 56 Ablative<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk" | 13<br />
|class="ef" | Protection from fire<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|}<br />
<br />
<br />
{| class="buffs" |<br />
|+ '''Short Term/Situational'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Wings (Ca)<br />
|class="rk" | 15<br />
|class="ef" | 45 mph<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Wings of Light (So)<br />
|class="rk" | 8<br />
|class="ef" | 38 mph<br />
|class="du" | 4&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Water Wings (LA)<br />
|class="rk" | 3<br />
|class="ef" | ? mph<br />
|class="du" | 2&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (So)<br />
|class="rk" | 10<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 15 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (LA)<br />
|class="rk" | 8<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 13 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Traversal (Ha)<br />
|class="rk" | 12<br />
|class="ef" | 4 targets, +5 tmr over level ice/snow.<br />
|class="du" | 4h 20m<br />
| <!-- BB --> A<br />
| <!-- Ca --> A<br />
| <!-- Da --> A<br />
| <!-- Gn --> A<br />
| <!-- Ha --> B<br />
| <!-- LA --> B<br />
| <!-- So --> B<br />
| <!-- Za --> B<br />
|-<br />
|class="mg" | Inspirational Song (Da)<br />
|class="rk" | 6<br />
|class="ef" | 3 targets, -2 dice modifier.<br />
|class="du" | 90 secs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Flames (BB)<br />
|class="rk" | 13<br />
|class="ef" | 14Sc 7Dmg.<br />
|class="du" | 18 mins<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Self Only Buffs'''<br />
|-<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Ice Armour (Ha)<br />
|class="rk" | 15<br />
|class="ef" | 26% 4 AP 1 SG 16 Fire<br />
|class="du" | 9 hrs<br />
| <!-- BB --> -<br />
| <!-- Ca --> -<br />
| <!-- Da --> -<br />
| <!-- Gn --> -<br />
| <!-- Ha --> Y<br />
| <!-- LA --> -<br />
| <!-- So --> -<br />
| <!-- Za --> -<br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Senses and other stuff'''<br />
|-<br />
!class="mg" | Capability<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Detect Ambush (%)<br />
|class="rk" | <br />
|class="ef" | Ranger (-5/rank of opposition)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> 50%<br />
| <!-- Gn --> %<br />
| <!-- Ha --> 106%<br />
| <!-- LA --> %<br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | See Invis (Rk)<br />
|class="rk" | <br />
|class="ef" | Effective rank for seeing invisible<br />
|class="du" | <br />
| <!-- BB --> 6<br />
| <!-- Ca --> 6<br />
| <!-- Da --> 6<br />
| <!-- Gn --> 6<br />
| <!-- Ha --> 12<br />
| <!-- LA --> 10<br />
| <!-- So --> 6<br />
| <!-- Za --> 6<br />
|-<br />
|class="mg" | Stealth (%)<br />
|class="rk" | <br />
|class="ef" | Std / Ranger Outdoors<br />
|class="du" | <br />
| <!-- BB --> 86%<br />
| <!-- Ca --> 99%<br />
| <!-- Da --> 110 %<br />
| <!-- Gn --> 106%<br />
| <!-- Ha --> 66 / 87%<br />
| <!-- LA --> 83%<br />
| <!-- So --> 50%<br />
| <!-- Za --> 163%<br />
|}<br />
<nowiki>**</nowiki> Weapon of Cold Peace-Bound until needed.<br />
; Greater Enchantment<br />
: Rk 17 from Camdindel<br />
; Mil Sci Raise Morale<br />
: +1 WP<br />
; Brewing<br />
: Golden Ale nightcap - +1 FT per hour of sleep<br />
: Stoneybrew, Dur 1 Hr - +7 WP<br />
: Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.<br />
: Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { min-width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
! Night 1<br />
| colspan="3" | Zardoz<br />
| colspan="3" | Cassandra<br />
| colspan="3" | Lady Arcadia<br />
| colspan="3" | Solas <br />
|-<br />
! <br />
| colspan="3" | Haedric<br />
| colspan="3" | Gnash<br />
| colspan="3" | Boom Boom<br />
| colspan="3" | Dart<br />
|}<br />
<br />
=== Marching Order ===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
|align="center"| ''Default''<br />
Solas Boomy Gnash <br><br />
Dart Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Double File''<br />
Boomy Gnash <br><br />
Solas Dart <br><br />
Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Single File''<br />
Boomy <br><br />
Gnash <br><br />
Solas <br><br />
Dart <br><br />
Zardoz <br><br />
Arcadia <br><br />
Haedric <br><br />
Cassandra <br><br />
|}<br />
<br />
=== Astrology ===<br />
{| class="AstroNum" |<br />
|+ Lucky Numbers<br />
|-<br />
| Boom Boom || Dart || Solas || Cassandra || Gnash || Haedric || Arcadia || Zardoz <br />
|-<br />
| 24 || 13 || 70 & 91 || 63 || -- || 63 || 75 || 24 <br />
|}<br />
<br />
== Loot and Expenses ==<br />
<br />
<br />
== Calendar ==<br />
{| width="100%" border=0 class="Season" id="Autumn"<br />
|- <br />
! colspan="15" | Autumn 824 WK: [[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 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || <br />
| class="day" | 8 || <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:moon3.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:moon0.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:moon1.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 />
! colspan=15 | Autumn 824 WK: [[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 || <br />
| class="day" | 9 || <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 || <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 824 WK: [[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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Borovia_Issues_-_Information_/_Spy_reports_from_characters&diff=100698Borovia Issues - Information / Spy reports from characters2024-03-22T23:50:41Z<p>Stephen: Text replacement - "Å›" to "s"</p>
<hr />
<div><div class="TOC">__TOC__</div><br />
[[Category:Borovia Issues]]<br />
â¬…ï¸ [[Operation Word]]<br><br />
<br />
Information from characters about Borovia Issues - Information / Spy reports from characters.<br><br />
Emails to GMs are due by 12 noon on the dates below. In General, the engagement with players by email (twice a week to a timeline) and players are encouraged to share information with each other (posting on this wiki pages) in a general hope to assist each other.<br><br />
<br><br />
The details below have been editorialized by the [[Novadomian Muckracker]] and ideas to be found under [[Borovia Issues - Proposals]].<br><br />
The consolidated current views on info are found here [[Borovia Issues - Latest Info]].<br><br />
<br />
==Background==<br />
[[Image:B.PNG]]<br><br />
<br><br />
==== Aryan ====<br />
<br />
DQ - Borovia Spy report for Autumn 817 WK.<br />
<br />
; [[Elven Isles]]<br />
:Flying entry at high altitude (60,000 feet) fall/glide down about 10 miles out then swim in as a Dolphin.<br />
<br />
From your extreme altitude, you are able to see that a larger cloud or fog bank covers a dozen miles out from where the islands should be. It is from the sea level to about 2 miles up. It is cold, clean and crisp.<br />
<br />
Enhanced Vision pierces the fog as normal.<br />
There is a school/flock of Greater Undead Flying Sharks within the fog, they are dispersed over an area of about 1 mile.<br />
<br />
: Perimeter scout as a Dolphin<br />
<br />
The visibility at sea level is near zero as in under twenty feet. It is cool and extremely still with calm still waters out from the islands for a couple of miles.<br />
<br />
: Resuming human form and stealth in closer and see what's above the waterline.<br />
<br />
When you get in close to the islands (not sure which one) you quickly work out that there is some form of enchanted aquatic song which is calling to you (and others). As you get closer it gets harder and harder to resist. You can feel the song for a few miles out and it gets stronger as you get closer. Given this you push yourself forward and grit your teeth and push thru, getting to a point where you can at only a mile or so out from the main Sea Elf town that there are many hundreds of songs joining in. Curving away from this site which may be too strong to resist. Normal fish seem to be unaffected by this (they can not seem to hear it). Playing it safe you make it to shore. Spending many days in the fog you scout the area without leaving a trace.<br />
<br />
'''NB''' The siren call is from an ancient Elvish item known as "The Sea Kraken Hearthstone" which is resistable at range but not up close. Works on sentient creatures in the water. Water College Counterspells help with the resistance.<br />
<br />
By mixing in as one of the local human and Sea Elf slaves you learn that over a dozen ships are at anchored in the shelter of the bay off the western end of [[Elven Isles|Dolphin Island]], not that they can be seen. Some ships are said to be from [[Eltrandor]] and [[Destiny]] and are working on the ancient ships.<br />
<br />
'''Closer Investigation:''' The ships in the harbour have painted out or removed names - but you get close and can see that they are Lord Azzur's ships from the Black Fleet, and an old Cog troop transport ship, under the same false flag of Destiny. The sailors on the transport ship are mostly moving by small craft into a cave (set into the shoreline) and you can see from some distance that people are working on huge ships in a large underground cave. Which matches the rumours of the old Elvish navy base.<br />
<br />
On the headlands close to the shore is a large camp which is well dug in, with underground tunnels and the fog near that area seems to be slowly draining your health, leaving you with a cold chill. Clearly, the camp is well built and is home to 500+ Drow troops.<br />
<br />
'''NB''' Divination shows any form of Necromantic protection (including jade Amulets) are sufficient to avoid the current level of Drain.<br />
<br />
You make it back to Seagate without incident.<br />
<br />
; [[Borovia]] - [[Borderlay]] looking in at Borovia<br />
<br />
Over the last two years four major forts have been in Northern Borderlay across the valley where the [[Ruv River]] joins the [[Montrachet River]]. There are four major forts and numerous smaller earthwork fortifications. The forts from west to east are Vurdun, Liège, Loncin & Embourg. The first and last are build on ridgelines in the surrounding while the others overlook the west and eastern banks of the Montrachet to the south of delta. <br />
<br />
Merchants report considerable business stocking these forts.<br />
<br />
Considerable levels of silt and pollution are continuing to flow down the Ruv. <br />
<br />
;Borovia<br />
The remaining towns, keeps and other majors are abandoned but occasional patrols do visit them. You did not enter these places, but they seem deadly quiet. The weather environment for the area centred on Borovia Town and radiating out for nearly 15 to 20 miles is appalling. The area, including the air above up to several thousand feet, is in perpetual gloom, with thick cloud almost down to the ground level. The air is constantly filled with sleet whipped up by fierce and chaotic winds, making flying within the area dangerous to suicidal. The ground under this environment is near freezing slushy mud and almost all plants and animal are weak or dead. Pools of icy cold water and sheets of frozen icy ground prevail, making travel hard and hazardous.<br />
<br />
Nearer Borovia Town the forges and fires have polluted the environment to the extent there is ash on much of the ground and the air is sulphurous and poisoned. What remains of the town of Borovia is now home to the [[Golden Desert Wolves]] led by ?? [[Lady Dunmer Moriquendi]].<br />
<br />
Talking to human slaves (from the Elvish Isles) you find out - the castle (Castle Ravenloft) overlooking Borovia town is held by a group named MoMoLa.<br />
<br />
The Dinossz city regular troops (a Terranova city state) are housed in the Borovia open mines, which is also said to be home to the [[Infected Prince Smith]] and servants. [[Dilxae Baenath]] - The Fae Fallen Fawn works for the Infected Prince.<br />
<br />
; Dozar City Regional Guard, lead by Sub Commander Wayfair Prev<br />
: 1,100 troops of average & poor quality, rumoured to be looked down on by the Drow. They are currently holding the village of Vallaki in the upper area of Borovia on the southern side of Lake Zarovich.<br />
<br />
; The Caleen Walkers<br />
: Sighted in Borovia, they are a capable human mercenary group led by Sub Commander Dan Mich (Human commander) and is a total force of around 1,800 A grade troops.<br />
<br />
'''''A message from an unknown friend written is Elvish script - '''''<br />
; [[Infected Prince Smith]]<br />
: The Infected Prince Smith is a were-creature of unknown type, but has been reported to turn into a giant wolf/elf form and a giant mana/magma form. It is a skilled arcane Smith with many shaped items. <br />
: It is rumoured - Infected Prince Smith has over the last few years organised large scale excavation and digging for the sacred crypts. He is able to curse people when he looks upon them.<br />
: He has imported over two dozen giants who are ruthlessly running many hundreds of slaves. They work in a huge forge and foundry with many large mystical machines used for some odd refinery.<br />
<br />
; [[Dilxae Baenath]] - The Fae Fallen Fawn<br />
: The Infected Prince works with Dilxae Baenath - The Fae Fallen Fawn, who is a Greater Summoner & Necromancer from an unknown Fae or Seelie realm.<br />
: It is known that they work with what is known as the Careful Dark Water Servants of the [[Morgor|Dark Terror]] which are thought to be located in [[Shriven Hills]].<br />
: Is a skilled Portal mage & leader of the [[Skilzek Drog]] (a group of serpent mages).<br />
: Dilxae Baenath is visited by four old friends from [[Terranova]] who visit and bring supplies from the old world for the first half of the month.<br />
<br />
;[[Destiny]]<br />
<br />
After doing a bit of digging with traders and contacts - Destiny came to an understanding in 812 WK. The Dons were approached by agents ([[Master Bluevane]]) of [[Supreme Commander Lady Dokkalfer]]. <br />
The agreement was for Destiny to -<br />
* Not work against any Drow ships or fleet for the next five years.<br />
* Not support or work for the Western Kingdom or merchants of the Western Kingdom.<br />
<br />
Destiny got paid a large sum in coin for this service in early 813 WK. <br />
<br />
Destiny was again approached by agents (Master Bluevane) again in late 813 WK with an offer for both the Drow and Destiny to get rich. The plan was for Destiny to purchase the islands from the Drow and then on-sell them to Alfheim. More digging would be needed for more information. It looks as if [[Seagate#Don_Paulo_De_Marona|Don Paulo De Marona]] will be tasked (soon) with cleaning up the Destiny name. He is the Destinian Ambassador to the Carzalan Court. It is clear that he likes gambling & woman. He has a protected aura and his staff & bodyguards work to clean up unwanted issues. He is working out of Seagate. Friends of yours says that many people are keeping an eye on him.<br />
<br />
; Seagate<br />
Rumour has it that extra food and supplies heading to [[Grace Wind Estate]] are for a large party and Ball at Grace Wind Estate, maybe to celebrate the Duke Leto's wife's birthday.<br />
<br />
A group of 20 or so Hobbits in Western Kingdom style dress who turn out to be Kings Rapiers are seen in New Seagate. They have spent the first week dining at Alphonses.<br />
<br />
; [[Sanctuary]]<br />
A report from a scout of yours says that their was more fighting in Sanctuary than normal and someone said it was a shipment or cargo of goods at the core of the troubles.<br />
<br />
==== Alandis ====<br />
<br />
Information received from allies and friend in Autumn 817<br />
;[[Master Bluevane]]<br />
:[[Supreme Commander Lady Dokkalfer]] has an invisible male companion known as Master Bluevane who is only seen dressed in rich high court dandy fashion who is fixated with luck magic and is always seen with playing cards used in the Drow card game of Prava.<br />
:Reports from spys & courtiers in the City of Dylath say he may be a Mind mage, Spy & Assassin.<br />
<br />
;Reeve Stephen Willowtown<br />
:Is a worshipper of Kukulak (Khulian God of Storms), who somehow has a combination of mage along the line of Wicca & Air Mage, with Ice magics, has started the wheels turning for finding out more information about '[[Missy Ratajkowski]]' who is a campainion of [[Lord Azzur]]. Rumour has it that he is concerned.<br />
<br />
==== Capt Blood ====<br />
I have had reports from many sources, some of which are; <br/><br />
<br />
'''Autumn Vintage 817 WK''' <br/><br />
Regarding one of the [[Alfhiem]] captains - <br/><br />
Captain Willowhelm is a skilled, strong, woman who uses secret alchemical substances to understand fleet & individual flying combat tactics. She has a dangerous reputation as a duelist. She is skilled in a wide range of weapons but prefers rapier when dueling. She has six large flying ships which she commands from the bridge of her flagship - [[Bluesky Fire Plague]]. She has a capable staff who work for her and she is trusted by her captains. She apparently reports to [[Sir Celladoor Bladekind]].<br />
It is said that all of the officers, as an aspect of their Silver & Blue embossed plate mail armour can become invisible to cast magic.<br />
She has fitted her ships with archaic obilistc throwers for turning areas to magma. <br/><br />
<br />
<br />
'''Autumn Frost 817 WK''' <br/><br />
Lieutenant Duncan Sil - He is a ship's' captain and a mage of great skill (a skilled Blood Binder), which has allowed him to create and animate his two dozen [[The Steel Guard|Steel Guard]]. <br/><br />
<br />
'''The Steel Guard''' - <br/><br />
These Steel Guard are animated and enchanted warriors (with magical weapons) which are immune to magic spells, fast and agile and twice as strong as a person and they can fly.<br/><br />
<br />
'''Princess Noor-un-nisa Inayat Khan''' - <br/><br />
Princess Noor-un-nisa Inayat Khan is known to be in exile from the Empire of [[Azuria]]. <br/><br />
# In 812 WK on her way to take up safe residence in the Court of Duke [[Brandenburg]] she stopped off in [[Calder]] and 'fell in love with the place' (aka captured and held against her will).<br />
# In 814 WK her family was cursed never to enjoy the sun by the current Emperor of Azuria<br />
<br />
<br />
'''Spring Thaw 817wk''' <br/><br />
Aryan and I go to deal with some issues. I detail my notes here. <br/> <br />
<br />
Aryan the paragon of manly virtue and I fly out from Tycho invisible as flying creatures and we spend 2 days moving NorthWest, arriving at a meeting site. We you don't think your approach to the city has been observed you can see that the farm land for miles around is patchy and some of it deserted some of it not. <br/><br />
If memory serves you right [[Khatovar]] gets most of it food brought in from across the inland sea in trade.<br/><br />
Looking for Mura vantage point three miles across the planar graphs where you can see some goat herders in some sheep grazing before the open fields rise and the huge walls that stand and got 120 feet tall around Khatovar can see the Tales of the city Beyond The Seagulls and other creatures flying above the city.<br/><br />
Off to the west you can see another low set of Hills overlooking the plane and cleared killing ground around the city some of it which is black and stained and nothing growing there it looks out of place compared to the verdant countryside surrounding the city.<br/><br />
Turning back visible both of you approach the city on foot in the disguise as a merchant and bodyguard. <br/><br />
You get to the gate and a guard looks you both over to explains the local rules to you no flying in the city no scrying magics of any type in the city, no portaling in and out of the city, no Battlefield weapons or armour or harmful magics cost in the street - other than that welcome to the city.<br/><br />
You quickly make it to the dancing dolphin book a room for a few days and said about to try and recover the books you sent a couple of runners off to the Allied Traders to book in to see them the next day. One of them returns to you with a message for an appointment to see Duncan at 2 p.m. you had to the Allied trade is the next day or pushing your way through a street festival where everyone is out and has a vast amount of tomatoes in the strict everyone is covered in red stuff.<br/><br />
You get to the LA Traders into the building sign yourself in go down 2 flights of stairs along a couple of corridors around some into clockwise staircases up a flight of stairs you quickly realised this is to throw off attackers memorising the layout of the place and you make it to a small discreet emoji meeting room where a well Dressed Man is sitting behind a table with 4 drinks he has Swann himself in kids get them blood text the negotiation and hand has you stand guard and they are going to make some discreet enquiries as to who is selling for some books of power while in the city on your behalf and arrange an appointment for you to see them to view the books.<br/><br />
You might pretend to get in later that evening at about 6 o'clock Duncan comes by the majordomo shows them to your room and he tells you that he has made contact with the Traders and they are interested in selling the books for 750,000 silver pennies in cash and his cut for facilitating the trade would be 3% as already agreed. <br/><br />
Duncan tells you that he will find out as much information and be back in the morning. 9 p.m. there's a discrete knock at the door. A young man using sign language tells you that he is deaf and would you please follow him to meet his boss outside the Inn in the courtyard. You ready yourself and both head outside.<br/><br />
A man says that he is one of the people in the city those things and may be of help to you in your troubles Intel Hughes that some people in the artifice is others in the Enchanted had a few people in the paper girls have been all making discreet enquiries about you today and that for a mere 5000 silver pennies retainer all of these troubles could go away for half a weak.<br/><br />
After paying him handsome retainer and mucking around for a good fortnight you work out that there are multiple other people wishing to buy the books you work out the real you seen one group assassinate another or at least heard stories of it and it is took all over the town. <br/><br />
At one point Aryan and Captain Blood boat gets jumped by a group of thugs who Aryan kills in less than 2 minutes only to find that they have been slowing you down well a group of more professional combatants get ready the first you know of this is Yuen your attacked by multiple spectral Warriors and Aryan destroys them a huge black shimmering Golem numbers up to you leaving it's way through one of your opponents leaving him Clifton in half with a massive destructive black axe and you fight for a good 5 minutes before one of them yells<br />
just grab the water mage and let's go Ryan and Captain Blood fight a vicious battle backing down the streets in into an alley fighting off 6 opponents at any one time only to be caught up by the large black Golem again who Cliffs through his own allies to get at you making contact with iron and savagely cleaving into his right side at one point spell impacts on Captain Blood and he slumps to the ground unconscious Aryan pick them up and Leanne frozen over his shoulder while continuing to fight 3 appointments and this large Golem you mentally withdrawal to another place by leaping quickly over buildings in landing some 120 foot away retreating back into your get into your Inn.<br/><br />
You sent for your contacts in the Allied Traders who send for civil members of the healers guild who come and he'll you saying if suffered a Savage blow from a powerful dark elemental they look nervous around you. <br/><br />
We manged in the second week to secure the books from the merchants for a princely sum of 800,000 silver pennies which Captain Blood paid in cash in large bars of true silver, from out of his cloak.<br/><br />
You're discreet contacts in the Allied Traders guild hope you leave town to the docks where are Ryan and Captain Blood turn into creatures and fly away the doctor outside the city walls on the port side. You make it back to Seagate after 2 weeks. <br/><br />
<br />
You spend a bit of time putting yourself back together at the guild and then quickly leave on your Aeir Ship to Destiny as Aryan, Count of Ebola, King of Del Toro and ally of Destiny After a very short wait several of the members of the private council come and eyeball you before showing you into a meeting with many of its members you have a Franke and direct conversation about the terrible things at the black Fleet have been doing and after a short period time gain the support May pin you a letter to take to the ambassador in Seagate.<br/><br />
You watched them in the letter and it is instructing the ambassador to Wendy you a in Seagate to give you aid as he sees fit, in the endeavour to recover ships under our flag in the new Destiny Isles (formally known as the Elvish Isles). You return to Seagate and the Destiny Ambassador is pleased and happy to see a keen ally of Destiny as you Aryan are known.<br/><br />
You find Sooty waiting for your return.<br/><br />
After waiting three weeks Sooty and Aryan - head out of the guild and brought his Aer ship. He quickly takes off and the cold steel of the airship shop Metals and Ross is it quickly Ascend into the upper atmosphere chilling you to the bone making you feel woozy and sea sick after your hard nights partying for candlemass in Seagate.<br/><br />
Around 3 hours later you quickly to send through a hail of atmosphere roaring against the whole zooming through the upper atmosphere and descending down shaking rattling and rolling as Aryan fights to control his airship.<br/><br />
You and Arona step out on the ground in the run in an ounce is another safe arrival in another happy customer is you lose your lunch and breakfast all at once on the ground is your complexion is green from the tumultuous journey.<br/><br />
As you and Ron and cast your eye round ruined city of Alexandria the white crisp clean marble promenades only marked by the Ruined buildings and fallen columns.<br/><br />
The city has an eerie quiet to it. Aryan puts his airship Away in his pocket.<br/><br />
You can tell that you're being discreetly watched by somebody from a distance but her hard to spot where you set up camp have a late lunch work out a site that you can easily defend and then begin to Scout the city. You both stay together and quietly movements the mini buildings the city must have been something splendid and it's Heyday heaven knows why such a magnificent city is this has been left empty for so long. After half an hour or so maybe as much as an hour you come across three women who are standing on the<br />
opposite side of a canal and wish to talk to you from the safety of some distance.<br/><br />
<br />
In a thick accent you don't recognise the language that that fluent in but quickly revert to dwarvish Elvish common in encephalon common to talk to you both things middle-aged woman.<br/><br />
They ask you what brings you to the city. Since you like in your guide or local information or indeed any way of finding out about or contacting the god Hermes away Avatar of Hermes you decide that perhaps talking to the locals and being Frank with them is perhaps the best approach Aryan text the lead since he is a Paragon of Manly virtue.<br/><br />
You can see that these three women hanging off Holmes every word listening to the patter of his conversation would rule of his conversation as he leaves words hand in the air just long enough to be tantalizing you can see why he's a man or Paragon.<br/><br />
After after a brief time they invite you to cross the Janelle Witcher Ryan does Weisz we're piano underneath your shoulders and picking you up at leaping across the 34th and landing on the other side which the three women look particularly dazzled with.<br/><br />
They lead you to the temple and introduce you to the high priestess who after discussing your plight agrees to summon the Avatar for you.<br/><br />
They tell you that they site at the ship city that you are in is infested with Gulgong and is not safe. After a virtual that night would last many hours a mighty man or Avatar perhaps into the room at fast speed he's dressed in a classic toga that both of you recognising the lunar Empire and both of you feel as if you are in the presence of something great he sits down and introduces himself is Hermes messenger of the gods at disposal how can I help you explain the situation everyone is aghast at the outrageousness that the drought and gone to Hermes looks unfazed.<br/><br />
You thanks for your help says if you need his assistants later please call on him now that he knows did rawa up to terrible things he will instructors priestess has to take care. All in all the four of you sitting quietly round a fire pit in the middle of this fast and mostly deserted but well maintained Temple has a dairy quality to it Aryan and Hermes get on well and talk about mini stories that both of them have been on.<br/><br />
In the morning when you both awake at the pre sisters make you breakfast which a simple flatbread I was some cheeses are gherkins or some sort of pickled pork dried fish the end and you quickly leave heading back to see kit.<br/><br />
Aryan text you up on his airship wants more this time do minion through the atmosphere fast speed leaving allowed shockwaves behind you Breitling and roaring a small section of the side of the ship seems to fall off at the part when Point City points out the huge vapour trail this thing is leaving behind you is you Rowe hi into the sky only to come down less than 8 hours later above Seagate blooming back through the atmosphere once more shaking rattling at roaring all the way to the ground it is quiet in deserted part Seagate with nothing much goes on...<br/><br />
Both of us after no time at all make it back into Seagate proper.<br/><br />
<br />
'''Winter Ice 817wk'''<br />
I rest and recover in Seagate. No news is good news.<br />
<br />
'''Autumn Snow 817wk'''<br />
Another joruney and i detail my notes here. <br/><br />
You quickly take action You get an astrology reading done at the Guild. <br/><br />
Following the advice from the astrologers - you know you are looking for a lake in the shape of a dogs paw with a bone to its East. Reviewing the old maps and charts of Delph at the guild you spot a likely location that the terrain could match the astrology reading .<br/><br />
You round up your team of volunteers and fellow guild members, being Sooty, Aryan, Turf, Callas and Kilroy. Fully equipped with arms and armour you head off to island of Delph. Under the protection of a range of scry guarding magics you head out knowing you are not seen by the night sky. Travel -<br/><br />
You all travel on this strange shiny metal Aeir ship which flys high into the sky and the cold and wind is fierce and strong but you arrive safely in the area of Delph around 12-14 hours later. You land on the hot tropical jungle floor where the Aryan take a minute to put his ship in my bag and Callus quickly moves you from the area, by way of falling into a earthen hole down, down and out of a door in some far off location. It is very unsettling on the stomach.<br/><br />
When descending Aryan quickly recognises the area as that of the astrology readings you see a a camp discreetly hidden on the Shoreline.<br/><br />
Looking around you have arrived high in the mountains that make up the main range in the centre of Delph you can see the signs of a large city state in the south. Realising that this must be Misra the Drow city that Sooty has spoken of you head north for a few days. Sooty points out the area and guides your group. Moving high above the island you see no signs in the distance of the legendary city of Athens by the Sea. <br/><br />
The area is dominated by tropical jungle which is hot and harsh with a dry heat that pains the eyes after only a few hours. In the east of Delph is a large white desert with something in the central area.<br/><br />
Again by falling through the earth with the use of Callus earth doors which king to open and slammed last great the head of you allowing you to tumble Head Over Heels through the Earth you come out close to camp. Sooty, Captain Blood and Kilroy quickly spot four guards and two elementals and a couple of imps or small devils guarding the camp of tents.<br/><br />
You quickly to descend on the camp, killing and destroying all of the guards buy assassination without even alerting the main camp. After a bloody and ferocious fight for 4 minutes all of the Drow are killed. Once the dust settles with all of the drive-in did you manage to spot that the drow have regrouped and spirit form and have cast magics would result in a total of 12 Falling Stars, and the area is extreme.<br/><br />
The undead Spirits of the recently fallen Drow, seem to be as powerful as when they were alive and the combat lasts another 15 minute of fight before you destroy them once again. All of the spirits do not seem to be undead and they clearly ignore area of effect magics spells and Aryan and Turf kill most of them only to be saved by Serendipity who manages to kill four succubi in a pulse in melee combat. You manage to collect up a small sack of Drow parts after the combat.<br/><br />
Serendipity quickly leaves in a flash, manages to hunt down and kill all four of the mages that managed to flee through a portal back the way they have come. Serendipity also manages to spot that the Drow group is being pursued by a large six legged reptile which is the size of for elephants.<br/><br />
You find that Captain Blood looking backwards thru time, and the Drow have taken care to hide an item (a scroll case) not in this world. Once this is known you are able to find it in the spirit realm. It's a message which is cursed.<br/><br />
You return to the Guild. The curse is removed. The message is for the God Hermes, and has a power work to get him to do something for you. The rest of the instructions or orders are in a code.<br/><br />
<br />
====Sooty====<br />
Pertinent rumours from local Seagate contacts.<br />
<br />
Rumours indicate a group of off-worlders came through a portal somewhere in the Sea of Grass and have gone into hiding.<br />
<br />
It's possible that this is something that could impact on the Drow situation, or may be utterly unrelated.<br />
<br />
Perhaps something for someone with Sea of Grass contacts to follow up though I'll DA the portal I know of that can connect off plane for information.<br />
<br />
A few other rumours were gathered but seem either standard WK politics or too fantastical to be true. To avoid overlap with others future plans are to start establishing a network in Pasifika aimed at getting onto the trade ships and get some information out of the Empire of the Sun that way, and possibly also investigate if there is any connection from the Drow city of Misra on Delph to the Drow on the Elven Isles. Other interested guild members in working from this side of things are also invited to contribute.<br />
<br />
==== Ishamael ====<br />
<br />
; Background<br />
: From the markets of Seagate, Tycho and the Five Sisters large purchases in both food and supplies have been made.<br />
<br />
; Borovia<br />
: Rumour has it the Drow Commander in the Borovia area is [[Lady Dunmer Moriquendi]] (Terranova). She is an excellent Military Scientist & Mage. She has complete local clan (Moriquendi Clan) support and he has two elite bodyguards.<br />
<br />
==== Callas ====<br />
<br />
Rumour has it that the King of the [[Western Kingdom]] is sending The [[Konigburg#Forces_in_the_City|King's Rapiers]] to remove the Drow from Borovia at his sister's request. These were previously known as The Tricorne Hobbits of the King's Rapiers.<br />
<br />
This elite band of 200 Halfling Fighters (and occasional Mage) has great stature in the Western Kingdom as the loyal protectors of the King. All are well dressed and have red tri-corn hats.<br />
<br />
[[Alfheim#Youthful_Expectations|Sir Celladoor Bladekind]] is now appointed by the [[Alfheim]] Court to lead the expedition int the human lands to free it of Drow. He is a fast mover and it is expected that he will act within the year. He mostly has the support of the [[Beltan Elves]], who are led by [[Captain Willowhelm]].<br />
<br />
==== Jedburgh ====<br />
<br />
Agents have seen a large army (maybe 1,200) of tall [[Kinlu]] people arrive in the [[Sweet Riding]] and head south-east skirting [[Brastor|Brastor Holdings]] and at night moving towards [[Novadom]].<br />
<br />
==== SilverFoam ====<br />
<br />
'''Point 001''' ''Confidential overview of [[Superstition Mountains]] forces''<br />
<br />
<div style="background-color: #ddffdd;">Note from GM - this page is and content is automatically Confidential for game play reasons. --[[User:Jono Bean|Jono]] ([[User talk:Jono Bean|talk]]) 15:42, 16 April 2018 (MDT)</div><br />
<br />
(a) led by '''[[Clan Chief Dunbait Hammerstrong III]]''' &mdash; ~390 years old. He is a strong supporter of the Axe Alliance. <BR><br />
He is loyal to his friends and is popular among his clansmen. He is a friendly and good natured Dwarf. <BR><br />
His Father died in the Dark Circle Wars. His mother is now retired to outsider ways of life and is said to be an accomplished shaper & magician. <BR><br />
Has two Captains: [[Clan Leader Norgram]] &amp; [[Chieftain Kragview Lomhead]].<br />
<br />
(b) Population: General population are mostly made up of Dwarves [12,000 ish] &amp; a few hundred Hobbits.<br />
<br />
(c) When needed, The [[Borovia]] and [[Superstition Mountains]] levy of three commands of 1,200 regular totaling 3,600 Dwarves, Humans and Hobbits.<BR><br />
This is independent of the [[Axe Alliance]] forces<br />
<br />
==== Turf ====<br />
Coordinating infiltration of the [[Elven Isles]] with the Elven Court. This is lead by Mistress [[Quillian Warthold]], who leads a team of [[Quillian_Warthold|Elvendar Scouts]] and water mages. A limited number of enchanted cords are available to people who will spend time on the Isles. Quillian Warthold is expected to be leading the 1,200 Elven Scouts and Rangers. 200 Sea Elf scouts & water mages. At this stage the Elves are expected in Seagate sometime in 818 WK at [[Grace Wind Estate]] in Carzala, and they will arrive by flying [[Beltan Elves|Beltan]] ship.<br />
<br />
==== Sebastian ====<br />
Is planning to establish a merchant and crafting houses in Borovia. Will be available to any spies/infiltrators as a resource; smuggling, infiltration opportunities, bolt holes, healing, fatigue recovery etc. Can setup runes portals. Has 50 artisan skills and create whatever is required - needs a guards uniform? a document with heraldry? a dagger smithed with a drow houses heraldry? etc.<br />
<br />
Some of the Rangers within [[Brastor]] have reports that traders in the east of [[Brastor]] say that when in the [[Gatar Depression]], they noticed 'strange lights & sounds' coming from the evil Dark Watch town in the area. They avoided it.<br />
<br />
They did say that they had trouble crossing a large disturbance in the ground which was 50 foot across and cut into the ground left and right for as far as the eye could see. It was as if some giant stand monster had ripped up the ground.<br />
<br />
Scouts have seen a large army (over 500) of tall [[Kinlu]] people arrive in the [[Sweet Riding]] and then lost them heading south-east. We noticed a small band of 10 people heading towards the [[Superstition Mountains]].<br />
<br />
==== Kel ====<br />
Is planning to setup a spy network in Borovia. Is recruiting experienced spies from the Borovia refugees, this will take some weeks. <br />
<br />
Its reported that some people seem to be undertaking scouting training on the edge of in [[Borovia Hold]]. From agents in the [[Western Kingdom]] is the rumour has it that Lady [[Katerina]] of Borovia has gained the support of the King and he is said to be about to deploy [[The Kings Rapiers]] to sort out the issue with Borovia.<br />
<br />
=Autumn 817 WK=<br />
[[Image:BF.PNG]]<br><br />
<br />
==Fruit==<br />
<br />
''April 17th 2018 player time''<br />
<br />
====Sooty====<br />
<br />
Trade from Pasifika going west is pretty much non existent at present, so [[Pasifika]] appears a dead end for following leads on the Drow lands or the Empire of the Sun.<br />
<br />
However there are already reports from the Drow city of Misra on [[Delph]] indicating that their Sea trade appears to be suffering due to some kind of anomaly, possibly some kind of magical pool which is presumably in their harbour.<br />
<br />
Reports of large groups in the [[Sweet Riding]] also appears confirmed as I spotted tracks of a group of about 500 while on my way to [[Sea_of_Grass#Beth_Salem|Beth Salem]], hopefully these are just part of the group from Kinlu reported by [[Jedburgh]] rather than another group.<br />
<br />
--[[User:Bernard|Bernard]] ([[User talk:Bernard|talk]]) 02:26, 17 April 2018 (MDT)<br />
<br />
====Alandis====<br />
Report from [[Dylath]] and [[Terranova]]<br />
<br />
The talk on the street is that the War Party amoung the cities is said to have gained more power with some form of '''magical pool in a far off land across the sea''' - maybe the [[Elven Isles]] as we know they are involved supporting the [[Infected Prince Smith]] to be granted permission to come to Borovia by [[Lady Dunmer Moriquendi]] who is said to work for Supreme Commander [[Lady Dokkalfer Moriquendi]].<br />
<br />
Talk on the street is that Dinossz City regular troops who are being lead by Sub Commander [[Gredia Dinoss]]z are working with the [[Infected Prince Smith]] in the [[Borovia|Borovia mines]]. <br />
It is said that the Dinossz City will gain much standing and honour if they open the sacred crypt in Borovia.<br />
<br />
They have been trying to raise the money to get from one of the allies, Count [[Kree]] Taijin to return to Borovia to help with the mid winter ritual.<br />
<br />
I will send for information in regards of the "Black Fleet" of [[Lord Azzur]] involvement in this plan. Lord Azzur and Dylath had trading agreements in the past and may be still involved in troops. <br />
<br />
I will also make my way to Borovia, help Kel in setting up the spy network and infiltrate the mines as a Drow and find out more information.<br />
<br />
==== Ishamael ====<br />
<br />
The trip [by Ishamael] to [[Tycho City]] was boring and normal. Merchants want to sell you everything and everything is for sale. Taking a ship to the [[Five Sisters]] you spot a couple of others onboard and they appeared elven by aura but looked like humans. They introduce themselves as the [[Elemental Brothers]]. For the most part they kept to themselves but when you do get a chance to talk to them you find out they are from [[Asan|Asan]] but you notice they make a few mistakes in what they are saying about Asan. You leave them alone. Your ship arrives safely in [[Adjepbar]] and discretely following them you find out they meet a small cutter bound for [[Kirkul]].<br />
<br />
In Adjepbar the city is a hive of activity with many ships, cargos and crews all coming and going each day. You made contact with a few old friends that informed you of solid rumours about the local Hobbit rulers & guilds concerns about people from other lands trying to gain influence over the mystical '''[[Saktekorum|Blue Sands]]''' trade.<br />
<br />
Contacts in the town guards (Dwarves from Superstition Mountains) point out odd trading ships sailing under the Asan flag. None appear in port while you gather storied over the week. You spot a location on a roof top where someone is engaged in laying out stones in patterns to pass information along to someone watching. Your contacts will try to follow up on it over the next months.<br />
<br />
Returning to [[Novadom]] City after a couple of days you take note of - Local merchants supplying Dwarven traders in the foothills out of town, with large amounts of imported food which does not seem bound for the [[Superstition Mountains]]. Novadom city is still a smelly swamp town - mostly fill of unclear swamp people of low standards. You note with some satisfaction that the new improved trade road to the north is bringing more merchants to Brastor.<br />
<br />
==== Callas ====<br />
<br />
# [[Katerina]] the King's half sister is former Countess of [[Syborite]] and is married to Baron [[Silverfoam]] of Borovia.<br />
# [[Alfheim#Youthful_Expectations|Sir Celladoor]] based out of the offical Elvish home in Carzala [[Grace Wind Estate]]. He is said to be a halk when it comes to dealing with issues.<br />
# No sign of [[The Kings Rapiers]] near the Borovia border. Some traders have been spotted taking small shipments by wagon and barge into the area.<br />
<br />
==== Jedburgh ====<br />
<br />
You [Jedburgh] head to the [[Sweet Riding]] and spot the trail of the large group that appeared in the area some weeks ago. Clearly they came by portal. Often this area is a portal to the [[Pasifika]] area. After quickly scouting and following them you find you are not alone and that there are other scouts in the area. You see that the group of over 500 people are from [[Kinlu]], given the style of dress, and they are heading to [[Novadom]]. You spot that the [[Kinlu]] scouts have made contact with Dwarves in some form of well hidden depot in the foothills outside [[Novadom]].<br />
<br />
==== Aurora ====<br />
[https://drive.google.com/file/d/1sV0GPOk9S-i3ACPLIFlialuH36H3z0Jl/view?usp=sharing PDF Report]<br><br />
<br />
'''Has a rumour, from Giacomo Casanova, that the waters around the [[Elven Isles]] are no longer safe for the wise to swim in.''' <br />
<br />
''Obtain information from the Guild Library.''<br><br />
You find out many things in the Guild Library. Of note - a cloud like the one reported allowed for some form of undead to move within them. You also find out the missing recipe for herb cookies, which are made from cloud dust and will charm earth elementals to ignore you when flying. <br />
<br />
''She will then take a Cloud to the Elven Isles and bail out on her own Air Wings. Upon encountering the cloud that Aryan reported, she will hover inside it to see what she can find out using Detect Fumes, Eyes of the Fae, and Sense Mana talents. Her [http://dq.sf.org.nz/AmuletofJasper.pdf Amulet of Jasper] should protect her against any necromantic effects.''<br><br />
Heading on a cloud to the island you spot others on a cloud also at 10 miles out and they are heading in the direction of the Western Kingdom from the Elvish Isles. It is unclear if they spot you.<br />
The flog over the island is thick and cold as already reported. With your excellent vision you see a very unusual sight which is a school or large flying creatures which turn out to be some form of animal growthed sharks. These sharks do not spot you. Your amulet protects you from any negative draining effect. Your research and study of the cloud and fog bank, for two weeks, flying on the edge of it, reveals that the icky air making up the cloud is coming from a hole in the ground many miles away. Putting two and two together - The Guild library says that location is the old site of the Elvish Navel base on the Elvish Isles. As it is many miles away you can not see it with the naked eye.<br />
<br />
'''Giacomo Casanova then brings to Aurora's attention - Rumour has it - Lady Celene of Alfheim, Ambassador to the Western Kingdom is rumoured to be about to give a gift to the new [[The Kings Rapiers | Kings Rapier]] Captain, once appointed.'''<br><br />
<br />
Getting an invite proved to be rather easy so, it didn't take long for 'Lady Dawn' to head for [[Konigburg]] to attend that ceremony.<br />
<br />
==Harvest==<br />
[[Image:BFH.PNG]]<br><br />
<br />
''April 19th Player Time''<br />
====Clementine====<br />
Received this letter under King Ulric's seal<br />
"Clementine in this time of need [[Ulric Schwarzrotgold|His Royal Highness King Ulric Schwarzrotgold]] has agreed to charge you with<br />
orders to come to the aid of the Crown -<br />
You are to come to [[Konigburg]] at best speed, and take command and lead the [[The_Kings_Rapiers|Kings Rapiers]] on an important mission for the crown. You will be given a 50,000 sp to pay for this important mission.<br />
You are ordered to take the Kings Rapiers from Konigburg to the border of Borovia, and remove the Drow from Borovia. It is expected that this road trip will take three months to complete. We want you to be in place by the beginning of Autumn 818 WK. If you need greater assistance the King would like you to be aware that '[[Katerina|Lady Katerina]]' the King's half sister, and former Countess of Syborite is married to [[Silverfoam|Baron Silverfoam of Borovia]]. The Crown understands that Baron Silverfoam of Borovia has ship transport and additional funds if needed."<br />
<br />
I have been informed that the cost of this action would cost ~100,000sp but it is known that the Rapiers only have a war chest of 35,000sp.<br />
<br />
Considering that portals are involved it occurred to me that I once had the Sceptre of [[Ulric Schwarzrotgold|King Sigusmund]] which is a portal destroying the device. This is now housed in the Michaeline Fortress? with the rest of the regalia, which I hear has recently been attacked (can't find it on here though, does anyone know about this?). Either the bads want them or to deny them to us. We should take it into safekeeping ASAP.<br />
<br />
====Alandis====<br />
report from the voices of the streets about:<br />
<br />
;[[Missy Ratajkowski]]<br />
[[Lord Azzur]] of Calder is romantically involved and is said to be in love with the capable and alluring Elven courtier - Missy Ratajkowski who is said to have been rescued by Lord Azzur from the Drow in the Elvish Isles.<br />
<br />
She is said to be the most one of the beautiful woman in the Western Kingdom, and this is supported by the fact that she turns heads in public and people stop in the street upon seeing her. Even your agent has said that his heart skipped a beat when seeing her. <br />
<br />
She is known to speak many languages and is said to be a good and kind person who loves poetry song birds and kittens. She has given arms to the poor and supported many issues within Calder and courtiers have noted that she receives letters from any that have had the good fortune to deal with her.<br />
She is said to be on good terms with [[Reeve Stephen Willowtown]] and [[Lieutenant Duncan Sil]] who are both trusted servants or agents or henchmen for Lord Azzur.<br />
<br />
;[[Master Bluevane]] <br />
Agents in [[Dylath]] inform me that that Master Bluevane has become heartbroken over a woman from over the sea and they speculate that this may be [[Missy Ratajkowski]]. Others in Dylath do not think Master Bluevane is capable of love and think something else is going on. This is only confused but others thinking that his love is dead, and may have been a sacrifice in the pits of the Dylath temples.<br />
<br />
Alandis suspect that if Missy Ratjkowki may be a powerful ally against the drow. It may be worth getting more information about her.<br />
<br />
====Sooty====<br />
<br />
Goblins were found coming through the [[Sea_of_Grass#Beth_Salem|Beth Salem]] portal on the [[Sea of Grass]], interrogating them revealed that the Drow somewhere on Alusia have been throwing goblins into a portal in attempts to send them places. According to this group of goblins most of the groups died in the attempts. This suggests that the Drow are using some sort of brute force method to try and subvert portals, which may be how they have done it in Borovia and the Elven Isles. A proper divination may tell us more. For now Sooty will continue his watch and make preparations for more investigations in the Delph region.<br />
<br />
==== Callas ====<br />
<br />
For your day job you have found a role in helping to training many of the Borovian levy. You where roped into supporting a small group which although they do not say directly - are clearly in your eyes<br />
# training to get ready to be deployed into Borovia and maybe the Elvish Isles<br />
# they are getting together with the support of some unnamed merchant prince in Brastor covert equipment for to use.<br />
# they have these bombs which when let off on the ground create a hole which vanishes after a short time. Items can be hidden in the hole. It can somehow be opened later on by the person using the bomb.<br />
<br />
You find out that - Clan Chief Dunbait Hammerstrong III - is planning on hosting a gathering of those wishing to resolve the Borovia Drow problem. You also learn about Princess & War leader Mordrin is Princess of the Path (walks in the world) and a great war leader and she is able to call the Axe Alliance to arms. Many legends speak of this and her ability to re-open and re-start the Great Forge & Furnace.<br />
<br />
==== Jedburgh ====<br />
<br />
Spend a month tracking down and following some very clever scouts in [[Carzala]]. After three weeks of tracking and following, as it turns out, three different groups you manage to with the assistance of some of the Duke's men manage to find and confront them which quickly turned out to be a showdown.<br />
<br />
After the dust settled three dozen people are dead. The groups that you engaged used Wiccan and Rune magics. Once the Duke's men took the bodies of the Guard back to Seagate to be healed, you continue to track all of these odd locations that they have spent time. At the first location you find that a large family crypt had been opened and hidden behind a secret door is a newly crafted underground cave, which contains a ring of small standing stones which could be used by a rune mage. At the other locations you find hidden boltholes of weapons and food and outfits for fitting in within the general population of Seagate.<br />
<br />
The investigation at the guild of the other dead bodies revival that two of the five are Drow and three are Humans.<br />
<br />
Both of the Drow are Rune mages of good level of spells, with a wide range of spy skills. One of the Guild Necromancers points out they used some form of blood magic so we are not able to speak to the dead. It is questionable if they can even be resurrected.<br />
<br />
==== Ishamael ====<br />
<br />
A message from one of his contacts in the town guard of [[Adjepbar]] informs that the twins ([[Elemental Brothers]]) that went to<br />
[[Kirkul]] in the [[Five Sisters]], are looking for someone, which after doing a few days of checking at the Seagate Adventurers Guild, is probably [[Janx]].<br />
<br />
A friend within the entertainment sector wrote from the City of Sanctuary. She has information that she thinks some Drow are in town wanting to recruit a three troupe of entertainers, for the next years service.<br />
<br />
==== Kel ====<br />
Training a small group for infiltration.<br />
<br />
[[Lord Azzur]] of [[Calder]] is romantically involved and is said to be in love with the capable and alluring Elven courtier - [[Missy Ratajkowski]] who is said to have been rescued by [[Lord Azzur]] from the Drow in the [[Elven Isles]]. She is said to be one of the most beautiful woman in the Western Kingdom, and this is supported by the fact that she turns heads in public and people stop in the street upon seeing her. Even your agent has said that his heart skipped a beat when seeing her.<br><br />
<br />
She is known to speak many languages and is said to be a good and kind person who loves poetry song birds and kittens. She has given arms to the poor and supported many issues within [[Calder]] and courtiers have noted that she receives letters from any that have had the good fortune to deal with her. She is said to be on good terms with [[Reeve Stephen Willowtown]] and [[Lieutenant Duncan Sil]] who are both trusted servants or agents or henchmen for [[Lord Azzur]]. Your agent in [[Calder]] reports that both - [[Reeve Stephen Willowtown]] and [[Lieutenant Duncan Sil]] who work for [[Lord Azzur]] would be worth watching.<br><br />
<br />
You also find out that - [[Clan Chief Dunbait Hammerstrong III]] - is planning on hosting a gathering of those wishing to resolve the [[Borovia]] Drow problem.<br />
<br />
==== Turf ====<br />
<br />
You spend a few days getting out to the Elvish island. When on the Island you find, enhanced vision and/waterproofing will let you see thru the fog over the island.<br />
The mystical Sea Elf town is mostly located offshore underwater with minor elements (large village size) on shore. When putting your head underwater briefly near the Sea Elf town - the song coming from it is clear and strong. You spend three days battling the effects on your very soul of the wonderful call - always knowing that it is there and it is the most wonderful thing you have heard in decades. It calls to you - calling you home like something wonderful. You know at some level deep down it is clearly of huge danger to you. It dawns on you days later that all of the above effects are because you resisted the magic.<br />
The main elements above the waterline are servicing ships half a dozen ships which eyeballing from some distance either look like they are from - Destiny, Eltrandor, or Brandenburg.<br />
<br />
Swimming close you can see one of the ships is an old refitted large Cog. They have their names painted out and over a couple of days, you can up close listen to the tones from people who are clearly from Brandenburg. You overhear a conversation about two locations which you know are in Calder city in Brandenburg.<br />
You can see that the people on the ships are servicing smaller craft which heads to shore and vanishes into the terrain on the coastline. Spending a couple of days viewing this they are only able to keep the illusionary terrain up for at best it seems 22 hours a day.<br />
<br />
When its down you can see a cave on the edge of the bluff which inside looks like it leads to some man-made structure. Light comes from inside and you can see (from across the bay with your spyglass), many humans and Ogres (given the size) working on some form of an ancient ship. This is clearly the rumored ancient Elvish navel base.<br />
<br />
==== Sabastian ====<br />
<br />
In the south of [[Brastor]] at the head of the [[Champion River]] the [[Temple of the Knights Templar|Temple of the Knights]] an entity was disturbed while doing some form of investigation at the temple. In the resulting combat many guards were killed and other Knights who quickly came to their aid also suffered wounds. After checking the description at the Guild you quickly work out that the reported intruder was one of the [[Janx]].<br />
<br />
Merchant news -<br><br />
Your merchant contacts in [[Novadom]] report a huge band of soldiers and warriors who are clearly Drow are working with the Drwarves outside of Novadom. They have moved off down the coast south, from Novadom. Someone in many markets across many citys (Arzdorf to Tycho) has been attempting to purchase St John's-wort. Many tons of St John's-wort has been stolen in Brandenburg which only has increased jitters in the market. The demand is well beyond normal. Prices for this are expected to go up.<br />
<br />
==== Aurora ====<br />
[https://drive.google.com/file/d/1n_NiGfUxoEFMetjocFM82eeiIqklRXOx/view?usp=sharing PDF Report]<br><br />
<br />
As it turned out, I spent the entire month in [[Konigburg]]. There were a lot of events and parties to attend and I used what opportunities I could to gather more information about what was happening in [[Borovia]] and what the feelings were about the drow situation. Of course, such a rich lifestyle required much expenditure, roughly 25K. Still I rose rapidly through the Court and got the chance to see and meet King Ulric as well as several of the more important members, so I'm learning real stories and rumours. Still, these things take time, and I estimated I'd have to stick at this lifestyle for the rest of the season in order to make headway. Still, it could be worse. The food is really excellent and the accommodation, even in the outer circle, is nothing short of amazing. The bed is like sleeping on a soft fluffy cloud. Plus there's always something interesting going on. I've made a lot of friends who want to spend time with me and I'm enjoying the company. High stakes gambling is also popular but I try to be careful that I bet only what I can afford to lose. <br />
<br />
So, with all of that, I'v managed to gain access to the 'salicious underbelly' of the Court which involves a lot of courtiers who engage in more 'seedy' activities while maintaining their proper Courtly face.<br />
<br />
One person who I have got on well with is Lady Celine, the elven ambassador to the Western Kingdom from Alfheim. She wants me to become the the advisor to the King's Rapiers and I'm very tempted to take up the offer. I suspect though she has her own reasons for doing this and I'll probably owe her a few favours for her support. Still, that also could be useful for our efforts. <br />
<br />
What I have found out, that is relevant, that King Ulric plans to appoint [[Clementine | Baroness Clementine]] of Seagate to lead the mission of the Rapiers to [[Borovia]].<br />
<br />
==Vintage==<br />
[[Image:BFHV.PNG]]<br><br />
<br />
''April 24th''<br />
<br />
===Turf===<br />
:Snuck into cave Drow are hiding under illusion, three large ships being assembled. On day 9 fifty extremely well dressed and appointed Elves (Drow) mages arrrive, with Incubi are setting up. <br />
:See discord for full message.<br />
<br />
===Sebastian===<br />
:Discovers the Kings Regalis stolen from Temple in Brastor by the Janx. Give chase and many die, the Janx wealds a portal with such skill it cuts people in two.<br />
:Begin economic actions against the Drow using merchant house.<br />
:See discord for full message.<br />
<br />
===Kel===<br />
:Continues assembling spy team from spies that fled Borovia<br />
:Discover the Ruby Scourge is active with a mind controlled Kree.<br />
:See discord for full message.<br />
<br />
===Aurora===<br />
[https://drive.google.com/file/d/149oBxqftSA_ibBysNEl2QpXOmG6tFaKb/view?usp=sharing PDF Report]<br><br />
<br />
It has been an eventful month. Lady Celine had me investigate a group of courtiers (one man and three women) who were engaged in activities that would cause massive scandal if news of their activities got out. Fortunately I was able to ascertain who they were. It was planned to deal with this quietly and discretely but then two young men from [[Ormond]] committed murder/suicide. It seemed unconnected but I got suspicious when all the underground activity ceased. Plus I was being distracted by six young men evidently wanting to gain my attentions. All of them were from [[Eltrandor]] and, frankly, some of their suggestions for activities were ..... rather odd. Some of them were even on the level of questionable. Mind you, I do jump off perfectly good clouds for recreation.<br />
<br />
Between Lady Celine and myself, these six men were investigated and one of them could actually be useful for our plans. So I allowed him to court me for a while but frankly, after the third week, I broke up with him ... as instructed.<br />
<br />
Halfway through the month Clementine was received by the King and was charged with the command of the King's Rapiers. I was also appointed the Queen's first advisor to the Rapiers. This was confirmed at the banquet that evening, at the headquarters, that 1,500 people attended.<br />
<br />
===Alandis===<br />
<br />
Tegan and I arrive an hour before dawn in the far off land of Terranova in the city of Dylath. We spend a few weeks getting up to speed with people, factions and knowledge about the area once again. We deliver the large amount of money to Dylath to be able to fund your spy network.<br />
<br />
Reports from agents in Dylath tell us of these interesting things that are of note -<br />
<br />
Winter 815 WK<br />
Some issues within the cities of Dylath and Bowlaw. Rumours of Master Bluevane behind the killing of some spies.<br />
Ritual in Borovia failed because of guild activity - 'A Doomsday Like Any Other'. Some spies go missing. Large scale excavation and digging in Borovia. Lord Azur crew continue to refit ancient ships under the Elvish Isles.<br />
<br />
Winter 814 WK<br />
Fallen Fawn first ritual in Borovia fails. A report from the records in Dylath come in as follows ....<br />
<br />
Winter 803 WK<br />
The deputy of the War Party announces that the preparation for returning across the sea has been reviewed and everyone has come to an understanding, given the important legends. Party for 'The Free Wheel', declares their withdraw from the War Party.<br />
<br />
802 WK<br />
Six members of the War Party die in accidents and are replaced by other prominent family members.<br />
<br />
801 WK<br />
Two independent & dissenting city states of Dylath and Bowlaw do not support the Supremacy of Commander Lady Dokkalfer Moriquendi.<br />
<br />
800 WK<br />
The locks to the Golden and Copper doors within the ancient armory at 'Tee Ra-Mil' are opened by Lady Dokkalfer of Moriquendi proving her Supremacy as Commander.<br />
<br />
===Sooty===<br />
Little of note happened within my area of interest this month.<br><br />
However I will be carrying on with my plans to enter Misra on Delph next month, so anyone with advice on this matter is welcome to contribute, though I can find no record of the guild ever entering this city.<br><br />
<br />
=== Aryan ===<br />
Unconfirmed 2nd or 3rd hand reports...<br />
<br />
; [[Reeve Stephen Willowtown]]<br />
He is getting on in age and it is rumoured he has amassed a small fortune, in rare items and a large amount of copper.<br />
He is a worshippers of Kukulak (Khulian God of Storms), who are a combination of mage along the line of Wicca & Air Mage, with Ice combat magics. <br />
He is said to have a town house away from Calder which are protected by the Winds and Storms of the North.<br />
He has a small imp called Woo Woo who is trained in the art of thievery. <br />
He is collecting ingredients for a love potions. To use on Lord Azzur & Missy Ratajkowski to make sure they are happily in love.<br />
<br />
; [[Lieutenant Duncan Sil]]<br />
He is a ship's' captain and a mage, of great skill. He is a skilled Blood Binder, which has allowed him to create and animate his two dozen steel guard.<br />
<br />
; [[The Steel Guard]]<br />
These Steel Guard are animated and enchanted warriors (with magical weapons) which are immune to magic spells, fast and agile and twice as strong as a person. <br />
They can fly.<br />
<br />
; [[Princess Noor-un-nisa Inayat Khan]]<br />
Princess Noor-un-nisa Inayat Khan is known to be in exile from the Empire of Azuria. <br />
In 812 WK on her way to take up safe residence in the Court of Duke Brandenburg she stopped off in Calder and 'fell in love with the place' - read captured.<br />
In 814 WK her family was cursed never to enjoy the sun by the current Emperor of Azuria.<br />
Her six maids died within the first three years, living in such a damp & cold harsh northern climate, leaving her alone. <br />
She does not speak the common tongue. <br />
She is said to be close to Lieutenant Duncan Sil one of Lord Azzur's henchmen.<br />
<br />
=Winter 817 WK=<br />
==Frost==<br />
[[Image:BFHVF.PNG]]<br><br />
<br />
April 26th<br />
<br />
===Turf===<br />
:One of the six ships ready for departure, the others are months away. [Destruction next action?]<br />
:The source of the Sea Kraken call which is a stone in a deep well.<br />
:Discover hiding Sea Elves and a bound air tunnel.<br />
:See discord for full message.<br />
<br />
===Sebastian===<br />
:Chase the Janx but lose the trail, and lots of lives.<br />
:The Drow are attempting to get 14 tons of raw sugar cane. Trader offering the 'Books of Carroc'.<br />
:See discord for full message.<br />
<br />
===Kel===<br />
:Complete the training of Spy team.<br />
:Rumors received that the [[Ruby Scourge]] is going said to be behind the Drow.<br />
:See discord for full message.<br />
<br />
===Sooty===<br />
Initial infiltration into Misra was for the most part a success.<br />
:The legal side of the trip was backed by the Engravers guild of Adjepbar & Izmiraldi of the Five sisters. With negotiations being conducted over part of a very large loan to the value of 33 million Silver pennies that the Drow are seeking. No information was gained on what the loan was being sought for.<br />
:The Drow as expected have a reasonably competent spy network themselves, which was able to disrupt the work of a number of the agents working for us, with several arrests being made. The arrested were accused of being Destinian spies.<br />
Some information about the magic pool was gained.<br />
* If you drink from the pool it will kill you. If you then are resurrected you will become death aspected.<br />
* Many of the group MoMoLa have used this pool, especially the commanders and officers. This is the group believed to hold Castle Ravenloft in Borovia.<br />
* A lot more of the group are expected to return to use the pool in the near future.<br />
* A strange ship turns up out of the fog for two days either side of 15th of the month. ''Further information from the Guild suggests that this is [[The Black Fleet]]''<br />
* The pool is powered by sacrifices.<br />
Other information of note.<br />
* The MoMoLa have promised the Drow of Misra a permanent portal to Terranova for trade & security.<br />
* The MoMoLa are believed to have some adventurers seeking to infiltrate Alexandria to gain the blood of Hermes, and turn Hermes to work for them.<br />
* The Drow are using a long term poison that kills by removing the will to live.<br />
The full report will be available on request. (See Discord channel)<br />
<br />
===Aurora===<br />
[https://drive.google.com/file/d/10DfHa5_SBvOLrscb4QOsolf_BYo2Bge-/view?usp=sharing PDF Report]<br><br />
<br />
I'm worried .... maybe I've been compromised. Twelve days of my life have gone missing and I don't know why. It's very tempting to fly to Seagate and get Cousin [[Starflower]] to do her mind thing and see what she can find out, but Lady Celine thinks that someone may be protecting me by making sure I don't know something It may even be Queen Meredith. At least I'm not addicted to 'Dream' any more. Celene says it could have been worse, could have been krrf, and I agree. Vile stuff that is.<br />
<br />
The last thing I remember doing before the blank was Lady Bess Hardwick, one of Queen Meredith's ladies in waiting, informing me that one of my 'suitors' had purchased an item that will charm elves. If it turns out to be him, I'm really going to be royally angry and will, most likely, go 'medieval' on him. I don't like people messing with my mind. Anyway Bess offered to protect me with a counter charm ... and that's the last thing I remember. Oh ... so suspicious. I'm also rather concerned about where I was and what I was doing during those twelve days. It could have been something important, Whatever was used on me, it was stronger than the usual Binding Will - some sort of racial thing, Lady Celene said she had her agents tailing me and she's not overly concerned so I guess I shouldn't be as well. Still ....... <br />
<br />
It doesn't seem to be anything to do with this [[Brandenburg]] thing though. Seems that a good friend of the King has seen sending elves, by cloud, there and selling them into slavery. I managed to smuggle two elven volunteers onto the out going cloud with instructions to report back once they find out what's going on. So far I haven't heard back. Maybe it's time to go to Brandenburg myself and do some very discrete enquires personally. I had also sent my best agent, [[Giacomo Casanova]] on to this problem, who went undercover there, but I haven't from her either. Hope she's okay. I want to make sure that there's sufficient proof before presenting this to the Royal Court.<br />
<br />
Aurora.<br />
<br />
=== Aryan ===<br />
Confirming ship count and well info as per Turf's report.<br />
<br />
Observed social activity in Borovia. Updated maps showing the Open Cast Mine.<br />
<br />
<br />
<br />
=== Alandis ===<br />
<br />
In Dylath Tegan and I go undercover setting up visits for next month and trade trips to other cities for dropping off spys.<br />
<br />
==Snow==<br />
[[Image:BFHVFS.PNG]]<br><br />
<br><br />
May 1st<br />
<br />
=== Alandis ===<br />
As we continue in developing contacts in Dylath we get to know from the Drow records is -<br />
<br />
Winter 816 WK<br />
Ritual in Borovia failed. Request for support from The War Party. A refitted ancient ships from the Elvish Isles sets sail and when changing plan fails & explodes at sea (all hands lost).<br />
<br />
Winter 815 WK<br />
Some issues within the cities of Dylath and Bowlaw. Rumours of Master Bluevane behind the killing of some spies.<br />
Ritual in Borovia failed because of guild activity - 'A Doomsday Like Any Other'. Some spies go missing. Large scale excavation and digging in Borovia. Lord Azur crew continue to refit ancient ships under the Elvish Isles.<br />
<br />
Summer 815 WK<br />
Issues in the Pagan Mountains with Morgor & Ruby Scourge & Kree.<br />
<br />
814 WK<br />
Talk between Destiny & Supreme Commander (for the War Party). Secret Alliance with Lord Azur becomes almost public, and is denied.<br />
<br />
Winter 814 WK<br />
Fallen Fawn first ritual in Borovia fails.<br />
Ruby Scourge said to move to The Pagan Mountains.<br />
Large scale excavation and digging in Borovia.<br />
With the catastrophic loss of Drow life in the Big Push fresh on the minds of the Drow in the Elvish Isles and the continued hit and run attacks on supply lines. A huge attack is mounted against the Sea Elves underwater city and rumour has it everything living within a mile died.<br />
<br />
=== Drow Interception Group ===<br />
Drow interception.<br />
<br />
The group intercepting the Drow on Delph consisted of Sooty, Aryan, Turf, Callas, Captain Blood & Kilroy,<br />
The Drow were intercepted in the mountains of central Delph, by a lake shaped like a dogs paw with a bone to the east, with Elementals & Imps/Devils helping them guard the camp.<br />
The fight went as well as could be expected though the Drow when killed remained capable combatents in spirit form still, throwing a lot of Celestial magic.<br />
The spirits were notably not undead & immune to area of effect magic.<br />
A message scroll was recovered, which was intended to be used to curse/bind Hermes as well as some coded messages.<br />
<br />
See #aryan channel in discord for full PDF if needed.<br />
<br />
UPDATED<br />
<br />
The coded messages were easily cracked once Reading Runes & Symbols was applied to them.<br />
<br />
Great Lord God Hermes<br />
We command you with this power word to do what we can not - at your best speed take this message without showing it to the 'night sky' or 'to any other',<br />
the following message to Terminius how is located in that place where mortals can not walk and return.<br />
Great lord Terminius, our arcane ritual has failed for the 4th year. I have killed those that failed me, and eaten their hearts so I now have both the power and skill.<br />
We no longer think that we can open the crypt and your cell at the same time from the outside. It is not possible.<br />
Four attempts and four fails.<br />
I have followed the dreams you have given me, and we have been promised the blood that will open the armoury to give us the Dark Skys.<br />
Our fifth attempt will not fail. We have new allies and are considering seeking servants of the coin from the city of fate where the waters of sweetness join the sea. We may charm them to our aims.<br />
We may have to destroy the Iruloki Borrese as it only seeks power for itself and the skys say it will betray us and it cares not to even hide its true nature well from us. Such arrogance.<br />
We will now redouble our effort to find the hidden Zarovich family crypt from the outside. This is not a small task since the crypt is hidden from the touch or feel of elementals.<br />
We have been digging for some time and we are close to finding it. Once found we will open it at next Mid-Winter ritual.<br />
You agents Strahd von Zarovich will rise again and join us once the - Dark Skys - returns to Borovia and helps your Janx.<br />
To answer your question - Borovia has no navy or fleet for us to Destroy.<br />
Look to the east at sunset and the blood in the sky will carry our message in the clouds.<br />
Your faithfulfriend, lover and ally<br />
Supreme Commander Lady Dokkalfer''<br />
<br />
=== Aurora ===<br />
[https://drive.google.com/file/d/1ZrK3w2mSBQ3glikth16yhN4TDoCCJSGM/view?usp=sharing PDF Document]<br />
<br />
Aurora diplomatically reminds [[Sir Callus Kelpenwood]] that she has a manor in [[Highpoint]], and she was staying with her Cousin [[Starflower]] for the sake of her mental health, - "but I'm feeling much better now thank you. Just because she runs a brothel is immaterial, I do not choose to question her life choices. Besides, she can be a real dragon when aroused." she replies with a smirk. He does point out though that it would not be in her best interest if people in the Western Kingdom Court knew that such a nice Lady/Girl such as Aurora was at a brothel ... her chances of finding a nice man would be greatly limited. She replies that she is not currently looking.<br />
<br />
She also comes to the conclusion that her bloodline must somehow run back to an ancestor in Terranova that set up the ancient armoury in the first place. Could there be a tiny teeny weeny bit of drow in Aurora's bloodline?<br />
<br />
She agrees that it may well be a trap but, if Guild members are going in the [[Pagan Mountains]] to do something about it, she'd like to help. Or is there something else that she can do. She's quite happy to monitor events in Koningberg if that is of help but she's also concerned about those elves that were being sent into slavery on Brandenburg but Sir Callus reassures her that the matter is in hand. She agrees to leave it in his more than capable hands. She also points out that only Lady Celine knows of her real visit to Seagate. All that anyone else knows that it was a 'family emergency' and she needed to consult with her cousin.<br />
<br />
Also, if we can get hold of those 'agents in Brandenburg' and have them interrogated, that could be useful - if this hasn't already been done.<br />
<br />
She does however point out that she had already promised to help, "a person of great importance whom I should not name" at the beginning of Spring but can only add it may require a trip to [[Purple]]. Maybe dropping off the grid in Spring is a really good idea - just in case they decide they need more blood .... or other body parts.<br />
<br />
===Little Dove===<br />
Elvish Isles<br />
Road from port to town allows you to travel quickly without fatigue.<br />
Small camp with a wooden palisade. Magic is hiding a well-established town, which has polished stone walls supported by rough is in vines and wood on the outside and from the jungles in some sort of carnivorous plants snapping and moving trying to eat anything that gets close. Smells of a pungent soporific that because of the stillness of the air keeps at away.<br />
<br />
Access Supreme Commander entertaining Master Blackbone and Mr Moriquendi from Borovia. Supreme Commander later that night sends word that she wants your male lead sent to her chambers. You catch the eye of Master Blackbone Moriquendi and he clearly is interested in you. <br />
*Master Blackbone brings a sack of strange small orbs and a necklace for you as a gift. The orbs are watching eyes from a far-off realm. They are creepy and sinister. <br />
<br />
Two days later he returns much the worse for wear but with some stories that you managed to corroborate when you politely made enquiries as to where your lead entertainment has gone -<br />
<br />
====[[Lady Dunmer Moriquendi|Lady Dunmer of Moriquendi]] - of Borovia:====<br />
Said to have many allies within the Clan and Guard. Mr Moriquendi and Master Blackbone Moriquendi are the two bodyguards of Lady Dunmer of Moriquendi.<br />
They are said to be known to be able to become insubstantial by way of being spectral (visible in the spirit realm and seen as a insubstantial in the real world) at will and are excellent melee experts.<br />
<br />
====[[Master Blackbone Moriquendi]]====<br />
Is an unmatched melee warrior who is skilled at the art of six arm melee combat. Known to be able to see in all directions. Able to cast some Binder magics and is a skilled master Beastmaster, with a Chimera ally. Said to be a member of the [[Moriquendi|Moriquendi clan]].<br />
<br />
====[[Mr Moriquendi]]====<br />
Is said to have been Drow many hundreds of years ago but is different now. Is an very skilled Bardic and Binder<br />
mage with limited melee skills. He has a range of animated detachable binder body parts which crawl and act<br />
like spiders. Said to be a member of the [[Moriquendi|Moriquendi clan]].<br />
*After a two weeks of performing and entertaining in the town taken through a portal one late night to Borovia and shown to Master Blackbone's chambers.<br />
The portal is guarded by some a dozen serpent priests that you do not recognise initially but after putting some<br />
thought into it you determine probably closely resembles that of serpent priests fought at the conclusion of<br />
the Western Kingdom Civil War.<br />
<br />
Have worked out that Master Blackbone wishes to start performing alterations up on me. Have noticed he has started gathering and making two additional arms which match my current arms with uncanny accuracy. Have also noticed that he has started mixing six complex and complicated potions, some of the potions contain hairs from me.<br />
<br />
*At the end of the month you are spending many nights away from your troupe and I understand that my entertaining troupe they have gone to Terra Nova through another portal and entertained there at one of the city states for the War Party.<br />
<br />
==Ice==<br />
[[Image:BFHVFSI.PNG]]<br><br />
May 3rd<br />
===Sooty===<br />
Counter espionage operations started in Seagate.<br><br />
Initial indications are the weak link in the area may be the Destinian spy ring, with a lot of people following their activities.<br><br />
Several people who are potentially misleadable have been identified.<br><br />
---What sort of rumours do we want to try and feed back to various organisations?<br><br />
Further mention of Princess Noor-un-nisa Inayat Khan, in exile, allegedly cursed to have to avoid the sun, and having health issues.<br><br />
---Given their position in Brandenburg, potentially turned into a vampire?<br><br />
The Drow in Borovia are wanting to establish an embassy in New Seagate to gain access to hiring at the guild. Rumour says they are offering 2 million silver for this, and that the Duke is considering granting this.<br><br />
---Potential for faking trouble, or for creating real trouble from a potential rival in order to prevent this embassy being established?<br><br />
<br />
=== Alandis ===<br />
In Terranova we find out where there are portals to Borovia or the Elvish isles.<br />
<br />
The portal from The Elvish Isles are being moved between the two cities of Dinossz City and Moriquendi on a odd date it is goes to Moriquendi.<br />
<br />
we also check whether there are any black fleet in town, and try to make contact. They are not.<br />
we have noticed some late winter riots on the streets of Dylath as drow want to return to the old ways.<br />
<br />
Three agents have failed to report in from the Runes of Menzoberranzan and the linking life force stopped working within an hour of each other.<br />
From our work with pets - news about a couple of the larger families are rumoured to be gathering more arms and guards and slaves and food than normal within the city of Dylath 'what do they know'.<br />
<br />
Also we made contact with the Raphilites outside of the city of Dylath and Dinossz City.<br />
<br />
=== Aurora ===<br />
Spent the past month resting and recovering in Seagate. I did take Sir Callus's advice and found accommodation more fitting to a Lady of my status. Kept an ear, via my contacts in the Royal Court, on happenings there (nothing to report on that front) as well as reports of activities on Seagate, which [[Sooty]] seems to have well in hand. When I get back from [[Purple]], I'd like to keep an eye on that - may actually be useful to have contacts there as well.<br />
<br />
=Spring 817 WK=<br />
==Thaw==<br />
[[Image:BFHVFSIT.PNG]]<br><br />
May 8th<br />
<br />
=== Alandis ===<br />
<br />
From Terranova<br />
<br />
Is Master Bluvane Visible is not visible even with infravision. When in town other than going out for drinks my contacts are unsure what it does most of the time. We have seen a pattern that each time he is in town, shortly after the food prices go up as some of the merchants purchase extra food.<br />
We are not sure who he frequents other than two merchants. I have managed to get spies into both merchants now.<br />
He has multiple companions and apparently goes home with a different one every night and he should be easily seducible <br />
<br />
<br />
Th portalins in Dinossz City and Moriquendi should be easily accessible by disguised spies, as the Snake-Priests do not need to know the Subject to allow access. No slaves go thru carrying cargo.<br />
<br />
The gossips in the High society <br />
We have managed to place 3 spies heavily supported by back-stories new identifies as woman into the Dylath records.<br />
Using this new identity and some of your new wealth you make a small splash on the social seen as a noble Drow woman of wealth a power come in from the Provinces. You spend three weeks using this new identity to get invites to important events that as a male you would be excluded too.<br />
Clearly you will now be able to go much future that before within Dylath social circles.<br />
<br />
Other agents report in; they now have a secret rune portal network that can get six people at once to and from<br />
Dinossz City from Dylath city in only two days trevel time.<br />
<br />
<br />
===Sooty===<br />
Warning delivered to Hermes. Nothing of significance from my Seagate contacts & actions.<br />
<br />
<br />
===Aurora===<br />
''Out on adventure this month off plane - [[Anticipatory_Revenge]]''<br />
<br />
==Seedtime==<br />
[[Image:BFHVFSITS.PNG]]<br><br />
May 10th<br />
===Sooty===<br />
Performed duties for his Order in Pasifika.<br><br />
While there investigated reports of empty villages, which after piecing things together are guessed to be Drow Slavers. Estimates are 800 people taken in the raids as well as all the villages stored fish.<br><br />
The vessels are likely about half way back to Terra Nova.<br><br />
<br />
===Aurora===<br />
''Out on adventure this month off plane - [[Anticipatory_Revenge]]''<br />
<br />
===Alandis===<br />
I have enrolled in the wr party and I will prob go to Moriquendi where everything is happening<br />
The idea is to spy from within the troops.<br />
<br />
I have manage to join the local war party in Dylath. It is made up of second rate actors who have been left in Dylath to keep an eye on things. You are invited (under your new female identity) to come to Dinossz City to be their for a tour of the Dark Skies - as it is due to arrive next month for a tour.<br />
<br />
My cover is well received in the War Party, and everyone agrees that Ithilmore is useless as a Queen and we are starving.<br />
Your new position mean you can purchase a commission in one of the armies, and your new friends are happy to help you do so.<br />
Rumour has it an army for the Queen is on its way from the Capital to Dylath.<br />
<br />
The merchants in Dylath are scared.<br />
In the second week the guard arrives from the capital and quickly enters the city which the city guard seem to put up some resistance to them entering the city. They attempt to seize the merchants and widespread riots and fighting in the streets and offers of food and slaves make the normal allienance flow back and forth withmuch bloodshed and over two thousand slaves and guards killed in the fighting.<br />
<br />
Reports come in about food riots in the Capital city. The Temple of Seir declares it is not a sin to steal food, and more food related problems increase.<br />
<br />
Some merchants fleet by ship. Riots continue in the third week until it suddenly stops. In the middle of the 3rd week a huge wave of fornication sweeps the land. The temples of Sitri somehow gets everyone to stops fighting for a week and to fornicate widely with everyone else. The site of street orgys are unsetteling. After four days of this everyone seems to wake from a enchanted orgy and slowly return to rioting for food and fighting.<br />
<br />
Reports from spies about fornication in the Capital come in.<br />
A spy reports that the Dylath merchants association are happy they have received word that they have secured a large amount of food in trade for precious metals from a land over the sea, it will soon be heading to the Elvish Isles and then by portal to Terranova. They expect food within 6 months.<br />
<br />
A spy reports that the Morequandi Clan elders have send an offer of food for troops to help in the war effort to Queen Ilthmores. They want 1200 good troops for two years service for 120 ship loads of food. They also want the Queen Ilthmores to kill all those involved in the Kurf trade.<br />
<br />
A report comes in that Tegan has gone missing. At the end of the month a merchant returns from trading in far off lands and cities and has a troupe of four entertainers with him who formerly worked for Little Dove. They are now in your care.<br />
<br />
<br />
A messenger slave from the house and city of Morequandi arrives -<br />
A delegation from Morequandi city would like permission to visit next month. The message says to slay the messenger slave if you do not wish to offer your clan protection to the proposed delegation from Morequandi city. The slave looks nervous<br />
<br />
==Blossom==<br />
[[File:BFHVFSITSB.PNG]]<br><br />
May 15th<br />
<br />
===Aurora===<br />
''Out on adventure this month off plane - [[Anticipatory_Revenge]]''<br />
<br />
<br />
===Alandis===<br />
In the first week I accept the offer of the commission in the War Party army. I report in to the general command in Moriquendi city and given your wide range of language skills, you quickly find a good position to work from within the general staff command which is made up of 130 Drow from many families and powerful clans.<br />
<br />
Scuttlebug within the group is that the replacement of MoMoLa deployment in Borovia as they are due soon, and will need to be replaced. I could work my way into this command and be sent to Borovia if we wish.<br />
<br />
In the second week I am part of a larger group that head through a portal and find myself in New Moriquendi, in the Elvish Isles. You spend a week here working on a water reclaimer which is due to head to Borovia. <br />
<br />
In the third week I are confident of my judgement of the Drow around me and I have a short list of Drow you could recruit or work with to get more information. I use my cover story of - 'I am not investigating on behalf of the Queen and I Believe she she is meddling where she shouldn't'. It works well and I find that the war party are in fact trying to undermine her.<br />
<br />
In the fourth week I return home on leave timed to coincide with the visiting delegation form the powerful Moriquendi clan in Dylath in my normal disguise in Dylath not as a member of the War Party.<br />
<br />
The Moriquendi clan have sent 1,200 members with warriors and mages and slaves to come and talk to us and other families of note in Dylath.<br />
The general message is - 'Mar Sue' the ambassador for the Moriquendi clan, wishes our support for the Moriquendi clan and our position of power in Dylath will be assured under any new leadership. Food will flow once again, and the Kurf problem will be controlled, as they know who is behind it. They assure me it will stop or all those behind it will die.<br />
<br />
They politely leave. To go on to the next family they are visiting in Dylath.<br />
<br />
I quickly return to your duties in the War Party high command in Moriquendi city. I find that slaves are still being sacrificed and food and general conditions in Moriquendi city is very good compared to Dylath.<br />
<br />
I find out that a working group in the War Party was set up two years ago to stamp out the Kurf problem and they have gained funds and manpower and Drow officers for a operation that is due to happen next month, across many cities. I could probably join this group if we wish.<br />
<br />
<br />
===Sooty===<br />
Established early warning watch in Pasifika, about 30 strong. Some fliers, some wave-riders, some fire scrying. Rune portals in the Order lodges to move people around by.<br />
Otherwise nothing new to report.<br />
<br />
<br />
===Aqualina===<br />
Contacted by Sooty, and ended up helping him with his endeavours. Also offered my services to Aryan in case he needed assistance.<br />
<br />
=Summer 818 WK=<br />
==Meadow==<br />
[[File:BFHVFSITSBM.PNG]]<br><br />
May 17th<br />
<br />
===Alandis===<br />
Away on a Guild Mission for the month of Meadow.<br />
===Sooty===<br />
Training early warning scouts in Pasifika completed.<br />
<br />
==Heat==<br />
[[File:BFHVFSITSBMH.PNG]]<br><br />
May 22nd<br />
<br />
=== Alandis ===<br />
I manage to get into the general command and as their have been deaths on the Kurf raiding team I have been appointed. With inside information in the second and third week I have tipped of Prudence to the plans and 300 Moriquendi troops and around 200 town guard are killed. <br />
Everyone is sad. They commanders have call for more men. No one thinks you are behind it as I have lost my left<br />
hand in the fighting and they have to heal me in week four.<br />
===Sooty===<br />
Spoke to tribal chiefs in Pasifika to calm things down.<br><br />
Visited Kings Rapiers, delivered Traps, did some minor healing work.<br><br />
Helped Aryan out with 'trade' plans.<br><br />
End of Heat received a message from Pasifika from friends indicating Aurora was in trouble.<br><br />
<br />
==Breeze==<br />
[[File:BFHVFSITSBMHB.PNG]]<br><br />
May 29th<br />
===Sooty===<br />
Two attacks on 'Silverfoams' interrupted in first half of the month.<br />
Second half of the month quiet after Kilroy's actions.<br />
<br />
=Autumn 818 WK=<br />
==Fruit==<br />
[[File:BFHVFSITSBHBF.PNG]]<br><br />
May 31th<br />
===Sooty===<br />
REPORT: Fruit Autumn 818.<br><br />
Val estate defended with ease.<br><br />
Ishamael recovered.<br><br />
Troubadour ranking started.<br><br />
<br />
==Harvest==<br />
[[File:BFHVFSITSBHBFH.PNG]]<br><br />
June 5th<br />
===Sooty===<br />
REPORT: Harvest Autumn 818<br><br />
Ranking on horns.<br><br />
Research.<br><br />
Healing one of the healers who suffered an accident.<br><br />
<br />
=Report for Games & SGT=<br />
The aim of this is so that Characters and The Seagate Times, can gain a "report" which will be a useful document which will be for Guild members only (as in - there is no chance of the enemy getting ahold of the information).<br />
<br />
=Winter 818 WK=<br />
==Frost==<br />
==Snow==<br />
==Ice==</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Borovia_Issues_-_Latest_Info&diff=100697Borovia Issues - Latest Info2024-03-22T23:50:41Z<p>Stephen: Text replacement - "Å›" to "s"</p>
<hr />
<div><div class="TOC">__TOC__</div>[[Category:Borovia Issues]]<-- [[Operation Word]]<br />
<br />
; Current game date for build-up<br />
: Harvest, Mid-Autumn 817wk <br />
<br />
; What do the numbers mean?<br />
: Information is only ever completely accurate in hind-sight and even then it gets filtered by opinion but the bold numbers should be a guide to how unreliable the info is.<br />
# - First-hand info from a qualified guild member or equally reliable source.<br />
# - Second hand info from a reliable source or verified by other sources.<br />
# - Third hand info from good sources or questionable second hand sources.<br />
# - Fourth hand, unverified rumour.<br />
<br />
== People ==<br />
<br />
=== Ruby Scourge ===<br />
<br />
The RS is playing with the hearts of the Drow. Now has ability to change into a Human, Drow or Elf<br />
looking entity. Once a loyal member of the Crying Sable Raven Clan it is now supporting friends within the<br />
Drow War Party. [AV-817] '''3'''<br />
<br />
The RS also has Count Kree Taijin of Borovia 'a Guild member' who is charmed and working as a<br />
loyal servant. [AV-817] '''3'''<br />
<br />
The RS is said to be behind the Drow with the use of his kicking dog slave and portal priests Skilzek Drog. [AF-817] '''3'''<br />
<br />
=== [[Karisi]], the Lady of Dark Dreams ===<br />
<br />
The RS has surrounded himself with a powerful Human & Drow cult of Dragon worshipers led by Karisi, the Lady of<br />
Dark Dreams. [AV-817] '''3'''<br />
<br />
=== Janx ===<br />
<br />
Either Wicca or Rune counter spells should help vs Janx. [AF-817] '''1'''<br />
<br />
Weilds a portal with such skill it cuts people in two. [AV-817] '''1''' <br />
<br />
Attempted to steal the Kings Scepter.[AV-817] but character actions stopped it. '''1'''<br />
<br />
== Borovia ==<br />
[[Image:Barovia Map 817 WK.jpg|thumb|right|Borovia as at Winter 817]]<br />
Most of the villages, towns, keeps and other major settlements are abandoned but occasional patrols do visit them, they seem deadly quiet.<br />
<br />
Rumour has it the Drow Commander in the Borovia area is [[Lady Dunmer Moriquendi]]. She is an excellent Military Scientist & Mage. She has complete local clan (Moriquendi Clan) support and she has two elite bodyguards. '''3'''<br />
<br />
Some traders have been spotted taking small shipments by wagon and barge into Borovia. '''3'''<br />
<br />
There is some form of social life within the greater Borovia valley with groups of guards and what seem to be noble elves 'Drow' coming in with gifts and supplies by way of the portal. Half a dozen high court social nights of either dancing in the style of a ball, or more often fairs with entertainers from the home land. There are a lot of troops guarding these balls and many people attend. '''1'''<br />
<br />
=== Southern Border ===<br />
Over the last two years four major forts have been built (by Western Kingdom) in Northern Borderlay across the valley where the [[Ruv River]] joins the [[Montrachet River]]. <br />
There are four major forts and numerous smaller earthwork fortifications. <br />
The forts from west to east are Vurdun, Liège, Loncin & Embourg. <br />
The first and last are build on ridge-lines in the surrounding hills while the others overlook the west and eastern banks of the Montrachet to the south of delta. '''1'''<br />
<br />
Merchants report considerable business stocking these forts.'''2'''<br />
<br />
Considerable levels of silt and pollution are continuing to flow down the Ruv.'''1'''<br />
<br />
=== Borovia Town ===<br />
[[Image:BaroviaTown Map 817 WK.jpg|thumb|right|Borovia Town as at Winter 817]]<br />
The weather environment for the area centred on Borovia Town and radiating out for nearly 15 to 20 miles is appalling. The area, including the air above up to several thousand feet, is in perpetual gloom, with thick cloud almost down to the ground level. The air is constantly filled with sleet whipped up by fierce and chaotic winds, making flying within the area dangerous to suicidal. '''1'''<br />
The ground under this environment is near freezing slushy mud and almost all plants and animals are weak or dead. Pools of icy cold water and sheets of frozen icy ground prevail, making travel hard and hazardous. '''1'''<br />
<br />
Nearer Borovia Town the forges and fires have polluted the environment to the extent there is ash on much of the ground and the air is sulphurous and poisoned. '''1'''<br />
What remains of the town of Borovia is now home to the [[Golden Desert Wolves]] led by [[Lady Dunmer Moriquendi]]. '''1'''<br />
<br />
=== Castle Ravenloft ===<br />
The castle, overlooking Borovia town is held by a group named MoMoLa. '''3'''<br />
<br />
=== Borovia Mines ===<br />
The trees of the woods and forests north of the town have been logged and there is now a huge open mine. '''1'''<br />
<br />
The [[Dinossz City]] regular troops, lead by Sub Commander [[Gredia Dinoss]]z, are housed in the Borovia open mines, which is also said to be home to the [[Infected Prince Smith]] and servants. <br />
<br />
[[Dilxae Baenath]] - The Fae Fallen Fawn, works for the Infected Prince.<br />
<br />
==== Infected Prince Smith ====<br />
The Infected Prince Smith is a were-creature of unknown type, but has been reported to turn into a giant wolf/elf form and a giant mana/magma form. '''4'''<br />
<br />
He is a skilled arcane Smith with many shaped items. '''4'''<br />
<br />
Infected Prince Smith has over the last few years organised large scale excavation and digging for the sacred crypts. '''4'''<br />
<br />
He is able to curse people when he looks upon them. '''4'''<br />
<br />
He has imported over two dozen giants who are ruthlessly running many hundreds of slaves. They work in a huge forge and foundry with many large mystical machines used for some odd refinery. '''4'''<br />
<br />
==== Dilxae Baenath - The Fae Fallen Fawn ====<br />
He(?) is a Greater Summoner & Necromancer from an unknown Fae or Seelie realm. '''4'''<br />
<br />
It is known that they work with what is known as the Careful Dark Water Servants of the [[Morgor|Dark Terror]] which are thought to be located in [[Shriven Hills]]. '''4'''<br />
<br />
Is a skilled Portal mage & leader of the [[Skilzek Drog]] (a group of serpent mages). '''4'''<br />
<br />
Dilxae Baenath is visited by four old friends from [[Terranova]] who visit and bring supplies from the old world for the first half of the month (Fruit 817). '''4'''<br />
These are 2 succubi and 2 incubi, hence the half of the month '''1'''<br />
<br />
=== Vallaki Village ===<br />
The village of Vallaki is in the upper area of Borovia on the southern side of Lake Zarovich.<br />
<br />
It is occupied by Dozar City Regional Guard, lead by Sub Commander Wayfair Prev. '''1'''<br />
<br />
1,100 troops of average & poor quality. '''1'''<br />
<br />
Rumoured to be looked down on by the Drow. <br />
<br />
=== The Caleen Walkers ===<br />
Sighted in Borovia, patrolling the borders. <br />
<br />
They are a capable human mercenary group led by Sub Commander Dan Mich (Human) and is a total force of around 1,800 A grade troops. '''1'''<br />
<br />
== Elven Isles ==<br />
The Elven Isles are a group of islands deep in the Western Ocean. <br />
Extent of the Isles is about 100 x 100 miles.<br />
Approx 3,000 miles west of Seagate, 2,000 miles WSW of Destiny, 5,000 miles east of Terra Nova. <br />
[[Image:Elven Isles-Autumn Frost.jpg|thumb|right|Elven Isles]]<br />
<br />
The mystical Sea Elf town is mostly located offshore underwater with minor elements (large village size) on shore.<br />
<br />
There are Human and Sea Elf slaves. '''1'''<br />
<br />
=== Fog ===<br />
A large cloud or fog bank covers a dozen miles out from where the islands should be. It is from the sea level to about 2 miles up. The visibility at sea level is near zero as in under twenty feet. It is cool and extremely still with calm still waters out from the islands for a couple of miles. '''1'''<br />
Enhanced Vision pierces the fog as normal. '''1'''<br />
<br />
The icky air making up the cloud is coming from a hole in the ground many miles away. Estimated to be the location of the old Elvish Naval base. '''1'''<br />
<br />
There is a school/flock of Greater Undead Flying (Animal-Growthed) Sharks within the fog, they are dispersed over an area of about 1 mile. '''1'''<br />
<br />
Guild Library records mention a cloud like the one reported which allowed for some form of undead to move within them.<br />
Once you have spent a large amount of time on the Elvish Isles and you can clearly see thru the "fog" or "cloud" and it no longer obstructs your vision at all. (Note to turf from jono)<br />
<br />
=== Aquatic Siren Call ===<br />
Closer to the islands there is some form of enchanted aquatic song which calls to you. '''1'''<br />
<br />
The siren call is from an ancient Elvish item known as "The Sea Kraken Hearthstone" which is resistible at range (several miles) but not up close (within 1 mile). '''1'''<br />
Works on sentient creatures in the water. '''1'''<br />
Water College Counterspells help with the resistance. '''1'''<br />
<br />
The source of the Sea Kraken call which is a stone in a deep well '''1''' which must be open to the<br />
sea somewhere down in its depths. '''2''' <br />
The well is accessed with easy within the cave '''1'''<br />
<br />
More info about the artefact has been requested from the Elves.<br />
<br />
=== Dolphin Island Harbour and Shipyards ===<br />
Over a dozen ships are anchored in the shelter of the bay off the western end of [[Elven Isles|Dolphin Island]]. '''1'''<br><br />
They are [[Lord Azzur]]'s ships from the Black Fleet, and an old Cog troop transport ship. '''1'''<br><br />
They are disguised and talked about as ships from [[Eltrandor]] and [[Destiny]]. '''1'''<br />
<br />
The sailors on the transport ship are mostly moving by small craft into a cave (set into the shoreline) and you can see from some distance that people are working on huge ships in a large underground cave. '''1'''<br />
<br />
This matches the rumours of the old Elvish navy base.<br />
<br />
The old doors into the cave are open, in ruins and probably could no longer be closed. There are signs a huge creature has bashed its way in. '''1'''<br />
<br />
One of the six ships should be ready now (Start of Winter 817), but isn't for some reason, and the others will be finished their refit within the next three months (end of Winter - early Spring 817). The others are a long time away maybe 8-9 months (Autumn - Winter 818wk). '''1'''<br />
<br />
=== Shark Island ===<br />
:Many hundreds of Drow come and go daily by portal to the islands from Terrenova 'or other areas' and move on to Borovia. '''1'''<br />
:The portal to Borovia stands a few hundred feet away from the Terrenova portal. Both are tall arches set into the ground, and even now you can feel the smell of blood magic coming off them.'''1'''<br />
:They have 200-300 Drow guards - warriors and mages as well as many Drow using them along with many slaves.'''1'''<br />
<br />
=== Dolphin Island Headland ===<br />
On the headland close to the shore is a large camp which is well dug in, well built and is home to 500+ Drow troops. '''1'''<br />
<br />
The fog near that area seems to be slowly draining your health, leaving you with a cold chill. Divination shows any form of Necromantic protection (including jade Amulets) are sufficient to avoid the current level of Drain. '''1'''<br />
<br />
=== Supreme Commander Lady Dokkalfer ===<br />
[[Supreme Commander Lady Dokkalfer]]<br />
<br />
=== Master Bluevane ===<br />
[[Supreme Commander Lady Dokkalfer]] has an invisible male companion known as Master Bluevane who is only seen dressed in rich high court dandy fashion who is fixated with luck magic and is always seen with playing cards used in the Drow card game of Prava. '''3'''<br />
<br />
Reports from spies & courtiers in the City of Dylath say he may be a Mind mage, Spy & Assassin. '''3'''<br />
<br />
Agents in [[Dylath]] inform me that that Master Bluevane has become heartbroken over a woman from over the sea and they speculate that this may be [[Missy Ratajkowski]]. Others in Dylath do not think Master Bluevane is capable of love and think something else is going on. This is only confused but others thinking that his love is dead, and may have been a sacrifice in the pits of the Dylath temples. '''3'''<br />
<br />
== Carzala and South ==<br />
<br />
Autumn 817: Some very clever scouts (three different groups) in [[Carzala]] are tracked, [[Jedburgh]] and the Duke's men make contact, the groups used Wiccan and Rune magics. <br />
One location they spent time at is a large family crypt that had been opened and hidden behind a secret door is a newly crafted underground cave, which contains a ring of small standing stones which could be used by a rune mage. At the other locations are hidden boltholes of weapons and food and outfits for fitting in within the general population of Seagate.<br />
The investigation at the guild of the dead bodies reveal that two of the five are Drow and three are Humans.<br />
Both of the Drow are Rune mages of good level of spells, with a wide range of spy skills. One of the Guild Necromancers points out they used some form of blood magic so we are not able to speak to the dead. It is questionable if they can even be resurrected.<br />
<br />
=== Seagate ===<br />
<br />
The Superstition Mountain Dwarves are secretly (through middle-men) buying up weapons through Seagate and other sources. '''1'''<br />
<br />
==== Destinian Ambassador ====<br />
[[Seagate#Don_Paulo_De_Marona|Don Paulo De Marona]] is the Destinian Ambassador to the Carzalan Court.<br />
He is working out of Seagate. <br />
<br />
He likes gambling & women. <br />
He has a protected aura and his staff & bodyguards work to clean up unwanted issues. <br />
<br />
Rumour has it that he will soon be tasked with cleaning up the Destiny name. <br />
<br />
==== Elven Consulate ====<br />
[[Grace Wind Estate]] is the Elven Consulate in Carzala.<br />
<br />
They have been buying in extra food and supplies. '''2'''<br />
<br />
=== Sea of Grass ===<br />
Autumn 817: A large group (500 to 1,200 of tall [[Kinlu]] people) came through a portal somewhere in the Sea of Grass (Often this area is a portal to the [[Pasifika]] area) move through the [[Sweet Riding]] and head south-east skirting [[Brastor|Brastor Holdings]] and at night moving towards [[Novadom]]. '''1'''<br />
<br />
A small group of Kinlu scouts (10 people) made contact with Dwarves in some form of well hidden depot in the foothills outside [[Novadom]]. '''1'''<br />
<br />
Goblins were found coming through the [[Sea_of_Grass#Beth_Salem|Beth Salem]] portal on the [[Sea of Grass]], interrogating them revealed that the Drow somewhere on Alusia have been throwing goblins into a portal in attempts to send them places. According to this group of goblins most of the groups died in the attempts. This suggests that the Drow are using some sort of brute force method to try and subvert portals, which may be how they have done it in Borovia and the Elven Isles.<br />
:''Divination of one of the goblins requested''<br />
<br />
=== Gatar Depression ===<br />
Brastor traders say that when in the [[Gatar Depression]], they noticed 'strange lights & sounds' coming from the evil Dark Watch town in the area. They avoided it. '''3'''<br />
<br />
They did say that they had trouble crossing a large disturbance in the ground which was 50 foot across and cut into the ground left and right for as far as the eye could see. It was as if some giant monster had ripped up the ground. '''3'''<br />
<br />
=== Superstition Mountains ===<br />
Buying up weapons through Seagate and other sources. '''1'''<br />
<br />
Some people seem to be undertaking scouting training on the edge of [[Borovia Hold]]. '''3'''<br />
<br />
The Borovian levy are training to get ready to be deployed into Borovia and maybe the Elvish Isles.<br />
They are getting the support of some unnamed merchant prince in Brastor covertly supplying equipment for them to use.<br />
They have these bombs which when let off on the ground create a hole which vanishes after a short time. Items can be hidden in the hole. It can somehow be opened later on by the person using the bomb.<br />
<br />
Clan Chief Dunbait Hammerstrong III is planning on hosting a gathering of those wishing to resolve the Borovia Drow problem. <br />
<br />
Princess & War leader Mordrin is Princess of the Path (walks in the world) and a great war leader and she is able to call the Axe Alliance to arms. Many legends speak of this and her ability to re-open and re-start the Great Forge & Furnace.<br />
<br />
=== Brastor ===<br />
Autumn 817: In the south of [[Brastor]] at the head of the [[Champion River]] the [[Temple of the Knights Templar|Temple of the Knights]] an entity was disturbed investigating the temple. In the resulting combat many guards were killed and other Knights who quickly came to their aid also suffered wounds. The intruder was probably one of the [[Janx]].<br />
<br />
=== Novadom ===<br />
Local merchants supplying Dwarven traders in the foothills out of town, with large amounts of food which does not seem bound for the [[Superstition Mountains]].<br />
<br />
A huge band of soldiers and warriors who are clearly Drow are working with the Dwarves outside of Novadom. They have moved off down the coast south, from Novadom. Someone in many markets across many cities (Arzdorf to Tycho) has been attempting to purchase St John's-wort. Many tons of St John's-wort has been stolen in Brandenburg which has increased jitters in the market. The demand is well beyond normal. Prices for this are expected to go up.<br />
:'''Please consult with Herbalists about uses of St John's Wort'''<br />
<br />
=== Five Sisters ===<br />
Autumn 817: The [[Elemental Brothers]], disguised as Elves from [[Asan|Asan]], travelled from [[Tycho City]] to [[Adjepbar]] then [[Kirkul]], looking for someone, probably [[Janx]].<br />
<br />
[[Adjepbar]] concerned about foreigners trying to gain influence over the mystical '''[[Saktekorum|Blue Sands]]''' trade.<br />
<br />
Odd trading ships are sailing under the Asan flag.<br />
<br />
<br />
== Western Kingdom ==<br />
<br />
=== Konigburg ===<br />
King Ulric plans to appoint Baron [[Clementine]] of Seagate to lead the mission of the Rapiers to Borovia.<br />
<br />
[[Aurora]] inserted into court politics.<br />
<br />
=== Sanctuary ===<br />
Autumn 817: more fighting in Sanctuary than normal and someone said it was a shipment or cargo of goods at the core of the troubles. '''4'''<br />
<br />
Autumn 817: Some Drow are in town wanting to recruit a three troupe of entertainers, for the next years service. '''3'''<br />
<br />
=== Kings Rapiers ===<br />
This elite band of 200 Halfling Fighters (and occasional Mage) has great stature in the Western Kingdom as the loyal protectors of the King. All are well dressed and have red tri-corn hats.<br />
They were previously known as The Tricorne Hobbits of the King's Rapiers.<br />
<br />
Rumour has it that the King of the [[Western Kingdom]] is sending The [[Konigburg#Forces_in_the_City|King's Rapiers]] to remove the Drow from Borovia at his (step-)sister's request. <br />
<br />
Some of the Kings Rapiers (20 or so) were seen in New Seagate in Autumn 817. They regularly dine at Alphonses. '''3'''<br />
<br />
Rumour has it that Lady Celene of Alfheim, Ambassador to the Western Kingdom is rumoured to be about to give a gift to the new Captain of The Kings Rapiers, once appointed. '''3'''<br />
<br />
<br />
== Brandenburg and Caulder ==<br />
Lord Azzhur is involved - extent to be determined.<br />
Some of his ships are at the Isles.<br />
<br />
Two guild spys in Brandenburg city report they are being watched. [AF-807] '''2'''<br />
<br />
=== Missy Ratajkowski ===<br />
A companion of [[Lord Azzur]]<br />
<br />
[[Lord Azzur]] of Calder is romantically involved and is said to be in love with the capable and alluring Elven courtier - Missy Ratajkowski who is said to have been rescued by Lord Azzur from the Drow in the Elvish Isles. '''3'''<br />
<br />
She is said to be the most one of the beautiful woman in the Western Kingdom, and this is supported by the fact that she turns heads in public and people stop in the street upon seeing her. Even your agent has said that his heart skipped a beat when seeing her. '''3'''<br />
<br />
She is known to speak many languages and is said to be a good and kind person who loves poetry song birds and kittens. She has given arms to the poor and supported many issues within Calder and courtiers have noted that she receives letters from any that have had the good fortune to deal with her. '''3'''<br />
<br />
She is said to be on good terms with [[Reeve Stephen Willowtown]] and [[Lieutenant Duncan Sil]] who are both trusted servants/agents/henchmen of Lord Azzur.<br />
<br />
=== Reeve Stephen Willowtown ===<br />
Is a worshipper of Kukulak (Khulian God of Storms), who somehow has a combination of Wicca, Air & Ice magics.<br />
<br />
=== Lieutenant Duncan Sil ===<br />
<br />
He is a ship's' captain and a mage, of great skill. He is a skilled Blood Binder, which has allowed him to create<br />
and animate his two dozen steel guard.[Caulder] [AF-817] '''2'''<br />
<br />
=== The Steel Guard ===<br />
<br />
These Steel Guard are animated and enchanted warriors (with magical weapons) which are immune to magic<br />
spells, fast and agile and twice as strong as a person. They can fly. [Caulder] [AF-817] '''2'''<br />
<br />
=== Princess Noor-un-nisa Inayat Khan ===<br />
Princess Noor-un-nisa Inayat Khan is known to be in exile from the Empire of Azuria. She does not speak the common tongue. She is said to be close to Lieutenant Duncan Sil one of Lord Azzur's henchmen. [Caulder] [AF-817] '''2'''<br />
: 812 WK stopped off in Calder during a journey and was captured. Her six maids died within the first three years.<br />
: 814 WK her family was cursed never to enjoy the sun by the current Emperor of Azuria.<br />
<br />
== Destiny ==<br />
Destiny came to an understanding in 812 WK. The Dons were approached by agents ([[Master Bluevane]]) of [[Supreme Commander Lady Dokkalfer]]. <br />
The agreement was for Destiny to -<br />
* Not work against any Drow ships or fleet for the next five years.<br />
* Not support or work for the Western Kingdom or merchants of the Western Kingdom.<br />
<br />
Destiny got paid a large sum in coin for this service in early 813 WK. <br />
<br />
Destiny was again approached by agents (Master Bluevane) in late 813 WK with an offer for both the Drow and Destiny to get rich. The plan was for Destiny to purchase the islands from the Drow and then on-sell them to Alfheim. <br />
It looks as if [[Seagate#Don_Paulo_De_Marona|Don Paulo De Marona]] (Destinian Ambassador to the Carzalan Court) will soon be tasked with cleaning up the Destiny name.<br />
<br />
<br />
== Terra Nova ==<br />
The War Party is said to have gained more power with some form of '''magical pool in a far off land across the sea''' - maybe the [[Elven Isles]] as <br />
<br />
The War Party were involved supporting the [[Infected Prince Smith]] to be granted permission to come to Borovia by [[Lady Dunmer Moriquendi]] who is said to work for Supreme Commander [[Lady Dokkalfer Moriquendi]].<br />
<br />
It is said that the Dinossz City will gain much standing and honour if they open the sacred crypt in Borovia.<br />
<br />
They (Dinossz City troops?) have been trying to raise the money to get Count [[Kree]] Taijin from one of their allies to return him to Borovia to help with the mid winter ritual.<br />
<br />
<br />
== Alfheim ==<br />
<br />
=== Borovia Task Force ===<br />
[[Alfheim#Youthful_Expectations|Sir Celladoor Bladekind]] is now appointed by the [[Alfheim]] Court to lead the expedition into the human lands to free it of Drow. He is a fast mover and it is expected that he will act within the year. He mostly has the support of the [[Beltan Elves]], who are led by [[Captain Willowhelm]]. '''2'''<br />
<br />
=== Elven Isles Task Force ===<br />
Mistress [[Quillian Warthold]] has been tasked with sorting out the Elven Isles.<br />
She leads a team of [[Quillian_Warthold|Elvendar Scouts]] and water mages. <br />
A limited number of enchanted cords are available to people who will spend time on the Isles. <br />
Quillian Warthold is expected to be leading the 1,200 Elven Scouts and Rangers. 200 Sea Elf scouts & water mages. <br />
At this stage the Elves are expected in Seagate sometime in 818 WK at [[Grace Wind Estate]] in Carzala, and they will arrive by flying [[Beltan Elves|Beltan]] ship.<br />
<br />
== Delph and Pasifika ==<br />
Trade from Pasifika going west is pretty much non existent at present, so [[Pasifika]] appears a dead end for following leads on the Drow lands or the Empire of the Sun. '''1'''<br />
<br />
However there are already reports from the Drow city of Misra on [[Delph]] indicating that their Sea trade appears to be suffering due to some kind of anomaly, possibly some kind of magical pool which is presumably in their harbour. '''3'''</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Famous_Maryn_People&diff=100696Famous Maryn People2024-03-22T23:50:41Z<p>Stephen: Text replacement - "Å›" to "s"</p>
<hr />
<div>[[Category:Maryn History]][[Category:Andrew W]] __NOTOC__<br />
The [[Maryn Consociation]] was a geographically extensive and powerful confederation of [[Maryn Races|mortal]] kingdoms in the Dakhini peninsula south of ancient [[Hindia]], ruled by the elvish Maryn dynasty from 32,000 to 26,000 years ago. Most odf the famous people were part of the [[Last Maryn Court]]. Significant elves included:<br />
<br />
==Calathiel Marya==<br />
High Queen and ruler of the Maryn Consociation between 32,200 and 29,700 years ago.<br />
Calathiel first emerges in contemporary accounts as 'Sendracallus'. As a young woman she is said to have met some of the Drow Council. She is also said to have met the Nostariel High Lady, angered her, and made a narrow escape, before forging an alliance with the wizard Parvaliel, and in a series of campaigns, their joint army defeated Dhana, the Nostari ruler of Nishadha, and founded the Marya state. As she was preparing war against the prefects of the sorcerer Peithon, a huge wild elephant went to Sendracallus and took her on his back as if tame, and she became a remarkable fighter and war leader; it is in these battles that she earned the name Calathiel. High Queen Calathiel established a strong centralized state with a complex administration at Savira, and four provincial capitals. She was one of the first elvish nobility to embrace the Powers of Light. She became sick from a consumptive disease, and eventually fasted herself to death.<br />
<br />
== Bellethiel==<br />
High Queen and ruler of the Maryn Consociation between 29,700 and 28,300 years ago; daughter of Calathiel.<br />
Bellethiel extended the rule of the Consociation towards the south, although she stalled at the Kalinga border. She also had a Drow ambassador at court, until a particularly impolitic missive from Seleskias Nicator. It was her response to this missive that earned her the sobriquet of '''Amitraghata''' (Slayer of Enemies). She was killed on the border of Kalinga while negotiating a truce.<br />
<br />
== Aistaraina the Great==<br />
High Queen and ruler of the Maryn Consociation between 28,300 and 25,920 years ago; daughter of Bellethiel.<br />
As a young princess, Aistaraina was a brilliant commander who crushed revolts in [[Maryn Kingdoms#Gurjara|Gurjara]] and [[Maryn Kingdoms#Panchala|Panchala]]. As monarch she was ambitious and aggressive, re-asserting military superiority in southern and western Dakhini. But it was her conquest of [[Maryn Kingdoms#Kalinga|Kalinga]] which proved to be the pivotal event of her life. Although Aistaraina's army succeeded in defeating [[Maryn Kingdoms#Kalinga|Kalinga]] hordes of orc soldiers and goblin skirmish units, an estimated 100,000 were killed in the furious warfare, including over 10,000 of Aistaraina's own [[Maryn Races#Rabari|Rabari]]. Hundreds of thousands of people were adversely affected by the destruction of war and the resulting famine and pestilence. When she personally witnessed the devastation, Aistaraina felt great remorse, and once the annexation of [[Maryn Kingdoms#Kalinga|Kalinga]] was completed, she embraced the teachings of [[Maryn Dharma|Dharma]], and renounced war and violence.<br />
<br />
==Seleskias Nicator==<br />
Seleskias Nicator was the Drow King and general who was the enemy, rival, and ally of both Calathiel and Bellethiel.<br />
<br />
== Nostariel Matriarchy==<br />
The Nostariel were the family who supervised the Dakhini peninsula for two millennia after the War of Tears, and before the rise of Calathiel. They were led by High Lady Dhana Nostariel, who personally oversaw the raising and initial civilising of many of the Dakhini races, including the Brahmin, Dawon, Rabari, and Dimasa. However, they gave the lesser races very little freedom, which eventually led to a series of uprisings, culminating in successful the coup led by Calathiel and Eleniel.<br />
<br />
== Katilya Eleniel==<br />
Katilya Eleniel wrote the Arthas-Ästra, one of the greatest treatises on economics, politics, foreign affairs, administration, military arts, war, and religion ever produced. She was also the spymaster, general, lover and chief minister of Calathiel Marya during the founding of the Consociation, before stepping aside so that Rakshasa could become Consort. The exact reasons behind this last decision are still unknown, but speak again of her greatness in setting her new nation before her own desires.<br />
<br />
Later evidence indicates that the Arthas-Ästra was book II of a grand Quartet for improving mortal races. The books appear to have been:<br />
* '''Engineering Sentience'''. This work records the lifting of many [[Maryn Races|Hiin races]] from beasts to sentience, along with details of the successes and failures, and speculation on future and historic projects (including Humans, Dwarves, and Orcs - although not Halflings). <br />
* '''The Science of Political Economy''' (Arthas-Ästra). This work discusses the ethics of economics and the duties and obligations of a king. Its scope is, however, far wider than statecraft, and it offers an outline of the entire legal and bureaucratic framework for administering a kingdom, with a wealth of descriptive cultural detail on topics such as mineralogy, mining and metals, agriculture, animal husbandry, medicine and the use of wildlife. The Arthas-Ästra also focuses on issues of welfare (for instance, redistribution of wealth during a famine) and the collective ethics that hold a society together.<br />
* '''The Art of Immortality'''. A step-by-step guide to moving beyond the confines of Life and Death. The details focus around becoming a Greater Undead (in particular, an Umbral Shade, which can be thought of as a Shadow Lich), although other paths are also explored. The details include how to gain immortality without losing one's soul to evil, or suffering from the ennui and loss of perspective or humanity that immortals invariably suffer from. A disturbing but heart-felt work.<br />
* '''The Architecture of Ascension'''. A series of 54 case studies of Ascension/Falling, including 49 of the Demons, 3 ArchAngels, 1 Outer Power and Katilya Eleniel's own plan to Ascend as the first human/mortal Power of Light, written in the future-perfect tense. It also has an excellent, if slightly biassed analysis of what differentiates the Fallen from the Ascended, primarily revolving around the nature of their motivations and sources of power.</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Orias&diff=100695Orias2024-03-22T23:50:39Z<p>Stephen: Text replacement - "Å›" to "s"</p>
<hr />
<div>[[Category: Powers of Darkness]] __NOTOC__ [[Image:DemonRating05.gif|right|Nastiness Rating 5/10]]<br />
''The Celestial Prince''<br />
<br />
[[Image:Orias.jpg|right|170px]]<br />
Orias appears in the form of a lion, but with the tail of a serpent. He bears in his front claws a pair of great hissing serpents and rides a mightily-thewed warhorse.<br />
<br />
He can reconcile all but the most bitter enemies and any summoner who finds his favour will be subject to assistance in acquiring honours and dignities. He is a prophet of great wisdom, but guards this knowledge tightly, prefering that others become known for their predictions, while he merely acts on it, being unconfrontationally in the right place at the right time, every time.<br />
<br />
== Known Agents and Followers ==<br />
* [[Clarissa d'Ornay]], but only to his maternal aspect (the 'Moon Goddess' Inanna). Yeah, really.<br />
<br />
=== Priests and Churches ===<br />
* In [[Bandorion]] there is an elven holiday camp, containing a ruined temple consecrated to Orias by the Coven of the Unicorn's Eye.<br />
* In [[Alfheim]] the noble and very traditional family of Arandil leads the Cult of the Blood Moon, which has various temples and religious rites.<br />
<br />
== Activities and Known Interests ==<br />
* To emphasise and promote Celestial magics and influence, and to gain political influence in the mortal realms to aid this.<br />
<br />
== Aspects ==<br />
Orias is one of the demons that has several distinct aspects in addition to his integrated 'horse-riding lion' persona that he usually presents to humans and other mortal races.<br />
<br />
=== Drow Aspects ===<br />
Orias often manifests to Drow as one of the following aspects:<br />
* The Moon Goddess Inanna; a two-faced ever-watchful mother/madness figure.<br />
* The Dark Goddess Eriskigal; a cruel and twisted goddess of death and undeath.<br />
These names are taken from the dragons [[Inanna]], and [[Eriskigal]], but there seems to be no metaphysical connection.<br />
<br />
=== Elvish Aspects ===<br />
To Elves, particularly Celestial Adepts, Orias usually manifests as one of the following aspects:<br />
* Soma, Lady of the Full Moon; a strict maternal figure<br />
* Mitra the Wanderer; a Sage and Prophet<br />
* Aryaman, Master of the Dark<br />
* Bhaga, Maker of Stars<br />
* Surya Sunlord; a charming manipulator<br />
* Daksa of the Hidden Face (''only during the New Moon'')<br />
Unlike the drow manifestations, the similarly of Aryaman with the dragon [[Ahriman]] appears to be coincidental. There appears to be no shadow branch amongst the elven aspects; however "MÄrtanda the Corrupter" appears to be the aspect that the other aspects blame when anything goes wrong, and is reportedly a shadow-weaver. In addition, the aspects Soma and Daksa have some sort of ancient rivalry.<br />
<br />
== History ==<br />
A Chronology of Events and Encounters<br />
* In [[Deconstructing a Fictional Girl]], Inanna (a moon aspect of Orias, not the [[Inanna|dragon]]) was indirectly behind the deaths of several ''Lil'rissas'' (mopey teenage elves) in [[Sanctuary]], and a couple of attacks on a Guild Party. This was part of a cunning plan, centuries in the making, to find (or breed) a person who would reunite a lost Celestial Branch, thus giving Inanna more power relative to other aspects of Orias.<br />
* In [[A Civilised Ending]], Orias sent a party back to the [[Maryn Consociation]], seemingly to reunite a family or Celestial Branch. It appears that the disunited elements were in fact part of Orias himself formed during [[The Dakhini Cataclysm]], and the reason why he fell from being a Demonic Prince to a mere Demonic Marquis, and had various incompatible lunar, stellar, solar, shadow, and dark aspects. By pre-conciling his irreconcilably shattered elements, Orias regained his former glory at a [[Clarissa_d'Ornay|very minor]] cost.</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=A_Civilised_Ending&diff=100694A Civilised Ending2024-03-22T23:50:19Z<p>Stephen: Text replacement - "Å›" to "s"</p>
<hr />
<div>[[Category:Scribe Notes]] [[Category:Dakhini]] [[Category:Maryn History]] [[Category:Andrew W]]<br />
Return to [[Scribe_Notes#Winter_809_WK|Scribe Notes]]<br><br />
<div class="TOC">__TOC__</div><br />
== Summary ==<br />
'''GM''': [[Andrew W]]<br><br />
'''Session''': [[Winter]] 809 WK<br><br />
'''Night''': Tuesdays, starting 16 June<br><br />
'''Location''': Avondale<br><br />
'''Level''': [[Experience#Quest_Level | High ]]<br><br />
<br />
;Party: <br />
*{{:Clarissa_Signup}}<br />
*{{:Gerald/Glass Signup}}<br />
*[[Darien]], a Human [[:Category:Celestial|Celestial]] [[:Category:Spy|Spy]] played by [[User:ErrolC|Errol]]<br />
*[[Amelia]] - a Halfing Ranger Herbalist played by Rosemary Mansfield<br />
*[[Mortimer]] Graves - Halfling (or maybe Halfelf) Wicca played by Martin<br />
Party is full.<br />
<br />
;Employer: Ithiliderial, a young and compassionate Lunar Celestial and Resonant Phoenix, along with her imaginary friends Princess, Clarissa, Limwen, Maetharenal, and their cousins Adonnenniel and Miss Arandil.<br />
<br />
;Pay: You can share all of Ithiliderial's old toys, as she hopes to get new ones at her birthday party. You may also have one slice of cake each. Ithiliderial's [[Orias|Governess]] will supervise the birthday party, and may provide party favours to good little children.<br />
<br />
;Game Preview: Some running around, a little info gathering, some baby-sitting of your employer, overthrowing a few kingdoms, and a children's birthday party. Probably light on Violence and not as heavy on Confusion as some of my games. A little application of the old grey matter, and you'll all be home in time for tea.<br />
<br />
;Mission: Ithiliderial is turning three and wants a birthday party with her mummy and daddy, but they aren't talking to each other.<br />
<br />
;Background<br />
: (Clarissa to amend / add as appropriate)<br />
: Two elven households worship the same Goddess and are the only surviving Adepts of the [[Lost Celestial Branches|Lunar Celestial]] college. However, they both believe the other is corrupt and evil, and partially responsible for everything from the [[War of Tears]] on down. Their youngest, most impressionable kids have a spring fling, and then are brought to their senses by older and wiser parties. Fifty four years later, the rather dysfunctional love child of this forbidden union, cursed by both families as well as providing her own misfortunes, wishes to bring the families together, not least to stop her own fragile edifice of sanity from falling down around her ears ([[Deconstructing a Fictional Girl|again]]). Mum's family is very traditional Alfheim nobility, not convinced of the new [[Alfheim#Elven_Queen|Queen]], while Dad lives in a [[Bandorion|commune]] of crazy drop-outs. Neither side realises (?or cares?) that the Goddess Inanna they worship is an aspect or the Demon [[Orias]]. This disagreement has been going on for 35,000 years, and as far as both sides are concerned, it can go on for another 35,000.<br />
<br />
;Portents<br />
<br />
:The Unicorn's eye fell upon Alice ... "What is this? he said at last.<br><br />
:"This is a child," Haigha said eagerly ... "We only found it today. It's as large as life and twice as natural."<br><br />
:"I always thought they were fabulous monsters," said the Unicorn.<br><br />
:Alice began: "Do you know, I always thought Unicorns were fabulous monsters too ..."<br><br />
:"Well, now that we have seen each other," said the Unicorn. "If you'll believe in me, I'll believe in you. Is that a bargain?"<br><br />
:"If you like," said Alice.<br><br><br />
<br />
:'Through the Looking Glass' by Lewis Carroll.<br />
<br />
==Information==<br />
<br />
===A Useful Summary of Background Information===<br />
<br />
'''Clarrisa's Pact'''<br><br />
* Clarissa owes service to the demon Orias in return for sanity, stable memories, and a new left eye. She is pacted to perform this service within "a year and a day", but didn't ask which calendar Orias is using.<br />
* Orias has tasked Clarissa to reconcile the two sundered sub-branches of the [[Lost Celestial Branches#Moon|Lunar Celestial College]]:<br />
:: Cult of the Blood Moon (full moon)<br />
:: Cabal of the Unicorn's Eye (new moon)<br />
<br><br />
'''Lunar Celestial College'''<br><br />
For ease of reference and so that we don't accidentally cause offence we intend to identify the two groups geographically, i.e. Northerners and Southerners.<br />
<br><br />
* '''Northerners''': The Cult of the Blood Moon is centred in the Elven family Arandil ("King's Friend") who are based in the Nordlingen province of [[Alfheim]]. The cult worships the Moon Goddess Innana, (actually Orias) and practice the Full Moon variant of the Lunar Celestial College. <br />
:: They consider the Southerners as evil worshipers of the demon Eriskigal.<br />
:: One of their people killed a priest of the other 'on sight'<br><br />
* '''Southerners''': the Cabal of the Unicorn's Eye is centred in the Elven village [[Bandorion]] in the [[Adlanna]] mountains south of [[Mungodia]]. The cult worships the Moon Goddess Innana, (actually Orias) and practice the New Moon variant of the Lunar Celestial College. <br />
:: We don't know their opinion of the Northerners, but as they are short lived, it may be based far more on family history than actual events. <br />
:: One of their priests casually murdered a number of young female elves in Sanctuary during Winter 808.<br />
<br><br />
'''Clarissa's Contacts with her family'''<br><br />
* Clarissa has no memories of her childhood, her earliest recollections start with being abandoned in the southern fringes of the Sea of Grass 20ish years ago.<br />
* She has since found that her parents are divorced and she spent her 1st year (elven long year = eighteen short years) and 11/18th of her second year with her mother's family in Alfheim and the last 7 years of her 2nd year with her fathers family in Bandorian.<br />
* Her maternal grandfather called her "Warrior Princess".<br />
* Her paternal grandfather tattooed her so she would continually forget her maternal relatives.<br />
* Clarissa has visited the Southerners but was still insane for most of the visit and only remembers clearly from when she pacted to Orias.<br />
* Her only contact with the Northerners has been two meetings with her cousin [[Deconstructing_a_Fictional_Girl#Megildur|Megildur]], and she can't remember many details from the 1st meeting, except that her association with the [[The Rights of Spring|Spring Rites]] had greatly offended them . At the 2nd meeting Megildur immediately identified her pact to Eriskigal, and told her that her mother would now be actively trying to kill her (probably with a lot of collateral damage).<br />
<br><br />
'''The Goddess Innana, Her Dark Sister Eriskigal or the many faces of Orias'''<br><br />
* Orias has been worshiped by the Lunar Celestial groups as the Moon Goddess Inanna, or possibly Eriskigal. Whether he deliberately subverted the older mythology or whether over time the elves just mixed it up is unknown. <br />
* He has at least 3 aspects seen by mortals and acolytes can easily differentiate which aspect another acolyte is pacted to (and don't necessarily recognise that it is all the same demon).<br />
* As suggested motivation for Clarissa's service is the power boost he would gain from arranging the end such a bitter and long-standing feud. <br />
* It is unlikely that there is anything expect a mythological link between the worship of Orias and the two twin dragons [[Inanna]] and [[Eriskigal]].<br />
<br><br />
'''Short Summary of Relevant History'''<br><br />
* The Lunar clans feud is rooted 25,000 years ago in the [[The Dakhini Cataclysm]], the Northerners blame the Southerners, and probably vice versa.<br />
** ''I had the impression that this was an example of maiden slaughter, not the root of the conflict? - Errol''<br />
** ''It's the most egregious offence by the Cabal of the Unicorn's Eye, the 'Holocaust' moment. Almost the entire Cult of the Blood Moon was wiped out, and since then, they've been a shattered remnant, bent on revenge -- Andrew''<br />
* Fae influences are a common theme throughout Elvish history, and the religions and mythology are rife with their impact. Currently the 'Old Ways' are banned in Alfheim.<br />
* Alfheim has been under a curse of 'Apathy' since the aftermath of the [[War of Tears]]. The curse was the combined work of 9 demons and was broken in 808 [[In Her Majesty's Somewhat Secret Service#The Curse on Alfheim|The Curse on Alfheim]].<br />
* The Black Books of Prophesy (not to be confused with the [[Scrolls of Kael]]) was one of the curse foci, and also foretold the destruction of Alfheim, triggered by the population falling below a certain point. The philosopher Tangleleaf predicted this threshold being met in the decade 810 - 820 WK.<br />
* To try and circumvent this prophesy the old Fae spring fertility rites (as per the [[Scrolls of Kael]]) were promoted by [[Lucius]] of [[Ladlaugh]], [[Isil Eth]], [[In_Her_Majesty's_Somewhat_Secret_Service|Her Majesty's Secret Servants]], and Master Philosopher Tangleleaf (once of [[Alfheim#Erlangene|The University]] and now [[Ladlaugh]]. The Queen's approval was gained and [[The Rights of Spring|so many took part]] that tens of thousands of elven babies were born in Vintage 809 WK<br />
* Alfheim is on the brink of civil war. Many recent guild parties have been involved in trying to reconcile the various contending factions with mixed success: <br><br />
::[[The Legacy of Kael|Shall We Pacify The Wild Elves]] <br><br />
::[[In_Her_Majesty's_Somewhat_Secret_Service|Everybody Should Pay Their Taxes]] <br><br />
::[[The Rights of Spring|An Long Overdue Party]] <br><br />
::[[Thanks for all the fish|The Misguided Chancellor]] <br><br />
::[[The end of days|Revenge is Sweet]] <br><br />
<br />
===More Detailed Information===<br />
<br />
# Relevant Geography includes: [[Alfheim]], [[Adlanna]], [http://homepages.ihug.co.nz/~rmansfield/Wiki/calcSeasonPlace.html Moon Timetable].<br />
# Relevant Lore includes: [[Lost Celestial Branches]].<br />
# Clarissa has commissioned [[Dark Lore on Demons, Blood Cults and Elven Children|some research]]. Other areas asked about include: [[The Dakhini Cataclysm]], the [[Maryn Consociation]], [[Inanna]], [[Eriskigal]], [[Orias]]. <br />
# A partial summary of [[The_Clarissa_Diaries#Recent_Developments|Clarissa's memories from Summer]].<br />
# Relevant History, borrowed from an Alfheim library, includes: [[Maryn Consociation]], the [[Last Maryn Court]], [[Maryn Races]], [[Maryn Kingdoms]], [[Famous Maryn People]], [[Maryn Dharma]], [[Maryn Tribalism].<br />
# Summary of a mythical skill: [[Celestial Apocalypist]].<br />
<br />
The prequels to ''Princess Diaries Volume III: [[I Come No More To Make You Laugh|Happily Ever After]]'' are:<br />
:: ''Princess Diaries Volume I: [[War_of_Tears|The Best Parties have Fireworks]]'', and<br />
:: ''Princess Diaries Volume II: [[Deconstructing a Fictional Girl|Memories of an Idyllic Childhood]]''.<br />
<br />
===An Astrology Reading===<br />
''"Where is MÄrtanda and what is she up to?"''<br />
<br />
<br />
An honest tale speeds best, being plainly told.<br><br />
My conscience hath a thousand several tongues,<br><br />
And every tongue brings in a several tale,<br><br />
And every tale condemns me for a villain.<br />
<br />
<br />
I pray you all, tell me what they deserve<br><br />
That do conspire my death with devilish plots<br><br />
Of damned witchcraft, and that have prevail'd<br><br />
Upon my body with their hellish charms?<br />
<br />
And be your eyes the witness of their evil.<br><br />
Look how I am bewitch'd; behold, mine arm<br><br />
Is like a blasted sapling wither'd up.<br><br />
And this from Aistaraina, that monstrous witch,<br />
<br />
Consorting with that harlot strumpet Belle,<br><br />
That by their witchcraft thus have marked me.<br><br />
Shall I be tempted by the devil then?<br><br />
Yes, if the devil tempt me to do good.<br />
<br />
<br />
I should despair. There is no creature loves me;<br><br />
And if I die, no soul will pity me:<br><br />
Nay, wherefore should they, since that I myself<br><br />
Find in myself no pity to myself?<br />
<br />
But I shall laugh at this a twelve month hence,<br><br />
That they which brought me in my mistress' hate,<br><br />
I live to look upon their tragedy,<br><br />
Well set, ere a fortnight make me older.<br />
<br />
I'll send some packing that yet think not on't.<br><br />
To entertain these fair well-spoken days,<br><br />
I am determined to prove a villain<br><br />
And hate the idle pleasures of these days.<br />
<br />
<br />
True hope is swift, and flies with swallow's wings;<br><br />
Queens it makes gods, and meaner creatures kings.<br><br />
Conscience is but a word cowards use,<br><br />
Devised at first to keep the strong in awe.<br />
<br />
Methinks I see a thousand fearful wrecks,<br><br />
Ten thousand men that fishes gnaw upon,<br><br />
Inestimable stones, unvalued jewels,<br><br />
All scattered in the bottom of the sea.<br />
<br />
Some lie in dead men's skulls; and in those holes<br><br />
Where eyes did once inhabit, there will creep,<br><br />
As 't were in scorn of eyes, reflecting gems,<br><br />
That woo the dead bones laying scattered by.<br />
<br />
<br />
I have not yet set down this day of triumph.<br><br />
To-morrow, in my judgment, is too sudden;<br><br />
For I myself am not so well provided<br><br />
As else I would be, were the day prolong'd.<br />
<br />
'Tis a vile thing to die, my gracious lady,<br><br />
When men are unprepar'd and look not for it.<br><br />
But the world is grown so bad, that wrens <br><br />
Make prey where eagles dare not perch.<br />
<br />
Woe betides the land that's governed by a god.<br><br />
It is a reeling world indeed, my lords;<br><br />
And I believe will never stand upright<br><br />
Till mortals wear the garland of the realm.<br />
<br />
<br />
From the spongy south to this part of the east,<br><br />
There vanishes the sunbeams; which portends,<br><br />
Unless my sins abuse my divination,<br><br />
Success to the mortal host, writ large in the stars.<br />
<br />
Indeed, I'll be no mourner for that news,<br><br />
Because they have been my fierce adversaries;<br><br />
But still I'll give my all on virtue's side<br><br />
To bar my mistress's heirs from true descent,<br />
<br />
And thus I clothe my naked villainy<br><br />
With old odd ends stolen out of holy writ,<br><br />
And seem a saint when most I play the devil.<br><br />
Let us to't pell-mell, hand in hand to hell.<br />
<br />
===A Ritual of Moving a Space through Time===<br />
''Duration'': Permanent<br><br />
''Target'': Delineated Area<br><br />
''Number of Participants'': Varies, minimum three<br><br />
''Cast Time'': 24 hours<br><br />
''Material Components'': None<br><br />
''Concentration Check'': Standard<br><br />
;Effects<br />
: This ritual excises a defined and delineated area of ground from its current time and relocates it in a connected piece of time. Up to a quarter acre may be targeted by a single Mage; this area is proportional to the size of the primary cabal exponentially affected by its depth. By default, the target area may be shifted forwards a single day; this may be altered according to the power available, and the skill of the secondary cabal, in quanta of days, months, or years. This ritual may be performed with additional Mages; this affects many factors, including the area and extent of the time-shift.<br />
<br />
;Roles within the Coven<br />
: There are three major roles in this ritual. The primary cabal provides the raw power for moving the target, the focus maintains a grip on the target as the power is funnelled through them, and the secondary collective steers the target to the correct location. The focus must be a single person, or at least be of one will. In most cases one person is also sufficient for the secondary cabal.<br />
:The primary cabal, consisting of practitioners of a single style of magic, will provide the focussed magical energies through conduits to the First Mage. The First channels the power and pours it through the Focus into the targeted area. They must be able to wield and control the potentially vast quantities of energies, or risk magical burnout (permanent MA loss).<br />
:The Focus will serve as a passive vessel for the will of the primary cabal, and is not treated as a part of this, or any, cabal. The Focus must have an unbending will, and retain concentration on the target area and target time, or risk insanity or magical burnout (permanent WP and/or MA loss) and the target area spinning off in an uncontrolled fashion through space and time.<br />
:The secondary cabal, also of a common magical theme, will provide the impetus to shatter the barriers of time and paradox, while smoothing any wrinkles in the fabric of the universe. They also are responsible for the smooth reintroduction of the area into space at the end of the ritual. This cabal is led by the Second Mage, whose role is one of skill and subtlety, not raw power. A highly skilled Second will reduce the difficulty of the Focus's task.<br />
:Additional people may be required if sentient races, rather than just livestock, are to be transported. Representatives of each sentient race must be present at key times in the ritual, as their race is explicitly invoked.<br />
<br />
==Scribe Notes==<br />
<br />
<br />
===Session One=== <br />
<br />
or<br />
<br />
'''What I did on my Summer vacation by Maetharenal Arandil, aged 2 and 17/18ths'''<br />
<br />
<br><br />
From Ithiliderial's Journal.<br />
<br><br />
{{divbox|#9CF||Upon hearing that someone claiming to be my cousin was in town, and knowing that the last few times a relative came visiting, me or my like-a-looks were murdered repeatedly, I grabbed the first sensible looking adventurers that didn't flinch from me and proceeded to tell my terrible tale of woe.<br />
<br />
There was very little sniggering (and no questions about payment) and they were all disturbingly well qualified, with excellent Elvish manners, accolades won in the recent birthing marathon, and actual recognised titles. The Goddess must be looking out for me.<br />
<br />
(Which I must admit is a bit problematic. I had hoped selecting companions at random might prevent things being "arranged", but I've already got that twitchy destiny feeling again.)<br />
<br />
So, upon meeting cousin Megildur, it's a little disappointing to hear that my heinous crimes have already marked me for instant personal extermination, once the parley ceases, rather than the long distance cursing that is deemed more polite. He's somewhat apologetic about the Blood Moon thing, but seemed annoyed that I've gone over to the "other side" without considering the (undisclosed) thousands of years of bitter vendetta. Apparently, the [[Inanna]] I believe I am pacted to appears as the "dark sister", Eriskigal, to him.<br />
<br />
However, he does tip me off to get out of populated areas before the New Moon ends and promises to take my message of reconciliation back. Sanguine about my chances, he's not.<br />
<br />
We prepare to fly south immediately, discussing the schizophrenic nature of demons and their followers.}}<br />
<br />
===Session Two===<br />
<br />
or<br />
<br />
'''Acting Out and other Attention Seeking Ploys'''<br><br />
After Megildur left Ithiledrial casually summons Innana, who requests to re-convene further away from Seagate. In the 10 mins intermission a meteor falls nearby. During the second conversation Orias confirms that Northerners have asked him to rain meteors on Ithiledrial but hasn't promised them that he will hit her. He reminds her that he considers her his 'Messiah', and when asked for more information on the feud suggests he can send her back in time to see for herself. The method is by 'hitting her with a meteorite'. Ithiledrial acts waffly and awestruck and fails to pin down several key points, eg which of the many meteors raining down is the one she shouldn't dodge and she still hasn't checked which calender Innana is using.<br />
<br />
We decided to get on the way to Bandorian before the moon rise in the morning and spend the rest of the night resting, researching and getting ready.<br />
<br />
We fly south, dodging meteors, pausing in [[Novadom]] (where officials quietly ask us to deal with the meteor issue before it is required to be ''noticed''), southern [[Five Sisters]] and [[Azuria]] for rest (giant lions are tricked away). From Azuria Ithiledrial suggests using Lunar Teleport to go the rest of the way in one shot. She sends Mortimer to [[Adlanna]] and then pauses "Oopps I only have three charges of this." After a hurried discussion, she sends Darian and then herself to join Mortimer. Gerald and Amelia use a mix of Fae Travel and flying to make the rest of the distance. They push hard as both groups are too small to be safe in the wilderness, and they reach Adlanna 30 hours later.<br />
<br />
<br />
{{divbox|#ffd||Mortimer's notes: having considered several options I have settled upon '''Isilw&aacute;n''' as a fitting name for our employer. This name has the advantage of being only one letter off '''Isilwen''' [Elven: ''moon-girl''], having the literal translation of ''moon-goose'', and I think conveying the right tone of diminutive affection.}}<br />
<br />
{{divbox|#fdf||Darien's notes: I think if I had mid-ranks in Summon and Bind, I might to able to manage the giant Azurian lions}}<br />
<br />
===Session Three===<br />
<br />
'''Socialising'''<br />
<br />
Apon arrival on Adlana Isilw&aacute;n went down the mountain to let her family know she would be visiting in a couple of days. While she was gone Darien and Mortimer were spoken to by a voice (no sign of any body, spirit, el al), who claimed to be Orias. He offered information, specifically for them rather than Clarrisa or any others in the group. Distrust and annoyance led them to decline. Orias negated the guys annoyance at Clarrisa and left Mortimer with little willpower when it came to the demon.<br />
<br><br><br />
Gerald & Amelia arrived in the wee small hours and slept through until mid morning. Once they were up and about we went into Bandorian for lunch with the locals.<br />
<br><br />
Everyone who was about turned up and over the course of a civilised lunch the following came to light:<br />
* The village/clan has about 100 people<br />
* There is a high proportion of children, about 1 in 3 people<br />
* The oldest were between 200 and 250 years<br />
* These elves practice short lives and re-incarnation with memories. Between dying and re-incarnation the spend time as forest spirits (trees, rocks etc. Isilw&aacute;n has a hazy memory of talking to a tree last time she visited). When re-incarnated they live around 30 years in childhood and re-learning physical skills then carry on with their 'artistry'. Most of the children seemed to have old souls, so we have no idea how many are true children.<br />
* While they all seem to speak Elven, it is with decidedly "rustic" accent and helped explain Isilw&aacute;n's charming manner of speaking.<br />
* It is also evident, from the way some of structure their Elven, that it is not their first language and it is very likely that they primarily speak Drow.<br />
*The local cuisine is deceptively simple. Everything can be divided into either salad, though it might equally be a "meat salad", or a dressing, some are powerfully narcotic. However, there is some hint that the crops have been altered, but on combinations of flavours and plant species that would be unlikely to grow in the area.<br />
* They consider the other groups on Adlana, apparently isolated artistic communities like their own, as "weirdos".<br />
<br />
After lunch, and a short siesta, an official delegation accompanies the party on the Temple of the Muse and the party are offered information and abilities to assist the Messiah. The Anointed One is reminded that they are under an amount of time pressure and warned that travelling back in time might leave her disorientated.<br />
<br><br><br />
<br />
===Session Four===<br />
<br />
'''Bang, zoom, straight to the Moon, Orias!'''<br />
<br><br><br />
{{divbox|#9CF||Ithiliderial's Journal<br />
<br />
The party discussed the "presents" that they had been offered, and I tried not to be annoyed that openly hostile unbelievers were given gifts when I was chided for... ...well, something. I'm already losing track of what I've supposed to have done.<br />
<br><br><br />
I did manage to talk an obstreperous Mortimer around to using Inanna's Lunar Teleport to allow us another day of rest and research in the safety of Adlana, rather than flying and dodging random peril along the way.<br />
<br><br><br />
I spend the time talking to my father, grandfather, and Inanna.<br />
<br><br>}}<br />
<br />
After a day of variously resting, reading stolen library books, and contemplating their taint, the party permit Isilw&aacute;n's patron to transport them to former location of the Dakhini sub-continent in the vicinity of a returning meteorite and Amelia's sense of impending calamity guides them to the right spot, some hundreds of feet above the sea.<br />
<br />
A point of light appears in the Eastern sky, gradually becoming brighter before seeming to suddenly explode, hurling the group into a blasted crater of smoking earth around a glowing chunk of rock. Variously flying and jumping to safety, and dragging their reeling and slightly scorched employer out, the party find themselves in a muggy, forested hinterland, facing a few terrified Gnolls who had been out gathering food. Mortimer instructs them in most impressive manner to fleeas the end is nigh, and Gerald asks them which land they are in. After telling him, "Yours, master" they manage to elaborate that they have arrived in the ?Chebi? province.<br />
<br />
The party retire to a distant tree to assess the situation and plan.<br />
<br><br><br />
{{divbox|#9CF||Ithiliderial's Journal<br />
<br><br />
I feel terrible. Terrible as in "haven't had a pinch in 3 days, and the bath salts are looking pretty good right now" terrible. At least I'm not seeing the huge, hairy spiders everywhere. Actually, I think they were mostly real, but I wouldn't want her seeing me like this again so soon. Amelia and Mortimer keep making those "healer's expressions" that I remember so well from Summer and muttering about secretions. My stomach seems happy to oblige on that count, but I refuse the sleeping draughts I'm offered. Not going down that road again.<br />
<br><br>}}<br />
<br />
A tentative plan is made to go to Ujjain in Avanti, as a provincial capital, it being cultured without being the complete centre of the Empire, for political fact-finding and a 'dry run' of some sort. It being almost completely in the opposite direction to Savira is initally regarded as a bonus.<br />
<br />
===Session Five===<br />
<br />
'''The Star Aligns'''<br />
<br />
We spend a "refreshing" afternoon spent in the lower canopy of a tree discussing philosophy, accidental curses, and words to describe a plane shedding a subcontinent's worth of terrain into the sky, while the clouds did their best to wash the ground away before it could even look up. Once the rain subsided after the sunset, we travelled West-South-West looking for the large lake that our only map showed was in the Avanti province. It appeared after almost 5 hours of flying and we turned South, looking for the provincial capital [[Ancient Ujjain|Ujjain]].<br />
<br />
The southern river valley is clearly densely populated, with numerous small villages, and we soon see a walled city. Within the walls are brightly lit buildings that we conclude must be palaces and temples, while outside spills a tide of single level dwellings. We land and approach the lively, if squat and rather gamey, outskirts of the city and see groups of figures moving around, boisterously greeting each other, merging, and splitting up. We get close enough to see that the are [[Maryn_Races#Vanara|Vanara]], simian humanoids about 6 foot tall and dressed. Well, some only bothered with belts, and pants seemed optional, but others were in full robes.<br />
<br />
Despite the variety in dress, the appearance of a couple of Elven, or at least Elf-like, figures was universal. Once in the range of their night vision (about 50') the jovial figures flung themselves down, some rather unsteadily, in a practised and instinctual gesture of obeisance. The few words we hear are panicked and fearful. We walk past, double back, and out of sight so we can "humanise" Isilwán with an illusion and Mortimer takes a more hobbitish appearance. Our second attempt to pass discretely is much more successful with those we pass merely kneeling and muttering resentfully about "overlords".<br />
<br />
We proceed up to the gates, where two burly Vanara guards in light bronze armour bring themselves even more to attention and present their heavy spears across their bodies with their palms up, in a stance with is partially inviting inspection and virtually disarming themselves. We express our wish to enter the city and they notify the inner guards with a quick "Someone's coming! Now!" and we kindly pause long enough for the group on the other side of the gate to get themselves into a fit state.<br />
<br />
Once through they escort us from the parade ground-like area immediately inside the gate, clearly imagining that we know where "our quarters" are, so we send one ahead to "prepare for our arrival" and follow his trail. At the other end we find ourselves a sizeable palace and are exchanged between our escort and the building's own guard. They stay outside however, and we are shown to our rooms by some Vanara servants, who appear to be blatantly playing up their knuckle-walking as a gesture of subservience, at least while in sight. We express a reluctance to disturb the "other masters" and have some food brought in before we rest.<br />
<br />
<br><br><br />
{{divbox|#9CF||Ithiliderial's Journal<br />
<br><br />
Mango juice. I'm not even sure how I could smell it over the open drains and hairy, gregarious inhabitants, but the Vanara were clearly enjoying an even more strongly, how do you say, '''enhanced''' version of the potently fermented beverage that went with our wonderfully spicy food. <br />
<br>The Guild Healers certainly never let anything like this get near there patients, and I'm sure even the colour would have them wailing about "humours".<br><br>}}<br />
<br />
<br />
Darien, Mortimer, and Gerald skulk into the palace to look for DA targets and other intelligence. Skirting the Vanara servants napping in the corridor, ready for their master's summons one presumes, they find at least thirty Vanara and three humans on our floor. The human's are somewhat entangled in a nest of cushions, but there is enough showing of each to determine the following;<br />
<br />
<br />
{| border=2<br />
! Aura Strength !! Species!! Gender !! Prime Magical Ability !! Spell !! Skill !! Taint Level !! Taint Source <br />
|-<br />
| Short-Lived Sentient || Human || Female || Pedagogy || || ||25% ||<br />
|-<br />
| Short-Lived Sentient || Human || Female <br />
|| Coercion / Charm<br />
|| Mass Charm || Courtier || 50% ||<br />
|-<br />
| Short-Lived Sentient || Human || Male || Knowledge || || ||80% <br />
|| Corrupted Knowledge<br />
( Ascension to Sentience )<br />
|}<br />
<br />
<br />
They also spot two colleged Vanara, both Celestial '''Very Dark''' and having 100% Taint Level. We really haven't figured out what that means, but it makes Darien nervous.<br />
<br />
On the basis that we are totally out of our depth in this culture and wish to be asked as few awkward questions as possible, Mortimer suggest that we imply strongly that we are members of an ancient order of [[Order of Kohath|inquisitorial busybodies]] on the basis that he has the memories of a member and while it's possible that they no longer exist, their style and tradition of travelling in "Stars" of five is likely to have lived on. Isilwán's human Illusion is maintained for the time being.<br />
<br />
It's quite late in the morning when the curtain our chamber is lightly jangled in lieu of knocking and we receive a visitor. It's the Courtier that was DA'd last night, who is a confident and very professional woman in her mid-40's dressed in a very light, but very Elven style of dress. She greets us warmly, and doesn't seem remotely alarmed that we have appeared unannounced and are full of rather blunt questions.<br />
<br />
If she's thrown by our garments and accents, she hides it excellently, but she does quip about whether the capital has moved Northwest (towards either the Drow or Alfheim) since they were last updated. She offers to show us around "the departments" - making a number of mysterious comments about the "native departments" and the (Vanaran?) King as well as "not needing to disturb the Mara". Her own speech is a puzzling fusion of Elvish, Eldaran, and Drow, as are the signs around the departments, but between the party we are able to manage.<br />
<br />
We randomly choose the Dept. of Agriculture, on the basis that we know they have crops and the impacts of meteorites might make it into crop reports. We are lead there semi-directly, but making sure we see a number of rooms with people scribing furiously in them. The Dept. of Horoscopy is particularly packed, with new hires (younger than the average 35 to 65 years of age the rest seem to be) and extra desks, so we make sure we squint at random pieces of paper, arbitrarily request that some are copied (an annotated star chart in particular, feauring a rogue or totally erroneous feature), and generally make a ominous nuisance of ourselves. The bureaucrats are magnificently composed for the most part, until one looks at Isilwán, blanches, and flees the room.<br />
<br />
Apparently the illusion was not sufficient, and a spot of eavesdropping when the our host is informed is rather revealing.<br />
<br />
"She's ''Elvish''!" <br><br />
"Drow?" <br><br />
"No." <br><br />
''"<Damn!>"'' <br><br />
<br />
From this point, our host is very nearly as composed as before, but the bulk of her attention is clearly focussing on Isilwán. Before this point, the hobbits in the party were politely acknowledged when they drew attention to themselves, but from this stage they are clearly not the priority.<br />
<br />
Once we make it through the Dept. of Education to the Dept. of Agriculture and have rifled through some more piles of paper, several facets of the culture (or at least bureauculture) and the information we seek have made themselves apparent.<br />
<br />
* No-one has asked our names or offered their own.<br />
* Frightening amounts of very high level statistical information is being funnelled somewhere.<br />
* It's largely numerical, the only things that seem to rate names are settlements, and it's being further condensed into reports.<br />
* While they are good with star-charts, they have no apparent love for maps of terrain.<br />
* Reports of weapons and troops appear to be handled separately, making it difficult to quickly estimate numbers, but it appears to have quite a large standing army.<br />
* Vanara are rated somewhere below livestock, at least in flood loss reports.<br />
* The offices are staffed entirely by humans, while the Vanara run messages and keep the place tidy. None of the humans we've seen have been faintly martial or imposing.<br />
* There have been reports of at least half a dozen "sudden and unexplained sink-holes or subsidences" that could well have been impact sites.<br />
<br />
We way away an escort on our return journey, trusting our various time-and-efficiency experts to find our way back. We are definitely being "followed", although it's apparently just gawking. On our way we pass through a scriptorium. Documents are being copied, translated (into Drow) and triplicated. Feeling thoroughly exhausted, we return to our rooms before the heat of the day becomes too oppressive.<br />
<br />
<br />
'''Pluggable Gaps'''<br />
*Which floor of the Palace are we staying on?<br />
: The third floor (G,1,2,3), in a luxurious near-deserted residential wing / courtyard, distant from the hoi-polloi.<br />
*Other Departments?<br />
: In additon to the aforementioned Depts of Horoscopy, Education and Agriculture, others you passed through or saw references to include Depts of Defence, Culture, Enlightenment, Trade, Dharma, Outland Relations, Administration, and Ecology.<br />
*Did we check the age of Amelia's gifted maps? I recall that we checked something - actually, it was the Hiin amulets, where revealed to be from our own Epoch.<br />
: The maps were recent copies, along with the history book.<br />
<br />
<br />
<br><br><br />
{{divbox|#9CF||Ithiliderial's Journal<br />
<br><br />
There have been some dark muttering from the hobbits about how this society treats the Vanara, despite some clearly being celebrated in statues in the streets and others venerated as clergy or scholars.<br><br><br />
Maybe they regard it as primitive. Or cruel?<br />
<br><br><br />
Maybe I should regale them with the tale of how, some 25 millenia from now in a [[Alfheim#Ladlaugh|liberal province of Alfheim]], I had to prevent some Elvandar lads from hunting and skinning my human travelling companion. I had to insist that nothing less than a hydra's head would impress me, hoping they were extinct or at least distant. Silly really. I mean, what was I going to do with a hydra's head?<br />
<br><br><br />
I wonder how enlightened attitudes in the west are at the moment?<br />
<br><br>}}<br />
<br />
<br />
===Session Six===<br />
<br />
'''Vanara, in their Midst'''<br />
<br />
We are sitting down to lunch to analyse the findings of our inpromptu audit, when we are spectacularly interrupted. A flaming Elven figure lights on the roof across the courtyard of our 3rd floor room. It flexes, poses in a relatively masculine way in slab-like golden armour, and clenches his blazing fists and freezes. A short while later, an animated column of water sluices out of the room on our level and curves back over the eaves to form into another figure. This one makes a small performance of brushing the water off of his magically sodden clothing, and also stops, as if waiting. The fiery one changes poses, but nothing very tactical appears to be happining. Given the weirdly theatrical nature of their manner, we do little to provoke them beyond a few DAs. Mortimer is able to determine that both are aligned to a power, which is Dharma, but they are, in his words, "eating the same hat."<br />
<br />
A moment after Isilwán's magical eavesdropping awareness is triggered, and dark, feminine figure drops from above to hang in the air in the centre of the courtyard. The fiery figure crosses from the roof opposite us, to the one on our left and then he and watery figure moves to our balcony and dramatically hold the already open shutters to our room.<br />
<br />
The Mara Manas swept into the room, cloak billowing and with an expression of distain and clear displeasure. She is intensely offended that Isilwán did not present herself to her and go "through channels". Isilwán's attempts to explain that we weren't sure that she was the best person to approach about trivial reports of stars falling from the skies do not do anything to curry favour since she is administratively "the best person" in the province and that there are categorically '''no meteors'''. The fact that we are being sponsored by Inanna means nothing to her, and she is assumed to be some minor courtier in [[Maryn_Kingdoms#Savira|Savira]]. We are invited to leave.<br />
<br />
On the basis that the still Wanderer Magic-frazzled Isilwán is flailing with an unfamilar language and customs, the rest of the party are not likely to be suffered to speak, and smoke is rising from the ground where the Mara is standing, scraps of dignity are gathered and we retreat. She lets us leave with a promise that "If your mistress does not present herself to make reparations within a week, I will come and find her."<br />
<br />
Mortimer had determined that the Mara's college provided her with the title "Fell Sorceress of the Mind and Soul" We flee [[Ancient Ujjain|Ujjain]] and decide try and find more more information from the common Vanara on the "road" to Savia, the capital of the [[Maryn_Consociation|Maryn Consociation]]. Sadly, this leaves Darien, Gerald, and Isilwán disguised as Vanaran porters, while Mortimer and Amelia work the legendary Hobbit mojo of "getting along with folks".<br />
<br />
Having flown a north distance out of the city (also upriver as this river/lake chains's source flows from the mountains south of and backtracks north, east, then south across to the other side of the sub-continent) we stop, adjust our appearance and approach a village just as the afternoon deluge starts up. There are no inns or hostlers in the village, and little in the way of civic buildings beyond a small fertility shrine, decorated with statues of gravid Vanara and heaped with offering of fruit. However, the first inhabitants we speak to are extremely happy to give us shelter. Sadly, as they are simple, rural folk (and, let's face it, covered with damp monkey-fur) packed into a small, mud-daubed hut in high humidity, some of the party cannot enjoy the hospitality to it's fullest.<br />
<br />
They are happy to respect any unwillingness to talk on our part, and even happy to answer questions about themselves, their relationship with "THEM" (the name given to the Consociation, particularly in the form of it's human functionaries), and the other peoples of the Dakhini peninsular.<br />
<br />
*The Vanara are, by nature, exceedingly gregarious, talkative, jovial, proud, and not even remotely concerned about tomorrow. If today the rice is growing, your village is well, and you have a bowl of fermented mango jiuce in reach, all is right with the world.<br />
*The Consociation has occasionally attempted to change their way of life, such as to implement unsuitable methods of crop rotation or needed to have the statues at the shine explained to them as "iconographical representums", and consequently they are regarded as foolish. They are paid their due (tax/tithe?) in rice, but that is all.<br />
*The other Hiin are largely regarded as "just folks", though the tigeresque Dawon are to be treated with caution, with the exception of the Karbi, which are just pests. There may have been a couple of smoked on the steps of the shrine.<br />
*Human's a barely regarded as people, rather pesky acts of Dharma or agents of the bureaucracy.<br />
*Elves are hardly mentioned at all. even in their guise as Gods.<br />
<br />
<br />
*Female names Vanaran tend(?) in -i e.g. Clari (Clarissa), Ami (Amelia)<br />
*Likewise, male names to end in -a e.g. Rama, Nara, Dara (Darien) and Gera (Gerald).<br />
*Overly clever philosopher Hobbits can keep changing their names to establish a pattern, but if they give themselves a female suffix, it's misheard and assumed to be a male one.<br />
<br />
After spending the night in the village, we head to the river to catch a lift in the direction of the most recent talked about "sink-hole" report, and begin to suspect that gossip is more important than hard currency to the Vanara.<br />
<br />
A small passing river boat is hailed and the 3 crew are happy to give us a lift. They are relatively well travelled and, if it was at all possible, even more talkative than the villages. We learn many things.<br />
<br />
Their Cargo and Trade<br />
*The reports we saw in Ujjain are sent to the capital by these seemingly random pickups and drop offs, by family operated bartering concerns.<br />
*Consequently, there is no timetable or route, but just following the river along appears to agreeable to them.<br />
*The crew do not regard these documents as anything more than pretty, and break open a oil-skin package to make gifts of some to us.<br />
*Apparently the entire system runs on ><, that some portion of the cargo is taken by the crew as payment for shipping the remainder.<br />
*This give us a clue as to why so many copies were made in Ujjain.<br />
<br />
River Life<br />
*The boat is wide bodied, with strange, upward protrusions at the stern and bow. These were apparently mandated by the Consociation a generation or two ago. Widely regarded by the Vanara as another one of "those" ideas.<br />
*Fishing, especially for Mogmogs (sizeable, fish(or hobbit?)-eating crocodilians with a bulbous snorkel on their snouts) is a permanent diversion.<br />
*Tale-spinning and philosophy (well, arguing) take up much of the remainder.<br />
<br />
<br />
Gods, Peoples, Rumours and Legends<br />
*Hanuman (originally Hana, a good Vanaran name, that was later embellished) has many stories told about him. These start with mistaking the sun for a mango, catching it, and becoming immortal, and get more spectacular from there on.<br />
*The division between Dharma and the old ways is represented among the crew, but is by no means acrimonious.<br />
*Dharma teaches that Vanara are curious, brave, clever and are great communicators, travellers, traders, poets, and mathematicians. The river traders are very proud of the poets and mathematicians of their people, who they are sure are in the Provincial Capital. All of there stories are reinforce this cultural identity.<br />
*War has not impact the local area in living memory, and there are some confusing statements about the Vanara being libertrated, or freeing themselves, and joining the Consociation.<br />
*Mention of bull/toad headed gods, appearing from the sky and killing a humans.<br />
*The Drow are referred to directly, and are considered to be "not that bad", but almost as stuck as the humans. However, given how freely the Vanara part with information, the Drow are probably not gong to bother to be intimidating, if that is what they are after.<br />
<br />
<br />
After travelling into the night (our hosts are happy to help out and Mortimer gifts them with a plain bronze bowl which pleases them greatly) we leave the river and head west to investigate the rumours of a sinkhole. Our excuse that "we heard about it and wanted to come see" is totally convincing and we are by no means the only there to do so. We are taken to the site, which sports burn-marks, felled trees, and 80lb iron meteor in a 20' crater filled with water. We distract our guides long enough for Mortimer to discover the meteor is part of a Celestial Apocalypse.<br />
<br />
Amelia is not please to be the prime suspect again.<br />
<br />
===Session Seven===<br />
<br />
<br />
'''Down the River'''<br />
<br />
After much conversing, Amelia is to study her skill and the meteor as we head down the rive to the capital. We are still disguised as Vanara, so we simply borrow a boat and wave as we leave.<br />
<br />
(next town)<br />
* Squads of Rabari (wolves)<br />
* Dawon (Tigers) reportly in the town<br />
* Brahmin (Bulls), red cloaks with insignia of the various temples<br />
* Gnolls (Jackals)<br />
* Sora (Pig-men)<br />
* Bharia (Goat-men), each various amounts of horn<br />
* Dhole (Red-dog men) - Even somewhat sober, they are even more of a rabble than drunken Vanara, we see them push over a stall and steal food, the Rabari (watch?) are summoned and they give chase<br />
<br />
Mortimer and Gerald volunteer to take a package to the Dawon - it turns out to to be heavily spiced, not-quite-rancid meat - at the gate-house tower. <br />
The Dawon are sunning their all 8' svelte, muscular frames, a single Dawon rouses instantly and complains that they are late, cuffs Gerald down the stairs and experientially throws Mortimer off the tower. Presumably the junior.<br />
<br />
<br />
Mortimer speaks to a number of Brahmin, and check their hat size as he does so:<br />
* exclusively priests? heavily Dharmic and rules orientated<br />
* `20% are pacted to the [[Maryn_Tribalism|"Tribal Gods"]], who we know better as the 72-ish in animal guise<br />
* Marchosias, Orias, Buer, Ipos, Haagenti, Alloces, Bael<br />
* they aren't very secretive about it - provides service and make prayers on behalf of supplicants in the fields of the patrons influence<br />
<br />
Temple/Academy of Maths?<br />
There are statues of a celebrated Vanara mathematician, created log tables, which are now learnt by rote. The nearby temple of Poetry is run in almost exactly the same way, just with a slightly different service to populace.<br />
<br />
We see many Bharia, all apparently coarse and rough tradesmen and artisans or whore and thugs. Their place in society is apparently the lowest, virtually beyond the pale, but tolerated as no-one else wants to the work they do. That said, the working girls won't service the Dawon or Rabari, for obvious reasons.<br />
<br />
We continue to drift for a few more days through the provinces of Malava and Kunti, which are the parched domain of the Dhole. None of the tiny, lawless shambles that pass for villages along this stretch are remotely inviting, and these provinces are clearly not receiving much of the benefits of the centralised control.<br />
<br />
Through to Nishada without incident, we restock and encounter a slightly more urbanised and energetic sort of Vanara. They are disparaging of the their Avanti kin as being "lazy, mountain hicks".<br />
<br />
We continue along the river through the Madhu Forest and Northern Chedi (the province that we landed in) and start to see the Dimasa. The snake-men are largely priests as well, and have smooth convincing voices and eerily detachable jaws. Mortimer checks them for affiliation and turns up an interesting additions to the list including; Aim (several examples), Amon, Asmoday, Belam, Marchosias, Orias, Person, Vine.<br />
<br />
As a side note, the average range of MA for the priestly peoples encountered is about 13-26 for the Dimasa and 22-23 for Brahmin. Colleges of Deep Earth and Fell Mind and Soul are spotted noted. The Karbi are definitely sentient, but untutored, suspicious and paranoid, as befits their treatment as essentially vermin and it's possible that they are diminished from what they once were. However, they still have an MA range of 20-28. Mortimer has a unaccountable affection for the little fellows.<br />
<br />
Amelia's investigations keep her in the make-shift wheel house for most of the trip, but her research on the stars, charts, and meteor give her an interesting glimpse into the Apocalypse that's fermenting. It's not the standard format of someone using this skill, and it's target, intent, and scope are complex and unclear. Neither is the obligatory loophole that's required with these things, It's not due within the month, but should strike in the next year.<br />
<br />
Approaching the capital, Savira, we start to see large, 10 oared river-boats out-number the smaller craft, and pull up to a small pier, near a set of immense wharves, and prepare our story into the night, planning to pose as a baffled young lady and her entourage of healers and pharmacists, who has been compelled to travel in search of a remote land that she she has received troubling visions regarding. Since this is the absolute truth, perhaps with a coat or two of varnish (or at least stain), it shouldn't be too hard to rely on.<br />
<br />
===Session Eight===<br />
<br />
'''Savira Disappointment'''<br />
<br />
Disembarking early the next morning, our apparently human members draw instant attention and the Dawon secure the landing area until we are clear. Leading from the docks to city is a 100' wide flagstone road raised from the swampy surrounds, stretching 10 miles to curving white walls of the city. The traffic is spontaneously throttled onto the other half of the road, leaving us with a clear path, but the journey is still a protracted 4 hrs. Most of the party hang off the foot-plates or keep watch from the roof, leaving Isilwà n to enjoy the humid and jarring trip inside the small,unsprung onager-drawn carriage.<br />
<br />
Drawing closer to the 40' walls of Savira, it becomes obvious that they are artistically rippled and curved in ways that no military scientist would consider wise, but is none-the-less very attractive. It is obvious that the sizeable percentage of the land within is given over to beautiful temples or palaces. We are ushered through the gates, and hurriedly met by a bureaucratic delegation who are clearly quite agitated that they got less warning than four hours that it took us to get along the road. However, the appearance of a somewhat dazed-looking Isilwà n from the coach galvanised the group still further and the attendant Dawon immediately clear a path "up-town", scattering peoples and vehicles by leaping into the centre of each intersection and roaring hugely. They seem to be enjoying this exercise, but everyone else seemed slightly green and the onager are whipped to unheard-of speeds through the suddenly cleared streets.<br />
<br />
The carriage arrives abruptly at a glassy, modestly sized tower, with a small garden and a pond with haltered Unicorn grazing next to it. Isilwà n, and her baggage (which it seems that rest of the party has suddenly been promoted to) are escorted inside, and she is introduced to the The Gracious Mother, styling herself as "Lady Aunée" for reasons that are not immediately obvious to the party. The Gracious Mother receives an assurance that the modest lodgings are suitable and promises to request an audience with the Queen with all possible decorum, as well as inform the diplomatic representatives from her apparent origin. The "flunkies" on both sides exchange a series of coded glances, largely indicating the new arrival is here for "her health" and to keep her away from unsavoury elements.<br />
<br />
===Tea on the Terrace===<br />
<br />
The party then collapses for a time, before a human functionary is heard approaching (the acoutics are impressive, and the passage seems to shift as needed to get the august personage traversing it to the right destination) and delivers an invitation to afternoon tea with their Excellencies, Deimakius and Taurnil Arandil; the Seleskian (the Drow Satrapy on the Western border of the Consociation) and Alfheim Ambassador respectively. There is a spirited attempt at getting the "monkey-smell" out from our best clothes, and Isilwà n was lead to bathe in the pond we saw approaching the tower, though the Unicorn had thankfully been stabled and somehow there were now shrubs enclosing the glade. The soap-tolerant fish were a puzzle though.<br />
<br />
Mid-afternoon "Lady Aunée" took tea on the balcony with the gracious gentlmen, while her food-taster hovered nearby and the others arranged themselves around trestle tables, waiting for an opportunity to help their mistress with some finer point of reality or suchlike. They are most forthcoming with advice and warnings about speaking to the local... ...nobility is apparently the wrong word. They frankly describe the Maryn Court as being functionally godlike and advised either approaching them on their own deific terms, acquiesce instantly to anyone, or by gaining the stewardship of either of their mighty Empires as protection.<br />
<br />
Neither seems enchanted with the prospect however, and as they casually assay the meta-physical abilities of the "help" (Glass the Chameleonic Food-taster, Amelia the World-Breaking Pharmacist, Darian the Shadow Healer, and Mortimer the Slightly-Infused-with-The-Light Tutor) they are apprehended the odd notion that "Lady Aunée" was herself coying concealing her true, daemonic nature. They were good sports about however, and Deimakius didn't even call his pacted (Marchosias, again) Temporal Adept(?) out of his suddenly still trance-state to show off. They are obviously a home in the setting and with each other, as through the interview they casually fence regarding the origin of the "recently ascended" and which one is "one of your lot". Deimakius was a striking ebony figure, dressed in severe black attire, while Taurnil Arandil wore the traditional blue, white, and gold of the northern capital.<br />
<br />
We collect a pretty complete picture of the numbers of Elves in the Consociation, which is rather slight for a civilisation, if not for a pantheon. There are maybe 60 in the capital and another 12 making up the triumvirates that rule each of the regions. Feeling slightly more to have a handle on things, but not what would be done next, the party talk the young Isilwà n to summon her patron, despite her misgivings about his local incarnation appearing on the back of rather doomed and unlucky onager.<br />
<br />
* We also meet with the Dwarves from their consulate and tell them to get out of dodge.<br />
<br />
<br />
<br />
===Session Nine===<br />
'''No Ass, Alas'''<br />
<br />
'''11 August''' Panic. Meeting with the Seven Celestials of Aditi. Panic. Sleep.<br />
<br />
*Instead of regular Orias, we get Surya, Lord of the Sun and one of the <strike>eight</strike> seven [[Last_Maryn_Court|Celestial Adityas]]. Better than the tiger riding an ass, though. He seems pretty unshocked by the story and invites us to meet the rest of the "family".<br />
*Surya Leaves behind a [[Nightjar|Satanic Eared Nightjar]] to keep an eye on us.<br />
*The Adityas are as normal and various as ancient, stupendously powerful entities get, only two actively display abilities much beyond normal but they are clearly being gauche. However, Mortimer witnesses the difference between Dharma being generated and Dharma being consumed (unconsciously) to cause effects.<br />
*There is obvious enmity between the Full and New Moon ladies.<br />
*There is a missing Aditya, a female who presided over Shadow and was exiled a little after the time that Dharma came to ascendency about 1400 years ago. Referred to as "The Corrupter"?<br />
*Shadow is related to Souls, including Healing and Patching. The Wanderer Aditya is impressed at the work Clarissa has "had done" on hers.<br />
*Dharma is not a spiritual exercise for them. The penalties accrued by the mortal races for not practicing Dharma are channeled up to them, while the individual mortals gain Dharmic energy from their fellows and following the rules. This simply means the Elves barely have to pay attention to them and can effortlessly fulfil their whims, and it is the best thing since bread. <br />
*The Orcs of Kalinga gave Dharma the "critical mass" to truly change the Consociation and elevate it's rulers. They have a voice on the Ascendency council, and are regarded at being good at following the rules, and phenomenal at breaking them.<br />
*Several species were "descended" when it became clear that they were unmanageable. These include Karbi, Fox, Elephant, Asp, and Cobra-people. Apparently the Elephants just sulked, and the rest were trouble.<br />
*These are considered the original families, the Nostariel, mistakes however (English translation, please).<br />
*The New Moon Aditya, currently occluded by her "sister" and behaving in rather withdrawn fashion, is drawn out enough by Mortimer to notice that he and Darien have a mark that she doesn't remember placing on them but is convinced she must have. She removes this, and the Willpower penalties placed on them by Orias' travel magic is gone.<br />
<br />
From this encounter we start to conjecture that the Celestial Adityas were collectively part of the energies absorbed by Orias during the "unfortunate event" and that the division between the New and Full Moon made that energy somehow divided, turbulent, or indigestable. What happens to everyone else, and what triggers it is still a mystery.<br />
<br />
===Session Ten===<br />
<br />
Our evening is an extremely busy one. After supper we receive distinguished guest after distinguished guest, start with [[Last_Maryn_Court|Agni]] ([[Aim]]) who distinguishes himself by not being the raving, hapless head-case of his more recent reputation. He was friendly, if extremely frank, and stated that we were the third such group of time travelling "Lockian" mercenaries (from Sea-gate?) and wanted to know that was going on. '''(A polite request for someone to help the scribe with what we actually told him.)''' He did not stay long, and excused himself via the balcony at the next set of approaching footsteps.<br />
<br />
We are then joined by Princess Malia, Queen Brihadhra's daughter, who is dressed in relatively plain robes which Clarissa interprets as a rebellion against the eye-straining opulence of rest of the court. (The rolled plaits on either side of her head might be a bit much, though.) She pleads with us to to be taken south, confirm that our speculative itinerary has been getting a wide airing. She is a pleasant lass, but when we ask if we should be concerned about alarming anyone in the court, she's that no-one here would miss her and it was best not to trouble them.<br />
<br />
Also, she managed to give Amelia a sharp, if temporary, sense of peril while she (Malia, not Amelia) has her back to her. She is a [[Magic_Training#Mind|Fell Sorceress]] but not yet very powerful, and completely unpacted according to Mortimer, so we're not sure why. In any case, "Lady Aunée" is quite sympathetic to her plight and family reunions (not too mention diplomatic access) are the order of the day, so we promise to do what we can.<br />
<br />
After Marlia leaves and we are graced with the consecutive company of a over-trained, posturing bully (or [[Last_Maryn_Court|Marut]]), and vapid, shallow, and viscous gossip (or [[Last_Maryn_Court|Vasu]]). They clearly just visiting to score points on their fellows and we have to chivvy them out before "Lady Aunée" is overcome by the [[Sanctuary_Governors_Palace|dubious nostalgia]] of it all.<br />
<br />
* Clarissa and Mortimer do a double [[#An_Astrology_Reading|Astrology reading]].<br />
* Receive Note from Daksa<br />
:"To the Glass of Dark Reflections. Please inform your mistress that I have headed south, after contemplation of her grim news, as conveyed by Surya. Please wait one full day, then arrange for someone to lok after 'Fainauriel' (''Whitefire''), my unicorn, as he can't travel with me. He likes apples. ''Daksa''."<br />
* Interview with High Queen Aistaraina.<br />
* Rapid packing, and collection of Malia.<br />
* Amelia does post-match interview with Amitraghata, gains a Little Ami.<br />
* Party + Malia and Ami flee south under cover of darkness, continue on under pale pink and then blazing blue skies until mid morning -- when they first see the Kalingan Wastes, and the Penumbra.<br />
<br />
===Sessions Eleven===<br />
<br />
<br><br><br />
{{divbox|#9CF||Ithiliderial's Journal<br />
<br><br />
'''The "Crazy" Plan'''<br><br><br />
I've done it. I now know why I'm here. Why I exist at all, maybe.<br><br><br />
We can save Dakhinni, all it's peoples, reunite my families, and maybe even not cause reality to fracture, if we just do one simple thing.<br><br><br />
''We follow the script. We don't change history, we change the future. Everyone does that, all the time, and with no worse consequences than life normally has.''<br><br><br />
If we move the Dakhini Peninsula forward through time until after we left, it will have been missing for the 25 thousand-odd years that world remembers, but it will never have been destroyed. Orias/Inanna has already sent us back through the time rift in Chebi province, and maybe we just need to expand it, um... ...many-fold. But it fits, it matches all the evidence and will solve all our familial and apocalypse-related problems. It's not going to be easy and will involve sacrifice, I know this, but with the power available to the Maryn Consociation and their commitment to prevent suffering, I'm certain they will, if they can be convinced, be able to make this event occur.<br />
<br><br><br />
I'm just frightened that the others won't see the symmetry in this, and tell me I'm nuts as usual. But the sun hitting mist over the southern mountains reminds me that this place isn't even a memory in our time and that it must be worth the risk of raising the possibility.<br />
<br><br><br />
}}<br />
<br><br><br />
<br />
Isilwán is either starting crack under the strain, or has actually made a breakthrough. She wants to move the entire land-mass one Great year forward into the modern age, explaining it's absence from contemporary maps and saving the lives of millions. There is some suspicion, candidly enough even from her, that she's largely doing it to be the centre of attention, but we have to return home somehow. Since walking back doesn't appeal maybe we can hitch a ride?<br />
<br />
<br><br><br />
{{divbox|#9CF||Ithiliderial's Journal<br />
<br><br />
The others actually seem keen on the idea. <br />
<br><br>Now I'm a little frightened. But excited. And hopeful for the first time a long while.<br />
<br><br>This is the purpose I've searched all my life for, the reason I've suffered so much. Now all we need is a big enough lever to move this land into the present and make sense of my bitter past.<br />
<br><br>}}<br />
<br />
<br />
After that breath of fresh air and discussing the astrology reading further and we head further south, and the scenery begins to reflect the conflict that has raged in this corner of the Consociation for so long. There are many miles of cleared terrain, smelting pits, encampments, and Rabari, Dawon, and Orcish troops everywhere.<br />
<br />
Beyond that, a huge no-man's-land stretches from the last Maryn fortifications to the edge of a river and the foot-hills of the Klingan mountains. We fly high over the conflict area, looking signs the civilisation that has held out against the might of the Consociation for so long. There are dense plumes of smoke rising from the amongst the peaks, but they are not volcanic, and there is no sign of any large cities on the far side in the foothills leading down to the sea.<br />
<br />
We are forced to conclude that Kalinga is a largely subterranean and stop to rest on a outcropping with a good vantage point for a space of time in the afternoon. Princess Malia then helps us, somewhat uncertainly as though being upstairs wasn't very familiar to her, to find a concealed entrance. The Orc who appears from the hidden guard-post challenges us with appropriate ferocity and then undermines that by cheerily (and rather familiarly) greeting Malia. We are slotted under the "with Malia" diplomatic category, and lead inside.<br />
<br />
*Meet Brihadhra of Kalinga ('Queen of the Orcs'), and her consort Ben ('King of the Orcs') [[Image:Green-tick.gif|20px]]<br />
*<strike>Get annoyed at</strike> Deliver Princess Malia and "preserve" Little Ami. [[Image:Green-tick.gif|20px]]<br />
*Find Daksa.[[Image:Green-tick.gif|20px]] <br />
*Find Martanda. '''''Close!'''''<br />
*Check out Kalingan Orc culture. '''''Ummmmm... ''''' [[Image:Green-tick.gif|20px]]<br />
<br />
===Session Twelve===<br />
<br />
MÄrtanda called by by Darian via a novel interpretation of Shadowwalking, on the basis that this south-eastern edge of Dakhinni is covered by the same "shadow", and it is probably centred on the very Aditya of Umbral Shadow we wanted to talk to. Isilwà n was immediately struck blind, deaf, and numb at the appearance of shadow swathed figure who closed the "window" that Darian had opened and walked through a larger door. (Mortimer and Darian later reflect that her is strangely familiar, and while we are conversing one of the party spots a fire appear on the distant hill.)<br />
<br />
After some slight introductions MÄrtanda points out that she is loath to trust us, as Mortimer is sporting a note saying "Read Me" on his aura, in her own hand writing, and she is rather frank that she wishes to overthrow the Consociation "overlords".<br />
<br />
Reasoning that she left the message in head via [[Orias]], Mortimer let her into his internal library. He finds himself escorting a young, pretty, slightly near-sighted and bookish looking human woman, who respectfully remove her slippers. We reason it out that she is the "E" in the note, and the [[Famous_Maryn_People#Katilya_Eleniel|Eleniel]] who authored the Arthas-Ästra during the reign of first Maryn Queen [[Famous_Maryn_People#Calathiel Marya|Calathiel]].<br />
<br />
The package contains three of her published works; The Ascension of Non-sentients, the Arthas-Ästra, and the Book of Umbral shade. We've see the effects of the first three now; the uplifted species of the [[Maryn_Races|Hiin]] , the bureaucracy of the consociation, and the shadowy figure of MÄrtanda that stands before us that once was the quiet, determined Eleniel.<br />
<br />
However, the fourth book is a collection of case studies and optimistic projection for the elevation of Immortals to the state of transcendence, either through terrible or wonderful release of energy. She apparently was planning to write this book, and Orias and Mortimer between them have allowed to skip 25,000 years of research. Eleniel takes a copy from package, mysteriously leaving one behind and their brief communion is over.<br />
<br />
For saving her that effort, MÄrtanda tell us that her Apocalypse is timed to strike in 6-8 months, and the falling stars spiralling towards Savira and the centres of Maryn power were the required, if obscure, portents. It seems likely that she has no necessity to feed a sense of melodrama and actually allow the various Maryn demi-gods a "fair chance" to undo it.<br />
<br />
The distant fire has now resolved itself in a flaming chariot, drawn by a four different elementals and driven, according to MÄrtanda, by [[Famous_Maryn_People#Bellethiel|Amitraghata]] (the Slayer of Enemies). She tosses her shadowy vestments to Darian, and vanishes back into the shadow.<br />
<br />
Not wanting to be executed in her stead, and fearing Amitraghata's fire control is not very fine, Darian uses the vestments to Shadowwalk the entire party to safety. Along with the entire hilltop. However, in his excitement, he forgets to move himself, and ends up having a slightly strained conversation with former queen. There is a lot of orders being given and not quite accepted, we eventually get Darian back, with a present that he promised to give to MÄrtanda, and we return "little Amy" to her mistress's keeping.<br />
<br />
We spend a little time on the displaced hilltop, which is now south of the equator, and discuss how we can put the "crazy plan" into action, and whether need to include MÄrtanda. Despite us talking about some very dangerous topics Daksa seems entirely open to helping, though remembering how "intense" her fellow Aditya can be, she thinks she might help us too. We study the "present", and having determined it's a box shielding a tear in reality that is pouring forth life-infused light and would be less than healthy for an "Umbral Shade" to open, we deliver it with a full warning (and it placed on a neighbouring hill). MÄrtanda isn't surprised by such things any more, but seems open to the "crazy plan" and proposes "tagging along" with Darian as he fills in for her in the Secondary Collective.<br />
<br />
This settled, she "invites" her sister Aditya to stay until the ritual, and we jaunt back to Kalinga and break down the plan for Queen Brihadhra and King Ben. The Queen sees an opportunity to sue for peace and add the Kalinga dharmic energy to the ritual (also ensuring that Kilinga isn't left behind) and send Princess Malia back with us to open negotiations.<br />
<br />
<br />
<br />
<br />
<br />
<br />
Things to do?<br />
<br />
*Reconcile Clarissa's family.<br />
*Reunite/Kill the 'Seven' Celestials.<br />
*Save/Destroy the Peninsula.<br />
*Help/Hinder Orias. '''''???'''''<br />
*Save/Kill/Ignore the other 16 million sentients. <br />
*Get hit with giant meteorite. <br />
*Avoid experiencing the Peninsula hit the Moon.<br />
<br />
===Session Thirteen===<br />
'''Oblivion and Cake'''<br />
<br />
<br />
We arrive back in Savira with 11 days to prepare for the ritual and somehow win the Queen and court over to this reckless and wrong-headed venture.<br />
<br />
Immediately after we land we secure an appointment to speak to Amitraghata and relate a lightly spun version of our trip South, de-emphasising that Martanda's culpability and highlighting Queen Brihadhra's newly-found spirit of co-operation, reinforced by the return of malia. We also discover the <br />
that "Little Amy" is still a statue, fractured from being unceremoniously dumped into Amitraghata's chariot, and take a moment to restore her so that <br />
she can corroborate our claims as far as she can and ensure she does not remain a broken paper-weight. Her lady seems less than sensitive to such things.<br />
<br />
{{divbox|#9CF||For some reason the scribe scrawled down the following phrase "Stuffed Suryas Owl Bondage" If any one can suggest a non-alchemical reason <br />
why, it would be appreciated.<br />
: The owl was Suryas' 'familiar', it was spying? We put it in Darkness? Also a raven ate the wrong eye? - E}}<br />
<br />
A committee is arranged with unseeming haste and we send the Hobbits to present our case and offer assistance with the logistic and thaumathurgical <br />
nuances. However, the exercise of getting approval is a formality,as the Queen is in favour and everything flows from there. Even the party's employer's patron is on board for the plan. The bureaucracy is kicked into high gear and the areas of responsibility are assigned and the structure of the required "power pyramid" is hashed out. Yama, the Lord of Death will manage logistics and Kubera, The Golden One and Councillor of the North is to oversee the calculations involved.<br />
<br />
The two non-Dharmically powered beings (Surya and Agni) have roles outside of the power pyramid, as their sourced is incompatible with the rest of the court's. Agni will manage the structure of the pyramid along with Mortimer and Amelia (who planned to keep an eye on him) and Surya will take his place alongside his fellow fellow Aditya in guiding the land of the cataracts of 25 thousand years of time.<br />
<br />
At some point during this time it is pointed out that it's necessary that an entity with "unbending will" is required to act the focus for the day long <br />
ritual. "Lady Aunée" volunteers to shoulder this task and everyone is surprised when she is able to produce credentials that the future incarnation of her patron has gifted her with this quality. The party absorb this information with less difficulty than you might expect, having already seen monkeys doing mathematics at this point in the trip, and forge ahead with the preparations.<br />
<br />
Over the next week Glass and Lady Aunée travel the provinces (allowing her to become more in tune with the land she will be trying to stop flying apart during the ritual and him to alert various fae people in the district to hunker down or flee), the planned celebrations of the Queen's birthday are <br />
amplified to enrich the Dharmic power pool further, and the Dharmic representatives are recalled to the capital and drilled in the ritual. <br />
<br />
The best structure for the "power pyramid" is determined to be a 5 tier 1-3-6-18-36 pattern, the Queen Aista-raina channels power to the focus while she is bolstered by her three senior advisers, the Trimurti, who are in turn supplied Dharmic energy by 2 ranking Courtiers who each have 2 middling demigods supporting them, who in turn are supported by 2 of the lesser lights of the the Consociation. This will allow a constant and quite ridiculous amount of Dharmic power to flow to the Queen before she has to draw on her own reserves. It's very clear that the less Dharmically invested and capable members will be unable avoid releasing the vast portion of their energy reserves as the 24 hours ritual grinds on, and will likely be exhausted and weakened until Dharmic sacrifice from the Hiinn restore them but their sacrifice will allow their superiors to stay the course during the whole ritual.<br />
<br />
The Aditya practice weaving a web of light, darkness, and celestial markers to guide the passage of Dakhini with Darian stepping, rather conveniently, <br />
into the rule of understudy to Martanda. This will allow lady herself to attend and contribute, hidden by Darian's shadow. As the "star" of the show, <br />
Lady Aunée makes few demands beyond learning some of the cultural touchstones, dances (folk and courtly) and songs, of various areas to help her <br />
strengthen her impression of land she will be protecting during the ritual. Indeed, she doesn't even complain (beyond a rather weary rolling of the <br />
eyes) when it is imparted that it's necessary to securely, if comfortably, fasten her to her station during the ritual.<br />
<br />
In fact the the total absence of any guarantee that she, or anyone, surviving this desperately over-engineered ritual does not seem to weigh on her. <br />
When she makes a present of some of the items she'd collected during her adventuring career to the party, a concerned Amelia takes it to be a sign of <br />
fatalistically giving up her worldly possessions. She reassured them all that they should consider them to be on loan until until she asks for them to be <br />
returned, also reminding them that they still haven't discussed payment for the venture. They may also be useful in dealing with the two Demonic Avatars <br />
returning to the present with them.<br />
<br />
However, it is clear that her Magical Aptitude will bear the brunt of focussing the mana and keeping Dakhini basically Dakhini-shaped, and it's long been <br />
a self confessed weakness. Fortunately, Amelia's Herbalism will be able to artificially enhance dear Lady Aunée for the duration of the ritual. <br />
Unfortunately, no-one's to sure of the subsequent outcome once the potion wears off.<br />
<br />
<br />
Finally the appropriate day arrives and with everyone assembled, the Great Ritual begins. The first problem that emerges is that every 70 seconds (or so) there is a hiccup in the power that is flowing through Ithiliderial, which causes Darkini to "jerk" within her mental grasp, "rotating" a little and causing a small, but insistent amount of mental damage. <br />
With a little adjusting and checking, we discover that Indra is generating a quite a bit more Dharmic energy than had been expected and also is "quivering" in sync with the hiccups. We shift the structure of the "engine" pyramid around a bit but this doesn't alleviate the strain on Ithiliderial. We try various things but aren't able to make a difference but it appears Ithiliderial will be just able to survive the mental damage. Indra also informs us that things are happening as they must and we shouldn't be too concerned with the "jerk"ing as it's neccessary.<br />
<br />
A little earlier than hoped (about 8 hours into the 24 hr ritual), junior members of the Court begin to burn out and we start having to rebalance the structure of the "engine" pyramid. Amelia and Agni begin tending to the "burned" out Elves.<br />
<br />
At about 2/3rds of the way through, the weakest member of the Aditi "steering" the ritual, begins to burnout and with little warning, Surya "claims" their soul. After we become aware of this, Amelia checks on the burned-out court members and discovers that most of them have been "claimed" by Agni. Things become rather tense as Agni endeavours to gain access to the remianing court members as they burn out and we endeavour to keep him from doing so. Towards the end of the Ritual, Amelia gives Agni a sharp message as the strength of her resolve (and right arm) on the matter and with his "pride" wounded he keeps his distance.<br />
<br />
Also amongst the Aditi, Surya slowly "claims" more of them as they fail. MÄrtanda arranges things so that she can make a play to take over the power Surya is accumulating and this also (as planned) will give Darien the opportunity to escape.<br />
<br />
After some further discussion about how to deny Agni and Surya any further "claims" on any Elves, we consult Indra who reveals that he's been keeping Dharma active for the rest of the lands of Darkini. It turns out that whilst only one day is passing where the Great Ritual is being performed, different time scales are passing outside. The rest of the capital will have had about a month pass and over the majority of Dakhini about 300 years. The "jerk"ing has been him popping outside for a split second to maintain his connection to Dharma and Dakhini. He reveals that he can also take someone with him and collect them them on his next "visit". This is used to have Mortimer and Amelia pop out and make some Herbalist potions that we hope will be of some use.<br />
<br />
During the final hour it becomes obvious that the Queen and her inner council will not be able to quite make it to the end of the Ritual and thus Indra will have to take over the landing. We also resolve to have Malia and her mother and bodyguards popped outside just before then so they have a few years to prepare to claim the throne. Indra agrees to do this.<br />
<br />
The final minutes of the Ritual are quite hectic. Malia and family are successfully put outside to prepare. MÄrtanda is not able to wrest control sufficently from Surya but Darien is able to successfully extract himself from the "steering" group just before Surya becomes the only one remaining "alive". Indra is able to provide just enough Dharmic power to complete the ritual, but the outside edges of Dakhini don't quite make it, resulting in a gigantic island arriving in our time. The shenanigins of those last minutes result in a bit more mental damage than Ithiliderial can take and she is rendered quite mind-burnt.<br />
<br />
As we return to the normal time-flow, we discover that the nature of Dharma has changed and only Indra and the Court children he had arranged to be out of the capital, can access it now. Members of the old Court who try and access Dharma go a little crazy. <br />
<br />
We head back to [[Bandorion]].<br />
<br />
<br />
<br />
<br />
<br />
{{divbox|#9CF||A minor point missed from the last session, but included in the scribe notes for the sake of completeness.}}<br />
<br />
During the celebrations for Lindur's birthday, at [[Bandorion]] on the slopes of [[Adlanna]], his mother Calimë approached the party to welcome the "distant cousin" who apparently shared the happy day. While the child was obviously tired from travelling and seemed a little absent, she was taken by the resemblance to her own offspring. Indulging a moment of maternal fussing that the confident Lindur had lately become too proud to allow, she took a kerchief and cleaned the smudged, and rather childishly over-done make-up from the child's pretty face.<br />
<br />
With that set right, she rejoined the throng, leaving Clarissa with a piece of smudged cloth, blurring tattoos, and little more of the light gone out of her eyes.<br />
<br />
===GM Time Line===<br />
;Duesday 1 Frost<br />
:12:00- Information dump by Clarissa, party organisation.<br />
:18:00- Research in Guild Library, sleep<br />
;Wodensday 2 Frost<br />
:00:05 Meet Clarissa's northern cousin Megildur<br />
:00:30 Summon Inanna on hilltop<br />
:00:45 Summon Inanna on second hilltop <br />
:01:00- Leave Guild, dodging falling stars<br />
:07:00- Arrive at Novadom, rest/sleep<br />
:15:00 Warned by Novadom officials to "get out by dusk, and take the hail of Brimstone with you"<br />
:17:30- Leave Novadom<br />
:23:50 Rest at Five Sisters coastline <br />
;Thorsday 3 Frost<br />
:00:10- Fly south over Isles of Adventure <br />
:06:30- Land at inland Azurian hill country. Rest<br />
:10:00 Disturbed by giant lions<br />
:14:00 Teleport time - Moon >=54 degrees up for 15 minutes in northern Azuria<br />
:15:30 Mortimer appears on Adlanna, belatedly followed by Darian and Clarissa (''note timezone shift'')<br />
:15:10- Gerald & Amelia wander into the Fae Mists<br />
:22:30- G&A appear in Mungodian jungle, and fly away<br />
;Freysday 4 Frost<br />
:13:00- After 14 hours straight flight, G&A land again in the same Mungodian jungle<br />
:18:00- After 4 hours sleep, G&A wander into the Fae mists again<br />
;Reapsday 5 Frost<br />
:00:30 G&A arrive in Adlanna, in serious sleep deficit<br />
:10:00 G&A wake up finally<br />
:12:00 All go into Bandorian for lunch with the family<br />
:15:00 Gifts from Orias. Rest, whinge<br />
All times are local, and approximate<br />
;Sunday 6 Frost<br />
:Sleep, rest, plan<br />
;Moonday 7 Frost<br />
:10:00 Lunar Teleport to Dakhini Bight - in time for noon (''note timezone shift'')<br />
:12:30 Get hit by meteorite<br />
;Moonday 7 Frost, -1 Great Year<br />
:12:30 Get hit by meteorite in [[Maryn_Kingdoms|Chebi]], a Maryn province. See Gnolls<br />
:15:00 Fly WSW to [[Maryn_Kingdoms#Avanti|Avanti]]<br />
:21:00 Arrive in Avanti. Wander around the outer town. See Vanara<br />
:23:00 Announce human presence at the gates to the town<br />
:23:30 Ensconced in luxerious suite in main palace<br />
;Duesday 8 Frost, -1 Great Year<br />
:01:00 Wander around the Palace, DAing<br />
:10:30 A Commissioner excorts the inspection crew around the various depts<br />
:12:00 Clarissa being revealed as an Elf, the party retires<br />
:12:30 Enter the Mara<br />
:12:35 The party leaves Avanti, or at least Ujjain<br />
:pm Spend some time with Vanaran villagers<br />
;Wodensday 9 Frost, -1 Great Year<br />
: Mess about in boats with Vanara<br />
;Thorsday 10 Frost, -1 Great Year<br />
: Visit a sinkhole with Vanara<br />
;Freysday 11 Frost to Thorsday 17 Frost, -1 Great Year<br />
: Sail down river. Visit towns. See Dhole, Dimasa, many priests<br />
;Freysday 18 Frost , -1 Great Year<br />
: Arrive at [[Maryn_Kingdoms#Savira|Savira]] docks at dusk<br />
;Reapsday 19 Frost, -1 Great Year<br />
:07:00 Escorted up the Main Port Road with a great deal of kufuffle for several hours<br />
:12:00 Arrive at the Maryn Palace in [[Maryn_Kingdoms#Savira|Savira]]<br />
:14:00 Afternoon tea with Elven/Drow Ambassadors<br />
:15:00 Meet with Dwarven Ambassadors<br />
:15:30 Summon Orias<br />
:16:30 High Tea with the [[Last_Maryn_Court|Seven Celestials of Aditi]]<br />
:19:00 Escape back to rooms, and plot<br />
:21:00- Agni, Malia, etc visit<br />
:23:00 Astrology Reading<br />
;Sunday 20 Frost, -1 Great Year<br />
:01:00 Clarissa sleep-eats a Satanic Nightjar<br />
:02:30 Note from Daksa - Fainauriel the unicorn likes apples<br />
:03:00 Audience with Aistaraina<br />
:03:40 Audience with Amitraghata<br />
:04:00 Party secretly flees from Palace with Malia, and Amy ''the Little Slayer''<br />
:09:00 Party cross Kalingan border. '''Start here, 25 August, 2009'''<br />
: ... sleep deficit ...<br />
<br />
===Future Dates===<br />
;Moonday 21 Frost, -1 Great Year <br />
:half moon waning<br />
<br />
;Moonday 28 Frost, -1 Great Year <br />
:middle day of new moon<br />
<br />
;Moonday 5 Snow, -1 Great Year <br />
:half moon waxing<br />
<br />
;Duesday 6 Snow, -1 Great Year<br />
:Resonant New Year of the Phoenix. Birthdays of [[Famous Maryn People#Aistaraina the Great|Aistaraina]], and Clarissa<br />
<br />
;Duesday 6 Snow, 809WK<br />
:Resonant New Year of the Phoenix. Birthday of Clarissa. Clarissa warned to be back by this date<br />
<br />
<br />
<br />
==Miscellany==<br />
After the short discussion I present the initial few verses of [[The Karbi song]]<br />
<br />
==Loot / Gifts==<br />
; Amelia<br />
: From [[Orias|Inanna]], a set of [[Maryn_Consociation#Geography|maps of the Dakhini peninsula]], circa 26,000 years ago, wrapped in a silver ribbon.<br />
:Also, Amelia now has a [[Celestial Apocalypist]] skill at Rank 0, ostentiably to be able to predict the timing and location of falling meteors for travelling to and from Dakhini. At higher ranks, this skill also allows Amelia to cause rains of meteors, falling stars, earthquakes, tidal waves, etc., as befits one with the sobriquet ''World-breaker''.<br />
<br />
;Clarissa<br />
: From [[Orias|Inanna]], a deadline of 6 Snow to complete her task, as per her 'year and a day' contract.<br />
<br />
; Darien<br />
: From [[Orias|Inanna]], a black shadow, wrapped in a silver ribbon. This shadow provides knowledge of how to cast three Deep Shadow magics at Rank 0: Shadowsoul (target: entity or corpse), Conjure Shade (target: entity), and Shadow Folding (target: magical shadow). He will gain a Shadow Taint equal to his total rank in these spells. This provides ablative protection against damage caused by spectres, wraiths and wights up to a total of his Shadow Taint each night. His Shadow Taint can also be used as a percentile bonus on cast checks; any resulting magic will count as Deep Shadow magic. All Deep Shadow magic is tainted and rightfully regarded as a sign of evil; as such, it will not affect undead, demons, or other intrinsically evil beings (e.g. Deep Shadowform offers no defence against devils), and may be particularly effective against Beings of Light. More detail to be provided privately.<br />
<br />
; Glass<br />
: From [[Orias|Inanna]], a packet of six shaped amulets, wrapped in a silver ribbon. These amulets allow understanding of the language ''Hiin'' at Rank 6. Hiin is a creole known to many sentient chimerical and shapeshifting creatures, particularly those that have no 'racial' language. These include Doppelgangers, Gargoyles, Gorgons, Gryphons, Harpies, Naga, Pegasi, Phoenix, Sphinx, and Unicorns. It may also be known by Centaurs, Merfolk, Nymphs, Satyrs, and any other Fae Folk with bestial attributes or shape-shifting abilities. It is not a racial language, so not all individuals of the above races will know this language. Hiin is a secret language on modern Alusia, and will usually not be spoken when non-shapeshifters are present. (''Hiin' or ''Hin'' is elvish for children - it is a language of the younger races, during the time they were being raised from the animals)<br />
: Also, Glass has gained a Doppleganger Racial Talent at Rank 0. More detail to be provided privately.<br />
<br />
; Mortimer<br />
: From [[Orias|Inanna]], a large history book wrapped in a silver ribbon, 'borrowed' from a library in Alfheim, and containing a short chapter on the [[Maryn Consociation]], along with other early and middle Bronze Age history. There is a sidebar on [[Maryn Dharma]].<br />
:Also, a small cold-iron chest has been deposited in his metaphoric library, just outside the locked cabinet with empty shelves. A key (to the cabinet) tied to a black ribbon rests on top of the box, beside a brief hand-written note: ''You are less likely to be tempted by this knowledge than most. As a favour, I ask you to keep it hidden, in case they find me again. E''. If he chooses to open the sealed chest, more detail will be provided privately. '''Update1:''' Halflings are inquisitive. The chest contains a lead sheet (?) wrapped package that appears to contain one large or two medium sized books. Package has not been opened. '''Update2''': Having invited Martanda aka [[Famous_Maryn_People#Katilya_Eleniel|Katilya Eleniel]] to view the package contents (and revising to whom the "E" of the note refers): It contains four slender volumes. 1) Folio/notes from the Arthas-Ästra, 2) a treatise on the ascension of lesser races (i.e. how to raise non-sentient beings to sentience), 3) a treatise on Umbral Shade, and 4) a book (not yet written at this point in Maryn history) concerning Ascension (with a capital "A") and containing multiple case studies.<br />
<br />
== Award Nominations ==<br />
;'''Stupidest''' <br />
:Clarissa, for ... ("Addled-pated vapour-brained moon calf" -- Mortimer) <br>''i.e.'' Beginning to teleport the party some 2,500 miles with a new ''ability'' and only realizing that the ability was conferred by an item with insufficient charges to teleport the '''entire''' party.<br />
<br />
'''Nominated and Won.'''<br />
<br />
<br />
;'''Smartest'''<br />
Clarissa for the "I'm not missing my birthday, so let's move Dakhini 25,920 years into the future using my fragile mind as the fulcrum" plan.<br />
<br />
'''Nominated and Won.''' Bonus irony on that one.<br />
<br />
<br />
;'''Bravest''' <br />
Amelia for her "strongly worded protest" at Agni's crotch about his treatment of the exhausted Maryn courtiers during the ritual.<br />
<br />
'''Nominated and Won.'''<br />
<br />
<br />
;'''Best Death'''<br />
<br />
No nomination.<br />
<br />
==[[Princess Diaries III Party Organisation|Party Organisation]]==</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Last_Maryn_Court&diff=100693Last Maryn Court2024-03-22T23:50:15Z<p>Stephen: Text replacement - "Å›" to "s"</p>
<hr />
<div>[[Category:Maryn History]][[Category:Andrew W]] __NOTOC__<br />
<br />
The [[Maryn Consociation]] was ruled from [[Maryn_Kingdoms#Savira|Savira]] for over 6,000 years. During that time, there were three different High Queens, and the composition of their courts changed frequently. The composition of the Maryn Court in its final days was:<br />
<br />
{|<br />
!Name<br />
!Title<br />
!Magic<br />
!Notes<br />
|-<br />
!Aista-raina <br />
|The High Queen<br />
|<br />
|<br />
|-<br />
!colspan=4 align='center'|The Trimurti <br />
|-<br />
|Diash-pita <br />
|The Sky Father<br />
|<br />
|<br />
|-<br />
|Privi-mata<br />
|The Gracious Mother<br />
|<br />
|<br />
|-<br />
|Amitra-ghata <br />
|The Slayer of Enemies<br />
|<br />
|[[Famous_Maryn_People#Bellethiel|Bellethiel]] after abdicating<br />
|-<br />
!colspan=4 align='center'|The Council of Ministers<br />
|-<br />
|Soma<br />
|Lady of the Moon<br />
|Full Lunar<br />
|(See Adityas)<br />
|-<br />
|Yama <br />
|Lord of Death<br />
|<br />
|Councillor of the South<br />
|-<br />
|Surya <br />
|Lord of the Sun<br />
|Solar<br />
|[[Orias]] (See Adityas)<br />
|-<br />
|Varuna<br />
|Lady of the Oceans<br />
|<br />
|Councillor of the West<br />
|-<br />
|Indra <br />
|High Lord of Light<br />
|Light<br />
|Councillor of the East<br />
|-<br />
|Kubera <br />
|The Golden One<br />
|<br />
|Councillor of the North<br />
|-<br />
|Vayu<br />
|Mistress of Wind<br />
|<br />
|<br />
|-<br />
|Parjanya <br />
|Mistress of Rain<br />
|<br />
|<br />
|-<br />
|Agni <br />
|Master of Fire<br />
|<br />
|[[Aim]], but sane<br />
|-<br />
|Narada <br />
|Mistress of Words<br />
|<br />
|Chair of the Ascension Council<br />
|-<br />
|Aswini <br />
|The Twins<br />
|<br />
| Healer/Harvester of Life<br />
|-<br />
!colspan=4 align='center'|The Adityas are the <s>Eight</s> Seven Celestials of Aditi<br />
|-<br />
|Soma <br />
|Lady of the Moon<br />
|Full Lunar<br />
|female<br />
|-<br />
|Mitra <br />
|Ruler of the Heavens<br />
|Wanderers<br />
|male<br />
|-<br />
|Aryaman <br />
|Master of the Dark<br />
|Utter Dark<br />
|male<br />
|-<br />
|Bhaga <br />
|Beloved Star Mother<br />
|Starlight<br />
|female<br />
|-<br />
|Surya <br />
|Lord of the Sun<br />
|Solar<br />
|male<br />
|-<br />
|Daksa <br />
|Mistress of Tranquility<br />
|New Lunar<br />
|female<br />
|-<br />
|Indra <br />
|High Lord of Light<br />
|Light<br />
|male. Born into Dharma, <br>and so almost demi-god-ish<br />
|-<br />
|<s>MÄrtanda</s><br />
|<s>The Corrupter</s><br />
|<s>Umbral Shade</s><br />
|Exiled. Was the human [[Famous_Maryn_People#Katilya_Eleniel|Eleniel]]<br />
|-<br />
|}<br />
<br />
;Minor officials<br />
:'''Rudra''' and his Maruts (eight). The Maruts are very violent, armed with golden weapons, lightning and thunderbolts, and ride in golden chariots. They are an aspect/off-shoot of the Wild Hunt.<br />
<br />
:'''The Heavenly Dancers''' (four). Urvasi, Menaka, Rambha, and Tilottama.<br />
<br />
:'''Vasus''' (13): Young Women without purpose: Diti, DÄnu, Kala, DanÄyÅ«, Sinhika, Krodha, Pradha, Viswa, Vinata, Kapila, Muni, Malia, and Kadru.<br />
<br />
:'''Visvedevas''' (9): Young Men without purpose: Vasu, Satya, Kratu, Kala, Kama, Kirti, Kuru, Puru, and Madrava.<br />
<br />
:'''Maras''' (four): MÄna (west), Ä€nanda (north), VijñÄna (East), PrÄna (south).<br />
<br />
:'''Nostariel''' family. They are archivists and sages, specialising in Runes and Glyphs; Naming Incantations; and Ascension to Sentience. They include: Nioniel, Lothiriel, Antiel, Athradien, Tharsirion, Gondien. The Nostariel were the previous guardians of the Dakhini Peninsula.<br />
<br />
:'''Drow Ambassador''': His Excellency Deimakius.<br />
:'''Alfheim Ambassador''': His Excellency Taurnil Arandil.<br />
:'''Dwarvish Ambassador''': His Excellency Rádsvid Kell.<br />
<br />
;The Ascension Council<br />
* The Chairwomen is Narada, Mistress of Words (usually ''in absentia'')<br />
* The Acting Chair is Rádsvid the Dwarf.<br />
* The Secretary is a Human, simply known as 'The Secretary of the Ascension Council'.<br />
* The other Senior Member is Khak the Orc.<br />
* The Junior Members consist of one representative from each of the ascended races: Vanara, Rabari, Dawon, Brahma, Dimasa, Parandrus. There are nominally positions for the other races, but their seats are unfilled as the otehr races tend to be smelly, slovenly, and ill-disciplined (compared with the monkeys and orcs). <br />
* Only the Senior Members have votes. The Chair has 5 votes, the Secretary 2, other Senior Members have 1 each.<br />
<br />
;Elves outside the Court<br />
: Each district has a regional Governor, or Mara, who represents the Court in that province, in the same manner than the Councillor for that province represents that province's interests at Court. Each Mara typically has 2 assistants, who act as her Council of Ministers, or enforcers.<br />
* Mara MÄna of Avanti, Mara of the Fetid West. Fell Sorceror of the Mind and Soul. Her Ministers specialise in Fire and Water.<br />
* Mara Ānanda of Kampilya, Mara of the Cold North.<br />
* Mara VijñÄna of Giri, Mara of the Stinking East.<br />
* Mara PrÄna of Bhojakata, Mara of the Rebel South.<br />
* Queen Brihadhra of Kalinga ('Queen of the Orcs'). In the rebel capital of the south-eastern Kingdom of Kalinga, is Queen Brihadhra and her consort. Her children Diti, Kratu, and Malia stay in the Savira court to ensure they remain safe and unharmed.</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Braegon&diff=100692Braegon2024-03-22T23:48:26Z<p>Stephen: /* Slow Portal to Asan */</p>
<hr />
<div><div style="float: right; margin-left: 5px; font-size: smaller; " >__TOC__</div><br />
[[Image:Breagon.jpg|200px|thumb|right|Braegon]]<br><br />
[[Image:Braegon.jpg|200px|right|thumb|Braegon considering his options]]<br />
Braegon is a [[Human]] [[Earth Magics|Earth Mage]] and Elementalist played by [[User:Stephen |Stephen]].<br />
Braegon is a master [[Healer]], [[Ranger]] and [[Philosopher]].<br />
<br />
== Info for GMs ==<br />
{{:Braegon GM Information}}<br />
<br />
== Places ==<br />
; Seagate Guild<br />
: Braegon occasionally stays at the guild lodgings or just crashes in a corner of the Healers chambers if helping out there. Convenient when doing intensive training or work at the guild.<br />
; [[Tobintown]], Brastor<br />
: Braegon helped rebuild Tobintown after the Dark Circle devastation and made a few friends there. He visits occasionally and usually stays at the inn.<br />
; [[Fastness of Girwyllan]]<br />
: Braegon knows the fastness well, and knows a few [[Braegons short cuts|short cuts]] to and from there.<br />
<br />
=== Manor House in Eastern Brastor ===<br />
Braegon has inherited and restored an old manor house in eastern [[Brastor]], about 5 miles south of Emmitsburg. <br />
He usually stays here and potters away in the gardens and fields when in Carzala and needing a break from the bustle of life at the guild.<br />
<br />
The nearby hamlet is shielded from view and accidental intruders by apparently natural terrain features and flora. <br />
The locals are various people who needed a home and are willing to live in harmony with nature under Braegon's protection.<br />
<br />
'''GM Notes:''' <br />
There is an Astral Gate in a tower partially concealed within an Oak Grove behind the manor and an Inter-planar Portal Nexus in a basement well below the Manor. <br />
The Oak grove is a Pacifistic Earth Place of Power.<br />
<br />
==== Slow Portal to Asan ====<br />
At the end of a discrete cave, then entrance to which is moved on a regular basis, the back wall is covered in 2 tonnes of copper plates.<br />
<br />
This is a slow portal allowing a 12 hour trip through some very cold & frosty dangerous lands to a warm sandstone cave.<br />
<br />
The other end of this slow portal is in a sandstone cave somewhere in the desert of [[Asan]].<br />
<br />
Guild members on adventure are welcome to make use of this portal, current directions to get to the cave can be obtained from the Guild.<br />
<br />
=== Farm in Northern Flugelheim ===<br />
Braegon holds lands in [[Artzdorf and Flugelheim|northern Flugelheim]], he has carved several farm houses, stores, and stables into the hills and added discrete walls and ditches to secure the estate from most predators and bandits. The farm is worked by local free-men/women who pay a small percentage of their crops as rent.<br />
<br />
Some slightly odd ponies are bred here.<br />
<br />
Not widely known but there is a small healing chamber here consecrated to [[Diancecht]]. Healing in this chamber is easier and faster than normal.<br />
<br />
=== Manor in Northern Artzdorf ===<br />
Braegon holds deed to a poorly maintained manor house (with six staff) which is the only surviving section of the large set of ruins known as 'the Castle Alexi De Vault'. <br />
<br />
Its location is in the Daluing Valley in [[Artzdorf and Flugelheim|northern Artzdorf]]. <br />
Rumours of missing locals, underground ruins and dungeons persist to this day. Retaining staff members is hard because of the ghosts.<br />
<br />
The house has four stories, a basement, ground floor, first floor, & attic. <br />
The six staff members have bedrooms in the attic level. <br />
All of the stable hands, groundsmen, and wood cutter have a small cottage in the lower garden. <br />
; Improvements<br />
: Above description is as at Autumn 821wk. Work is then started on restoring buildings, cleansing the land of malign influence, revitalising fields, blessing the people and livestock...<br />
<br />
=== City of Brass ===<br />
The Elemental Lord of the [[City of Brass]] that bears a remarkable resemblance to Braegon has a modest dwelling in the city. <br />
The Lord is reclusive and frequently absent on business.<br />
<br />
=== Permanent Portals ===<br />
A set of connected permanent rune portals created by Prudence of [[AnteCarzala]]. The portals are runes carved into stone around existing arches or to create an arched doorway on a stone surface.<br />
<br />
These portals do not require a Rune Mage to activate and do not cost Fatigue to use, they will activate on touch and transport the entity to the next portal in the chain. <br />
Most of the portals are concealed in hard to reach sections of obscure natural caves.<br />
; Portal Points<br />
: '''Brastor''' - Braegon's Manor House, 5 miles south of [[Emmitsburg]], in the basement of the manor.<br />
: '''Brastor''' - Tobintown, 5 miles west of [[Tobintown]] in a cave in the forest.<br />
: '''Carzala''' - Candlestone Farm, in the hills 5 miles west of [[Candlestone Farm]] (40 miles west of Guild).<br />
: '''Ranke''' - Sanctuary, 10 miles north of [[Sanctuary]] in a concealed mountain cave.<br />
: '''Aquila''', [[Aquila#Bremen|Bremen]], a hidden mountain valley in southern Aquila, in a cave in the mountains at the south of Bremen.<br />
: '''Pagan Mts''', North-East of [[Glissom]], north of [[Brandenburg]], west of [[Aladar]], a mountain cave well above the snow line.<br />
: '''Eltrandor''' - Algain Mts, a small cave high up on the western-most of the Three Sisters, [[Eltrandor|Algain Mt Range]]<br />
: '''Eltrandor''' - Lake Eltran, a small cave with an underwater entrance in the Asgran Hills, North of [[Eltrandor|Lake Eltran]]. Prone to flooding in Spring.<br />
: '''Artzdorf & Flugelheim''', in the basement of Braegon's Estate, northern [[Artzdorf and Flugelheim]]<br />
<br />
=== Planar Nexes ===<br />
Braegon knows of the following Planar Nexes and has means to travel between them. Travel time is usually 1-2 weeks.<br />
* [[Plane of Elemental Earth|Earth Nexus]] - connected to or part of the Plane of Earth, a flat plain dotted with tailings of Tunnelling spells that come and go.<br />
* [[City of Brass]] - a powerful and well connected Nexus with many permanent paths maintained by the Lords of Brass.<br />
* [[Alusia]] - a labyrinth of tunnels and caves beneath Braegon's Manor House in Brastor.<br />
* [[Terranada]] - an [[Alternate Alusias|alternate Alusia]], the Nexus is in the same location in Brastor as the equivalent on Alusia.<br />
<br />
== History ==<br />
{{:Braegon History}}<br />
<br />
== Services ==<br />
Braegon does not normally sell his magical services.<br />
On occasion he is requested to help parties that do not have an Earth mage, the following spells and investeds are potentially available provided that Braegon is available to help:<br />
# Check with your GM, if Braegon's availability would mess with their game then he is not available.<br />
# Contact me to check if he is around and if he will help (it depends on which character is asking and what for). I can be contacted by Email or Phone if you have the number/address, or discussion page here if you have neither.<br />
<br />
=== Spells ===<br />
* Strength of Stone Rk 20; Dur 21 Hours; BC 122%<br />
* Armour of Earth Rk 20; Dur 10.5 Hours; BC 122%<br />
* Trollskin Rk 13; Dur 75 sec; BC 101%<br />
* Witchsight Rk 20; 10.5 hrs; 112%<br />
* Fire Armour Rk 20; 21 Hrs; 122%<br />
* Other Elemental spells at lesser ranks<br />
<br />
=== Investment ===<br />
Braegon does not have a stock of investeds to sell, anything you want will need to be made in the game days after you request it.<br />
The prices listed below are cost price, some recompense for the time spent investing is additional.<br />
<br />
Investment is at Rk 10, BC 107%. <br />
<br />
; Investing Strength of Stone and Armour of Earth<br />
* Scroll: 1 charge of Rk 20; 1,000 sp; BC 142%.<br />
* 5 charges of Rk 20 in 10 days, 10,000 sp (@2,000), BC 142%.<br />
* 1 charge of Rk 20 in 6 days, 2,000 sp, BC 142%.<br />
* 1 charge of Rk 15 in 1 day, 1,500 sp, BC 127%.<br />
* 5 charges of Rk 11 in 1 day, 5,500 sp (@1,100), BC 115%.<br />
<br />
; Investing Trollskin<br />
* 5 charges of Rk 13 in 3 days, 8,125 sp (@1,625), BC 121%.<br />
* 3 charges of Rk 13 in 1 day, 4,875 sp (@1,625), BC 121%.<br />
* 5 charges of Rk 11 in 1 day, 6,875 sp (@1,375), BC 115%.<br />
<br />
[[Braegon Investments]]<br />
<br />
=== Healing ===<br />
Braegon, having over-committed himself to various interests and causes, is rarely at the guild but often hangs around the Healers when is is at the guild.<br />
<br />
His base chance for Resurrections is currently 130% plus the below modifiers. He is life-aspected, he prefers to do resurrections in groups of 4 or 5 at a time. <br />
: + EN patient's normal full endurance. <br />
: +5 if patient is life aspected. <br />
: - 5 if the patient is death aspected. <br />
: - 1 for each year of prolonged life. <br />
: - 1 for each day of regeneration required. <br />
: - 10 for damage equal or greater than 2 x EN. <br />
: - 10 per resurrection attempt. <br />
: + 8 under moon light<br />
: + 8 from Acupuncture if required (adds a couple of minutes to the time)<br />
<br />
* The minimum BC is 13% and the maximum is 105%. <br />
* A resurrection from Braegon is instantaneous (normally no more than one resurrection per pulse).<br />
* Base chance for most other healer abilities is 103% <br />
* Repair will take 8 hours (or 5 under moonlight), Regeneration will take the same time to initiate then regrowth will be 14% per day reducing the subjects maximum FT by 14 for that time (or 15% per day and -15FT if initiated under moonlight).<br />
* Should a guild member require it, Resurrection of Undead is difficult but possible with some additional costs.<br />
<br />
== Misc ==<br />
=== Records Held ===<br />
These are personal records, presumably most are also [[Guild Book of Records|guild records]], and some might be world records though that is harder to confirm.<br />
{|<br />
|-<br />
! Feat !! Record !! When<br />
|-<br />
| Tunnelling (non-stop) || 14 Miles in 7 hours || 8th Fruit 805wk<br />
|-<br />
| Oldest Resurrection || ~30,000 years since death || 30 Vintage 809wk<br />
|-<br />
| Most Resurrections || 12 per Second, 400,001 in one night || 30 Vintage 809wk<br />
|-<br />
| Biggest Dice Modifier || -90,002 (Life Buzz & Lesser) || 30 Vintage 809wk<br />
|}<br />
<br />
[[Category: Character]]<br />
[[Category: Earth Mage]]<br />
[[Category: Fire Mage]]<br />
[[Category: Water Mage]]<br />
[[Category: Air Mage]]<br />
[[Category: Celestial]]<br />
[[Category: Ice Mage]]<br />
[[Category: Healer]]<br />
[[Category: Ranger]]<br />
[[Category: Philosopher]]<br />
[[Category: Stephen Martin]]</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Asan&diff=100691Asan2024-03-22T23:47:20Z<p>Stephen: </p>
<hr />
<div>[[Category:Asan]][[Category:Tina Nevin]]<br />
[[Image:Hathor-gods-of-Asan.jpg|thumb|300px|right|Hathor]]<br />
[[Image:Asan-river-city.jpg|thumb|300px|right|Vrak city]]<br />
[[Image:Asan2.jpg|thumb|600px|left|Asan map]]<br />
An area that is found to the south of the Islands of Adventure. It is a desert country with a long and old history of having Sun God Kings and Queens. <br />
These days mostly based on the north river delta of Asan. <br />
The river systems extends inland for an unknown distance. <br />
Very few outsiders travel inland and return.<br />
<br />
GM: Tina Nevin.</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Asan&diff=100690Asan2024-03-22T23:46:26Z<p>Stephen: </p>
<hr />
<div>[[Category:Asan]][[Category:Tina Nevin]]<br />
[[Image:Hathor-gods-of-Asan.jpg|thumb|300px|right|Hathor]]<br />
[[Image:Asan-river-city.jpg|thumb|300px|right|Vrak city]]<br />
[[Image:Asan2.jpg|thumb|600px|left|Asan map]]<br />
An area that is found to the south of the Islands of Adventure. It is a desert country with a long and old history of having Sun God Kings and Queens. <br />
These days mostly based on the north river delta of A?an. <br />
The river systems extends inland for an unknown distance. <br />
Very few outsiders travel inland and return.<br />
<br />
GM: Tina Nevin.</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Asan&diff=100689Asan2024-03-22T23:41:02Z<p>Stephen: </p>
<hr />
<div>[[Category:Asan]][[Category:Tina Nevin]]<br />
[[Image:Hathor-gods-of-Asan.jpg|thumb|300px|right|Hathor]]<br />
[[Image:Asan-river-city.jpg|thumb|300px|right|Vrak city]]<br />
[[Image:Asan2.jpg|thumb|600px|left|Asan map]]<br />
An area that is found to the south of the Islands of Adventure. It is a desert country with a long and old history of having Sun God Kings and Queens. <br />
These days mostly based on the north river delta of Asan. <br />
The river systems extends inland for an unknown distance. <br />
Very few outsiders travel inland and return.<br />
<br />
GM: Tina Nevin.</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Asan&diff=100688Asan2024-03-22T23:40:29Z<p>Stephen: </p>
<hr />
<div>[[Category:Asan]][[Category:Tina Nevin]]<br />
[[Image:Hathor-gods-of-Asan.jpg|thumb|300px|right|Hathor]]<br />
[[Image:Asan-river-city.jpg|thumb|300px|right|Vrak city]]<br />
[[Image:Asan2.jpg|thumb|600px|left|Asan map]]<br />
An area that is found to the south of the Islands of Adventure. It is a desert country with a long and old history of having Sun God Kings and Queens. <br />
These days mostly based on the north river delta of A?an. <br />
The river systems extends inland for an unknown distance. <br />
Very few outsiders travel inland and return.<br />
<br />
GM: Tina Nevin.</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Grymeron_Out_of_Shape&diff=100616Grymeron Out of Shape2024-03-18T10:00:37Z<p>Stephen: /* Chapter 2 */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Dean]][[Category:Scribe Notes]]<br />
== Summary ==<br />
'''Adventure''': Out of Shape on Grymeron<br><br />
'''GM''': [[User:Dean_Ellis|Dean]]<br><br />
'''Season''': [[Autumn]] 824 wk<br><br />
'''Night''': Monday in St Johns<br><br />
'''Level''': [[Experience#Quest_Level | Medium]]<br><br />
; Party<br />
# [[Gnash]] - Orc(m) Necromancer played by [[User:ChrisC|Chris Caulfield]] '''MS'''<br />
# [[Haedric]] - Dwarven(m) Ice Mage played by [[User:stephen|Stephen]] '''Scribe'''<br />
# [[Zardoz]] - Halflynge (m) Celestial (Shadow) played by [[User:Martin|Martin]]<br />
# [[Cassandra]] - Human(f) Celestial (Shadow) played by [[User:Michelle|Michelle]]<br />
# [[Solas]] - Elven(m) Celestial (Solar) played by [[User:NickM|Nick]]<br />
# [[D'Artagnan|Dart]] - Halfling Bard played by [[User:Alex|Alex]]<br />
# [[Lady Arcadia]] - Elven(f) Celestial (Star) Fighter and La Luna the Celestial Wolf played by [[User:Kita|Kita]] '''PL'''<br />
# [[Boom Boom]] Orc(m) Fire Mage played by [[User:IanA|Ian Anderson]]<br />
<br />
; Employer<br />
: Maelstrom on behalf of Albrecht the Great Goblin of Grymeron<br />
; Mission<br />
: Finding pieces of the pond warden and some other issues.<br />
; Pay<br />
: 10,000 sp each<br />
<br />
==Scribe Notes==<br />
=== Brunch with Interesting People ===<br />
; Duesday 1st Fruit<br />
Introductions, interrogations, and jibes.<br />
The we chat with Maelstrom.<br />
Albrecht turned up at Camdindel's tower about a day ago.<br />
An ally on [[Grymeron]] has had a magical mishap and needs help.<br />
<br />
Shopping, Astrology, rituals.<br />
<br />
; W'nsday 2nd Fruit<br />
We board Maelstrom's fancy Nightmare drawn carriage with a well stocked bar.<br />
By road for a while then by air and an hour later we're in a lovely vale in the Superstition Mountains by the lake hosting the island and wide squat blocky black tower.<br />
<br />
After a brief tour and being shown our rooms we head to lunch with Camdindel (Dark Elf), Legion (Sentient Construct with animate hair), Maelstrom, Lyria, Ehrendil, '''Albrecht''' (with his hat & staff-dragon Aracon), and his two ''fungal dragonguard'' (mushroom-people) bodyguards.<br />
: ''There are Vindikar (wasp-people) from Grymeron settled in the vale.''<br />
<br />
Albrecht:<br />
* '''Akifa''' (Pygmy Forest Troll-Goblin), Keeper of the Pool of Ignorance in for the Forest of Gorendinka send a wind message asking for help.<br />
* A. made himself a potion of ignoring shape, drank it, and fell apart.<br />
* About half of him reformed in a barrel, the other bits ran off.<br />
# Monkey Climbed a tree<br />
# Fish swam off (through the air)<br />
# ...<br />
<br />
Haunted wood has [[Grymeron#Layers within the Haunted Wood|5 levels]] each about 200' high.<br />
# Stygian Depths - dark, insects, lichens, jellyfish<br />
# Pelagic - World shark<br />
# Understory - Pool of Ignorance<br />
# Midstory - <br />
# Canopy - <br />
Dracoslerz, Cat People, Fungosaurs, Electric Eels, 20' Centipedes, ...<br />
<br />
Places where it is easy to cross between levels are prime hunting grounds for predators.<br />
<br />
Pool of ignorance is fed by a spring from the River Lethe.<br />
<br />
Albrecht has prepared items, a stone each to keep us dry and a bracelet to collect mana:<br />
* Gift: Stone of (almost) Waterproofing - aquaphobic (water repelling)<br />
* Loan: Bracelet slowly collects mana which can be released to cast at normal speed, be careful of overcharging.<br />
<br />
We get our Greater Enchantments from Legion.<br />
Fly to Gryphon Pass.<br />
<br />
The portal at Darkwell (Saurime village) in Gryphon Pass is a fountain in a Dwarven Cave, it leads to a fountain in a (Vindikar) underground town by a lake.<br />
<br />
We fly about 250 miles across the lake to Albrecht's home, Quibbit City. 150' high walls, built on a large scale.<br />
Buildings are mostly mushroom-like or tall and onion-topped.<br />
<br />
=== Monkey Time ===<br />
<br />
Different tribes of goblins have different specialities, magic, fighting, flying (on serpents), etc.<br />
<br />
Talk to merchants, see the sights, dinner and spend the night.<br />
<br />
; Th'rsday 3rd Fruit<br />
On Shadow Wings we fly around and over the lake to Moonpok a treetop trading town about a mile from the edge of the Haunted Forest.<br />
<br />
After lunch we fly on using Sol's Light Wings, over the top of the forest then dropping down into the canopy level, flying between the trees to a hole where we can drop down beside a waterfall.<br />
<br />
Some wolves (GTN: Quab) lurking to hunt near the hole make themselves scarce.<br />
<br />
We drop through the hole to the Understory then fly on, following Albrecht to the Lake. Ramshackle hut and outbuildings.<br />
<br />
What remains of Akifa is living in a beer barrel, he's a bit out of shape. Changing between different faces and forms when he's not actively concentrating on holding one form so he can talk to us.<br />
DAs: GTNs Troll-Pygmy/Goblin-Merbethol. His identity, Last Magic & its remaining duration, 16 / 27 bits of him are here.<br />
<br />
Lyria & Ehrendel study Akifa, Lyria manifests some glowing lines pointing at his bits - we take bearings. Then she starts working on a map we can take with us.<br />
<br />
We set up camp, watches, and sleep.<br />
; Frysday 4th Fruit<br />
# Spider Monkey - L5, closest within a few miles <br />
# Bird - L5 <br />
# Crocodile - L4 <br />
# Dragon (Fairy Dragon) - L4 - Cat-sized flyer, agile, breath weapon ~30' cone of Sleep (normal sleep, no resistance) or Hallucinations (last about 1 min), Phasing, Teleport. They like caramel, slivers of fresh meat.<br />
# Spider - L3<br />
# Husky (Quab) & Cat (Lkyroi) - L3 <br />
# Amoeba - L2 <br />
# Dragon (Dracoslerz) - L2 <br />
# Centipede - L1 <br />
# Mushroom (Fungal Dragon Guard) - L1 <br />
<br />
We head up to the canopy, land in a tree and try summoning Akifa monkey.<br />
The summoned 4 turn up with 10 friends, the friends fling fresh dung at us.<br />
We identify the long-lived animal as Akifa, Arcadia gradually talks him down and we befriend him with fresh fruit, holding on to him while sending the others away.<br />
<br />
; Smartest - Zardoz<br />
: When the monkeys started flinging dung, he grabbed his aquaphobic stone to repel the fresh dung.<br />
Flying back down Ehrendel helps us put the monkey back in the barrel to rejoin Akifa prime.<br />
<br />
=== Chapter 3 ===<br />
<br />
; Reapsday 5th Fruit<br />
; Sunday 6th Fruit<br />
<br />
== Buffs & 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 />
=== Buffs and Abilities ===<br />
{| class="buffs" |&nbsp;<br />
|+ '''Long Term (assumed always on)'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Duration<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Strength of Stone (LA)<br />
|class="rk" | 10<br />
|class="ef" | +10 EN<br />
|class="du" | 11 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Shadow Form (Ca/Za)<br />
|class="rk" | 12<br />
|class="ef" | +26% Def<br />
|class="du" | 6&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Coruscade (So/LA)<br />
|class="rk" | 15<br />
|class="ef" | +32% Def<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> Y<br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Resist Cold (Ha)<br />
|class="rk" | 14<br />
|class="ef" | +4 Temp Gauge, -5 Cold Dmg.<br />
|class="du" | 8 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> -<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Weapon of Cold (Ha)<br />
|class="rk" | 15<br />
|class="ef" | +16 BC%, +6 Dam<br />
|class="du" | 20 min **<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 4<br />
| <!-- LA --> <br />
| <!-- So --> 1<br />
| <!-- Za --> 1<br />
|-<br />
|class="mg" | Witchsight (So,LA,Za)<br />
|class="rk" | 6<br />
|class="ef" | See Invis<br />
|class="du" | 3&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fire Armour(BB)<br />
|class="rk" | 13<br />
|class="ef" | 56 Ablative<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk" | 13<br />
|class="ef" | Protection from fire<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|}<br />
<br />
<br />
{| class="buffs" |<br />
|+ '''Short Term/Situational'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Wings (Ca)<br />
|class="rk" | 15<br />
|class="ef" | 45 mph<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Wings of Light (So)<br />
|class="rk" | 8<br />
|class="ef" | 38 mph<br />
|class="du" | 4&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Water Wings (LA)<br />
|class="rk" | 3<br />
|class="ef" | ? mph<br />
|class="du" | 2&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (So)<br />
|class="rk" | 10<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 15 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (LA)<br />
|class="rk" | 8<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 13 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Traversal (Ha)<br />
|class="rk" | 12<br />
|class="ef" | 4 targets, +5 tmr over level ice/snow.<br />
|class="du" | 4h 20m<br />
| <!-- BB --> A<br />
| <!-- Ca --> A<br />
| <!-- Da --> A<br />
| <!-- Gn --> A<br />
| <!-- Ha --> B<br />
| <!-- LA --> B<br />
| <!-- So --> B<br />
| <!-- Za --> B<br />
|-<br />
|class="mg" | Inspirational Song (Da)<br />
|class="rk" | 6<br />
|class="ef" | 3 targets, -2 dice modifier.<br />
|class="du" | 90 secs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Flames (BB)<br />
|class="rk" | 13<br />
|class="ef" | 14Sc 7Dmg.<br />
|class="du" | 18 mins<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Self Only Buffs'''<br />
|-<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Ice Armour (Ha)<br />
|class="rk" | 15<br />
|class="ef" | 26% 4 AP 1 SG 16 Fire<br />
|class="du" | 9 hrs<br />
| <!-- BB --> -<br />
| <!-- Ca --> -<br />
| <!-- Da --> -<br />
| <!-- Gn --> -<br />
| <!-- Ha --> Y<br />
| <!-- LA --> -<br />
| <!-- So --> -<br />
| <!-- Za --> -<br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Senses and other stuff'''<br />
|-<br />
!class="mg" | Capability<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Detect Ambush (%)<br />
|class="rk" | <br />
|class="ef" | Ranger (-5/rank of opposition)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> 50%<br />
| <!-- Gn --> %<br />
| <!-- Ha --> 106%<br />
| <!-- LA --> %<br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | See Invis (Rk)<br />
|class="rk" | <br />
|class="ef" | Effective rank for seeing invisible<br />
|class="du" | <br />
| <!-- BB --> 6<br />
| <!-- Ca --> 6<br />
| <!-- Da --> 6<br />
| <!-- Gn --> 6<br />
| <!-- Ha --> 12<br />
| <!-- LA --> 10<br />
| <!-- So --> 6<br />
| <!-- Za --> 6<br />
|-<br />
|class="mg" | Stealth (%)<br />
|class="rk" | <br />
|class="ef" | Std / Ranger Outdoors<br />
|class="du" | <br />
| <!-- BB --> 86%<br />
| <!-- Ca --> 99%<br />
| <!-- Da --> 110 %<br />
| <!-- Gn --> 106%<br />
| <!-- Ha --> 66 / 87%<br />
| <!-- LA --> 83%<br />
| <!-- So --> 50%<br />
| <!-- Za --> 163%<br />
|}<br />
<nowiki>**</nowiki> Weapon of Cold Peace-Bound until needed.<br />
; Greater Enchantment<br />
: Rk 17 from Camdindel<br />
; Mil Sci Raise Morale<br />
: +1 WP<br />
; Brewing<br />
: Golden Ale nightcap - +1 FT per hour of sleep<br />
: Stoneybrew, Dur 1 Hr - +7 WP<br />
: Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.<br />
: Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { min-width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
! Night 1<br />
| colspan="3" | Zardoz<br />
| colspan="3" | Cassandra<br />
| colspan="3" | Lady Arcadia<br />
| colspan="3" | Solas <br />
|-<br />
! <br />
| colspan="3" | Haedric<br />
| colspan="3" | Gnash<br />
| colspan="3" | Boom Boom<br />
| colspan="3" | Dart<br />
|}<br />
<br />
=== Marching Order ===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
|align="center"| ''Default''<br />
Solas Boomy Gnash <br><br />
Dart Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Double File''<br />
Boomy Gnash <br><br />
Solas Dart <br><br />
Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Single File''<br />
Boomy <br><br />
Gnash <br><br />
Solas <br><br />
Dart <br><br />
Zardoz <br><br />
Arcadia <br><br />
Haedric <br><br />
Cassandra <br><br />
|}<br />
<br />
=== Astrology ===<br />
{| class="AstroNum" |<br />
|+ Lucky Numbers<br />
|-<br />
| Boom Boom || Dart || Solas || Cassandra || Gnash || Haedric || Arcadia || Zardoz <br />
|-<br />
| 24 || 13 || 70 & 91 || 63 || -- || 63 || 75 || 24 <br />
|}<br />
<br />
== Loot and Expenses ==<br />
<br />
<br />
== Calendar ==<br />
{| width="100%" border=0 class="Season" id="Autumn"<br />
|- <br />
! colspan="15" | Autumn 824 WK: [[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 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || <br />
| class="day" | 8 || <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:moon3.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:moon0.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:moon1.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 />
! colspan=15 | Autumn 824 WK: [[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 || <br />
| class="day" | 9 || <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 || <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 824 WK: [[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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Grymeron_Out_of_Shape&diff=100534Grymeron Out of Shape2024-03-12T22:32:30Z<p>Stephen: /* Astrology */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Dean]][[Category:Scribe Notes]]<br />
== Summary ==<br />
'''Adventure''': Out of Shape on Grymeron<br><br />
'''GM''': [[User:Dean_Ellis|Dean]]<br><br />
'''Season''': [[Autumn]] 824 wk<br><br />
'''Night''': Monday in St Johns<br><br />
'''Level''': [[Experience#Quest_Level | Medium]]<br><br />
; Party<br />
# [[Gnash]] - Orc(m) Necromancer played by [[User:ChrisC|Chris Caulfield]] '''MS'''<br />
# [[Haedric]] - Dwarven(m) Ice Mage played by [[User:stephen|Stephen]] '''Scribe'''<br />
# [[Zardoz]] - Halflynge (m) Celestial (Sh) - Martin D<br />
# [[Cassandra]] - Human(f) Celestial (Dark) played by [[User:Michelle|Michelle]]<br />
# [[Solas]] - Elven(m) Celestial (Solar) played by [[User:NickM|Nick]]<br />
# [[D'Artagnan|Dart]] - Halfling Bard - [[User:Alex|Alex]]<br />
# [[Lady Arcadia]] - Elven(f) Celestial (Star) Fighter and La Luna the Celestial Wolf played by [[User:Kita|Kita]] '''PL'''<br />
# [[Boom Boom]] Orc(m) Fire Mage played by [[User:IanA|Ian Anderson]]<br />
<br />
; Employer<br />
: Maelstrom on behalf of Albrecht the Great Goblin of Grymeron<br />
; Mission<br />
: Finding pieces of the pond warden and some other issues.<br />
; Pay<br />
: 10,000 sp each<br />
<br />
==Scribe Notes==<br />
=== Brunch with Interesting People ===<br />
; Duesday 1st Fruit<br />
Introductions, interrogations, and jibes.<br />
The we chat with Maelstrom.<br />
Albrecht turned up at Camdindel's tower about a day ago.<br />
An ally on [[Grymeron]] has had a magical mishap and needs help.<br />
<br />
Shopping, Astrology, rituals.<br />
<br />
; W'nsday 2nd Fruit<br />
We board Maelstrom's fancy Nightmare drawn carriage with a well stocked bar.<br />
By road for a while then by air and an hour later we're in a lovely vale in the Superstition Mountains by the lake hosting the island and wide squat blocky black tower.<br />
<br />
After a brief tour and being shown our rooms we head to lunch with Camdindel (Dark Elf), Legion (Sentient Construct with animate hair), Maelstrom, Lyria, Ehrendil, '''Albrecht''' (with his hat & staff-dragon Aracon), and his two ''fungal dragonguard'' (mushroom-people) bodyguards.<br />
: ''There are Vindikar (wasp-people) from Grymeron settled in the vale.''<br />
<br />
Albrecht:<br />
* '''Akifa''' (Pygmy Forest Troll-Goblin), Keeper of the Pool of Ignorance in for the Forest of Gorendinka send a wind message asking for help.<br />
* A. made himself a potion of ignoring shape, drank it, and fell apart.<br />
* About half of him reformed in a barrel, the other bits ran off.<br />
# Monkey Climbed a tree<br />
# Fish swam off (through the air)<br />
# ...<br />
<br />
Haunted wood has [[Grymeron#Layers within the Haunted Wood|5 levels]] each about 200' high.<br />
# Stygian Depths - dark, insects, lichens, jellyfish<br />
# Pelagic - World shark<br />
# Understory - Pool of Ignorance<br />
# Midstory - <br />
# Canopy - <br />
Dracoslerz, Cat People, Fungosaurs, Electric Eels, 20' Centipedes, ...<br />
<br />
Places where it is easy to cross between levels are prime hunting grounds for predators.<br />
<br />
Pool of ignorance is fed by a spring from the River Lethe.<br />
<br />
Albrecht has prepared items, a stone each to keep us dry and a bracelet to collect mana:<br />
* Gift: Stone of (almost) Waterproofing - aquaphobic (water repelling)<br />
* Loan: Bracelet slowly collects mana which can be released to cast at normal speed, be careful of overcharging.<br />
<br />
We get our Greater Enchantments from Legion.<br />
Fly to Gryphon Pass.<br />
<br />
The portal at Darkwell (Saurime village) in Gryphon Pass is a fountain in a Dwarven Cave, it leads to a fountain in a (Vindikar) underground town by a lake.<br />
<br />
We fly about 250 miles across the lake to Albrecht's home, Quibbit City. 150' high walls, built on a large scale.<br />
Buildings are mostly mushroom-like or tall and onion-topped.<br />
<br />
=== Chapter 2 ===<br />
Moonpok<br />
<br />
== Buffs & 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 />
=== Buffs and Abilities ===<br />
{| class="buffs" |&nbsp;<br />
|+ '''Long Term (assumed always on)'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Duration<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Strength of Stone (LA)<br />
|class="rk" | 10<br />
|class="ef" | +10 EN<br />
|class="du" | 11 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Shadow Form (Ca/Za)<br />
|class="rk" | 12<br />
|class="ef" | +26% Def<br />
|class="du" | 6&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Coruscade (So/LA)<br />
|class="rk" | 15<br />
|class="ef" | +32% Def<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> Y<br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Resist Cold (Ha)<br />
|class="rk" | 14<br />
|class="ef" | +4 Temp Gauge, -5 Cold Dmg.<br />
|class="du" | 8 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> -<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Weapon of Cold (Ha)<br />
|class="rk" | 15<br />
|class="ef" | +16 BC%, +6 Dam<br />
|class="du" | 20 min **<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 4<br />
| <!-- LA --> <br />
| <!-- So --> 1<br />
| <!-- Za --> 1<br />
|-<br />
|class="mg" | Witchsight (So,LA,Za)<br />
|class="rk" | 6<br />
|class="ef" | See Invis<br />
|class="du" | 3&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fire Armour(BB)<br />
|class="rk" | 13<br />
|class="ef" | 56 Ablative<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk" | 13<br />
|class="ef" | Protection from fire<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|}<br />
<br />
<br />
{| class="buffs" |<br />
|+ '''Short Term/Situational'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Wings (Ca)<br />
|class="rk" | 15<br />
|class="ef" | 45 mph<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Wings of Light (So)<br />
|class="rk" | 8<br />
|class="ef" | 38 mph<br />
|class="du" | 4&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Water Wings (LA)<br />
|class="rk" | 3<br />
|class="ef" | ? mph<br />
|class="du" | 2&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (So)<br />
|class="rk" | 10<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 15 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (LA)<br />
|class="rk" | 8<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 13 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Traversal (Ha)<br />
|class="rk" | 12<br />
|class="ef" | 4 targets, +5 tmr over level ice/snow.<br />
|class="du" | 4h 20m<br />
| <!-- BB --> A<br />
| <!-- Ca --> A<br />
| <!-- Da --> A<br />
| <!-- Gn --> A<br />
| <!-- Ha --> B<br />
| <!-- LA --> B<br />
| <!-- So --> B<br />
| <!-- Za --> B<br />
|-<br />
|class="mg" | Inspirational Song (Da)<br />
|class="rk" | 6<br />
|class="ef" | 3 targets, -2 dice modifier.<br />
|class="du" | 90 secs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Flames (BB)<br />
|class="rk" | 13<br />
|class="ef" | 14Sc 7Dmg.<br />
|class="du" | 18 mins<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Self Only Buffs'''<br />
|-<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Ice Armour (Ha)<br />
|class="rk" | 15<br />
|class="ef" | 26% 4 AP 1 SG 16 Fire<br />
|class="du" | 9 hrs<br />
| <!-- BB --> -<br />
| <!-- Ca --> -<br />
| <!-- Da --> -<br />
| <!-- Gn --> -<br />
| <!-- Ha --> Y<br />
| <!-- LA --> -<br />
| <!-- So --> -<br />
| <!-- Za --> -<br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Senses and other stuff'''<br />
|-<br />
!class="mg" | Capability<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Detect Ambush (%)<br />
|class="rk" | <br />
|class="ef" | Ranger (-5/rank of opposition)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> 50%<br />
| <!-- Gn --> %<br />
| <!-- Ha --> 106%<br />
| <!-- LA --> %<br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | See Invis (Rk)<br />
|class="rk" | <br />
|class="ef" | Effective rank for seeing invisible<br />
|class="du" | <br />
| <!-- BB --> 6<br />
| <!-- Ca --> 6<br />
| <!-- Da --> 6<br />
| <!-- Gn --> 6<br />
| <!-- Ha --> 12<br />
| <!-- LA --> 10<br />
| <!-- So --> 6<br />
| <!-- Za --> 6<br />
|-<br />
|class="mg" | Stealth (%)<br />
|class="rk" | <br />
|class="ef" | Std / Ranger Outdoors<br />
|class="du" | <br />
| <!-- BB --> 86%<br />
| <!-- Ca --> 99%<br />
| <!-- Da --> 110 %<br />
| <!-- Gn --> 106%<br />
| <!-- Ha --> 66 / 87%<br />
| <!-- LA --> 83%<br />
| <!-- So --> 50%<br />
| <!-- Za --> 163%<br />
|}<br />
<nowiki>**</nowiki> Weapon of Cold Peace-Bound until needed.<br />
; Greater Enchantment<br />
: Rk 17 from Camdindel<br />
; Mil Sci Raise Morale<br />
: +1 WP<br />
; Brewing<br />
: Golden Ale nightcap - +1 FT per hour of sleep<br />
: Stoneybrew, Dur 1 Hr - +7 WP<br />
: Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.<br />
: Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { min-width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
! Night 1<br />
| colspan="3" | Zardoz<br />
| colspan="3" | Cassandra<br />
| colspan="3" | Lady Arcadia<br />
| colspan="3" | Solas <br />
|-<br />
! <br />
| colspan="3" | Haedric<br />
| colspan="3" | Gnash<br />
| colspan="3" | Boom Boom<br />
| colspan="3" | Dart<br />
|}<br />
<br />
=== Marching Order ===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
|align="center"| ''Default''<br />
Solas Boomy Gnash <br><br />
Dart Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Double File''<br />
Boomy Gnash <br><br />
Solas Dart <br><br />
Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Single File''<br />
Boomy <br><br />
Gnash <br><br />
Solas <br><br />
Dart <br><br />
Zardoz <br><br />
Arcadia <br><br />
Haedric <br><br />
Cassandra <br><br />
|}<br />
<br />
=== Astrology ===<br />
{| class="AstroNum" |<br />
|+ Lucky Numbers<br />
|-<br />
| Boom Boom || Dart || Solas || Cassandra || Gnash || Haedric || Arcadia || Zardoz <br />
|-<br />
| 24 || 13 || 70 & 91 || 63 || -- || 63 || 75 || 24 <br />
|}<br />
<br />
== Loot and Expenses ==<br />
<br />
<br />
== Calendar ==<br />
{| width="100%" border=0 class="Season" id="Autumn"<br />
|- <br />
! colspan="15" | Autumn 824 WK: [[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 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || <br />
| class="day" | 8 || <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:moon3.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:moon0.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:moon1.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 />
! colspan=15 | Autumn 824 WK: [[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 || <br />
| class="day" | 9 || <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 || <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 824 WK: [[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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Grymeron_Out_of_Shape&diff=100533Grymeron Out of Shape2024-03-12T22:32:14Z<p>Stephen: /* Astrology */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Dean]][[Category:Scribe Notes]]<br />
== Summary ==<br />
'''Adventure''': Out of Shape on Grymeron<br><br />
'''GM''': [[User:Dean_Ellis|Dean]]<br><br />
'''Season''': [[Autumn]] 824 wk<br><br />
'''Night''': Monday in St Johns<br><br />
'''Level''': [[Experience#Quest_Level | Medium]]<br><br />
; Party<br />
# [[Gnash]] - Orc(m) Necromancer played by [[User:ChrisC|Chris Caulfield]] '''MS'''<br />
# [[Haedric]] - Dwarven(m) Ice Mage played by [[User:stephen|Stephen]] '''Scribe'''<br />
# [[Zardoz]] - Halflynge (m) Celestial (Sh) - Martin D<br />
# [[Cassandra]] - Human(f) Celestial (Dark) played by [[User:Michelle|Michelle]]<br />
# [[Solas]] - Elven(m) Celestial (Solar) played by [[User:NickM|Nick]]<br />
# [[D'Artagnan|Dart]] - Halfling Bard - [[User:Alex|Alex]]<br />
# [[Lady Arcadia]] - Elven(f) Celestial (Star) Fighter and La Luna the Celestial Wolf played by [[User:Kita|Kita]] '''PL'''<br />
# [[Boom Boom]] Orc(m) Fire Mage played by [[User:IanA|Ian Anderson]]<br />
<br />
; Employer<br />
: Maelstrom on behalf of Albrecht the Great Goblin of Grymeron<br />
; Mission<br />
: Finding pieces of the pond warden and some other issues.<br />
; Pay<br />
: 10,000 sp each<br />
<br />
==Scribe Notes==<br />
=== Brunch with Interesting People ===<br />
; Duesday 1st Fruit<br />
Introductions, interrogations, and jibes.<br />
The we chat with Maelstrom.<br />
Albrecht turned up at Camdindel's tower about a day ago.<br />
An ally on [[Grymeron]] has had a magical mishap and needs help.<br />
<br />
Shopping, Astrology, rituals.<br />
<br />
; W'nsday 2nd Fruit<br />
We board Maelstrom's fancy Nightmare drawn carriage with a well stocked bar.<br />
By road for a while then by air and an hour later we're in a lovely vale in the Superstition Mountains by the lake hosting the island and wide squat blocky black tower.<br />
<br />
After a brief tour and being shown our rooms we head to lunch with Camdindel (Dark Elf), Legion (Sentient Construct with animate hair), Maelstrom, Lyria, Ehrendil, '''Albrecht''' (with his hat & staff-dragon Aracon), and his two ''fungal dragonguard'' (mushroom-people) bodyguards.<br />
: ''There are Vindikar (wasp-people) from Grymeron settled in the vale.''<br />
<br />
Albrecht:<br />
* '''Akifa''' (Pygmy Forest Troll-Goblin), Keeper of the Pool of Ignorance in for the Forest of Gorendinka send a wind message asking for help.<br />
* A. made himself a potion of ignoring shape, drank it, and fell apart.<br />
* About half of him reformed in a barrel, the other bits ran off.<br />
# Monkey Climbed a tree<br />
# Fish swam off (through the air)<br />
# ...<br />
<br />
Haunted wood has [[Grymeron#Layers within the Haunted Wood|5 levels]] each about 200' high.<br />
# Stygian Depths - dark, insects, lichens, jellyfish<br />
# Pelagic - World shark<br />
# Understory - Pool of Ignorance<br />
# Midstory - <br />
# Canopy - <br />
Dracoslerz, Cat People, Fungosaurs, Electric Eels, 20' Centipedes, ...<br />
<br />
Places where it is easy to cross between levels are prime hunting grounds for predators.<br />
<br />
Pool of ignorance is fed by a spring from the River Lethe.<br />
<br />
Albrecht has prepared items, a stone each to keep us dry and a bracelet to collect mana:<br />
* Gift: Stone of (almost) Waterproofing - aquaphobic (water repelling)<br />
* Loan: Bracelet slowly collects mana which can be released to cast at normal speed, be careful of overcharging.<br />
<br />
We get our Greater Enchantments from Legion.<br />
Fly to Gryphon Pass.<br />
<br />
The portal at Darkwell (Saurime village) in Gryphon Pass is a fountain in a Dwarven Cave, it leads to a fountain in a (Vindikar) underground town by a lake.<br />
<br />
We fly about 250 miles across the lake to Albrecht's home, Quibbit City. 150' high walls, built on a large scale.<br />
Buildings are mostly mushroom-like or tall and onion-topped.<br />
<br />
=== Chapter 2 ===<br />
Moonpok<br />
<br />
== Buffs & 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 />
=== Buffs and Abilities ===<br />
{| class="buffs" |&nbsp;<br />
|+ '''Long Term (assumed always on)'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Duration<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Strength of Stone (LA)<br />
|class="rk" | 10<br />
|class="ef" | +10 EN<br />
|class="du" | 11 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Shadow Form (Ca/Za)<br />
|class="rk" | 12<br />
|class="ef" | +26% Def<br />
|class="du" | 6&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Coruscade (So/LA)<br />
|class="rk" | 15<br />
|class="ef" | +32% Def<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> Y<br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Resist Cold (Ha)<br />
|class="rk" | 14<br />
|class="ef" | +4 Temp Gauge, -5 Cold Dmg.<br />
|class="du" | 8 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> -<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Weapon of Cold (Ha)<br />
|class="rk" | 15<br />
|class="ef" | +16 BC%, +6 Dam<br />
|class="du" | 20 min **<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 4<br />
| <!-- LA --> <br />
| <!-- So --> 1<br />
| <!-- Za --> 1<br />
|-<br />
|class="mg" | Witchsight (So,LA,Za)<br />
|class="rk" | 6<br />
|class="ef" | See Invis<br />
|class="du" | 3&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fire Armour(BB)<br />
|class="rk" | 13<br />
|class="ef" | 56 Ablative<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk" | 13<br />
|class="ef" | Protection from fire<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|}<br />
<br />
<br />
{| class="buffs" |<br />
|+ '''Short Term/Situational'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Wings (Ca)<br />
|class="rk" | 15<br />
|class="ef" | 45 mph<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Wings of Light (So)<br />
|class="rk" | 8<br />
|class="ef" | 38 mph<br />
|class="du" | 4&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Water Wings (LA)<br />
|class="rk" | 3<br />
|class="ef" | ? mph<br />
|class="du" | 2&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (So)<br />
|class="rk" | 10<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 15 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (LA)<br />
|class="rk" | 8<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 13 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Traversal (Ha)<br />
|class="rk" | 12<br />
|class="ef" | 4 targets, +5 tmr over level ice/snow.<br />
|class="du" | 4h 20m<br />
| <!-- BB --> A<br />
| <!-- Ca --> A<br />
| <!-- Da --> A<br />
| <!-- Gn --> A<br />
| <!-- Ha --> B<br />
| <!-- LA --> B<br />
| <!-- So --> B<br />
| <!-- Za --> B<br />
|-<br />
|class="mg" | Inspirational Song (Da)<br />
|class="rk" | 6<br />
|class="ef" | 3 targets, -2 dice modifier.<br />
|class="du" | 90 secs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Flames (BB)<br />
|class="rk" | 13<br />
|class="ef" | 14Sc 7Dmg.<br />
|class="du" | 18 mins<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Self Only Buffs'''<br />
|-<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Ice Armour (Ha)<br />
|class="rk" | 15<br />
|class="ef" | 26% 4 AP 1 SG 16 Fire<br />
|class="du" | 9 hrs<br />
| <!-- BB --> -<br />
| <!-- Ca --> -<br />
| <!-- Da --> -<br />
| <!-- Gn --> -<br />
| <!-- Ha --> Y<br />
| <!-- LA --> -<br />
| <!-- So --> -<br />
| <!-- Za --> -<br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Senses and other stuff'''<br />
|-<br />
!class="mg" | Capability<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Detect Ambush (%)<br />
|class="rk" | <br />
|class="ef" | Ranger (-5/rank of opposition)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> 50%<br />
| <!-- Gn --> %<br />
| <!-- Ha --> 106%<br />
| <!-- LA --> %<br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | See Invis (Rk)<br />
|class="rk" | <br />
|class="ef" | Effective rank for seeing invisible<br />
|class="du" | <br />
| <!-- BB --> 6<br />
| <!-- Ca --> 6<br />
| <!-- Da --> 6<br />
| <!-- Gn --> 6<br />
| <!-- Ha --> 12<br />
| <!-- LA --> 10<br />
| <!-- So --> 6<br />
| <!-- Za --> 6<br />
|-<br />
|class="mg" | Stealth (%)<br />
|class="rk" | <br />
|class="ef" | Std / Ranger Outdoors<br />
|class="du" | <br />
| <!-- BB --> 86%<br />
| <!-- Ca --> 99%<br />
| <!-- Da --> 110 %<br />
| <!-- Gn --> 106%<br />
| <!-- Ha --> 66 / 87%<br />
| <!-- LA --> 83%<br />
| <!-- So --> 50%<br />
| <!-- Za --> 163%<br />
|}<br />
<nowiki>**</nowiki> Weapon of Cold Peace-Bound until needed.<br />
; Greater Enchantment<br />
: Rk 17 from Camdindel<br />
; Mil Sci Raise Morale<br />
: +1 WP<br />
; Brewing<br />
: Golden Ale nightcap - +1 FT per hour of sleep<br />
: Stoneybrew, Dur 1 Hr - +7 WP<br />
: Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.<br />
: Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { min-width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
! Night 1<br />
| colspan="3" | Zardoz<br />
| colspan="3" | Cassandra<br />
| colspan="3" | Lady Arcadia<br />
| colspan="3" | Solas <br />
|-<br />
! <br />
| colspan="3" | Haedric<br />
| colspan="3" | Gnash<br />
| colspan="3" | Boom Boom<br />
| colspan="3" | Dart<br />
|}<br />
<br />
=== Marching Order ===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
|align="center"| ''Default''<br />
Solas Boomy Gnash <br><br />
Dart Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Double File''<br />
Boomy Gnash <br><br />
Solas Dart <br><br />
Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Single File''<br />
Boomy <br><br />
Gnash <br><br />
Solas <br><br />
Dart <br><br />
Zardoz <br><br />
Arcadia <br><br />
Haedric <br><br />
Cassandra <br><br />
|}<br />
<br />
=== Astrology ===<br />
{| class="AstroNum" |<br />
|+ Lucky Numbers (Rahne)<br />
|-<br />
| Boom Boom || Dart || Solas || Cassandra || Gnash || Haedric || Arcadia || Zardoz <br />
|-<br />
| 24 || 13 || 70 & 91 || 63 || -- || 63 || 75 || 24 <br />
|}<br />
<br />
== Loot and Expenses ==<br />
<br />
<br />
== Calendar ==<br />
{| width="100%" border=0 class="Season" id="Autumn"<br />
|- <br />
! colspan="15" | Autumn 824 WK: [[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 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || <br />
| class="day" | 8 || <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:moon3.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:moon0.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:moon1.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 />
! colspan=15 | Autumn 824 WK: [[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 || <br />
| class="day" | 9 || <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 || <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 824 WK: [[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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Grymeron_Out_of_Shape&diff=100523Grymeron Out of Shape2024-03-11T09:49:30Z<p>Stephen: /* Scribe Notes */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Dean]][[Category:Scribe Notes]]<br />
== Summary ==<br />
'''Adventure''': Out of Shape on Grymeron<br><br />
'''GM''': [[User:Dean_Ellis|Dean]]<br><br />
'''Season''': [[Autumn]] 824 wk<br><br />
'''Night''': Monday in St Johns<br><br />
'''Level''': [[Experience#Quest_Level | Medium]]<br><br />
; Party<br />
# [[Gnash]] - Orc(m) Necromancer played by [[User:ChrisC|Chris Caulfield]] '''MS'''<br />
# [[Haedric]] - Dwarven(m) Ice Mage played by [[User:stephen|Stephen]] '''Scribe'''<br />
# [[Zardoz]] - Halflynge (m) Celestial (Sh) - Martin D<br />
# [[Cassandra]] - Human(f) Celestial (Dark) played by [[User:Michelle|Michelle]]<br />
# [[Solas]] - Elven(m) Celestial (Solar) played by [[User:NickM|Nick]]<br />
# [[D'Artagnan|Dart]] - Halfling Bard - [[User:Alex|Alex]]<br />
# [[Lady Arcadia]] - Elven(f) Celestial (Star) Fighter and La Luna the Celestial Wolf played by [[User:Kita|Kita]] '''PL'''<br />
# [[Boom Boom]] Orc(m) Fire Mage played by [[User:IanA|Ian Anderson]]<br />
<br />
; Employer<br />
: Maelstrom on behalf of Albrecht the Great Goblin of Grymeron<br />
; Mission<br />
: Finding pieces of the pond warden and some other issues.<br />
; Pay<br />
: 10,000 sp each<br />
<br />
==Scribe Notes==<br />
=== Brunch with Interesting People ===<br />
; Duesday 1st Fruit<br />
Introductions, interrogations, and jibes.<br />
The we chat with Maelstrom.<br />
Albrecht turned up at Camdindel's tower about a day ago.<br />
An ally on [[Grymeron]] has had a magical mishap and needs help.<br />
<br />
Shopping, Astrology, rituals.<br />
<br />
; W'nsday 2nd Fruit<br />
We board Maelstrom's fancy Nightmare drawn carriage with a well stocked bar.<br />
By road for a while then by air and an hour later we're in a lovely vale in the Superstition Mountains by the lake hosting the island and wide squat blocky black tower.<br />
<br />
After a brief tour and being shown our rooms we head to lunch with Camdindel (Dark Elf), Legion (Sentient Construct with animate hair), Maelstrom, Lyria, Ehrendil, '''Albrecht''' (with his hat & staff-dragon Aracon), and his two ''fungal dragonguard'' (mushroom-people) bodyguards.<br />
: ''There are Vindikar (wasp-people) from Grymeron settled in the vale.''<br />
<br />
Albrecht:<br />
* '''Akifa''' (Pygmy Forest Troll-Goblin), Keeper of the Pool of Ignorance in for the Forest of Gorendinka send a wind message asking for help.<br />
* A. made himself a potion of ignoring shape, drank it, and fell apart.<br />
* About half of him reformed in a barrel, the other bits ran off.<br />
# Monkey Climbed a tree<br />
# Fish swam off (through the air)<br />
# ...<br />
<br />
Haunted wood has [[Grymeron#Layers within the Haunted Wood|5 levels]] each about 200' high.<br />
# Stygian Depths - dark, insects, lichens, jellyfish<br />
# Pelagic - World shark<br />
# Understory - Pool of Ignorance<br />
# Midstory - <br />
# Canopy - <br />
Dracoslerz, Cat People, Fungosaurs, Electric Eels, 20' Centipedes, ...<br />
<br />
Places where it is easy to cross between levels are prime hunting grounds for predators.<br />
<br />
Pool of ignorance is fed by a spring from the River Lethe.<br />
<br />
Albrecht has prepared items, a stone each to keep us dry and a bracelet to collect mana:<br />
* Gift: Stone of (almost) Waterproofing - aquaphobic (water repelling)<br />
* Loan: Bracelet slowly collects mana which can be released to cast at normal speed, be careful of overcharging.<br />
<br />
We get our Greater Enchantments from Legion.<br />
Fly to Gryphon Pass.<br />
<br />
The portal at Darkwell (Saurime village) in Gryphon Pass is a fountain in a Dwarven Cave, it leads to a fountain in a (Vindikar) underground town by a lake.<br />
<br />
We fly about 250 miles across the lake to Albrecht's home, Quibbit City. 150' high walls, built on a large scale.<br />
Buildings are mostly mushroom-like or tall and onion-topped.<br />
<br />
=== Chapter 2 ===<br />
Moonpok<br />
<br />
== Buffs & 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 />
=== Buffs and Abilities ===<br />
{| class="buffs" |&nbsp;<br />
|+ '''Long Term (assumed always on)'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Duration<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Strength of Stone (LA)<br />
|class="rk" | 10<br />
|class="ef" | +10 EN<br />
|class="du" | 11 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Shadow Form (Ca/Za)<br />
|class="rk" | 12<br />
|class="ef" | +26% Def<br />
|class="du" | 6&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Coruscade (So/LA)<br />
|class="rk" | 15<br />
|class="ef" | +32% Def<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> Y<br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Resist Cold (Ha)<br />
|class="rk" | 14<br />
|class="ef" | +4 Temp Gauge, -5 Cold Dmg.<br />
|class="du" | 8 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> -<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Weapon of Cold (Ha)<br />
|class="rk" | 15<br />
|class="ef" | +16 BC%, +6 Dam<br />
|class="du" | 20 min **<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 4<br />
| <!-- LA --> <br />
| <!-- So --> 1<br />
| <!-- Za --> 1<br />
|-<br />
|class="mg" | Witchsight (So,LA,Za)<br />
|class="rk" | 6<br />
|class="ef" | See Invis<br />
|class="du" | 3&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fire Armour(BB)<br />
|class="rk" | 13<br />
|class="ef" | 56 Ablative<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk" | 13<br />
|class="ef" | Protection from fire<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|}<br />
<br />
<br />
{| class="buffs" |<br />
|+ '''Short Term/Situational'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Wings (Ca)<br />
|class="rk" | 15<br />
|class="ef" | 45 mph<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Wings of Light (So)<br />
|class="rk" | 8<br />
|class="ef" | 38 mph<br />
|class="du" | 4&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Water Wings (LA)<br />
|class="rk" | 3<br />
|class="ef" | ? mph<br />
|class="du" | 2&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (So)<br />
|class="rk" | 10<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 15 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (LA)<br />
|class="rk" | 8<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 13 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Traversal (Ha)<br />
|class="rk" | 12<br />
|class="ef" | 4 targets, +5 tmr over level ice/snow.<br />
|class="du" | 4h 20m<br />
| <!-- BB --> A<br />
| <!-- Ca --> A<br />
| <!-- Da --> A<br />
| <!-- Gn --> A<br />
| <!-- Ha --> B<br />
| <!-- LA --> B<br />
| <!-- So --> B<br />
| <!-- Za --> B<br />
|-<br />
|class="mg" | Inspirational Song (Da)<br />
|class="rk" | 6<br />
|class="ef" | 3 targets, -2 dice modifier.<br />
|class="du" | 90 secs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Flames (BB)<br />
|class="rk" | 13<br />
|class="ef" | 14Sc 7Dmg.<br />
|class="du" | 18 mins<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Self Only Buffs'''<br />
|-<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Ice Armour (Ha)<br />
|class="rk" | 15<br />
|class="ef" | 26% 4 AP 1 SG 16 Fire<br />
|class="du" | 9 hrs<br />
| <!-- BB --> -<br />
| <!-- Ca --> -<br />
| <!-- Da --> -<br />
| <!-- Gn --> -<br />
| <!-- Ha --> Y<br />
| <!-- LA --> -<br />
| <!-- So --> -<br />
| <!-- Za --> -<br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Senses and other stuff'''<br />
|-<br />
!class="mg" | Capability<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Detect Ambush (%)<br />
|class="rk" | <br />
|class="ef" | Ranger (-5/rank of opposition)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> 50%<br />
| <!-- Gn --> %<br />
| <!-- Ha --> 106%<br />
| <!-- LA --> %<br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | See Invis (Rk)<br />
|class="rk" | <br />
|class="ef" | Effective rank for seeing invisible<br />
|class="du" | <br />
| <!-- BB --> 6<br />
| <!-- Ca --> 6<br />
| <!-- Da --> 6<br />
| <!-- Gn --> 6<br />
| <!-- Ha --> 12<br />
| <!-- LA --> 10<br />
| <!-- So --> 6<br />
| <!-- Za --> 6<br />
|-<br />
|class="mg" | Stealth (%)<br />
|class="rk" | <br />
|class="ef" | Std / Ranger Outdoors<br />
|class="du" | <br />
| <!-- BB --> 86%<br />
| <!-- Ca --> 99%<br />
| <!-- Da --> 110 %<br />
| <!-- Gn --> 106%<br />
| <!-- Ha --> 66 / 87%<br />
| <!-- LA --> 83%<br />
| <!-- So --> 50%<br />
| <!-- Za --> 163%<br />
|}<br />
<nowiki>**</nowiki> Weapon of Cold Peace-Bound until needed.<br />
; Greater Enchantment<br />
: Rk 17 from Camdindel<br />
; Mil Sci Raise Morale<br />
: +1 WP<br />
; Brewing<br />
: Golden Ale nightcap - +1 FT per hour of sleep<br />
: Stoneybrew, Dur 1 Hr - +7 WP<br />
: Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.<br />
: Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { min-width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
! Night 1<br />
| colspan="3" | Zardoz<br />
| colspan="3" | Cassandra<br />
| colspan="3" | Lady Arcadia<br />
| colspan="3" | Solas <br />
|-<br />
! <br />
| colspan="3" | Haedric<br />
| colspan="3" | Gnash<br />
| colspan="3" | Boom Boom<br />
| colspan="3" | Dart<br />
|}<br />
<br />
=== Marching Order ===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
|align="center"| ''Default''<br />
Solas Boomy Gnash <br><br />
Dart Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Double File''<br />
Boomy Gnash <br><br />
Solas Dart <br><br />
Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Single File''<br />
Boomy <br><br />
Gnash <br><br />
Solas <br><br />
Dart <br><br />
Zardoz <br><br />
Arcadia <br><br />
Haedric <br><br />
Cassandra <br><br />
|}<br />
<br />
=== Astrology ===<br />
;Lucky Numbers<br />
Boom Boom 24 <br><br />
Dart 13 <br><br />
Solas 70 & 91 <br><br />
Cassandra 63 <br><br />
Gnash -<br><br />
Haedric 63 <br><br />
Lady Arcadia 75 <br><br />
Zardoz 24 <br><br />
<br />
== Loot and Expenses ==<br />
<br />
<br />
== Calendar ==<br />
{| width="100%" border=0 class="Season" id="Autumn"<br />
|- <br />
! colspan="15" | Autumn 824 WK: [[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 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || <br />
| class="day" | 8 || <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:moon3.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:moon0.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:moon1.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 />
! colspan=15 | Autumn 824 WK: [[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 || <br />
| class="day" | 9 || <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 || <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 824 WK: [[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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Grymeron_Out_of_Shape&diff=100518Grymeron Out of Shape2024-03-11T08:18:23Z<p>Stephen: /* Buffs & Mil Sci */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Dean]][[Category:Scribe Notes]]<br />
== Summary ==<br />
'''Adventure''': Out of Shape on Grymeron<br><br />
'''GM''': [[User:Dean_Ellis|Dean]]<br><br />
'''Season''': [[Autumn]] 824 wk<br><br />
'''Night''': Monday in St Johns<br><br />
'''Level''': [[Experience#Quest_Level | Medium]]<br><br />
; Party<br />
# [[Gnash]] - Orc(m) Necromancer played by [[User:ChrisC|Chris Caulfield]] '''MS'''<br />
# [[Haedric]] - Dwarven(m) Ice Mage played by [[User:stephen|Stephen]] '''Scribe'''<br />
# [[Zardoz]] - Halflynge (m) Celestial (Sh) - Martin D<br />
# [[Cassandra]] - Human(f) Celestial (Dark) played by [[User:Michelle|Michelle]]<br />
# [[Solas]] - Elven(m) Celestial (Solar) played by [[User:NickM|Nick]]<br />
# [[D'Artagnan|Dart]] - Halfling Bard - [[User:Alex|Alex]]<br />
# [[Lady Arcadia]] - Elven(f) Celestial (Star) Fighter and La Luna the Celestial Wolf played by [[User:Kita|Kita]] '''PL'''<br />
# [[Boom Boom]] Orc(m) Fire Mage played by [[User:IanA|Ian Anderson]]<br />
<br />
; Employer<br />
: Maelstrom on behalf of Albrecht the Great Goblin of Grymeron<br />
; Mission<br />
: Finding pieces of the pond warden and some other issues.<br />
; Pay<br />
: 10,000 sp each<br />
<br />
==Scribe Notes==<br />
<br />
<br />
<br />
== Buffs & 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 />
=== Buffs and Abilities ===<br />
{| class="buffs" |&nbsp;<br />
|+ '''Long Term (assumed always on)'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Duration<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Strength of Stone (LA)<br />
|class="rk" | 10<br />
|class="ef" | +10 EN<br />
|class="du" | 11 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Shadow Form (Ca/Za)<br />
|class="rk" | 12<br />
|class="ef" | +26% Def<br />
|class="du" | 6&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Coruscade (So/LA)<br />
|class="rk" | 15<br />
|class="ef" | +32% Def<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> Y<br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Resist Cold (Ha)<br />
|class="rk" | 14<br />
|class="ef" | +4 Temp Gauge, -5 Cold Dmg.<br />
|class="du" | 8 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> -<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Weapon of Cold (Ha)<br />
|class="rk" | 15<br />
|class="ef" | +16 BC%, +6 Dam<br />
|class="du" | 20 min **<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 4<br />
| <!-- LA --> <br />
| <!-- So --> 1<br />
| <!-- Za --> 1<br />
|-<br />
|class="mg" | Witchsight (So,LA,Za)<br />
|class="rk" | 6<br />
|class="ef" | See Invis<br />
|class="du" | 3&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fire Armour(BB)<br />
|class="rk" | 13<br />
|class="ef" | 56 Ablative<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk" | 13<br />
|class="ef" | Protection from fire<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|}<br />
<br />
<br />
{| class="buffs" |<br />
|+ '''Short Term/Situational'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Wings (Ca)<br />
|class="rk" | 15<br />
|class="ef" | 45 mph<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Wings of Light (So)<br />
|class="rk" | 8<br />
|class="ef" | 38 mph<br />
|class="du" | 4&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Water Wings (LA)<br />
|class="rk" | 3<br />
|class="ef" | ? mph<br />
|class="du" | 2&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (So)<br />
|class="rk" | 10<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 15 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (LA)<br />
|class="rk" | 8<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 13 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Traversal (Ha)<br />
|class="rk" | 12<br />
|class="ef" | 4 targets, +5 tmr over level ice/snow.<br />
|class="du" | 4h 20m<br />
| <!-- BB --> A<br />
| <!-- Ca --> A<br />
| <!-- Da --> A<br />
| <!-- Gn --> A<br />
| <!-- Ha --> B<br />
| <!-- LA --> B<br />
| <!-- So --> B<br />
| <!-- Za --> B<br />
|-<br />
|class="mg" | Inspirational Song (Da)<br />
|class="rk" | 6<br />
|class="ef" | 3 targets, -2 dice modifier.<br />
|class="du" | 90 secs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Flames (BB)<br />
|class="rk" | 13<br />
|class="ef" | 14Sc 7Dmg.<br />
|class="du" | 18 mins<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Self Only Buffs'''<br />
|-<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Ice Armour (Ha)<br />
|class="rk" | 15<br />
|class="ef" | 26% 4 AP 1 SG 16 Fire<br />
|class="du" | 9 hrs<br />
| <!-- BB --> -<br />
| <!-- Ca --> -<br />
| <!-- Da --> -<br />
| <!-- Gn --> -<br />
| <!-- Ha --> Y<br />
| <!-- LA --> -<br />
| <!-- So --> -<br />
| <!-- Za --> -<br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Senses and other stuff'''<br />
|-<br />
!class="mg" | Capability<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Detect Ambush (%)<br />
|class="rk" | <br />
|class="ef" | Ranger (-5/rank of opposition)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> 50%<br />
| <!-- Gn --> %<br />
| <!-- Ha --> 106%<br />
| <!-- LA --> %<br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | See Invis (Rk)<br />
|class="rk" | <br />
|class="ef" | Effective rank for seeing invisible<br />
|class="du" | <br />
| <!-- BB --> 6<br />
| <!-- Ca --> 6<br />
| <!-- Da --> 6<br />
| <!-- Gn --> 6<br />
| <!-- Ha --> 12<br />
| <!-- LA --> 10<br />
| <!-- So --> 6<br />
| <!-- Za --> 6<br />
|-<br />
|class="mg" | Stealth (%)<br />
|class="rk" | <br />
|class="ef" | Std / Ranger Outdoors<br />
|class="du" | <br />
| <!-- BB --> 86%<br />
| <!-- Ca --> 99%<br />
| <!-- Da --> 110 %<br />
| <!-- Gn --> 106%<br />
| <!-- Ha --> 66 / 87%<br />
| <!-- LA --> 83%<br />
| <!-- So --> 50%<br />
| <!-- Za --> 163%<br />
|}<br />
<nowiki>**</nowiki> Weapon of Cold Peace-Bound until needed.<br />
; Greater Enchantment<br />
: Rk 17 from Camdindel<br />
; Mil Sci Raise Morale<br />
: +1 WP<br />
; Brewing<br />
: Golden Ale nightcap - +1 FT per hour of sleep<br />
: Stoneybrew, Dur 1 Hr - +7 WP<br />
: Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.<br />
: Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { min-width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
! Night 1<br />
| colspan="3" | Zardoz<br />
| colspan="3" | Cassandra<br />
| colspan="3" | Lady Arcadia<br />
| colspan="3" | Solas <br />
|-<br />
! <br />
| colspan="3" | Haedric<br />
| colspan="3" | Gnash<br />
| colspan="3" | Boom Boom<br />
| colspan="3" | Dart<br />
|}<br />
<br />
=== Marching Order ===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
|align="center"| ''Default''<br />
Solas Boomy Gnash <br><br />
Dart Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Double File''<br />
Boomy Gnash <br><br />
Solas Dart <br><br />
Zardoz Arcadia <br><br />
Haedric Cassandra<br><br />
|align="center"| ''Single File''<br />
Boomy <br><br />
Gnash <br><br />
Solas <br><br />
Dart <br><br />
Zardoz <br><br />
Arcadia <br><br />
Haedric <br><br />
Cassandra <br><br />
|}<br />
<br />
=== Astrology ===<br />
;Lucky Numbers<br />
Boom Boom 24 <br><br />
Dart 13 <br><br />
Solas 70 & 91 <br><br />
Cassandra 63 <br><br />
Gnash -<br><br />
Haedric 63 <br><br />
Lady Arcadia 75 <br><br />
Zardoz 24 <br><br />
<br />
== Loot and Expenses ==<br />
<br />
<br />
== Calendar ==<br />
{| width="100%" border=0 class="Season" id="Autumn"<br />
|- <br />
! colspan="15" | Autumn 824 WK: [[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 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || <br />
| class="day" | 8 || <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:moon3.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:moon0.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:moon1.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 />
! colspan=15 | Autumn 824 WK: [[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 || <br />
| class="day" | 9 || <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 || <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 824 WK: [[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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Grymeron_Out_of_Shape&diff=100517Grymeron Out of Shape2024-03-11T07:33:44Z<p>Stephen: /* Marching Order */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Dean]][[Category:Scribe Notes]]<br />
== Summary ==<br />
'''Adventure''': Out of Shape on Grymeron<br><br />
'''GM''': [[User:Dean_Ellis|Dean]]<br><br />
'''Season''': [[Autumn]] 824 wk<br><br />
'''Night''': Monday in St Johns<br><br />
'''Level''': [[Experience#Quest_Level | Medium]]<br><br />
; Party<br />
# [[Gnash]] - Orc(m) Necromancer played by [[User:ChrisC|Chris Caulfield]] '''MS'''<br />
# [[Haedric]] - Dwarven(m) Ice Mage played by [[User:stephen|Stephen]] '''Scribe'''<br />
# [[Zardoz]] - Halflynge (m) Celestial (Sh) - Martin D<br />
# [[Cassandra]] - Human(f) Celestial (Dark) played by [[User:Michelle|Michelle]]<br />
# [[Solas]] - Elven(m) Celestial (Solar) played by [[User:NickM|Nick]]<br />
# [[D'Artagnan|Dart]] - Halfling Bard - [[User:Alex|Alex]]<br />
# [[Lady Arcadia]] - Elven(f) Celestial (Star) Fighter and La Luna the Celestial Wolf played by [[User:Kita|Kita]] '''PL'''<br />
# [[Boom Boom]] Orc(m) Fire Mage played by [[User:IanA|Ian Anderson]]<br />
<br />
; Employer<br />
: Maelstrom on behalf of Albrecht the Great Goblin of Grymeron<br />
; Mission<br />
: Finding pieces of the pond warden and some other issues.<br />
; Pay<br />
: 10,000 sp each<br />
<br />
==Scribe Notes==<br />
<br />
<br />
<br />
== Buffs & 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 />
=== Buffs and Abilities ===<br />
{| class="buffs" |&nbsp;<br />
|+ '''Long Term (assumed always on)'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Duration<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Strength of Stone (LA)<br />
|class="rk" | 10<br />
|class="ef" | +10 EN<br />
|class="du" | 11 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Shadow Form (Ca/Za)<br />
|class="rk" | 12<br />
|class="ef" | +26% Def<br />
|class="du" | 6&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Coruscade (So/LA)<br />
|class="rk" | 15<br />
|class="ef" | +32% Def<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> Y<br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Resist Cold (Ha)<br />
|class="rk" | 14<br />
|class="ef" | +4 Temp Gauge, -5 Cold Dmg.<br />
|class="du" | 8 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> -<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Weapon of Cold (Ha)<br />
|class="rk" | 15<br />
|class="ef" | +16 BC%, +6 Dam<br />
|class="du" | 20 min **<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 4<br />
| <!-- LA --> <br />
| <!-- So --> 1<br />
| <!-- Za --> 1<br />
|-<br />
|class="mg" | Witchsight (So,LA,Za)<br />
|class="rk" | 6<br />
|class="ef" | See Invis<br />
|class="du" | 3&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fire Armour(BB)<br />
|class="rk" | 13<br />
|class="ef" | 56 Ablative<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk" | 13<br />
|class="ef" | Protection from fire<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|}<br />
<br />
<br />
{| class="buffs" |<br />
|+ '''Short Term/Situational'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Wings (Ca)<br />
|class="rk" | 15<br />
|class="ef" | 45 mph<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Wings of Light (So)<br />
|class="rk" | 8<br />
|class="ef" | 38 mph<br />
|class="du" | 4&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Water Wings (LA)<br />
|class="rk" | 3<br />
|class="ef" | ? mph<br />
|class="du" | 2&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (So)<br />
|class="rk" | 10<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 15 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (LA)<br />
|class="rk" | 8<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 13 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Traversal (Ha)<br />
|class="rk" | 12<br />
|class="ef" | 4 targets, +5 tmr over level ice/snow.<br />
|class="du" | 4h 20m<br />
| <!-- BB --> A<br />
| <!-- Ca --> A<br />
| <!-- Da --> A<br />
| <!-- Gn --> A<br />
| <!-- Ha --> B<br />
| <!-- LA --> B<br />
| <!-- So --> B<br />
| <!-- Za --> B<br />
|-<br />
|class="mg" | Inspirational Song (Da)<br />
|class="rk" | 6<br />
|class="ef" | 3 targets, -2 dice modifier.<br />
|class="du" | 90 secs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Flames (BB)<br />
|class="rk" | 13<br />
|class="ef" | 14Sc 7Dmg.<br />
|class="du" | 18 mins<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Self Only Buffs'''<br />
|-<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Ice Armour (Ha)<br />
|class="rk" | 15<br />
|class="ef" | 26% 4 AP 1 SG 16 Fire<br />
|class="du" | 9 hrs<br />
| <!-- BB --> -<br />
| <!-- Ca --> -<br />
| <!-- Da --> -<br />
| <!-- Gn --> -<br />
| <!-- Ha --> Y<br />
| <!-- LA --> -<br />
| <!-- So --> -<br />
| <!-- Za --> -<br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Senses and other stuff'''<br />
|-<br />
!class="mg" | Capability<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Detect Ambush (%)<br />
|class="rk" | <br />
|class="ef" | Ranger (-5/rank of opposition)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> 50%<br />
| <!-- Gn --> %<br />
| <!-- Ha --> 106%<br />
| <!-- LA --> %<br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | See Invis (Rk)<br />
|class="rk" | <br />
|class="ef" | Effective rank for seeing invisible<br />
|class="du" | <br />
| <!-- BB --> 6<br />
| <!-- Ca --> 6<br />
| <!-- Da --> 6<br />
| <!-- Gn --> 6<br />
| <!-- Ha --> 12<br />
| <!-- LA --> 10<br />
| <!-- So --> 6<br />
| <!-- Za --> 6<br />
|-<br />
|class="mg" | Stealth (%)<br />
|class="rk" | <br />
|class="ef" | Std / Ranger Outdoors<br />
|class="du" | <br />
| <!-- BB --> 86%<br />
| <!-- Ca --> 99%<br />
| <!-- Da --> 110 %<br />
| <!-- Gn --> 106%<br />
| <!-- Ha --> 66 / 87%<br />
| <!-- LA --> 83%<br />
| <!-- So --> 50%<br />
| <!-- Za --> 163%<br />
|}<br />
<nowiki>**</nowiki> Weapon of Cold Peace-Bound until needed.<br />
; Greater Enchantment<br />
: Rk 17 from Camdindel<br />
; Mil Sci Raise Morale<br />
: +1 WP<br />
; Brewing<br />
: Golden Ale nightcap - +1 FT per hour of sleep<br />
: Stoneybrew, Dur 1 Hr - +7 WP<br />
: Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.<br />
: Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { min-width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
! Night 1<br />
| colspan="3" | ?<br />
| colspan="3" | Cassandra<br />
| colspan="3" | ?<br />
| colspan="3" | ?<br />
|-<br />
! <br />
| colspan="3" | Haedric<br />
| colspan="3" | Gnash<br />
| colspan="3" | Solas<br />
| colspan="3" | Dart<br />
|}<br />
<br />
=== Marching Order ===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
|align="center"| ''Default''<br />
???<br />
Solas Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|align="center"| ''Double File''<br />
Solas Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|align="center"| ''Single File''<br />
???<br />
Solas <br><br />
Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|}<br />
<br />
=== Astrology ===<br />
;Lucky Numbers<br />
Boom Boom 24 <br><br />
Dart 13 <br><br />
Solas 70 & 91 <br><br />
Cassandra 63 <br><br />
Gnash -<br><br />
Haedric 63 <br><br />
Lady Arcadia 75 <br><br />
Zardoz 24 <br><br />
<br />
== Loot and Expenses ==<br />
<br />
<br />
== Calendar ==<br />
{| width="100%" border=0 class="Season" id="Autumn"<br />
|- <br />
! colspan="15" | Autumn 824 WK: [[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 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || <br />
| class="day" | 8 || <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:moon3.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:moon0.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:moon1.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 />
! colspan=15 | Autumn 824 WK: [[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 || <br />
| class="day" | 9 || <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 || <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 824 WK: [[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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Grymeron_Out_of_Shape&diff=100516Grymeron Out of Shape2024-03-11T07:29:08Z<p>Stephen: /* Buffs and Abilities */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Dean]][[Category:Scribe Notes]]<br />
== Summary ==<br />
'''Adventure''': Out of Shape on Grymeron<br><br />
'''GM''': [[User:Dean_Ellis|Dean]]<br><br />
'''Season''': [[Autumn]] 824 wk<br><br />
'''Night''': Monday in St Johns<br><br />
'''Level''': [[Experience#Quest_Level | Medium]]<br><br />
; Party<br />
# [[Gnash]] - Orc(m) Necromancer played by [[User:ChrisC|Chris Caulfield]] '''MS'''<br />
# [[Haedric]] - Dwarven(m) Ice Mage played by [[User:stephen|Stephen]] '''Scribe'''<br />
# [[Zardoz]] - Halflynge (m) Celestial (Sh) - Martin D<br />
# [[Cassandra]] - Human(f) Celestial (Dark) played by [[User:Michelle|Michelle]]<br />
# [[Solas]] - Elven(m) Celestial (Solar) played by [[User:NickM|Nick]]<br />
# [[D'Artagnan|Dart]] - Halfling Bard - [[User:Alex|Alex]]<br />
# [[Lady Arcadia]] - Elven(f) Celestial (Star) Fighter and La Luna the Celestial Wolf played by [[User:Kita|Kita]] '''PL'''<br />
# [[Boom Boom]] Orc(m) Fire Mage played by [[User:IanA|Ian Anderson]]<br />
<br />
; Employer<br />
: Maelstrom on behalf of Albrecht the Great Goblin of Grymeron<br />
; Mission<br />
: Finding pieces of the pond warden and some other issues.<br />
; Pay<br />
: 10,000 sp each<br />
<br />
==Scribe Notes==<br />
<br />
<br />
<br />
== Buffs & 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 />
=== Buffs and Abilities ===<br />
{| class="buffs" |&nbsp;<br />
|+ '''Long Term (assumed always on)'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Duration<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Strength of Stone (LA)<br />
|class="rk" | 10<br />
|class="ef" | +10 EN<br />
|class="du" | 11 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Shadow Form (Ca/Za)<br />
|class="rk" | 12<br />
|class="ef" | +26% Def<br />
|class="du" | 6&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Coruscade (So/LA)<br />
|class="rk" | 15<br />
|class="ef" | +32% Def<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> Y<br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Resist Cold (Ha)<br />
|class="rk" | 14<br />
|class="ef" | +4 Temp Gauge, -5 Cold Dmg.<br />
|class="du" | 8 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> -<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Weapon of Cold (Ha)<br />
|class="rk" | 15<br />
|class="ef" | +16 BC%, +6 Dam<br />
|class="du" | 20 min **<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 4<br />
| <!-- LA --> <br />
| <!-- So --> 1<br />
| <!-- Za --> 1<br />
|-<br />
|class="mg" | Witchsight (So,LA,Za)<br />
|class="rk" | 6<br />
|class="ef" | See Invis<br />
|class="du" | 3&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fire Armour(BB)<br />
|class="rk" | 13<br />
|class="ef" | 56 Ablative<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk" | 13<br />
|class="ef" | Protection from fire<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> Y<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|}<br />
<br />
<br />
{| class="buffs" |<br />
|+ '''Short Term/Situational'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Wings (Ca)<br />
|class="rk" | 15<br />
|class="ef" | 45 mph<br />
|class="du" | 8 hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Wings of Light (So)<br />
|class="rk" | 8<br />
|class="ef" | 38 mph<br />
|class="du" | 4&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Water Wings (LA)<br />
|class="rk" | 3<br />
|class="ef" | ? mph<br />
|class="du" | 2&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (So)<br />
|class="rk" | 10<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 15 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (LA)<br />
|class="rk" | 8<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 13 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Traversal (Ha)<br />
|class="rk" | 12<br />
|class="ef" | 4 targets, +5 tmr over level ice/snow.<br />
|class="du" | 4h 20m<br />
| <!-- BB --> A<br />
| <!-- Ca --> A<br />
| <!-- Da --> A<br />
| <!-- Gn --> A<br />
| <!-- Ha --> B<br />
| <!-- LA --> B<br />
| <!-- So --> B<br />
| <!-- Za --> B<br />
|-<br />
|class="mg" | Inspirational Song (Da)<br />
|class="rk" | 6<br />
|class="ef" | 3 targets, -2 dice modifier.<br />
|class="du" | 90 secs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Flames (BB)<br />
|class="rk" | 13<br />
|class="ef" | 14Sc 7Dmg.<br />
|class="du" | 18 mins<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Self Only Buffs'''<br />
|-<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Ice Armour (Ha)<br />
|class="rk" | 15<br />
|class="ef" | 26% 4 AP 1 SG 16 Fire<br />
|class="du" | 9 hrs<br />
| <!-- BB --> -<br />
| <!-- Ca --> -<br />
| <!-- Da --> -<br />
| <!-- Gn --> -<br />
| <!-- Ha --> Y<br />
| <!-- LA --> -<br />
| <!-- So --> -<br />
| <!-- Za --> -<br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Senses and other stuff'''<br />
|-<br />
!class="mg" | Capability<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Detect Ambush (%)<br />
|class="rk" | <br />
|class="ef" | Ranger (-5/rank of opposition)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> 50%<br />
| <!-- Gn --> %<br />
| <!-- Ha --> 106%<br />
| <!-- LA --> %<br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | See Invis (Rk)<br />
|class="rk" | <br />
|class="ef" | Effective rank for seeing invisible<br />
|class="du" | <br />
| <!-- BB --> 6<br />
| <!-- Ca --> 6<br />
| <!-- Da --> 6<br />
| <!-- Gn --> 6<br />
| <!-- Ha --> 12<br />
| <!-- LA --> 10<br />
| <!-- So --> 6<br />
| <!-- Za --> 6<br />
|-<br />
|class="mg" | Stealth (%)<br />
|class="rk" | <br />
|class="ef" | Std / Ranger Outdoors<br />
|class="du" | <br />
| <!-- BB --> 86%<br />
| <!-- Ca --> 99%<br />
| <!-- Da --> 110 %<br />
| <!-- Gn --> 106%<br />
| <!-- Ha --> 66 / 87%<br />
| <!-- LA --> 83%<br />
| <!-- So --> 50%<br />
| <!-- Za --> 163%<br />
|}<br />
<nowiki>**</nowiki> Weapon of Cold Peace-Bound until needed.<br />
; Greater Enchantment<br />
: Rk 17 from Camdindel<br />
; Mil Sci Raise Morale<br />
: +1 WP<br />
; Brewing<br />
: Golden Ale nightcap - +1 FT per hour of sleep<br />
: Stoneybrew, Dur 1 Hr - +7 WP<br />
: Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.<br />
: Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { min-width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
! Night 1<br />
| colspan="3" | ?<br />
| colspan="3" | Cassandra<br />
| colspan="3" | ?<br />
| colspan="3" | ?<br />
|-<br />
! <br />
| colspan="3" | Haedric<br />
| colspan="3" | Gnash<br />
| colspan="3" | Solas<br />
| colspan="3" | Dart<br />
|}<br />
<br />
=== Marching Order ===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
|align="center"| ''Default''<br />
???<br />
Solas Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|align="center"| ''Double File''<br />
Solas Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|align="center"| ''Single File''<br />
???<br />
Solas <br><br />
Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|}<br />
== Loot and Expenses ==<br />
<br />
<br />
== Calendar ==<br />
{| width="100%" border=0 class="Season" id="Autumn"<br />
|- <br />
! colspan="15" | Autumn 824 WK: [[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 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || <br />
| class="day" | 8 || <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:moon3.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:moon0.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:moon1.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 />
! colspan=15 | Autumn 824 WK: [[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 || <br />
| class="day" | 9 || <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 || <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 824 WK: [[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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Grymeron_Out_of_Shape&diff=100514Grymeron Out of Shape2024-03-11T07:07:39Z<p>Stephen: /* Summary */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Dean]][[Category:Scribe Notes]]<br />
== Summary ==<br />
'''Adventure''': Out of Shape on Grymeron<br><br />
'''GM''': [[User:Dean_Ellis|Dean]]<br><br />
'''Season''': [[Autumn]] 824 wk<br><br />
'''Night''': Monday in St Johns<br><br />
'''Level''': [[Experience#Quest_Level | Medium]]<br><br />
; Party<br />
# [[Gnash]] - Orc(m) Necromancer played by [[User:ChrisC|Chris Caulfield]] '''MS'''<br />
# [[Haedric]] - Dwarven(m) Ice Mage played by [[User:stephen|Stephen]] '''Scribe'''<br />
# [[Zardoz]] - Halflynge (m) Celestial (Sh) - Martin D<br />
# [[Cassandra]] - Human(f) Celestial (Dark) played by [[User:Michelle|Michelle]]<br />
# [[Solas]] - Elven(m) Celestial (Solar) played by [[User:NickM|Nick]]<br />
# [[D'Artagnan|Dart]] - Halfling Bard - [[User:Alex|Alex]]<br />
# [[Lady Arcadia]] - Elven(f) Celestial (Star) Fighter and La Luna the Celestial Wolf played by [[User:Kita|Kita]] '''PL'''<br />
# [[Boom Boom]] Orc(m) Fire Mage played by [[User:IanA|Ian Anderson]]<br />
<br />
; Employer<br />
: Maelstrom on behalf of Albrecht the Great Goblin of Grymeron<br />
; Mission<br />
: Finding pieces of the pond warden and some other issues.<br />
; Pay<br />
: 10,000 sp each<br />
<br />
==Scribe Notes==<br />
<br />
<br />
<br />
== Buffs & 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 />
=== Buffs and Abilities ===<br />
{| class="buffs" |&nbsp;<br />
|+ '''Long Term (assumed always on)'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Duration<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Form (Ca/Za)<br />
|class="rk" | 10<br />
|class="ef" | +22% Def<br />
|class="du" | 5&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Coruscade (So/LA)<br />
|class="rk" | 12<br />
|class="ef" | +26% Def<br />
|class="du" | 6&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Resist Cold (Ha)<br />
|class="rk" | 14<br />
|class="ef" | +4 Temp Gauge, -5 Cold Dmg.<br />
|class="du" | 8 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> -<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Weapon of Cold (Ha)<br />
|class="rk" | 15<br />
|class="ef" | +16 BC%, +6 Dam<br />
|class="du" | 20 min **<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 4<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Witchsight (?)<br />
|class="rk" | 6<br />
|class="ef" | See Invis<br />
|class="du" | 3&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fire Armour(BB)<br />
|class="rk" | 13<br />
|class="ef" | 56 Ablative<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk" | 13<br />
|class="ef" | Protection from fire<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
<br />
{| class="buffs" |<br />
|+ '''Short Term/Situational'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Wings (Ca/Za)<br />
|class="rk" | 14<br />
|class="ef" | 44 mph<br />
|class="du" | 7&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Wings of Light (So/LA)<br />
|class="rk" | 8<br />
|class="ef" | 38 mph<br />
|class="du" | 4&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (So)<br />
|class="rk" | 10<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 15 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Traversal (Ha)<br />
|class="rk" | 12<br />
|class="ef" | 4 targets, +5 tmr over level ice/snow.<br />
|class="du" | 4h 20m<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Inspirational Song (Da)<br />
|class="rk" | 6<br />
|class="ef" | 3 targets, -2 dice modifier.<br />
|class="du" | 90 secs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Flames (BB)<br />
|class="rk" | 13<br />
|class="ef" | 14Sc 7Dmg.<br />
|class="du" | 18 mins<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Self Only Buffs'''<br />
|-<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Mind Cloak (rank)<br />
|class="rk" | <br />
|class="ef" | <br />
|class="du" | 1+2*rk hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Armour (Ha)<br />
|class="rk" | 15<br />
|class="ef" | 26% 4 AP 1 SG 16 Fire<br />
|class="du" | 9 hrs<br />
| <!-- BB --> -<br />
| <!-- Ca --> -<br />
| <!-- Da --> -<br />
| <!-- Gn --> -<br />
| <!-- Ha --> Y<br />
| <!-- LA --> -<br />
| <!-- So --> -<br />
| <!-- Za --> -<br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Senses and other stuff'''<br />
|-<br />
!class="mg" | Capability<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Sense Danger (%)<br />
|class="rk" | <br />
|class="ef" | Mind Talent (or equivalent)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Detect Ambush (%)<br />
|class="rk" | <br />
|class="ef" | Ranger (-5/rank of opposition)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 89%<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | See Invis (Rk)<br />
|class="rk" | <br />
|class="ef" | Effective rank for seeing invisible<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> 6<br />
| <!-- Gn --> <br />
| <!-- Ha --> 12<br />
| <!-- LA --> <br />
| <!-- So --> 6<br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Stealth (%)<br />
|class="rk" | <br />
|class="ef" | Std / Ranger Outdoors<br />
|class="du" | <br />
| <!-- BB --> 86%<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 49 / 70%<br />
| <!-- LA --> <br />
| <!-- So --> 60%<br />
| <!-- Za --> <br />
|}<br />
<nowiki>**</nowiki> Weapon of Cold Peace-Bound until needed.<br />
; Mil Sci Raise Morale<br />
: +1 WP<br />
; Brewing<br />
: Golden Ale nightcap - +1 FT per hour of sleep<br />
: Stoneybrew, Dur 1 Hr - +7 WP<br />
: Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.<br />
: Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { min-width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
! Night 1<br />
| colspan="3" | ?<br />
| colspan="3" | Cassandra<br />
| colspan="3" | ?<br />
| colspan="3" | ?<br />
|-<br />
! <br />
| colspan="3" | Haedric<br />
| colspan="3" | Gnash<br />
| colspan="3" | Solas<br />
| colspan="3" | Dart<br />
|}<br />
<br />
=== Marching Order ===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
|align="center"| ''Default''<br />
???<br />
Solas Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|align="center"| ''Double File''<br />
Solas Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|align="center"| ''Single File''<br />
???<br />
Solas <br><br />
Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|}<br />
== Loot and Expenses ==<br />
<br />
<br />
== Calendar ==<br />
{| width="100%" border=0 class="Season" id="Autumn"<br />
|- <br />
! colspan="15" | Autumn 824 WK: [[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 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || <br />
| class="day" | 8 || <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:moon3.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:moon0.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:moon1.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 />
! colspan=15 | Autumn 824 WK: [[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 || <br />
| class="day" | 9 || <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 || <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 824 WK: [[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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Grymeron_Out_of_Shape&diff=100511Grymeron Out of Shape2024-03-11T06:11:34Z<p>Stephen: /* Summary */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Dean]][[Category:Scribe Notes]]<br />
== Summary ==<br />
'''Adventure''': Out of Shape on Grymeron<br><br />
'''GM''': [[User:Dean_Ellis|Dean]]<br><br />
'''Season''': [[Autumn]] 824 wk<br><br />
'''Night''': Monday in St Johns<br><br />
'''Level''': [[Experience#Quest_Level | Medium]]<br><br />
; Party<br />
# [[Gnash]] - Orc(m) Necromancer played by [[User:ChrisC|Chris Caulfield]] <br />
# [[Haedric]] - Dwarven(m) Ice Mage played by [[User:stephen|Stephen]] <br />
# [[Zardoz]] - Halflynge (m) Celestial (Sh) - Martin D<br />
# [[Cassandra]] - Human(f) Celestial (Dark) played by [[User:Michelle|Michelle]]<br />
# [[Solas]] - Elven(m) Celestial (Solar) played by [[User:NickM|Nick]]<br />
# [[D'Artagnan|Dart]] - Halfling Bard - [[User:Alex|Alex]]<br />
# [[Lady Arcadia]] - Elven(f) Celestial (Star) Fighter and La Luna the Celestial Wolf played by [[User:Kita|Kita]]<br />
# [[Boom Boom]] Orc(m) Fire Mage played by [[User:IanA|Ian Anderson]]<br />
<br />
; Employer<br />
: Maelstrom on behalf of Albrecht the Great Goblin of Grymeron<br />
; Mission<br />
: Finding pieces of the pond warden and some other issues.<br />
; Pay<br />
: 10,000 sp each<br />
<br />
==Scribe Notes==<br />
<br />
<br />
<br />
== Buffs & 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 />
=== Buffs and Abilities ===<br />
{| class="buffs" |&nbsp;<br />
|+ '''Long Term (assumed always on)'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Duration<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Form (Ca/Za)<br />
|class="rk" | 10<br />
|class="ef" | +22% Def<br />
|class="du" | 5&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Coruscade (So/LA)<br />
|class="rk" | 12<br />
|class="ef" | +26% Def<br />
|class="du" | 6&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Resist Cold (Ha)<br />
|class="rk" | 14<br />
|class="ef" | +4 Temp Gauge, -5 Cold Dmg.<br />
|class="du" | 8 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> -<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Weapon of Cold (Ha)<br />
|class="rk" | 15<br />
|class="ef" | +16 BC%, +6 Dam<br />
|class="du" | 20 min **<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 4<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Witchsight (?)<br />
|class="rk" | 6<br />
|class="ef" | See Invis<br />
|class="du" | 3&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fire Armour(BB)<br />
|class="rk" | 13<br />
|class="ef" | 56 Ablative<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk" | 13<br />
|class="ef" | Protection from fire<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
<br />
{| class="buffs" |<br />
|+ '''Short Term/Situational'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Wings (Ca/Za)<br />
|class="rk" | 14<br />
|class="ef" | 44 mph<br />
|class="du" | 7&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Wings of Light (So/LA)<br />
|class="rk" | 8<br />
|class="ef" | 38 mph<br />
|class="du" | 4&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (So)<br />
|class="rk" | 10<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 15 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Traversal (Ha)<br />
|class="rk" | 12<br />
|class="ef" | 4 targets, +5 tmr over level ice/snow.<br />
|class="du" | 4h 20m<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Inspirational Song (Da)<br />
|class="rk" | 6<br />
|class="ef" | 3 targets, -2 dice modifier.<br />
|class="du" | 90 secs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Flames (BB)<br />
|class="rk" | 13<br />
|class="ef" | 14Sc 7Dmg.<br />
|class="du" | 18 mins<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Self Only Buffs'''<br />
|-<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Mind Cloak (rank)<br />
|class="rk" | <br />
|class="ef" | <br />
|class="du" | 1+2*rk hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Armour (Ha)<br />
|class="rk" | 15<br />
|class="ef" | 26% 4 AP 1 SG 16 Fire<br />
|class="du" | 9 hrs<br />
| <!-- BB --> -<br />
| <!-- Ca --> -<br />
| <!-- Da --> -<br />
| <!-- Gn --> -<br />
| <!-- Ha --> Y<br />
| <!-- LA --> -<br />
| <!-- So --> -<br />
| <!-- Za --> -<br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Senses and other stuff'''<br />
|-<br />
!class="mg" | Capability<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Sense Danger (%)<br />
|class="rk" | <br />
|class="ef" | Mind Talent (or equivalent)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Detect Ambush (%)<br />
|class="rk" | <br />
|class="ef" | Ranger (-5/rank of opposition)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 89%<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | See Invis (Rk)<br />
|class="rk" | <br />
|class="ef" | Effective rank for seeing invisible<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> 6<br />
| <!-- Gn --> <br />
| <!-- Ha --> 12<br />
| <!-- LA --> <br />
| <!-- So --> 6<br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Stealth (%)<br />
|class="rk" | <br />
|class="ef" | Std / Ranger Outdoors<br />
|class="du" | <br />
| <!-- BB --> 86%<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 49 / 70%<br />
| <!-- LA --> <br />
| <!-- So --> 60%<br />
| <!-- Za --> <br />
|}<br />
<nowiki>**</nowiki> Weapon of Cold Peace-Bound until needed.<br />
; Mil Sci Raise Morale<br />
: +1 WP<br />
; Brewing<br />
: Golden Ale nightcap - +1 FT per hour of sleep<br />
: Stoneybrew, Dur 1 Hr - +7 WP<br />
: Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.<br />
: Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { min-width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
! Night 1<br />
| colspan="3" | ?<br />
| colspan="3" | Cassandra<br />
| colspan="3" | ?<br />
| colspan="3" | ?<br />
|-<br />
! <br />
| colspan="3" | Haedric<br />
| colspan="3" | Gnash<br />
| colspan="3" | Solas<br />
| colspan="3" | Dart<br />
|}<br />
<br />
=== Marching Order ===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
|align="center"| ''Default''<br />
???<br />
Solas Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|align="center"| ''Double File''<br />
Solas Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|align="center"| ''Single File''<br />
???<br />
Solas <br><br />
Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|}<br />
== Loot and Expenses ==<br />
<br />
<br />
== Calendar ==<br />
{| width="100%" border=0 class="Season" id="Autumn"<br />
|- <br />
! colspan="15" | Autumn 824 WK: [[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 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || <br />
| class="day" | 8 || <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:moon3.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:moon0.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:moon1.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 />
! colspan=15 | Autumn 824 WK: [[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 || <br />
| class="day" | 9 || <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 || <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 824 WK: [[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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Grymeron_Out_of_Shape&diff=100510Grymeron Out of Shape2024-03-11T06:00:12Z<p>Stephen: /* Summary */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Dean]][[Category:Scribe Notes]]<br />
== Summary ==<br />
'''Adventure''': Out of Shape on Grymeron<br><br />
'''GM''': [[User:Dean_Ellis|Dean]]<br><br />
'''Season''': [[Autumn]] 824 wk<br><br />
'''Night''': Monday in St Johns<br><br />
'''Level''': [[Experience#Quest_Level | Medium]]<br><br />
; Party<br />
# [[Gnash]] - Orc(m) Necromancer played by [[User:ChrisC|Chris Caulfield]] <br />
# [[Haedric]] - Dwarven(m) Ice Mage played by [[User:stephen|Stephen]] <br />
# [[Zardoz]] - Halflynge (m) Celestial (Sh) - Martin D<br />
# [[Cassandra]] - Human(f) Celestial (Dark) played by [[User:Michelle|Michelle]]<br />
# [[Solas]] - Elven(m) Celestial (Solar) played by [[User:NickM|Nick]]<br />
# [[D'Artagnan|Dart]] - Halfling Bard - [[User:Alex|Alex]]<br />
# [[Lady Arcadia]] - Elven(f) Celestial (Star) Fighter and La Luna the Celestial Wolf played by [[User:Kita|Kita]]<br />
# [[Boom Boom]] Orc(m) Fire Mage played by [[User:Ian|Ian Anderson]]<br />
<br />
; Employer<br />
: ...<br />
; Mission<br />
: Finding pieces of <br />
; Pay<br />
: ...<br />
<br />
==Scribe Notes==<br />
<br />
<br />
<br />
== Buffs & 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 />
=== Buffs and Abilities ===<br />
{| class="buffs" |&nbsp;<br />
|+ '''Long Term (assumed always on)'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Duration<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Form (Ca/Za)<br />
|class="rk" | 10<br />
|class="ef" | +22% Def<br />
|class="du" | 5&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Coruscade (So/LA)<br />
|class="rk" | 12<br />
|class="ef" | +26% Def<br />
|class="du" | 6&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Resist Cold (Ha)<br />
|class="rk" | 14<br />
|class="ef" | +4 Temp Gauge, -5 Cold Dmg.<br />
|class="du" | 8 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> -<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Weapon of Cold (Ha)<br />
|class="rk" | 15<br />
|class="ef" | +16 BC%, +6 Dam<br />
|class="du" | 20 min **<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 4<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Witchsight (?)<br />
|class="rk" | 6<br />
|class="ef" | See Invis<br />
|class="du" | 3&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fire Armour(BB)<br />
|class="rk" | 13<br />
|class="ef" | 56 Ablative<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Fireproofing (BB)<br />
|class="rk" | 13<br />
|class="ef" | Protection from fire<br />
|class="du" | 14 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
<br />
{| class="buffs" |<br />
|+ '''Short Term/Situational'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Wings (Ca/Za)<br />
|class="rk" | 14<br />
|class="ef" | 44 mph<br />
|class="du" | 7&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Wings of Light (So/LA)<br />
|class="rk" | 8<br />
|class="ef" | 38 mph<br />
|class="du" | 4&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (So)<br />
|class="rk" | 10<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 15 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Traversal (Ha)<br />
|class="rk" | 12<br />
|class="ef" | 4 targets, +5 tmr over level ice/snow.<br />
|class="du" | 4h 20m<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Inspirational Song (Da)<br />
|class="rk" | 6<br />
|class="ef" | 3 targets, -2 dice modifier.<br />
|class="du" | 90 secs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Flames (BB)<br />
|class="rk" | 13<br />
|class="ef" | 14Sc 7Dmg.<br />
|class="du" | 18 mins<br />
| <!-- BB --> Y<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Self Only Buffs'''<br />
|-<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Mind Cloak (rank)<br />
|class="rk" | <br />
|class="ef" | <br />
|class="du" | 1+2*rk hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Armour (Ha)<br />
|class="rk" | 15<br />
|class="ef" | 26% 4 AP 1 SG 16 Fire<br />
|class="du" | 9 hrs<br />
| <!-- BB --> -<br />
| <!-- Ca --> -<br />
| <!-- Da --> -<br />
| <!-- Gn --> -<br />
| <!-- Ha --> Y<br />
| <!-- LA --> -<br />
| <!-- So --> -<br />
| <!-- Za --> -<br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Senses and other stuff'''<br />
|-<br />
!class="mg" | Capability<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Sense Danger (%)<br />
|class="rk" | <br />
|class="ef" | Mind Talent (or equivalent)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Detect Ambush (%)<br />
|class="rk" | <br />
|class="ef" | Ranger (-5/rank of opposition)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 89%<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | See Invis (Rk)<br />
|class="rk" | <br />
|class="ef" | Effective rank for seeing invisible<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> 6<br />
| <!-- Gn --> <br />
| <!-- Ha --> 12<br />
| <!-- LA --> <br />
| <!-- So --> 6<br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Stealth (%)<br />
|class="rk" | <br />
|class="ef" | Std / Ranger Outdoors<br />
|class="du" | <br />
| <!-- BB --> 86%<br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 49 / 70%<br />
| <!-- LA --> <br />
| <!-- So --> 60%<br />
| <!-- Za --> <br />
|}<br />
<nowiki>**</nowiki> Weapon of Cold Peace-Bound until needed.<br />
; Mil Sci Raise Morale<br />
: +1 WP<br />
; Brewing<br />
: Golden Ale nightcap - +1 FT per hour of sleep<br />
: Stoneybrew, Dur 1 Hr - +7 WP<br />
: Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.<br />
: Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { min-width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
! Night 1<br />
| colspan="3" | ?<br />
| colspan="3" | Cassandra<br />
| colspan="3" | ?<br />
| colspan="3" | ?<br />
|-<br />
! <br />
| colspan="3" | Haedric<br />
| colspan="3" | Gnash<br />
| colspan="3" | Solas<br />
| colspan="3" | Dart<br />
|}<br />
<br />
=== Marching Order ===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
|align="center"| ''Default''<br />
???<br />
Solas Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|align="center"| ''Double File''<br />
Solas Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|align="center"| ''Single File''<br />
???<br />
Solas <br><br />
Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|}<br />
== Loot and Expenses ==<br />
<br />
<br />
== Calendar ==<br />
{| width="100%" border=0 class="Season" id="Autumn"<br />
|- <br />
! colspan="15" | Autumn 824 WK: [[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 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || <br />
| class="day" | 8 || <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:moon3.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:moon0.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:moon1.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 />
! colspan=15 | Autumn 824 WK: [[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 || <br />
| class="day" | 9 || <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 || <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 824 WK: [[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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Scribe_Notes&diff=100485Scribe Notes2024-03-10T01:09:26Z<p>Stephen: /* Autumn 824 */</p>
<hr />
<div>[[Image:Records 1.png]] [[Category:Scribe Notes]]<div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
<br />
<B>Skip to the [[Scribe Notes#Summer_824 WK|Current Season]]</b><br />
<br />
Every guild adventure is required to have an official scribe to record the main events of the adventure.<br />
The completed documents are written in the electronic format of the scribes preference and added to the archives in the [http://dq.sf.org.nz/library/ Guild Library] (usually in PDF).<br />
<br />
Scribe notes can be entered directly on the wiki (view existing [[:Category:Scribe_Notes|Scribe Notes]] for examples). <br />
It is recommended to make use of the linking ability of the Wiki to cross reference everywhere you go and every important person you deal with to their appropriate section of the Wiki.<br />
<br />
To start a set of Scribe notes the following [[:Template:Scribe Notes|Templates]] are available for you. [[:Template:Scribe Notes|Template1]] [[Scribe notes template|Template 2]] [[IanW template|Template 3]]<br />
<br />
= Content of Scribe Notes =<br />
While there are no hard and fast rules about what must be in a set of scribe notes, the following is a guideline of the minimum that should be included.<br />
* The Party Members.<br />
* Party Leader, Scribe and Military Scientist.<br />
* The Employer, what the party is hired to do and what they are getting paid.<br />
* Diary with names, places and events.<br />
* Astrology readings and any other bits of information gathered during the course of the adventure.<br />
* The outcome of the adventure.<br />
* Treasure and Items acquired on the adventure.<br />
<br />
<div style="float: right; margin-left: 10px; font-size: smaller; ">__TOC__</div><br />
<br />
=Scribe Notes=<br />
== 824 Wk ==<br />
<br />
=== tbc ===<br />
* [[Walking in the Black Forest]]- Med? - Tue? - Jacqui<br />
* [[Down in the Hundred Acre Woods]] - Tbc - Tbc - Kita<br />
<br />
=== Spring 824===<br />
<br />
=== Winter 824===<br />
<br />
=== Autumn 824===<br />
* [[Grymeron Out of Shape]] - Medium - Mon - Dean - St Johns<br />
* [[Witch Hunt]] - Low/Medium - Online/Mangere Bridge - Tuesdays - The Three Witches of Silverstream. Looking for Witches.<br />
<br />
=== Summer 824===<br />
<div style="background-color: #ddffdd;"><br />
* [[Menglana revenge]] - High - Mon - Jono<br />
* [[Black Watch: Let it Burn]] - Low - Mon - [[User:Stephen|Stephen]]<br />
* [[Imagined Problems]] - Low-Med - Wed - Sam<br />
* [[It Came From The Depths]] - Medium - Tues - Keith - Online<br />
</div><br />
<br />
== 823 Wk ==<br />
19 games in 823 WK<br><br />
=== Spring 823 Wk ===<br />
* [[ The Best Laid Plans of Mercs and Mermen]] - Med-High - Wed - Anne<br />
* [[ The Night of the Comet]] - Low - Tue? - Jacqui<br />
* [[Prelude to Marriage]] - Med - Thu - Terry (Online)<br />
* [[MorsCerta, HoraIncerta]] - High - Mon - Chris C<br />
* [[Gnome Way Home]] - Low - var - Martin<br />
* [[Giant Trouble at Desert Flower]] - Medium(ish) - Wed- [[User:Michael P|Michael P]]<br />
<br />
=== Winter 823 Wk ===<br />
<br />
* [[A.C.A.T stuck in a tree]] - High - Wed - Sam<br />
* [[In the Shadow of the Black tower]] - Low/Medium - Monday - [[Jono Bean]]<br />
* [[The Engines of God]] - High - Mon - [[User:Stephen|Stephen]]<br />
* [[Winter Mystery]] - Lowish - Wed(Online) - Bernard<br />
<br />
=== Autumn 823 Wk ===<br />
* [[Cave of Deception]] - Low - Wed - Kita<br />
* [[Wine and Cheese]] - Med - Mon - [[User:Martin|Martin]]<br />
* [[The Disappearance of Yasmin's Hammer]] - Low - Mon - [[Jono Bean]]<br />
* [[Elementary My Dear Adventurer]] - Med High - Tues - [[Keith Smith]] (Online)<br />
* [[If you can't be bad, be bad at it]] - Low - var - Dean<br />
<br />
=== Summer 823 Wk ===<br />
* [[Green Waters Rising]] - Tues - Medium - [[User:Bernard | Bernard]] - Full<br />
* [[Visions Of Loot]] - Weds - Med - Sam - Full<br />
* [[Seirs Sunday Soiree]] - Anne<br />
* [[A Dungeon of Unfortunate Events]] - Thu - Med=>High - Dean<br />
<br />
== 822 Wk ==<br />
21 games in 822 WK<br><br />
===Spring 822 WK===<br />
* [[Of Marsh and Marble]] - Mondays - Lower Medium - Chris<br />
* [[A Herbal Experiment]] - Weds - Bunny - Low - [[Anne]]<br />
* [[Salve Rex]] - Thu - Low-Med - ChrisC<br />
* [[O' give me a home]] - Mon - High+ - [[User:stephen|Stephen]]<br />
<br />
=== Winter 822 WK ===<br />
* [[A Cold Sun - Part 2]] - TBC - Wed (Online?) - Highish - Bernard<br />
* [[Beauty and the... Two Beasts?]] - Thursdays (Online) - Lowish - Kita<br />
* [[Beyond the Gatehouse]] Medium/High - Monday - [[Jono Bean]]<br />
* [[West where the Heartwood is]] - High - Thur - Dean<br />
* [[Newtonian Goblins]] - Sat pm - Low - [[User:Stephen|Stephen]]<br />
* [[Twin Gate Colosseum]] - July 16th - Flexi - [[Anne]]<br />
<br />
=== Autumn 822 WK ===<br />
<br />
* [[Red Dresses in the Shadows]] - Monday - Medium/High - Jono<br />
* [[An Unknown Onslaught]] - Wed - Low-Medium - Anne<br />
* [[Johnny isn't Sleeping]] (Goblin Fire Mages) - Fri 8pm Start - Bunny - Ian A<br />
* [[The Chaos That Sleeps In The Deep]] - Wed(7pm) - Online(Roll20/Discord) - Medium-Weird(with a touch of silliness) - [[User:Keith | Keith]]<br />
* [[Covert Fox]] - Sat pm - Low - [[User:Stephen|Stephen]]<br />
<br />
=== Summer 822 WK===<br />
<br />
* [[A Spate of OZzity]] - Wed - Med-High - Dean (Half Session)<br />
* [[Bring Summer to Bryshande]] - Thu - High - Chris (Half Session)<br />
* [[A Golden Eye on the waves]] - Monday - Medium/High - Jono<br />
* [[The Hunt for Three Claw]] - Wed - Bunny Low - Bernard<br />
* [[Orc Brew Quest]] - Tues - Medium Crunchy - Ian<br />
* [[No 1 Hobbits Detective Agency: The Great Grain Heist]] - Tues(usually) - Lowish - Terry(Online)<br />
<br />
== 821 Wk ==<br />
20 games in 821 WK<br><br />
=== Spring 821 WK ===<br />
* [[An Evening with the Unholy]] - Wed - High - Anne (online) Full<br />
* [[I Must Go Down To The Sea Again]] - Tue - Low/Med - [[User:Keith|Keith]] (online)<br />
* [[The Hero's Quintet]] - Wed - Med-High - [[User:Stephen|Stephen]] (online, short game)<br />
* [[*Read the Fine Print]] - Med/High MTB (online)<br />
<br />
=== Winter 821 WK ===<br />
* [[You're Not In Tycho anymore]] - Tuesdays - Low - Chris<br />
* [[A Golden Eye in the deep]] - Monday - Medium - Jono<br />
* [[Braegon's Treasure Map]] - Weds - Low-Med - Dean<br />
* [[Taking the Lute]] - Weds - Med - Ian<br />
* [[Polite Enquiries]] - Low/Med - Ross(online)<br />
<br />
=== Autumn 821 WK ===<br />
* [[Not just a simple comb]] Monday nights - Jono Full<br />
* [[Death's reflection in the mirror of fear]] - Low-med - [[User:Stephen|Stephen]]<br />
* [[The Autumn Wolves]] - Bunny-Low - Anne<br />
* [[No 1 Hobbits Detective Agency: River Watch]] - Med - Terry (Online)<br />
* [[Doing the Rounds]] - Bunny-Low - Jacqui<br />
* [[A Cold Sun]] - Low-Med - Bernard<br />
* [[Kanlaoise - Soul Men]] - Ross (online)<br />
<br />
=== Summer 821 WK ===<br />
* [[Blood & Ice]] - High, Monday night GM: [[Jono Bean|Jono]] - Full<br />
* [[Won't you go to funky town]] - Med, Weds, Ian A.<br />
* [[Follow the Evening Star]] - Low, Tues, [[User:Keith|Keith]]<br />
* [[No 1 Hobbits Detective Agency: Recipe for Danger]] - GM [[Micheal Young]] (online)<br />
<br />
== 820 Wk ==<br />
19 games in 820 WK<br><br />
=== Spring 820 WK ===<br />
* [[The Lost Forge]] - Med/High - Bernard - Wed/Online<br />
* [[Monsters Inc]] - Extreme - Dean - Mondays<br />
* [[One of Our Vineyards is Missing]] - Low - [[User:Jacqui | Jacqui]] - Tuesdays<br />
* [[No 1 Hobbits Detective Agency: Vigors Quest]] - Terry (online)<br />
<br />
=== Winter 820 WK ===<br />
* [[Candyland]] - Low - Anne - Wed<br />
* [[East Hindia TC]] - Low-Med - Thu/Wed - GM [[User:Stephen|Stephen]]<br />
* [[Looking Glass Lost]] - Med - Fri - GM [[User:Michael P|Michael P]]<br />
* [[Coral Sea Colony]] - Low-Med - Tues - GM [[User:Keith|Keith]] (Online)<br />
* [[Kanlaoise Part Deux]] - High - GM Ross<br />
<br />
=== Autumn 820 WK ===<br />
* [[Nobody dies there...probably]] - Low- Tuesday - GM IanA <br />
* [[Thirteen feet and to trust your fifth look]] - Med/High - GM Jono<br />
* [[The Bottle of Spirits]] - Tues - GM: William<br />
* [[Into the Sky Rock]] - Weds - GM: Bernard<br />
* [[Brave new world]] continuation... - Thu - DM: Jim<br />
* [[Arth 1]] - ''Non-DQ'' - Wed - GM: Paul S.<br />
* [[Novadom Road North]] - Lockdown Weekends - Low - GM Stephen.<br />
<br />
=== Summer 820 WK ===<br />
* [[A Darkened Mystery]] - Med - Wed - GM Anne<br />
* [[Okla is missing]] - Med/High - GM Jono<br />
* [[The Evernow]] - Easy, safe, fun - GM William<br />
* [[Hire-A-Hubby]] - Med-High - Tues - GM Stephen<br />
* [[An Overflow of Goblins]] - Lowish - Tues - GM [[User:Keith | Keith]]<br />
<br />
== 819 WK ==<br />
17 games in 819 WK<br><br />
=== Spring 819 WK ===<br />
* [[Half a crisp spring]] - High - Mon - GM Jono<br />
* [[Thin Ice]] - Med - Tue - Chris<br />
* [[The Gates of Heck]] - Low+ - Thurs - GM [[User:Jacqui | Jacqui]]<br />
* [[Brave new world]] - Thurs - GM [[User:Jim | Jim]]<br />
<br />
=== Winter 819 WK ===<br />
<br />
* [[Worship the Desert]] Thurs - Crunchy - [[User:Bernard|Bernard]]<br />
* [[Series of Unfortunate Events]] - Medium - Dean<br />
* [[Archaeological Expedition]] - Low - [[User:Keith|Keith]]<br />
* [[No 1 Hobbit Detective Agency - Adventuring Arborist]] - Medium - Terry (online)<br />
* The continuation of [[The Harvest of the Planes]] - High - Jim Arona<br />
<br />
=== Autumn 819 WK ===<br />
* [[Fate_of_Or|"The Fate of Or"]] - Titan-pestering (but not aggressively so). Thurs ''chez'' Smith - Michael P.<br />
* [[The Harvest of the Planes]] - High level, not Monday - Jim Arona<br />
* [[Falling the way rocks don't]] - Low - Mon - Stephen<br />
* [[A lack of humer]] - Low - Weds - Ian A.<br />
<br />
=== Summer 819 WK ===<br />
* [[A Plea for Help]] - Low-Med - Night TBD - Anne<br />
* [[Trouble in the Spine]] - Low-Med - Tue - GM Chris<br />
* [[Northern Summers]] - Med-High - Tues - GM Jono<br />
* [[No 1 Detective Hobbit Agency - The Creampuff Catnappering Caper]] - Med - Sun - GM Terry (online)<br />
<br />
== 818 WK ==<br />
19 games in 818 WK<br />
<br />
=== Spring 818 WK ===<br />
* [[Night Train to Lisbon]] - Low to Medium - Night TBA - Jim Arona<br />
* [[More Enquiring Minds]] - High - Night Monday - Dean Ellis<br />
* [[The Fires of Heck]] - Low - Tuesday - [[User:Jacqui | Jacqui]]<br />
<br />
=== Winter 818 WK ===<br />
* [[Liberty of County Palatine of Borovia]] - High+ - Tuesday - [[Jono Bean|Jono]]<br />
* [[Lord Azzur's Black Fleet]] - High+ - Wednesday - Julia<br />
* [[Recover Dylath]] - High - Mon - William<br />
* [[Back Doors and Short Cuts]] - Low-Med - Tue - [[User:Keith | Keith]]<br />
* [[Delve under Old Seagate]] - Low - Thu - Ian A.<br />
* [[Return to Kanlaoise]] - Brave - Ross<br />
<br />
=== Autumn 818 WK ===<br />
* [[My dreams are strange dreams]] - Kelsie - Medium - Wednesday<br />
* [[Trading in Sunshine]] - Clare - Medium - Monday<br />
* [[Blood on Broad Street]] - [[User:Stephen|Stephen]] - Low-Medium - Tuesday<br />
* [[Ten Days to the end of the world]] - William - High - Thursday - West<br />
* [[Operation Word]] - [[Jono Bean|Jono]] - Var - Tues/Thurs<br />
<br />
=== Summer 818 WK ===<br />
* [[Full Metal Breastplate]] Jim Arona - Medium<br />
* [[I need a Hero (or five)]] William - We'll see<br />
* [[Enquiring Minds]] Dean - 3 Tuesday, than Monday<br />
* [[Mr Grumpy and the Tartan]] Ian Anderson - Bunny-Low - Thursdays<br />
<br />
== 817 WK ==<br />
19 games in 817 WK<br />
=== Spring 817 WK ===<br />
* [[Anticipatory_Revenge]] Michael P. Non-humans preferred but not essential.<br />
* [[Into the Unknown]] ChrisC. Low (only new PC's)<br />
* [[Air Bastards of the Shattered Queen]] William - Medium, no really.<br />
* [[Brastor goblin hunting]] Bernard - Tuesday - Mediumish<br />
<br />
=== Winter 817 WK ===<br />
* [[The Pevensey Heist]] - [[Clare]] Monday - Low Medium<br />
* [[Fallen Ocelotepec]] - [[Jim Arona | Jim]] Tuesday Medium<br />
* [[Blood-Feud?]] - [[User:Dean|Dean]] Wednesday - High<br />
* [[A Cultural Exchange]] - [[User:Keith|Keith]] Tuesdays - Low<br />
* [[The Hippo's Helpers]] - Greg Graydon & Julia - Medium (a weekend game 5&6 August 2017)<br />
<br />
=== Autumn 817 WK ===<br />
* [[Northern Lords]] - Med-High - [[Jono Bean]] Monday night<br />
* [[A Quiet Contemplative Trip]] - [[William]] Monday Extreme<br />
* [[South Gate Rot]] - [[Jim Arona | Jim]] Wednesdays Low/Violent<br />
* [[Through A Mirror Darkly]] - [[User:Jacqui | Jacqui]] - Tuesday Medium<br />
* [[Shrooms]] - [[Ian A | Ian A]] - Wednesday Low<br />
<br />
=== Summer 817 WK ===<br />
* [[Vacancies]] - Med-High (Independent) - [[User:Bernard|Bernard]]. (Probably Summer.)<br />
* [[Into the Dark Continent]] - Medium - Mon - [[Jim Arona|Jim]]<br />
* [[The Fox vs The Marquessa]] - High - Thu - [[User:Stephen|Stephen]]<br />
* [[Banshee Bits Required]] - Low/medium - Wed - [[User:Mebh|Julia]]<br />
* [[Deserts, Dungeons, & Dwarves pt 2]] -Low/bunny - Wed - [[User:Helen|Helen]]<br />
* [[Street of Gods]] - Low - Tues - Jeff Leddra<br />
<br />
== 816 WK ==<br />
15 games in 816 WK<br />
=== Spring 816 WK ===<br />
* [[Ivinia Darkness]] - Mon/Wed - High/Medium - [[Jono Bean]]<br />
* [[The Magical Mystery Show]] - Mon Medium - [[William]]<br />
* [[The Coils of Spring]] - Mon/Tue - Medium - [[Jim Arona]]<br />
* [[Somebody's Daughter]] - Tue - Low - [[Ian Anderson]]<br />
<br />
=== Winter 816 WK ===<br />
* [[Chelemby Northern Darkness]] - Mon High/Medium - [[Jono Bean]]<br />
* [[Seagate's Haunts]] - [[User:Keith|Keith]] - Low - Tues<br />
* [[The Hippo's Bride]] - Julia - High - Mon (Goblins Hippo bride all Scab's fault)<br />
<br />
=== Autumn 816 WK ===<br />
* [[Pongo Gutbag and the Legion of Doom!]] - Mon - Very High, 25 PC recommended - GM William<br />
* [[War-wolves of Londinium]] - TBA - Not Low - GM [[Jim Arona]]<br />
* [[A friend in need ...]] - Tue - Low-med - GM [[User:Chris|Chris]]<br />
* [[Winter is Coming]] - Tues - High-med - GM [[User:Keith|Keith]]<br />
<br />
=== Summer 816 WK===<br />
* [[Gypsy Smugglers Wanted]] - Upper Medium, after a low start - Wed - Mangere - GM Michael P.<br />
* [[The Mikado Affair]] - Medium, but with plenty of opportunities to expose internal organs - TBA - DM - [[Jim Arona]]<br />
* [[Chateau Haut-Brion]] - Mon High/Medium - [[Jono Bean]]<br />
* [[Mine Fox Rescue]] - Mon - Med - [[User:Stephen|Stephen]]<br />
<br />
== 815 WK ==<br />
18 games in 815WK <br><br />
=== Spring 815 WK ===<br />
* [[Hot Fusion]] - Medium - GM William '''full'''<br />
* [[Enchanted Jewels]] - Medium, Monday - GM [[User:Bernard|Bernard]]<br />
* [[Into the Valley of Roses]] - Low/Medium, Thursdays - GM [[User:Jacqui | Jacqui]]<br />
<br />
=== Winter 815 WK ===<br />
* [[The Exodus Agenda]] - High - DM [[User:Velcanthus|Jim]]<br />
* [[Pro Bono]] - Low/Medium - [[User:Keith | Keith]]<br />
* [[Travel Advisory]] - Low-Med - Ian W<br />
* [[What is the Big Bad Wolf afraid of?]] - Low - Dean<br />
<br />
=== Autumn 815 WK ===<br />
* [[A Doomsday Like Any Other]] Shared game. William, Craig, Julia<br />
**[[Unruly Sonne]] - Medium - High - Mon - [[William Dymock|William]]<br />
**[[And Darkness Fell Upon The Face Of Alusia]] - [[User:Mebh | Julia]]<br />
**[[Secret Seven and the mystery of the missing Sun]] - Craig<br />
* [[Where's Johnny?]] - Low/Low-Med Mon - Ian A<br />
* [[Bear Necessities]] - Low - Miles<br />
<br />
=== Summer 815 WK ===<br />
<br />
* [[Get Your Rocks Off!]] - Medium - GM William '''full'''<br />
* [[A Walk in the Black Forest]] - Medium, but blood may be spilt - GM Jim<br />
* [[Duskfalls demise]] - Medium - GM [[User:Mebh|Julia]] '''full'''<br />
* [[A large concern]] - High - GM [[Jono Bean]]<br />
* [[Vun Enchanted Evening]] - Medium/High - GM Ian Wood<br />
<br />
== 814 WK ==<br />
25 games in 814 WK<br />
=== Spring 814 WK ===<br />
<br />
* [[Tears of Salt]] - Medium - Fri - GM: [[User:Bernard|Bernard]]<br />
* [[Blood in the Snow]] - Low-Med - Tue - GM: ChrisC<br />
* [[The Bold and the Handsome]] - Frivolous (Oz Game) - Tue - GM: [[User:Dean|Dean]]<br />
* [[Escort a caravan]] - low/med - Tues - GM: [[User:IanW|Ian W]]<br />
* [[Reclaiming Walontaun]] - High - We - GM: [[Craig Harper|Craig]]<br />
<br />
=== Winter 814 WK ===<br />
* [[Black Magic Woman]] - Low - Mondays - GM : [[William]]<br />
* [[Copper Sands and Broken Dice]] - Low - Wednesdays - GM: [[Jono Bean]]<br />
* [[Network of Sin]] - High+ - Th - DM: Jim<br />
* [[The Cleansing of the Shire]] - Med - Fri - GM: Jacqui<br />
* [[Vapour - The Legend continues|Finding Harold]] - Med - Tue - GM: Julia<br />
* [[A Body for Pug]] - Low - Wednesdays - GM : Miles<br />
<br />
=== Autumn 814 WK ===<br />
* [[A Plan may be forthcoming]] - Not Bunny - Wednesday - GM : [[William]]<br />
* [[Send Lawyers, Knives and Money]] (aka 12 years a slave) - Medium - Tuesdays - GM : Bridget Dymock-Johnson<br />
* [[Mislaid Offspring]] - Highish, but not God Bothering - Wednesday - GM : Michael P.<br />
* [[Shopping on Grymeron]] - Medium to Newtonian - Tuesdays - GM: Dean E<br />
* [[Employment wanted]] - lowish - Thursdays - GM : ''GM Ian Anderson'' - this is the overflow<br />
* [[A Loss in the Family]] - Low/Med - Mon - GM: ChrisC<br />
* [[Murky Mind Trip]] - Med - 18th May -GM: Terry<br />
* [[Like the Night]] - Low/Med - a couple of stray Wednesdays - GM: [[Jim Arona]]<br />
<br />
=== Summer 814 WK ===<br />
* [[Brief Candles]] - High - Thursdays - DM: [[Jim Arona|Jim]]<br />
* [[The Hero of Nightfall]] - High - Mondays - GM: [[User:Stephen|Stephen]]<br />
* [[The Wood Wide Web]] - Low/Med - Tues - GM: [[User:Keith | Keith]]<br />
* [[Those Dripping Bones]] - Medium/Chewy - Wed - GM: [[User:Bernard|Bernard]]<br />
* [[five go forth in Cornumbria]] - Low/Med - Mon/Tues - GM:Julia<br />
* [[Wedding Preparations]] - Low/Med - Wed - GM: Terry<br />
<br />
==813 WK==<br />
33 games in 813 WK<br />
===Spring 813 WK===<br />
* [[The Big Push]] - by lots of different people<br />
<div style="background-color: #eeeedd;"><br />
** [[Return of the Geomancers]] - High+ - Wednesday - GM: [[Jono Bean]]<br />
** [[The battle of Simia Orichalcae]] - High - Tues - GM: [[William]]<br />
** [[Pointed Diplomacy]] - Master Assassins - varies over a few nights/weekends (Thursdays) - GM: Paul S. - '''FULL''<br />
** [[Kill Them All]] - Highish thump fest in the Shattered Kingdom - GM: [[Ian Wood]]<br />
** [[Loyalty and honor]] - Low/medium - GM Julia<br />
</div><br />
* [[Darkness Falls]] - Medium/High - Wed - GM: Miles Jackson<br />
<br />
<br />
===Winter 813 WK===<br />
* [[A Cold return]] - High - Monday - GM: [[Jono Bean]]<br />
* [[Just Deserts]] - Low/Medium - Tuesday - GM: [[User:Dean|Dean Ellis]]<br />
* [[The Wicked Witch of the Wet]] - Medium/Highish - Tues/Thu - GM: [[User:Keith|Keith Smith]] (Note: 8wk session only as we leave in Aug)<br />
* [[Red Red Wine]] - Low/Medium - Thursday - GM: [[User:Chris|Chris C]] - ''a low to low medium level game for new players''<br />
* [[A Brick wrapped in a Prophecy]] - Very low - Wednesday - GM:Ian Anderson <br />
* [[The Good, Bad And Ugly]] - Low - Wednesday - GM:Jeff Leddra<br />
* [[Red Carpet Massacre]] - Medium - Monday - GM:[[:Category:Mandos|Mandos]]<br />
<br />
===Autumn 813 WK===<br />
<br />
* [[Land of the Mislaid]] - Thu - Medium-ish - GM: Michael P<br />
* [[Legion's End]] - Tuesdays - Extreme - GM: William<br />
* [[A Fox in the Hen House]] - Thu - Low - New Windsor - GM: [[User:Stephen|Stephen]] - ''A low level game for new players''<br />
* [[Walk a Crooked Mile]] - Mon - Medium - DM: [[Jim Arona]]<br />
* [[For Those in Peril IN the Sea...]] - Thu - Medium - DM: [[Jacqui]] <br />
* [[Much Ado About Nothing]] - Thu - social - GM: Andrew W<br />
* [[Rumble in the Jungle]] - Wed - Low - GM: Michael Young<br />
* [[Black Watch Chronicles V: Hand of Fate]] - Mon - Low - GM: Ben Taberner<br />
* [[Moving Statues]] - Mon - Highish to Drow-bothering - GM: Craig Harper<br />
<br />
===Summer 813 WK===<br />
<br />
* [[Within and Without]] - Tues - GM: Martin (Full)<br />
* [[The Siege of Ar Eeb]] - Tues - GM: [[William]]<br />
* [[Following the Fumes III]] An Air Mage Adventure - Low/Med/High - Mon - GM: [[Craig Harper]]<br />
* [[A fading light from the West]] - High - Thur - GM: [[Jono Bean]]<br />
* [[When my Ships come in]] - Mon - GM: Bernard<br />
* [[Squid Row]] - Medium/High - Wed - GM: Miles Jackson<br />
* [[The things in Baron Turds 'Back-passage']] - day game - GM: [[Paul Schmidt]]<br />
* [[Crooked House|Crooked Little House]] - Kids - Sat - GM: [[Jim Arona]]<br />
* [[My Kingdom Come]] - Thurs - GM: [[:Category:Mandos|Mandos]] (Full)<br />
* [[Beach Games]] - Various times in Whananaaki - GM [[William]] and [[Kelsie]]<br />
<br />
==812 WK==<br />
<br />
24 Games in 812WK<br />
<br />
===Spring 812 WK===<br />
* [[Our Two Main Weapons are Fear, Surprise, A Huge Mountain of Skulls...Wait a minute.]] - High - Tuesday - GM: [[William]]<br />
* [[Things Fall Apart]] - High - Wednesday - GM: [[Paul Schmidt]]<br />
* [[The Middle Way]] - High - TBA - DM: [[Jim Arona]]<br />
* [[The Gyldwasser Depths]] - Low to Med - Tuesday - GM: ChrisC - A [[Western Kingdom]] Game<br />
* [[Invasion Route One ends in a Swamp, please explain.]] - Highish - Mondays - GM:[[Ian Wood]]<br />
* [[In Search of Paradox]] - Low - Wednesday - GM: [[Jeff Leddra]]<br />
<br />
===Winter 812 WK===<br />
* [[And the Gates of Hell Shall not Prevail Against Thee]] - Guess - Mon - GM: [[William]]<br />
* [[Psst!, where is this town called Konigsburg?]] - Low - TBA - GM: [[Ian Wood]]<br />
* [[Hubble Bubble and Rabbits]] - Low Medium - Wed - GM: [[User:Bernard|Bernard]]<br />
* [[Destinations]] - Med-High - Thu - GM: [[User:helen|Helen]]<br />
* [[Wolves of Winter]] - High - Tuesday - DM: [[User:Dean|Dean Ellis]]<br />
<br />
===Autumn 812 WK===<br />
* [[Western Coils of Sand and Jumping Tigers]] - Medium/High - Monday - [[Jono Bean]]<br />
* [[Hunting the Eagle]] - Low to Low/Med - Tuesday - [[User :ChrisC|Chris C]] - A [[Western Kingdom]] Game<br />
* [[The Bloody Murder of the Foul Prince Romero and His Enormously Bosomed Wife]] - Medium - TBA - GM: [[William]]<br />
* [[Who Let The Undead Out]] - Medium - Thur - [[User:Keith|Keith]]<br />
* [[The Lady Vanishes]] - Medium level adventure for Low level characters - Wed - Jim<br />
* [[Divisions Within]] - High side of Medium - Wednesday - Miles<br />
<br />
===Summer 812 WK===<br />
* [[The Sixteen Quarters of Time]] - High - Mon - GM: [[User:Velcanthus|Jim]]<br />
* [[We did offer to pay]] - Extreme - Wed - GM: [[User:Stephen|Stephen]]<br />
* [[Friday Night Firefights]] - Low/Med - Wed - GM: [[William]]<br />
* [[A Beast in the Night]] - Low - Tues - GM: [[Clare]]<br />
* [[The meteor has landed]] - Low/Medium - Tues - GM: [[Stefan]]<br />
* [[All of our Children are Missing]] - High - GM: Scott Raymond<br />
* [[Delph Vermin - The Extermination Mission]] - High Side of Medium - Wed - GM: [[Michael Young]]<br />
<br />
==811 WK==<br />
27 Games in 811<br />
===Spring 811 WK===<br />
* [[What once was lost]] - Low - Monday - [http://en.wikipedia.org/wiki/Trademark TM]: [[William]]<br />
* A Hobbit [[Fact-eliminating mission]] - High - Monday - [http://en.wikipedia.org/wiki/Gamemaster GM]: Michael Parkinson<br />
* [[Vale of Tears - Part 2]] - Medium - Tuesday night - [http://en.wikipedia.org/wiki/Evel_Knievel GM]: [[Stefan]]<br />
* [[Manhunt – In Search of RocSingers Past]] - Level: Medium; Night: Wednesday; GM: [[Bernard Hoggins]]<br />
* [[This Quintessence of Dust]] - Low - Med - Wed - [http://en.wikipedia.org/wiki/Dungeon_Master DM]: [[Jim Arona]]<br />
* [[The Truth hurts]] An Oz Adventure - Newtonian - Wednesday : [[User:Dean|Dean Ellis]]<br />
* [[Following the Fumes II]] An Air Mage Adventure - Low/Med/High - Thursday - [http://en.wikipedia.org/wiki/Austin_Powers:_International_Man_of_Mystery GM]: [[Craig Harper]] - Full<br />
* [[A Shortage of Tall Poppies]] Low Level, Wednesday, GM [[Miles Jackson]] (4 week adventure)<br />
<br />
===Winter 811 WK===<br />
<br />
* [[Sun Wukong and the six sorcerors]] - Med - Th - [[William]]<br />
* [[Sahuagin Smackdown]] - Highish - Tue - GM:[[User:Keith | Keith]] <br />
* [[Too much of a good thing]] - Medium ish - Tue - [[User :ChrisC|Chris C]] - A [[Western Kingdom]] Game<br />
* [[Twice as Cold]] - Medium & Very High- Monday - GMs: [[User :Kelsie2|Kelsie]] & [[Jono Bean]]<br />
* [[A stoners tale - Part II]] Level: Low - Night: Wednesday - GM: [[Stefan]] <br />
* [[Carzala Grieves]] Level: Very Low - Night: Wednesday - GM: [[Rosemary Mansfield]]<br />
* [[Where Have All The Dragons Gone?]] Level: Medium; Night: Wednesday; GM: [[Miles Jackson]]<br />
* [[A Winter's Tale]] Level: Kids; Played: on weekends; GM [[Jim Arona]]<br />
<br />
===Autumn 811 WK===<br />
*[[Brides of Blackrod]] - High - Mon - GM: [[Jim Arona]]<br />
*[[Autumn Colours]] - non High - Sat - GM: [[Jim Arona]]<br />
*[[Elemental as Anything]] - Medium - Night - GM:[[William]]<br />
*[[Sumthin's A-Matter With Our Monster]] - Medium/High - Thu GM: [[User:Jacqui | Jacqui]]<br />
*[[A stoners tale.]] - Low. - Wed - GM:[[Stefan]]<br />
*[[Harvest Moon]] - Med+ - Tues - GM:[[GM's#GM:_Martin_Dickson|Martin]]<br />
*[[Elemental Robes]] - Low/High - Tues - GM: [[Jono Bean]]<br />
*[[War in Heaven]] - Low/Medium - Wed - GM: [[Jeff Leddra]]<br />
<br />
===Summer 811 WK===<br />
*[[And Darkness Was on the Face of the Deep]] - High - Tue - GM:[[Jim Arona]]<br />
*[[The cattle drive me crazy]] - Low - Mon - GM:[[William]]<br />
*[[SauRus's Curse Removal Quest]] - Med - Mon - GM:[[user:helen|Helen]]<br />
*[[We are still walking to China]] - Medium - Night - GM: [[Rosemary Mansfield]]<br />
*[[Six go mad on mescaline]] - Low/Med - Wed - GM: [[Miles Jackson]]<br />
*[[Horns of the North]] - Low - Thu - GM:[[Michael Young]]<br />
<br />
==810 WK==<br />
29 Games in 810<br><br />
<br />
===Spring 810 WK===<br />
*[[Following the Fumes]] An Air Mage Adventure - Med/High - Mondays - GM: [[Craig Harper]]<br />
*[[Echoes in Eternity]] - High - Tuesdays? - GM:[[William]]<br />
*[[Lambs with Teeth]] - Medium-High - Thursdays - GM: [[User:Stephen|Stephen]]<br />
*[[The Rainbow Gates]] - Low - Tuesdays - GM: [[User:Dean|Dean]]<br />
*[[A game of 2 halves]] - Low Medium - Tuesdays - GM: [[Dylan]]<br />
*[[Sahuagin, Elves, and Merfolk. Oh My!]] - Medium High - Wednesday - GM: [[User:Keith | Keith]]<br />
*[[For I Have Immortal Longings in Me]] - Low Medium - Wednesday - DM: [[Jim Arona]]<br />
*[[Dark Dangerous Secrets]] - Medium - night -GM: [[Jeff Leddra]]<br />
<br />
===Winter 810 WK===<br />
* [[Sand Storm]] - Medium/Endurance - GM:Bernard<br />
* [[Road to Gory|Road to Glory]] - Extreme to Demigod Bothering - GM: Michael P - Mostly off-plane<br />
* [[EnTitleD to die for]] - Medium - GM: [[User:ChrisC|Chris C]] - A [[Western Kingdom]] Game<br />
* [[Reason Unborn]] - Medium-ish - GM: [[Jeff Church]]<br />
* [[An escaped Imp]] - Low - GM: [[Jono Bean]]<br />
* [[Vale of Tears - Part 1]] - Medium-ish - GM: [[Stefan]]<br />
<br />
===Autumn 810 WK===<br />
* [[Work for the Warden]] - Med/High - night - GM: [[User:NeonGraal|Struan]] - On Plane [[Artzdorf and Flugelheim]]<br />
* [[Missing, presumptions on hold]] - Extreme - night -GM: [[William]]<br />
* [[Slow Portal to China]] <i>but we'd rather reach Elfenburg</i> - Low or Medium - night - GM: [[Rosemary Mansfield]] -<br />
* [[Where Angels Fear to Tread]] - High - night -GM: [[Jim Arona]]<br />
* [[Little Girl Lost in the Woods]] - Low Medium - GM: Miles Jackson<br />
* [[The Prodigal Sun]] - High - night - GM: [[Ross Alexander]]<br />
* [[Escort to Darktree Tower]] - Med High - night - GM:[[Jim Arona]]<br />
<br />
=== Summer 810 WK ===<br />
* [[Songs of Pain and Sorrow]] - High - night - GM: [[Jim Arona]] - Off Plane, the Seven Kingdoms: Lameth<br />
* [[Ghost Town]] - Low Medium - night - GM: [[User:Bernard|Bernard]] - Off Plane<br />
* [[Bad Karma]] - High - night - GM: [[Andrew W]] - On Plane<br />
* [[Theropsid Escorts]] - Low/Med - night - GM: [[User:ChrisC|Chris C]] - On Plane<br />
* [[Reflections and Visitations]] - High+ - night - GM: [[User:Martin|Martin Dickson]] - Various planes<br />
* [[Peak Downs Return]] - High? - night - GM: [[Ian Wood]]<br />
* [[The Great Sperm Race]] - Medium - night - GM: [[Jeff Leddra]]<br />
* [[Galleria Malvagio]] - Medium - night - GM: [[User:Jacqui | Jacqui Smith]]<br />
<br />
==809 WK==<br />
25 games in 809<br />
===Spring 809 WK===<br />
* [[A Spring Wedding]] - High - night - GM: [[:Category:Helen Saggers|Helen Saggers]] Off plane.<br />
* [[Molon Labe]] - Medium - night - GM: [[William]] Alfhiem <br />
* [[A Pirate's Lament]] - Med + - night - GM [[Rosemary Mansfield]] Off Plane<br />
* [[The Last Delivery]] - Low Med - night - GM: [[User:Stephen|Stephen]] - Western Kingdom<br />
* [[Trials of the Hafted Weapon]] continues...<br />
* [[Broken Heart]]- Low - night - GM: Miles Jackson<br />
* [[Famous Five go to Delphi]] - High - night - GM: [[Michael Young]]<br />
* [[Nadin's Revenge]] - High GM: Ross<br />
<br />
===Winter 809 WK===<br />
* [[A Civilised Ending]] - High - night - GM: [[Andrew W]] - On Plane<br />
* [[The casting of shadows]] - Medium - night - GM: [[William]]<br />
* [[The Black Pearl]] - Low/Med - night - GM:[[User:ChrisC|Chris C]] - On Plane<br />
* [[Maid Service]] - Medium+ - night - GM: Scott Raymond Off Plane<br />
* [[Trials of the Hafted Weapon]] - Medium - night - GM: [[Jono Bean]] - On Plane<br />
* [[Ground Zero Day]] - Medium - night - GM: [[GM%27s#GM:_Jeff_Leddra|Jeff Leddra]] - In the mind of a god (go figure!)<br />
<br />
===Autumn 809 WK===<br />
* [[Revolving Doors Redux]] - High - GM: [[:Category:Dean Ellis|Dean Ellis]]<br />
* [[The end of days]] - Extreme - GM: [[William Dymock]]<br />
* [[A Loss of Reason]] - Medium-ish - GM: [[Jeff Church]]<br />
* [[Watching the Watchmen]] - Sub-Low - GM: [[:Category:Ben Taberner|Ben Taberner]]<br />
* [[Looking for the Ladle]] - Low medium - GM: Ian Wood<br />
* [[Up The Garden Path]] - Medium - GM: [[:Category:Jacqui Smith | Jacqui]]<br />
<br />
===Summer 809 WK===<br />
* [[Bread and Circuses]] - Med - night - GM: Helen Saggers<br />
* [[Deconstructing a Fictional Girl]] - High - night - GM: [[Andrew W]]<br />
* [[Bandits, Bandits everywhere]] - Low - night - GM: [[User:ChrisC|Chris C]]<br />
* [[Thanks for all the fish]] - Low - night - GM: [[William Dymock]]<br />
* [[Delving Too Deep]] - High - night - GM: [[User:Bernard|Bernard]]<br />
* [[Can we fix it?]] - Medium - night - GM: Miles Jackson<br />
<br />
==808 WK==<br />
31 games in 808<br />
===Spring 808 WK===<br />
* [[Reach Up for the Sunrise]] - night - GM: [[:Category:Mandos|Mandos]]<br />
* [[Black_Watch_Chronicles_III:_Tidings_of_Comfort_and_Joy|Tidings of Comfort and Joy]] - night - GM: [[:Category:Ben Taberner|Ben Taberner]]<br />
* [[Ephemeral Elephants]] - night - GM:[[GM's#GM: Michael Parkinson|Michael Parkinson]]<br />
* [[Rangiwhero Recon]] - night - GM: [[User:Keith | Keith Smith]]<br />
* [[The Rights of Spring]] - night - GM: [[William]]<br />
* [[Fair-bound Ride]] - night - GM: [[User:NeonGraal|Struan]]<br />
* [[Save the Demon]] - night - GM: [[Jeff Leddra]]<br />
<br />
===Winter 808 WK===<br />
* [[She is Made of Truth]] - High - GM: [[GM%27s#GM:_Jon_McSpadden|Jon Mc]] [[Main_Page#Alusia|Al]]<br />
* [[Blood and Sand]] - High - GM: Callum - Tues [[Main_Page#Alusia|Al]]<br />
* [[I met her in a dream]] - Low/Med - GM: Jill Mitchinson [[Main_Page#Alusia|Al]]<br />
* [[In Her Majesty's Somewhat Secret Service]] - High - GM: William [[Main_Page#Alusia|Al]]<br />
* [[Revolving Doors]] - Med - GM: [[:Category:Dean Ellis|Dean Ellis]] <br />
* [[The Sun, The Moon, and the Piper's Song]] - Med - GM: Jacqui <br />
* [[Lessons in Enlightenment and Respect]]- Low - GM: Miles Jackson<br />
* [[Alusian Innocents Abroad, The Evil Within]] - Innocents - GM: Mark Simpson<br />
<br />
===Autumn 808 WK===<br />
*[[Trials of the Tridents]] - Med/High - Tuesday night - GM: [[Jono Bean]], [[Main_Page#Alusia|Al]]<br />
*[[Skin Trade]] - Medium - Monday nights - GM: [[:Category:Mandos|Mandos]], [[Insel der Freiheit|Al]]<br />
*[[Balrogs & Mithral]] - High - Wednesday nights - GM: [[:Category:Hamish Brown|Hamish]], [[Main_Page#Alusia|Al]]<br />
*[[Chasing White Elephants]] - medium - Friday nights - GM: [[:Category:Bernard|Bernard]] - OP<br />
*[[The Legacy of Kael]] - Medium - Negotiable days - '''Ye saga continueth!''' - GM: [[William]] - [[Main_Page#Alusia|Al]]<br />
*[[Please may we have our Prince back]] - High - Thursday - GM: [[Phil_Judd|Phil]], Off Plane<br />
*[[The Family Jewels]] - Med/High - Wednesday - GM: [[User:ChrisC|Chris C]], [[Main_Page#Alusia|Al]]<br />
*[[The Tiger and the Mouse]] - Med - Friday 21/3 - GM: [[Jon McSpadden]], [[Main_Page#Alusia|Al]]<br />
*[[The Long Way Home]] Low - night - GM: [[GM%27s#GM:_Jeff_Leddra|Jeff Leddra]]<br />
<br />
===Summer 808 WK===<br />
* [[Blood of Girwyllan]] - High Tuesday night - GM: [[Jono Bean]] [[Main_Page#Alusia|Al]]<br />
* [[Swamp Exploration]] - Mediumish - Saturday afternoons - GM: [[User:Keith | Keith]] [[Main_Page#Alusia|Al]]<br />
* [[Search and Rescue]] - Friday nights - GM: [[User:Helen|Helen Saggers]] OP<br />
* [[The Laughing Hills]] - Medium - Wednesday Night Full - GM:[[User:William|William Dymock-Johsnon]] [[Main_Page#Alusia|Al]]<br />
* [[S.P.E.]] - High - Wednesday night - GM:[[Gordon Lewis]] [[Main_Page#Alusia|Al]]<br />
* [[A Minor Investigation]] - Very High - Thursday Night - GM: [[GM%27s#GM:_Jon_McSpadden|Jon McSpadden]] [[Main_Page#Alusia|Al]]<br />
* [[Living on the Edge]] - Medium - Wednesday night - GM:[[Miles Jackson]] OP<br />
<br />
==807 WK==<br />
38 games in 807<br />
=== Spring 807 WK ===<br />
* [[The End of The World]] Full/High - GM [[William]] [[Main_Page#Alusia|Al]]<br />
* [[The Fate of Queen Aleksandra]] Full/High - GM: [[GM%27s#GM:_Jon_McSpadden|Jon Mc]] [[Main_Page#Alusia|Al]]<br />
* [[Black Watch Chronicles II: The Absent Physician]] Full/Low - GM: [[GM's#Ben Taberner|Ben]] [[Main_Page#Alusia|Al]]<br />
* [[Fey Haven]] Full/Med-High - GM: [[User:Stephen|Stephen Martin]] OP<br />
* [[Don't go breaking my heart]] Full/High - GM: [[Callum|Callum]] [[Main_Page#Alusia|Al]]<br />
* [[Winter War|Ruskan Rumble]] Various/Full? Following on from [[To Ruska with Love]] - GM: [[:Category:Greg Graydon|Greg Graydon]] [[Main_Page#Alusia|Al]]<br />
* [[Escort to the Superstition Mountains]] Low - GM: [[Craig Harper]] Monday nights. [[Main_Page#Alusia|Al]]<br />
* [[Horse Thieves]] Low - GM: [[Clare]] [[Main_Page#Alusia|Al]]<br />
* [[Dead Like Us]] ? - GM: [[GM%27s#GM:_Jeff_Ledra|Jeff Ledra]] OP<br />
<br />
=== Winter 807 WK ===<br />
*[[A Kings Ransom]] - GM: [[User :ChrisC|Chris C]], [[Main_Page#Alusia|Al]]<br />
*[[Safely Underfoot]] - GM: [[:Category:Greg Graydon|Greg Graydon]],[[Main_Page#Alusia|Al]]<br />
*[[Sword of Petrus]] - GM: [[GM%27s#GM:_Jillian Mitchinson |Jillian Mitchinson]], [[Main_Page#Alusia|Al]]<br />
*[[A combined GM Game]]:<br />
**[[Save A Prayer]] - GM: [[:Category:Mandos|Mandos]], [[Main_Page#Alusia|Al]]<br />
**[[Flute Interlude]] - GM: [[William]], [[Main_Page#Alusia|Al]]<br />
* [[Meanderings for Madron]] - GM: [[Adam Tennant]] OP<br />
* [[Neither Hare nor Thar]] - GM: [[Rosemary Mansfield]], [[Andrew W]], [[Main_Page#Alusia|Al]]<br />
* [[Viola's Little Problem]] - GM: [[GM%27s#GM:_Jon_McSpadden|Jon Mc]], [[GM%27s#GM:_Jono_Bean|Jono Bean]], [[Main_Page#Alusia|Al]]<br />
* [[Storm_To_Port|Storm to Port]] - GM: [[:Category:Bernard|Bernard]] - Scribe: [[Aqualina]] OP<br />
* [[Fire and Ice]] - GM: [[Miles Jackson]] OP<br />
* [[The Madness of Pope Blitzkrieg]] - GM: Terry: - Scribe: [[Tulip]] [[Main_Page#Alusia|Al]]<br />
* [[Wok is going on? (Part I)]] - GM: [[Ross Alexander]]: - Scribe: [[Uzi Urksome|Uzi]] OP<br />
<br />
=== Autumn 807 WK ===<br />
* [[Crystal Ship]] - GM: [[:Category:Mandos|Mandos]],[[Main_Page#Alusia|Al]]<br />
* [[The Redemption of Lord Surturs Bane]] - GM: [[:Category:Mandos|Mandos]], [[Main_Page#Alusia|Al]]<br />
* [[To Ruska with Love]] - GM: [[:Category:Greg Graydon|Greg Graydon]], [[Main_Page#Alusia|Al]]<br />
* [[How to Win Friends]] - GM: [[William]], [[Main_Page#Alusia|Al]]<br />
* [[Enter the Dragon]] - GM: [[Karen_Dransfield|Karen]], OP<br />
* [[Havoc in the house of Guildenstern]] - GM: [[Gordon_Lewis|Gordon]]- Scribe [[Valery]], OP<br />
* [[A Little Autumn Cleaning]] - GM: [[Keith_Smith|Keith]], [[Main_Page#Alusia|Al]]<br />
* [[Clem's Promise]] - GM: [[Jono Bean]], [[Main_Page#Alusia|Al]]<br />
* [[Jail Break]] - GM: [[Callum|Callum]], [[Main_Page#Alusia|Al]]<br />
* [[Jack and the Beanstalk]] - GM: [[GM%27s#GM:_Jeff_Ledra|Jeff Ledra]] - OP<br />
<br />
=== Summer 807 WK ===<br />
* [[First Branch of the Elements ]] - GM: [[Micheal Young]], [[Main_Page#Alusia|Al]]<br />
* [[Festival of the Arts]] - GM: [[Andrew W]], [[Main_Page#Alusia|Al]]<br />
* [[Unbridaled Power]] - GM: William, [[Main_Page#Alusia|Al]]<br />
* [[Deserts, Dungeons and Dwarves]] - GM: Helen Saggers, OP<br />
* [[The War on Horror]] - GM: Michael P, OP<br />
* [[Kill the Vampires]] - GM: [[:Category:Hamish Brown|Hamish]], [[Main_Page#Alusia|Al]]<br />
* [[Jewel and Surgeo]] - GM: Phil Judd, OP<br />
* [[Scouting for Silas]] - GM: [[User:ChrisC|Chris C]], [[Main_Page#Alusia|Al]]<br />
<br />
==806 WK==<br />
44 games in 806<br />
=== Spring 806 WK ===<br />
* [[Rio]] - GM: [[:Category:Mandos|Mandos]]<br />
* [[Gathering of the Fumes]] - GM: [[GM%27s#GM:_Craig_Harper|Craig Harper]]<br />
* [[Assault on Masada]] - GM: [[GM%27s#GM:_Jon_McSpadden|Jon McSpadden]]<br />
* [[Crisis on Alternate Alusias]] - GM: [[User:Martin|Martin]]<br />
* [[Mist over Bluegrass]] - GM: [[Jono Bean]] Low<br />
* [[A Toothy Extraction]] - GM: [[Gordon Lewis]] High<br />
* [[Railway Adventure]] - GM: [[GM%27s#GM:_Jeff_Ledra|Jeff Ledra]] <br />
* [[Assault on Kron]] - GM: [[GM%27s#GM:_Jillian_Mitchinson | Jillian Mitchinson]]<br />
* [[Kijaand Restoration (Part I)]] - GM: [[Ross Alexander]]<br />
* [[An Outbreak of Strangeness]] - GM: Scott Raymond<br />
* [[Scab's Secret Sasquatches]] - GM: [[Zane Hembest]]<br />
* [[Rot and Roll in Ildrisholm (or Extreme Psychotherapy for a Hill)]] - GM: [[Dan]]<br />
<br />
<br />
=== Winter 806 WK ===<br />
* [[Winter Games]] - GM: [[GM%27s#GM:_Jono_Bean|Jono Bean]] Group one.<br />
* [[Winter Games]] - GM: [[GM%27s#GM:_Jon_McSpadden|Jon McSpadden]] Group two.<br />
* [[Winter Games]] - GM: [[GM%27s#GM:_William_Dymock|William Dymock-Johnson]] Group three.<br />
* [[Winter Games]] - GM: [[GM%27s#GM:_Greg_Graydon|Greg Graydon]] Unspecified person sneaky group.<br />
* [[Winter Games]] - GM: Bernard Hoggins Seagate support team<br />
* [[Search for the lost Temple]] - GM: [[User:NeonGraal|Struan Judd]]<br />
* [[Ozma's Birthday]] - GM: [[User:Dean|Dean Ellis]]<br />
* [[Favours from Zirac Holdings]] - GM: [[User:Stephen|Stephen Martin]]<br />
* [[Rescuing Cob and Co]] - GM: [[User:ChrisC|Chris C]]<br />
* The Summer King - GM: [[Callum]]<br />
<br />
=== Autumn 806 WK ===<br />
* [[Scouting of the Games]] - GM: [[Jono Bean]] Scribe: [[Kishwa]]<br />
* [[Fishing in the Fastness]] - GM: [[Jono Bean]] Scribe: [[Clementine]]<br />
* [[Return of the King]] - GM: [[:Category:Mandos|Mandos]] Scribe: The Party.<br />
* [[Blood, My God the Blood]] - GM: [[GM%27s#GM:_Jillian Mitchinson |Jillian Mitchinson]]<br />
* [[White Wedding]] - GM: [[GM%27s#GM:_Martin_Dickson |Martin Dickson]] Scribe: [[Father Broc]]<br />
* [[The Siege of Novadom]] - GM: [[User:William |William]]<br />
* [[Into the Valley]] - GM: [[Callum]] Scribe: [[Ithilmor]]<br />
* [[The dreams of the Seven]] - GM: [[Callum]] Scribe: [[Erzsabet]]<br />
* [[The Mystery of the Missing Mana]] - GM: [[GM%27s#GM:_Zane_Mendoza|Zane Mendoza]] Scribe [[Menolly]]<br />
* [[Kidnappers will Rue the Day]] - GM: Helen Saggers Scribe: [[Aurora]]<br />
* [[A Message for Gia]] - GM: [[GM%27s#GM:_Jeff_Ledra|Jeff Ledra]] Scribe [[Douglas]]<br />
<br />
=== Summer 806 WK ===<br />
* [[Matt Tumbledown Adventure]] - GM: [[Jono Bean]] Scribe: [[GoK]]<br><br />
* [[McBright Masterwork]] - GM: [[User:Gorgox|Gordon]] Scribe: [[Aqualina]]<br />
* [[Lath's Island]] - GM: [[Julia McSpadden]] Scribe: [[Shoka]]<br />
* [[Nauvare Stash]] - GM: [[GM%27s#GM:_William_Dymock|William Dymock]] Scribe: [[Lath]]<br />
* [[To Hell And Back]] - GM: [[GM%27s#GM:_Noel_Livingston|Noel Livingston]] Scribe: [[Lath]]<br />
* [[Big Bad Void Wolf]] - GM: [[GM's#Dean Ellis|Dean]] Scribe: [[Pennlucien]]<br />
* [[Black Watch Chronicles: Nightmare Murders]] - GM: [[GM's#Ben Taberner|Ben]] - Scribe: [[Dramus]] (Actually his scribe is doing it)<br />
* [http://dq.sf.org.nz/library/snsu0601.pdf Mayhem in Dwarven Mines] - GM: Miles Jackson - Scribe: [[Theodonna]]<br />
* [[Fear and Loathing in Sanctuary]] - GM: [[GM%27s#GM:_Andrew_W|Andrew W]]<br />
* [[Oh! Not another Bard!]] - GM: [[Bernard Hoggins]] Scribe: [[Menolly]]<br />
* [[A Manor of Fate]] - GM: [[Ross Alexander]]<br />
* [[Finding the Flencers]] - GM: [[Daniel Dixon]]<br />
<br />
==805 WK==<br />
32 games in 805<br />
=== Spring 805 WK ===<br />
* [[How Much for the Little Boy]]? - GM: [[GM%27s#GM:_Lisa_Rose|Lisa]] Scribe: [[Aryan]]<br />
* [[Not all water is wet|Not all water is wet -or- More Minions for Rashak]] - GM: [[GM%27s#GM:_Jon_McSpadden|Jon McSpadden]] Scribe: [[Saydar]]<br />
* [http://dq.sf.org.nz/library/snsp0501.pdf Endless Winter] GM: Clare Matthews Scribe: Louise (Cypriano)<br />
* [[Plague upon Thee (Part I)]] - GM: Ross.<br />
* [[Plague upon Thee (Part II)]] - GM: Ross.<br />
* [http://dq.sf.org.nz/library/snsp0502.pdf The Treaty of New Hope] GM: Helen Scribe: Faith<br />
* [[Under the Tuscan Sun]] - GM: [[Ian Wood]]<br />
* [[The Duke's Cattle Drive]] - GM: [[GM%27s#GM:_Struan_Judd|Struan Judd]] Scribe: [[Kelestra]]<br />
* [[The Death Gate]] (Defeat of the Rashak Wannabe) - GM: [[User:Keith | Keith Smith]], Scribe: [[Flamis]]<br />
<br />
=== Winter 805 WK ===<br />
* [[Little Ragnarok]] - GM: [[GM%27s#GM:_Andrew_W|Andrew W]] - Scribe: [[TDP]]<br />
* [[Missing Brewery]] - GM: [[User:NeonGraal|Struan J.]] Scribe: [[Aurora]]<br />
* [[Where the Wind Blows]] - GM: [[:Category:Mandos|Mandos]]. Scribe Father Broc<br />
* [[Small Mistakes]] - GM: [[GM%27s#GM:_Craig_Harper|Craig Harper]] Scribe [[Lath]]<br />
* [[Poison Cloude]] - GM: [[Jason Saggers]] Scribe: [[Sau Ras]]<br />
* [[Return to the Fastness- Part 2]] - GM: [[GM%27s#GM:_Jono_Bean|Jono Bean]] Scribe: Bart then Clementine then Lisa<br />
* [http://dq.sf.org.nz/library/snwi0506.pdf The Hive Mind Adventure] - GM: Jeff Leddra Scribe: [[Aurora]]<br />
* [[Brastor Breakout|Assault on Carson's Switch]] [http://dq.sf.org.nz/library/snwi0502.pdf scribe notes] - GM: [[GM%27s#GM:_Martin_Dickson |Martin Dickson]]<br />
* [[Chasing Off the Greys]] [http://dq.sf.org.nz/library/snwi0503.pdf PDF] - GM: [[GM%27s#GM:_Jillian Mitchinson |Jillian Mitchinson]]. Scribe [[Motley]]<br />
* [http://dq.sf.org.nz/library/snwi0504.pdf Of Elves and Goblins and Such and So Forth] - GM: [[:Category:Mandos|Mandos]] Scribe [[Gavin's Hill]]<br />
* [[Return to the temple of Light]] - GM: [[User:ChrisC|Chris C]]<br />
<br />
=== Autumn 805 WK ===<br />
* [[Harbinger of Death]] - GM: William. Scribe: [[Braegon]].<br />
* [[Things to do in Brastor when you're Dead]] GM: [[User: Cosmo| Ben Taberner]] Scribe: Gavin's Hill<br />
* [[Return to the Fastness- Part 1]] - GM: [[GM%27s#GM:_Jono_Bean|Jono Bean]] Scribe: [[Michael (the adventurer)]]<br />
* [[How We Won The War]] / [http://dq.sf.org.nz/library/snau0501.pdf The Lost Templars] - GM: [[User:ChrisC|Chris C]] Scribe: [[Sam the Ork]]<br />
* [http://dq.sf.org.nz/library/snau0502.pdf Siren's Prize] - GM: [[User:Jacqui | Jacqui]] Scribe : [[Aqualina]]<br />
* [http://dq.sf.org.nz/library/snau0504.pdf Where Have All The Gryphons Gone] GM: Jeff Leddra Scribe: Dawn<br />
* [[The Hunting of the Omnicognitron]] - GM: Ross.<br />
* [[Exploring Paradise]] GM: [[GM%27s#GM:_Helen_Saggers|Helen Saggers]] Scribe: [[Menolly]]<br />
* [[The Ostow Incident]] GM: Ian Wood<br />
* [[Urnwards we go]] GM: Gordon Lewis<br />
<br />
=== Summer 805 WK ===<br />
* [[Warriors Big Day Out]] [http://dq.sf.org.nz/library/snsu0501.pdf scribe notes] - GM: Clare Scribe: [[GoK]]<br />
* [[Ghosts of D'Abres]] / [http://dq.sf.org.nz/library/snsu0502/TimelyGhost.html A Timely Ghost] - GM: [[:Category:Mandos| Mandos]] Scribe: [[Mortimer]]<br />
* [http://dq.sf.org.nz/library/snsu0503.pdf Conflict in Gaia] - GM: Alan Grant Scribe: [[Basalic]]<br />
* [[Never Say Neverre]] - GM: Mike Parkinson Scribe: [[Isil Eth]]<br />
* [[The Ghoul Preservation Society]] - GM: [[Bernard Hoggins]] - Scribe: [[Menolly]]<br />
<br />
==804 WK==<br />
20+ games in 804<br />
=== Spring 804 WK ===<br />
* [http://dq.sf.org.nz/library/snsp0401.pdf The Great Library of Ekonda] GM: Helen Scribe: [[Phaeton]]<br />
* [http://dq.sf.org.nz/library/snsp0402.pdf Garweeze Wurld] GM: [[User:Keith | Keith]] Scribe: [[Grizelda]]<br />
* [http://dq.sf.org.nz/library/snsp0403.pdf Moving House] GM: Jill McSpadden Scribe: Motley<br />
* [[Just deal with it!]] GM: Stephen<br />
<br />
=== Winter 804 WK ===<br />
* [http://dq.sf.org.nz/library/snwi0401.pdf Rings of Deception] - GM: Bernard - Scribe: Tanis<br />
* [http://dq.sf.org.nz/library/snwi0402.pdf Gaia's Blessing] - GM: Alan Grant Scribe: [[Aqualina]]<br />
* [[Newcourt Heart of Darkness]] / [http://dq.sf.org.nz/library/snwi0403.pdf The Mystery of Missing Suitors] - GM: Martin Dickson - Scribe: Father Broc<br />
* [[What's going on in the south of Prevada]] - GM: [[Phil Judd]]<br />
* [[Recover temple artefacts]] - GM: Ben T.<br />
<br />
=== Autumn 804 WK ===<br />
* Get the Cold Out! [[Ice Demons in Flugelheim]] - GM: [[User:NeonGraal|Struan]]<br />
* [http://dq.sf.org.nz/library/snau0401.pdf The Dark Continent Adventure] - GM: Miles Jackson Scribe: Tanis<br />
* [[Sunken Doomed]] - GM: Gordon Lewis<br />
* [[The Scary Door]] - GM:[[:Category:Mandos|Mandos]]<br />
* [[The Ball adventure]] - GM: [[Chris C]]<br />
<br />
=== Summer 804 WK ===<br />
* [http://dq.sf.org.nz/library/snsu0401.pdf When You Wish Upon A Leprechaun] - GM: Mandos Scribe: Algarloth<br />
* [http://dq.sf.org.nz/library/snsu0402.pdf Elf Noir] - GM: Michael Parkinson Scribe: Sir Francis ( [[Kathleen]])<br />
* [http://dq.sf.org.nz/library/snsu0403.pdf Game Afoot] - GM: Jeff Leddra Scribe: Mira<br />
* [http://dq.sf.org.nz/library/snsu0404.pdf Searching Sol for Paradise] - GM: Helen Saggers Scribe: Roderigo<br />
* [[Return to the Cold]] - GM: [[User:NeonGraal|Struan]] - Scribe: Penni<br />
* [[The Rescue of Tehe]] - GM: Eamon Zink<br />
* Coming Forth by Day GM: [[Rosemary Mansfield]] <i>no scribe notes available</i><br />
<br />
==803 WK==<br />
<br />
23+ games in 803<br />
=== Spring 803 WK ===<br />
* [http://dq.sf.org.nz/library/snsp0301.pdf Hunting the Maiden] - GM: Bernard - Scribe: [[Aqualina]]<br />
* [[The Riddle]] [http://dq.sf.org.nz/library/snsp0302.pdf scribe notes] - GM: Lisa Rose - Scribe: [[Father Broc]]<br />
* [http://dq.sf.org.nz/library/snsp0303.pdf Dazed and Confused] - GM: Scott Raymond - Scribe: [[Aurora]]<br />
* Into the Cold [http://dq.sf.org.nz/library/snsp0304.pdf Colder Than A Snowman's Codpiece] - GM: [[User:NeonGraal|Struan]] - Scribe: Roderigo<br />
* [[Lifting the Veil]] - GM: Eamon Zink<br />
* Shepherding the Shorn GM: Simon White<br />
* [[Overawed and Overboard]]: The Ambassador's Holiday - GM: Ben T.<br />
<br />
=== Winter 803 WK ===<br />
* [http://dq.sf.org.nz/library/snwi0301.pdf Escorting A Lord] - GM: Bernard - Scribe: [[Aurora]]<br />
* [http://dq.sf.org.nz/library/snwi0302.pdf A Party Of Elegant People] - GM: Ian Wood - Scribe: [[Silverfoam]]<br />
* [http://dq.sf.org.nz/library/snwi0303.pdf Sorting The Smugglers With Samdar] - GM: [[User:ChrisC|Chris C]] - Scribe: Roderigo<br />
* [[Send In The Clowns]] [http://dq.sf.org.nz/library/snwi0304/SendInTheClowns.html scribe notes] - GM: Andrew W - Scribe: [[Mortimer]]<br />
* [[Church Nights]] - GM: [[:Category:Mandos|Mandos]] - Scribe: [[Ariana di Angelo]]<br />
* [[Smugglers of Erewhon]] - GM: Chris C.<br />
<br />
=== Autumn 803 WK ===<br />
* [http://dq.sf.org.nz/library/snau0301.pdf Rousted In Rastenburg At The Rose Court] GM: Anna <br />
* [[Haven's Crystal Life]] aka [http://dq.sf.org.nz/library/snau0302.pdf Wot I Did On My Holidays] GM: Stephen Scribe: Sam the Ork<br />
* [http://dq.sf.org.nz/library/snau0303.pdf Merfolk, Sahuagin, and The Deep Blue Hole] GM: [[User:Jacqui | Jacqui]] Scribe: [[Aqualina]]<br />
* [[Save the Queen]] GM: Phil Judd<br />
* [[All about Alexandra]] - GM: [[User:Hannah|Hannah]]<br />
<br />
=== Summer 803 WK ===<br />
* [[Pet Show]]. GM: [[User:Gorgox|Gordon Lewis]]<br />
* [[Tails you Lose]]. GM: [[:Category:Mandos|Mandos]]<br />
* [http://dq.sf.org.nz/library/snsu0302.pdf A Cunning Rescue] GM: Michael Parkinson Scribe:Armaud/Kit<br />
* [http://dq.sf.org.nz/library/snsu0303.pdf The Emperor's Gonna Die] GM: Scott Raymond Scribe: [[Phaeton]]<br />
* [[Caravan to the Enchanted Forest]] - Chris C.<br />
<br />
==802 WK==<br />
20+ games in 802<br />
=== Spring 802 WK ===<br />
* [[Investigation of D'arbres]]. GM: [[:Category:Mandos|Mandos]]<br />
* [http://dq.sf.org.nz/library/snsp0201.pdf Trip to Savarea] GM: Zane Mendoza: Silent<br />
* [http://dq.sf.org.nz/library/snsp0202.pdf Heretics of Miloo] GM: Gordon Lewis Scribe: Arnaud<br />
* [[Quest for Lost Dragons]] -- Baal's Final Return. GM: [[User:Martin|Martin]]<br />
* [[Travels through Halph]] - GM: [[Chris C]]<br />
<br />
=== Winter 802 WK ===<br />
* [http://dq.sf.org.nz/library/snwi0201.pdf Spying on the Plane Eating City] GM: [[Ben_Taberner|Ben Taberner]] Scribe: [[Arnaud_de_Montfort_Esq|Arnaud]]<br />
* [http://dq.sf.org.nz/library/snwi0202.pdf For the Faerie King and Karma] GM: [[Ben_Taberner|Ben Taberner]] Scribe: [[Arnaud_de_Montfort_Esq|Arnaud]]<br />
* [http://dq.sf.org.nz/library/snwi0203.pdf Quarry in a Quarry] GM: Sally Musgrave Scribe: Stardreamer<br />
* [http://dq.sf.org.nz/library/snwi0204.pdf Seven Stout Hearts in Phantasia] GM: Andrew Scribe: Graaven Brightrock<br />
* [http://dq.sf.org.nz/library/snwi0205.pdf The Needs of a Tree] GM: Jason Saggers Scribe [[Basalic]]<br />
* [[Fiasco in Rokar]] GM: [[William]] Scribe: [[Haann_Uberreich]]<br />
* [[Dragons Beds are hard to Find]]. GM: [[:Category:Phil Judd|Phil]]<br />
<br />
=== Autumn 802 WK ===<br />
* [http://dq.sf.org.nz/library/snau0201.pdf Olympic Security/Destinian Gold] GM: Michael Parkinson Scribe: [[Kathleen]]<br />
* [http://dq.sf.org.nz/library/snau0202.pdf Into the Se of Wizards] GM: William Scribe: Arnaud<br />
* [http://dq.sf.org.nz/library/snau0203.pdf Mystery in Mystra] GM: Simon White Scribe: [[Aurora]]<br />
* [[Dealing with the Troll]] - GM: Mandos<br />
* [[Haven's Incursion]] - GM: Stephen<br />
<br />
=== Summer 802 WK ===<br />
* [[Pasifikan Plundering]] [http://dq.sf.org.nz/library/snsu0201.pdf scribe notes] GM: [[User:Keith | Keith]] Scribe: Arnaud<br />
* [http://dq.sf.org.nz/library/snsu0202.pdf Godric's Trail] GM: Clare Scribe:Graaven Brightrock<br />
* [http://dq.sf.org.nz/library/snsu0203.pdf Joe the Balrog] GM: [[Rosemary Mansfield]] Scribe: [[Basalic]]<br />
* [[Rannitaire Diplomacy]] - GM: Lisa<br />
<br />
== 801 WK==<br />
19+ games in 801<br />
=== Spring 801 WK ===<br />
* [http://dq.sf.org.nz/library/snsp0101.pdf South Haven Academy for Girls] GM: William Scribe: Arnaud<br />
* [http://dq.sf.org.nz/library/snsp0102.pdf A Gentleman's Sport] GM: Eamon Scribe: Scorpion<br />
* [http://dq.sf.org.nz/library/snsp0103.pdf Theft of the Faerie Flag] GM: [[User:Jacqui | Jacqui]] Scribe [[Aurora]]<br />
* [[Gardens of Phadre]] [http://dq.sf.org.nz/library/snsp0104.pdf scribe notes] GM: Gordon Scribe: [[Darien]]<br />
<br />
=== Winter 801 WK ===<br />
* [http://dq.sf.org.nz/library/snwi0101.pdf Kath Tax Collection] GM: Julie Scribe: Arnaud<br />
* [http://dq.sf.org.nz/library/snwi0102.pdf Rumblings of Evil Beneath Rank Dwarves] GM: Jon McSpadden Scribe: Kryan<br />
* [http://dq.sf.org.nz/library/snwi0103.pdf Surprise for Sahuagin] GM: William Scribe: [[Aqualina]]<br />
* [[Brundah's Mam]] - GM: Gordon<br />
<br />
=== Autumn 801 WK ===<br />
* [http://dq.sf.org.nz/library/snau0101.pdf Into A Strange Land] GM: Struan Scribe: Arwen<br />
* [http://dq.sf.org.nz/library/snau0102.pdf Runeation] GM: Jon McSpadden Scribe: Loxi<br />
* [http://dq.sf.org.nz/library/snau0103.pdf Jhensi Hallenger's Birthday] GM: Gordon Scribe: Valery<br />
* [[The Road Builder]] GM: Martin Dickson<br />
* [[Search for lost Mind Magics]] - GM: Clare<br />
<br />
=== Summer 801 WK ===<br />
* [http://dq.sf.org.nz/library/snsu0101.pdf The Great Mummy Hunt] GM: [[Rosemary Mansfield]] Scribe: Graaven Brightrock<br />
* [http://dq.sf.org.nz/library/snsu0102.html Football of Purple] GM: Michael Parkinson Scribe: [[Darien]]<br />
* [http://dq.sf.org.nz/library/snsu0103.pdf Fighting the Good Fight, No Matter the Cost] GM: Paul Schmidt Scribe: [[Basalic]]<br />
* [http://dq.sf.org.nz/library/snsu0104.pdf Strange Journey to Monmosphoidoi] GM: Eamon Scribe: Scorpion<br />
* [[A Terranovan Picnic]] [http://dq.sf.org.nz/library/snsu0105.pdf scribe notes] GM: Martin Scribe: Kryan<br />
* [[Return to the Keep on the Borderlands]] GM: [[GM%27s#GM:_Jon_McSpadden|Jon McSpadden]] Scribe: [[Haann_Uberreich|Haann Uberreich]]<br />
<br />
==800 WK ==<br />
16+ games in 800<br />
=== Spring 800 WK ===<br />
* [http://dq.sf.org.nz/library/snsp0001.pdf Going On A Bear Hunt] GM: [[Sally Musgrave]] Scribe:Loxi<br />
* [[Scrying Thy Neighbour]] [http://dq.sf.org.nz/library/snsp0002.pdf scribe notes] GM: Greg Taylor Scribe: Tom<br />
* [http://dq.sf.org.nz/library/snsp0003.pdf Christopher's Doom] GM: Clare Scribe: [[Kathleen]]<br />
<br />
=== Winter 800 WK ===<br />
* [http://dq.sf.org.nz/library/snwi0001.pdf Escort to Countess Kirsten] GM: [[Jono Bean]] Scribe: [[Kathleen]]<br />
* [http://dq.sf.org.nz/library/snwi0002.pdf Pasifika in Peril] GM: [[User:Keith | Keith Smith]] Scribe: [[Flamis]]<br />
* [http://dq.sf.org.nz/library/snwi0003.pdf Trade Mission to Milloo] GM: Gordon Lewis Scribe: Gerrad<br />
* [http://dq.sf.org.nz/library/snwi0004.pdf Bringing Light Into The Darkness] GM: Paul Schmidt<br />
* Westphalia - [[Hi Kipchac]] GM: Andrew W, Scribe: [[TDP]]<br />
* [[The Missing Reporter]] GM: [[User:Jacqui | Jacqui Smith]]<br />
<br />
=== Autumn 800 WK ===<br />
* [http://dq.sf.org.nz/library/snau0001.pdf Seven For Thebes] GM: Michael Parkinson Scribe: [[Aqualina]]<br />
* [[Against the Dark Circle]] / [http://dq.sf.org.nz/library/snau0002.pdf Battles in the Dark] GM: [[Jono Bean]] Scribe: Kern<br />
<br />
=== Summer 800 WK ===<br />
* [http://dq.sf.org.nz/library/snsu0001.pdf Rescue II] GM: Clare West Scribe: Douglas<br />
* [http://dq.sf.org.nz/library/snsu0002.pdf Middlemarch] GM: Paul Schmidt Scribe: [[Phaeton]]<br />
* [http://dq.sf.org.nz/library/snsu0003.pdf Murder Mystery] GM: Eamon Zink Scribe: Scorpion<br />
* [[Redemption or else..]] (Dark Circle) - GM: Adam T.<br />
* The [[Protector of GerFenDiak]] - GM: Phil J.<br />
<br />
==799 WK==<br />
13+ games in 799 WK<br />
=== Spring 799 WK ===<br />
* [http://dq.sf.org.nz/library/snsp9901.pdf Travels with Father Bob] GM: Mike Parkinson Scribe: Arwen<br />
* [http://dq.sf.org.nz/library/snsp9902.pdf Return to Sudar] GM: Greg Taylor Scribe:Axy<br />
* [http://dq.sf.org.nz/library/snsp9903.pdf Resurrection River] GM: Jeff Leddra Scribe:Scorpion<br />
* [[Heedless they..]] - GM: Martin D.<br />
<br />
=== Winter 799 WK ===<br />
* [http://dq.sf.org.nz/library/snwi9901.pdf Enter the Cockroach] GM: Mike Parkinson Scribe:Loxi<br />
* [http://dq.sf.org.nz/library/snwi9902.pdf The Dragon Horde] GM: Daryl Crosby Scribe:Hargan<br />
* [http://dq.sf.org.nz/library/snwi9903.pdf Edge of the Underdark] GM: Paul Schmidt Scribe:[[Basalic]]<br />
* [[Trouble with the Troll King]] - GM: Dean<br />
<br />
=== Autumn 799 WK ===<br />
* [http://dq.sf.org.nz/library/snau9901.pdf Return to Lorgos] GM: Greg Taylor Scribe:[[Aqualina]]<br />
* [[Belial Baiting]] (fulfilling geas) - GM: Andrew W.<br />
<br />
=== Summer 799 WK ===<br />
* [http://dq.sf.org.nz/library/snsu9901/index.htm The War of Tears] GM: Martin Dickson Scribe:TDP Roberts<br />
* [http://dq.sf.org.nz/library/snsu9902.pdf Hobbit's Home] GM: Francis Scribe:[[Phaeton]]<br />
* [[Empress of Azuria]] - GM: Michael P.<br />
<br />
==798 WK==<br />
19 games in 798 WK<br />
=== Spring 798 WK ===<br />
* [http://dq.sf.org.nz/library/snsp9801.pdf Dog Bothering] GM: Daryl Scribe: Kayseri<br />
* [[Return to Norden]] [http://dq.sf.org.nz/library/snsp9802.pdf scribe notes] GM: Greg Taylor Scribe: [[Aqualina]]<br />
* [http://dq.sf.org.nz/library/snsp9803.pdf Save Our Senshi] GM: [[User:Keith | Keith Smith]] Scribe: [[Flamis]]<br />
* [http://dq.sf.org.nz/library/snsp9805/index.htm Prince of Darkness Pt 2] GM: Jon McSpadden Scribe: Pent<br />
* [[Zinzanity]] GM: Stephen<br />
<br />
=== Winter 798 WK ===<br />
* [http://dq.sf.org.nz/library/snwi9801.pdf Overdue Library Books] GM: Martin Dickson Scribe: [[Basalic]]<br />
* [http://dq.sf.org.nz/library/snwi9802.pdf Investigate Guild Vaults] GM: Andrew Scribe: Valery<br />
* [http://dq.sf.org.nz/library/snwi9803.pdf Kali and the Five Dwarves] GM: Rosemary Scribe: Hoo<br />
* [[Sound of Death II]] (Fastness) / [http://dq.sf.org.nz/library/snwi9804.pdf Against the Necromancers] GM: [[Jono Bean]] Scribe: Serendipidy<br />
<br />
=== Autumn 798 WK ===<br />
* [[Planeport Troopers]] GM: Ross Alexander Scribe: Liessa<br />
* [[Mission to Malachandra]] GM: Jacqui <br />
* [[Defense of Ssqua]] GM: Martin Dickson Scribe: Bozo<br />
* [http://dq.sf.org.nz/library/snau9805.pdf Sky Dwarves Doom] GM: Mike Parkinson Scribe Kryan<br />
* [http://dq.sf.org.nz/library/snau9806.pdf Westphalia Succession] GM: Andrew Withey Scribe: Kathleen<br />
* [[Sound of Death I]] (Fastness) - GM: Jono<br />
<br />
=== Summer 798 WK ===<br />
* [http://dq.sf.org.nz/library/snsu9801.pdf Root of Evil] GM: Mike Young Scribe: [[Basalic]]<br />
* [[Behold the Beholder]] GM: Paul Schmidt Scribe: [[Aqualina]]<br />
* [[Through the Doors of Perception]] GM: Paul Schmidt Scribe: [[Callas]]<br />
* [[The Hunting of the Captain]] GM: Mandos<br />
* [[Necromancer Bash]] GM: [[Jono Bean]]<br />
* The Twisted Avatar GM: [[Rosemary Mansfield]] (no scribe notes)<br />
* [[Hurolg the Hammer]] - GM: Carl R.<br />
* [[Portals in the jungle]] - GM: Greg G.<br />
<br />
==797 WK==<br />
<br />
=== Spring 797 WK ===<br />
* [[The Dragon Court of Ambra]]. GM: Craig Beere<br />
* [[The Seagate Guards Do Lower Ormathwaite]] [http://dq.sf.org.nz/library/snsp9701.pdf scribe notes] GM: Andrew Scribe: Tixellanif<br />
* [http://dq.sf.org.nz/library/snsp9702.pdf The Hunt for Kontalie] GM: Phil Scribe: [[Basalic]]<br />
* [[Killing of the Great Troll Chef]] GM: Noel Scribe: [[Aqualina]]<br />
* [http://dq.sf.org.nz/library/snsp9704.pdf Quest for Virtue] GM: Ben Scribe: Ned<br />
* [http://dq.sf.org.nz/library/snsp9705/index.htm Prince of Darkness I] GM: Jon Scribe: Pent<br />
* [[Rescue of Scratch from the Lands of the Dead]] GM: Jon McSpadden<br />
<br />
=== Winter 797 WK ===<br />
* [[Qui Vigiles Vigilent]]. GM: Dan Dixon Scribe: [[Callas]]<br />
* [http://dq.sf.org.nz/library/snwi9701.pdf Quest for Father Rowan's Holy Symbol] GM: Paul Schmidt Scribe: [[Phaeton]]<br />
* [http://dq.sf.org.nz/library/snwi9702.pdf Rules of Engagement] GM: Paul Schmidt Scribe: Starflower<br />
* [http://dq.sf.org.nz/library/snwi9703.pdf Eclipse] GM: Noel Scribe: Scorpion<br />
* [http://dq.sf.org.nz/library/snwi9704.pdf That was now, This is then] GM: Mike Parkinson Scribe: Amaranth<br />
* [[The Eye of Norden]] [http://dq.sf.org.nz/library/snwi9705.pdf scribe notes] GM: Greg Taylor Scribe: Eidolon<br />
<br />
<div style="border:1pt solid black; margin-top:10pt; margin-bottom:10pt; padding: 5px; color:#990000;"><br />
The Western Kingdom Calendar and a realignment of the calendar with the seasons, which had become out of step due to the AP calendar's use of a 365 day year, was started at the beginning of this session. Months in the WK calendar before this point were extrapolated.<br />
</div><br />
<br />
==1996==<br />
<br />
=== Jul 1996 AP === <br />
(Autumn 797 WK)<br />
* [http://dq.sf.org.nz/library/snau9701.pdf Around A Hat in 80 Hours] GM: Martin Dickson Scribe: Bozo<br />
* [[The Other Hat Adventure]] (Falkenstein) [http://dq.sf.org.nz/library/snau9702.pdf scribe notes] GM: Lisa Scribe: Strontium<br />
* [http://dq.sf.org.nz/library/snau9703.pdf Organised Chaos] GM: Scott Whittaker Scribe [[Aqualina]]<br />
* [[Find the Worts]] GM: Craig Beere Scribe [[Phaeton]]<br />
* [http://dq.sf.org.nz/library/snau9705.pdf Rabbit Adventure] GM: Daryl Scribe: Berik<br />
* [[Failed rescue in Ildrisholm]] GM: Dan Dixon Scribe: [[Jedburgh]]<br />
* [[Exploring Ildrisholm (Part II)]] GM: Dan Dixon Scribe: [[Ishamael]]<br />
* [[Exploring Ildrisholm (Part III)]] GM: Dan Dixon<br />
* [[Least We Forget]] GM: William Dymock Scribe: [[Callas]]<br />
* [[Twelve Days]] - GM: Dean<br />
<br />
=== Apr 1996 AP === <br />
(Summer 797 WK)<br />
* [[Truce in the Fastness of Girwyllan]] / A Trip in the Woods - GM: [[Jono Bean]] Scribe: Jedburgh<br />
* [http://dq.sf.org.nz/library/snsu9701.pdf The Search for Flowers] GM: Struan Scribe: Tixellanif<br />
* [http://dq.sf.org.nz/library/snsu9702.pdf Princess Bride in the Black Tower] GM: William Scribe: [[Basalic]]<br />
* [http://dq.sf.org.nz/library/snsu9703.pdf The Return of the Prodigal Son] GM: [[User:Keith | Keith]] Scribe: Hugh<br />
* [http://dq.sf.org.nz/library/snsu9704.pdf Destroy the Weapon of Mass Destruction] GM: [[:Category:Mandos|Mandos]] Scribe: Gideon<br />
* [[Saydar's Pub Crawl]] GM: Jon McSpadden<br />
* [http://dq.sf.org.nz/library/snsu9707.pdf Miners and Mages (Goblins and Gold)] GM: Phil Scribe: [[Kern]]<br />
* [[The Wedding Ring]] GM: Andrew W Scribe: ??<br />
<br />
=== Jan 1996 AP === <br />
(Spring 796 WK)<br />
* [http://dq.sf.org.nz/library/snsp9603.pdf Chaining the Dark Lord] GM: Scott Whittaker Scribe: [[Aqualina]]<br />
* [http://dq.sf.org.nz/library/snsp9604.pdf Find Liessa's Tutor] GM: [[:Category:Mandos|Mandos]] Scribe: Berik<br />
* [http://dq.sf.org.nz/library/snsp9606.pdf Scroll of Himcules] GM: Bryan Holden Scribe: Scorpion<br />
* [[Against Azzur]] GM: Jon McSpadden<br />
* [[Media:Neverland_Spring796_SN.pdf|Neverland]] GM: [[Rosemary Mansfield]] Scribe: Shizane<br />
* [[Attempted Patricide]] - GM: Lisa<br />
<br />
==1995==<br />
<br />
=== Oct 1995 AP === <br />
(Winter 796 WK)<br />
* [http://dq.sf.org.nz/library/snwi9601.pdf The Chancellors Message] GM: Ian Wood Scribe: Anathea<br />
* [[Worts and Boyles]] GM: Craig Beere Scribe: Glod<br />
* [http://dq.sf.org.nz/library/snwi9603.pdf Arabian Adventure] GM: Alastair Scribe: Darksinger<br />
* [[Garsen's Tower - Epilogue]] (The Sale of..) GM: Greg Graydon Scribe: Vapour<br />
* [[Exploring Ildrisholm (Part I)]] GM: Dan Dixon<br />
* [[Armless, Eyeless and Nameless in the Abyss]] GM: Jim Arona<br />
* [[Al Addions Lamp]] GM: Andrew W Scribe: ??<br />
* Delta Baby GM: [[Rosemary Mansfield]] (no scribe notes)<br />
* [[Castle of Ultimate Darkness]] - GM: Adam T.<br />
<br />
=== Jul 1995 AP === <br />
(Autumn 796 WK)<br />
* [http://dq.sf.org.nz/library/snau9601.pdf Where is Gammy?] GM: Daryl Crosby Scribe: Gideon<br />
* [http://dq.sf.org.nz/library/snau9602.pdf The Gnome with the Golden Hand] GM: Carl Reynolds Scribe: Basalic<br />
* [[The Alternate Adventure]] GM: William Dymock Scribe: Berik<br />
* [http://dq.sf.org.nz/library/snau9604.pdf Object Delivery] GM: [[User:stephen|Stephen]] Scribe: Scorpion<br />
* [http://dq.sf.org.nz/library/snau9605.pdf Down on the Farm] GM: Craig Beere Scribe: Glod<br />
* [http://dq.sf.org.nz/library/snau9606.pdf To Granton and Back] GM: Jon McSpadden Scribe: Ithilmore<br />
* [[City In Flight]] GM: Keith<br />
* [[In search of knowledge]] Oz - GM: Dean<br />
<br />
=== Apr 1995 AP === <br />
(Summer 796 WK)<br />
* [http://dq.sf.org.nz/library/snsu9601.pdf Kedri, Sushi and Calimari Surprise] GM: William Dymock<br />
* [http://dq.sf.org.nz/library/snsu9602.pdf A Diplomatic Undertaking] GM: Eamon Zink Scribe: Scorpion<br />
* [[Quest for Shaman's Daughter]] GM: Craig Beere Scribe: Pinefeller<br />
* [http://dq.sf.org.nz/library/snsu9604.pdf The Trouble with Triffids] GM: [[User:Jacqui | Jacqui Smith]] Scribe: Glod<br />
* [[Against the Ogre Horde]] GM: Jon McSpadden<br />
* [[Exploring Ildrisholm]] GM: Dan Dixon<br />
* [[Bite of the Snakewoman]]: GM [[Jono Bean]]<br />
* [[Meet the Vampire]]: GM [[Jono Bean]]<br />
* [[A trip to Freetown]]: GM Jon McSpadden<br />
* [[Daffyds Bride]]: GM Andrew W<br />
* [[The rescue mission]] - GM Phil J.<br />
<br />
=== Jan 1995 AP === <br />
(Spring 795 WK)<br />
* [[Giants, Woman and Winter]]. GM: Michael Young<br />
* [http://dq.sf.org.nz/library/snsp9501.pdf Dorvogel's Dungeon] GM: Daryl Crosby Scribe: Britamus<br />
* [http://dq.sf.org.nz/library/snsp9502.pdf Magi, Mistresses, and Mind Mages] GM: William Dymock Scribe: Scorpion<br />
* [http://dq.sf.org.nz/library/snsp9503.pdf Delta Blues] GM: Rosemary Mansfield Scribe: [[Aqualina]]<br />
* [[The Rites of Spring]] GM: Jim Arona<br />
* [[Many Lifeforms are Present]] GM: William Dymock<br />
* [[Garsen's Tower]] [http://dq.sf.org.nz/library/snwi9604.pdf scribe notes] GM: Greg Graydon Scribe: Vapour<br />
<br />
==1994==<br />
<br />
=== Oct 1994 AP === <br />
(Winter 795 WK)<br />
* [[The Temple of the White Goddess]]. GM: Jon McSpadden<br />
* [[Yana the Undying]] [http://dq.sf.org.nz/library/snwi9501.pdf scribe notes] GM: Brent Jackson Scribe: Eidolon<br />
* [http://dq.sf.org.nz/library/snwi9502.pdf Kings Quest] GM: Scott Whittaker Scribe: [[Phaeton]]<br />
* [[Rescue at Hob's Dell]] GM: Jon McSpadden Scribe: Jedburgh<br />
* [[Temple of Death]] DM: Dan Dixon<br />
* [[Courts of Jashmed]] GM: [[GM's#GM: Michael Parkinson|Michael Parkinson]]<br />
<br />
=== Jul 1994 AP === <br />
(Autumn 795 WK)<br />
* [[Quest for Martin Candlestone]] (Into the High mana Zone). GM: [[Jono Bean]] Scribe: Jedburgh<br />
* [[Shapechangers, the Inquisition & Literature - a Sweetwater Interlude]]. GM: [[:Category:Andrew_W|Andrew W]]<br />
* [http://dq.sf.org.nz/library/snau9502.pdf Illusion, Delusion, and Dainty Danger] GM: Rosemary Scribe: Axy<br />
* [http://dq.sf.org.nz/library/snau9503.pdf Return One Hero from the Cosmos] GM: William Dymock Scribe: [[Basalic]]<br />
* [[Tears of the Gods]] GM: Jon McSpadden Scribe: Scorpion<br />
* [[The Swamp undead and the doings of King Sigismund]] GM: Alistair Scribe: [[Father Broc|Fenton]]<br />
* [[To The Evening Star]] GM: Keith Smith<br />
* [[Who killed Roger]] - GM: Phil J.<br />
<br />
=== Apr 1994 AP === <br />
(Summer 795 WK)<br />
* [http://dq.sf.org.nz/library/snsu9503.pdf In Search of Slavers] GM: Scott Whittaker Scribe: Axy<br />
* [http://dq.sf.org.nz/library/snsu9504.pdf Escorting Ensemble] GM: William Dymock Scribe: Scorpion<br />
* [[Arabia and Back]] GM: [[User:Jacqui | Jacqui Smith]]<br />
* [[Shadows over Granton]] GM: Jon McSpadden<br />
* [[Shadows over Calder]] GM: Jon McSpadden<br />
* [[Wings of Death]] (Fastness) - GM: Jono B<br />
* ?? (Cher was on it) - GM: Stephen<br />
<br />
=== Jan 1994 AP === <br />
(Spring 794 WK)<br />
* [http://dq.sf.org.nz/library/snsp9401.pdf Insect World] GM: Carl Reynolds Scribe: [[Phaeton]]<br />
* [http://dq.sf.org.nz/library/snsp9403.pdf Search for John] GM: William Dymock Scribe: Darksinger<br />
* [http://dq.sf.org.nz/library/snsp9404.pdf Six Go Mad in Amba] GM: [[Jono Bean]]<br />
* [[The Elven Crystals]] GM: Jon McSpadden Scribe: [[Logan]]<br />
* [[The Trial: part 1]] GM: Jon McSpadden Scribe: [[Vapour]]<br />
* The Found Hobbit GM: [[Rosemary Mansfield]] no scribe notes<br />
<br />
==1993==<br />
<br />
=== Oct 1993 AP === <br />
(Winter 794 WK)<br />
* [[The Inconstant Moon]]. GM: [[User:NeonGraal|Struan Judd]]<br />
* [[Evil Below]] GM: Michael Young<br />
* [http://dq.sf.org.nz/library/snwi9401.pdf Dragon's Eye] GM: Mike Harre Scribe: [[Aqualina]]<br />
* [[Problems with Shrivers]] & Venture into the Void - GM: Derek T.<br />
<br />
=== Jul 1993 AP === <br />
(Autumn 794 WK)<br />
* [[Drakenburg Assault]] GM: [[Jono Bean]]<br />
* [http://dq.sf.org.nz/library/snau9401.pdf Listen Carefully ...] GM: William Dymock Scribe: [[Basalic]]<br />
* [[Priests and Pregnancy]] GM: Ian Wood Scribe: Romo<br />
* [[In Search of the Sorceress in Silver's Kit]] Scribe: [[Prydera]]<br />
* [[The Spurs of Ulric]] / Search for Sigismund - GM: Mark H<br />
<br />
=== Apr 1993 AP === <br />
(Summer 794 WK)<br />
* [http://dq.sf.org.nz/library/snsu9401.pdf The Return of the Unwilling Chosen] GM: Mike Harre Scribe: [[Phaeton]]<br />
<br />
=== Jan 1993 AP === <br />
(Spring 793 WK)<br />
* [[Mordag's Little Finger]] - GM:[[GM%27s#GM:_Jon_McSpadden|Jon McSpadden]] - Scribe: [[Ptolemy]]<br />
* [[Knight of Mystery]] - GM: William Dymock - Scribe: [[Phaeton]]<br />
* [http://dq.sf.org.nz/library/snsp9302.pdf Romance in the South Seas] - GM: [[User:Jacqui | Jacqui Smith]] - Scribe: [[Aqualina]]<br />
* [[Shaper's Castle]] - GM: Struan Judd<br />
* [[Eretrian Name Quest]] - GM: Greg C.<br />
* [[Robyn's Revenge Thwarted]] - GM: Mike Y.<br />
<br />
==1992==<br />
<br />
=== Oct 1992 AP === <br />
(Winter 793 WK)<br />
* [[Orc Slayer]] - GM: Jon McSpadden<br />
* [[Defence of the Muleskin Tavern]] & [[Day of the Snork]] - GM: Jon Mc.<br />
* [[The Search for the Holy Lance of Antioch]] - GM: Adam Tennant -<br />
* [http://dq.sf.org.nz/library/snwi9301.pdf Rescue from the Hive] - GM: [[User:Jacqui | Jacqui Smith]] - Scribe: Bozo<br />
* [http://dq.sf.org.nz/library/snwi9302.pdf Lake Cartography] - GM: Greg Graydon -Scribe: [[Basalic]]<br />
<br />
=== Jul 1992 AP === <br />
(Autumn 793 WK)<br />
* [[The Rescue of Finangle in Oz]] (The Land of Dreams) - GM: Dean Ellis & Lisa Cotton<br />
* [http://dq.sf.org.nz/library/snau9301.pdf The Ship That Flew] - GM: [[User:Jacqui | Jacqui Smith]] - Scribe: [[Phaeton]]<br />
* [http://dq.sf.org.nz/library/snau9302.pdf Where's Alice?] - GM: Daniel Dixon - Scribe: Bozo<br />
* [[Martin's Sword #5 Game Over]] - GM: Martin - Scribe: Bleyze<br />
* [[Dwarf Bait]] Scribe:Blackrod/Scratch<br />
<br />
=== Apr 1992 AP === <br />
(Summer 793 WK)<br />
* [http://dq.sf.org.nz/library/snsu9301.pdf Trash and Burn] GM: Scott Whittaker Scribe: [[Aqualina]]<br />
* [[California Smith | California Smith and the Lost City of Pasifika]] GM: [[User:Keith | Keith Smith]]<br />
* [[In Search of Knowledge]] - GM: [[User:Dean|Dean]] - Scribe: [[Father Broc|Karys the Sage]]<br />
* [[Purple Pro's]] - GM: Michael P.<br />
* [[The Wombles]] - GM: Struan<br />
<br />
=== Jan 1992 AP === <br />
(Spring 792 WK)<br />
* [http://dq.sf.org.nz/library/snsp9201.pdf Rats Rats Ratties] - GM: Phil Judd - Scribe: [[Basalic]]<br />
* [[Trip to Port Artz]] - GM: Struan Judd<br />
* [[Rescue the Brotherhood]] - GM: Bryan H.<br />
<br />
==1991==<br />
<br />
=== Oct 1991 AP === <br />
(Winter 792 WK)<br />
* [http://dq.sf.org.nz/library/snwi9201.pdf Rendezvous with Gaia] GM: Daniel Dixon Scribe: [[Phaeton]]<br />
* [http://dq.sf.org.nz/library/snwi9202.pdf Disappointment at Destiny] GM: Mike Parkinson Scribe: [[Aqualina]]/Kryan<br />
* [[Trip to Glorantha]] GM: Scott Whittaker<br />
<br />
=== Jul 1991 AP === <br />
(Autumn 792 WK)<br />
* [http://dq.sf.org.nz/library/snau9201.pdf Mystery at Maltain] GM: Struan Judd<br />
* Mezzo Volta Suffering<br />
* [[Find the Dwarves]] - GM: Mark E.<br />
<br />
=== Apr 1991 AP === <br />
(Summer 792 WK)<br />
* [http://dq.sf.org.nz/library/snsu9201.pdf Babes in Faerieland] GM: [[User:Jacqui | Jacqui Smith]] Scribe: [[Aqualina]]<br />
* [http://dq.sf.org.nz/library/snsu9202.pdf The Stolen Seal] GM: Phil Judd Scribe: [[Starflower]]<br />
* [http://dq-nz.org/dqwiki/index.php/ The Deepspring Disappearances] GM: Adam Tennant<br />
* The First Oz Trilogy:<br />
** Low - GM: Lisa<br />
** [[Find the Cowardly Lion]] (& Dorothy) - Low-Med - GM: Brent<br />
** Med-High - GM: Dean<br />
<br />
=== Jan 1991 AP === <br />
(Spring 791 WK)<br />
* [http://dq.sf.org.nz/library/snsp9101.pdf The Enchanters Box] GM: Reid Scribe: [[Flamis]]<br />
* [http://dq.sf.org.nz/library/snsp9102.pdf To Catch A Thief] a.k.a. [[The Great Parisian Jewel Robberies]] - GM: Mark Harrison<br />
* Trevaris the Ghost City GM: [[Rosemary Mansfield]] (no scribe notes)<br />
* [[Terranova I - Discovery]] GM: Martin Dickson<br />
<br />
==1990== <br />
<br />
=== Oct 1990 AP === <br />
(Winter 791 WK)<br />
* [[Last Will and Testament of Baron Garcia]] [http://dq.sf.org.nz/library/snwi9101.pdf scribe notes] - GM: Dean Ellis<br />
* Jellinfeld's Pumping Machine GM: [[Rosemary Mansfield]] (no scribe notes)<br />
<br />
<br />
=== Jul 1990 AP === <br />
(Autumn 791 WK)<br />
* [http://dq.sf.org.nz/library/snau9102.pdf To Tax the Hobbits] - GM: Phil Judd -<br />
* [http://dq.sf.org.nz/library/snau9103.pdf To Catch A Fallen Star] - GM: Carl Reynolds - <br />
* The Monumental Blunder - GM: [[Rosemary Mansfield]] - (scribe notes held by Rosemary)<br />
* [[The Oracle of the North]] & Brastor Haunted House - GM: Bryan H.<br />
<br />
=== Apr 1990 AP === <br />
(Summer 791 WK)<br />
* [http://dq.sf.org.nz/library/snsu9101.pdf Do You Take This Frog?] - GM: Craig Harper - Scribe: [[Basalic]]<br />
* [http://dq.sf.org.nz/library/snsu9102.pdf Crown of Souls] - GM: Martin Dickson - Scribe: Carol<br />
* [http://dq-nz.org/dqwiki/index.php?title=The_deepspring_disappearances|The DeepSpring Disappearances] - GM: Adam Tennant<br />
* [[The_deepspring_disappearances]] - GM: Adam Tennant<br />
<br />
=== Jan 1990 AP === <br />
(Spring 790 WK)<br />
<br />
==1989==<br />
<br />
=== Oct 1989 AP === <br />
(Winter 790 WK)<br />
* [[Turrible Trouble at Smackbottom Thwait]] - GM: Fiona Cole -<br />
<br />
=== Jul 1989 AP === <br />
(Autumn 790 WK)<br />
* [http://dq.sf.org.nz/library/snau9001.pdf The Quest for Missing Melanie] - GM: Struan Judd - Scribe: [[Flamis]]<br />
* [[Against ze Flying Nomes]] - GM: Martin Dickson<br />
<br />
=== Apr 1989 AP === <br />
(Summer 790 WK)<br />
* Regicide GM: Brent Scribe: Amaranth<br />
* The Balrog's Egg GM: Martin Dickson Scribe Serendipity<br />
* King Ronald's Menagerie GM: [[Rosemary Mansfield]] (no scribe notes)<br />
<br />
=== Jan 1989 AP ===<br />
(Spring 789 WK)<br />
* Ye Noble Guardians of Ye Football Team - GMs: Reid/Bryan Holden - Scribe: Starflower<br />
* Trouble at Huddles Farm - GM: Lisa Cotton - Scribe: Amelia<br />
* Seagate Guild and the Temple of Doom (Delph III) - GM: Greg Taylor - Scribe: Whisper<br />
<br />
==1988==<br />
=== Oct 1988 AP === <br />
(Winter 789 WK)<br />
* [http://dq.sf.org.nz/library/snwi8901.pdf Sundered Realm] - GM: Mark Harrison - <br />
* Eringdale Kidnaps - GM: [[Rosemary Mansfield]] - (no scribe notes)<br />
<br />
=== Jul 1988 AP === <br />
(Autumn 789 WK)<br />
* The Mines of Gothron - GM: Martin Dickson - <br />
* The Shattered Statue II - GM: Bart Janssen - <br />
* Hobgoblin Harassment - GM: Greg Graydon - Scribe: The entire party<br />
<br />
=== Apr 1988 AP === <br />
(Summer 789 WK)<br />
* [http://dq.sf.org.nz/library/snsu8901.pdf Delph II - Insect World] GM: Greg Taylor Scribe: Isil Eth<br />
<br />
=== Jan 1988 AP === <br />
(Spring 788 WK)<br />
* The Diary of Ventura Blue - GM: Unknown - Scribe: <br />
* Blabbo Take's Birthday Party - GM: Lisa Cotton<br />
* Gator Depression - GM: Greg Graydon - Scribe: {The entire party}<br />
<br />
==1987==<br />
=== Oct 1987 AP === <br />
(Winter 788 WK)<br />
* [http://dq.sf.org.nz/library/snwi8801.pdf Skystone Heist] - GM: Mark Harrison - <br />
* [http://dq.sf.org.nz/library/snwi8802.pdf The Progress of Disease II] - GM: Martin Dickson - Scribe: Mary M<br />
* Bryan's Beginners Intro - GM: Bryan Holden -<br />
=== April 1987 ===<br />
(Summer 788)<br />
* Holy Grail (We ''all'' love King Mark!) - GM: Michael Parkinson<br />
<br />
==1986==<br />
=== Oct 1986 AP === <br />
(Winter 787 WK)<br />
*[[Alensia I]] - GM: Martin Dickson<br />
=== Jul 1986 AP === <br />
(Autumn 787 WK)<br />
*[[Bergelfen - First Contact]] - GM: Michael Parkinson<br />
<br />
==1985==<br />
=== Oct 1985 AP === <br />
(Winter 786 WK)<br />
*[[Kinlu Expedition]] - GM: Martin Dickson<br />
=== Apr 1985 AP === <br />
(Summer 786 WK)<br />
*[[The Vampire of Borovia]] - GM: Martin Dickson<br />
<br />
==1984==<br />
=== Jul 1984 AP === <br />
(Autumn 785 WK)<br />
* [http://dq.sf.org.nz/library/snau8501.pdf The Lost Woman Adventure] - GM: Brent Jackson - Scribe: Bab El Ehr<br />
* [http://dq.sf.org.nz/library/snau8502.pdf Ghostbusters (Un-)Limited] - GM: Brent Jackson - Scribe: Bab El Ehr<br />
<br />
=== Apr 1984 AP === <br />
(Summer 785 WK) <br />
* [http://dq.sf.org.nz/library/snsu8501.pdf Ruby Water Adventure] - GM: Luke De Jong - Scribe: TDH<br />
* Take It from the Top GM: Kyn Jackson Scribe: Borghoff<br />
<br />
== Undefined ==<br />
* [http://dq.sf.org.nz/library/snxx0001.pdf Scabs Scribe Notes] - GM: [[Jono Bean]] - Scribe: Scab<br />
* To Bring Back Orb from Naga - GM: Unknown - Scribe: <br />
* The Golden Dragon Quest - GM: Brent Jackson - <br />
* [[The deepspring disappearances]] - GM: Adam Tennant - <br />
* [[Asuraasafes Shopping List]] - GM: Mike Young - Scribe: Rothgar<br />
* [[Castle of Ultimate Darkness]] - GM: Adam Tennant -<br />
* [[Beyond the Vaults/Locating Shoka]] - GM: Adam Tennant -<br />
* [[To find a bird]] - GM: Jono Bean -</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Guild_Meeting_March_2024&diff=100484Guild Meeting March 20242024-03-10T00:59:34Z<p>Stephen: /* Awards */</p>
<hr />
<div><div class="TOC">__TOC__</div>[[Category: Guild Meeting]]<br />
= DQ Guild Meeting 10th March 2024 =<br />
On Discord [https://discord.gg/CsfNX5BP Channel Link]<br />
<br />
== 12:30 GMs Meeting ==<br />
<br />
=== Adventures Going Out ===<br />
Current GMs may book themselves on adventures at this time.<br><br />
Q: How are the GMs finding this section? Does it work as designed?<br><br />
My view - when GMing all the other games listed are full. I don't get to play on other GMs games anymore - JB <br><br />
<br />
=== Rules Issues ===<br />
* Proposed Bardic 2.2.06 available for playtest. [https://drive.google.com/file/d/1NnLUiJaTx2-1SsEhKLish9qq13Cp-cUR/view?usp=drive_link Bardic 2.2.06 PDF]<br />
* Proposed changes to Namer True Speaking Ritual available for playtest [[Talk:Namer College#True Speaking (R-7) v2]]<br />
<br />
=== Campaign Issues ===<br />
* South Seagate<br />
* Seagate Solstice Fires<br />
* Western Church Knights to the Rescue<br />
* Mayoral inquiries<br />
<br />
=== Campaign Report ===<br />
What's going on and what's coming up from the campaign committee (that we need to know).<br />
And what other people could help with or contribute to.<br />
<br />
=== General Business ===<br />
<br />
== 1:00 Guild Meeting ==<br />
Online on Discord, [https://discord.gg/CsfNX5BP Meeting Link].<br />
<br />
=== Club AGM ===<br />
9 Voting members present.<br />
# The Chair's report on the business of the Society<br />
# The Treasurer's report on the finances of the Society, and the [https://drive.google.com/file/d/1jLS5lDw1eUJoEm9LiwQNXVJAipvoZBMs/view?usp=sharing Annual Financial Statements]<br />
## Fees set at $15 for individuals, $25 for households <br />
## Vote to accept the 2024 Club Financial Report '''Yes 9 No 0 Abstain 0''' <br />
# Election of Committee Members (if any changes)<br />
## Chair - Nominees: <br />
### Stephen M <br />
## Treasurer - Nominees: <br />
### Keith S <br />
## Secretary - Nominees: <br />
### Martin D<br />
## Editor - Volunteers: <br />
### Jacqui S<br />
## Campaign Coordinator - Volunteers: <br />
### Chris C.<br />
# Motions to be considered - none.<br />
# General business - None<br />
AGM Closed 1:15 pm<br />
<br />
=== Adventure Summaries ===<br />
* [[Menglana revenge]] - High - Mon - Jono<br />
* [[Black Watch: Let it Burn]] - Low - Mon - [[User:Stephen|Stephen]]<br />
* [[Imagined Problems]] - Low-Med - Wed - Sam<br />
* [[It Came From The Depths]] - Medium - Tues - Keith - Online<br />
* [[Gnome Way Home]] - Low - var - Martin (Carried from last season)<br />
<br />
=== Adventure Announcements and Sign-up ===<br />
* [[Grymeron Out of Shape]] - Medium - Mon - Dean - St Johns '''Full'''<br />
* [[Witch Hunt]] - Low/Medium - Online/Mangere Bridge - Tuesdays - The Three Witches of Silverstream. Looking for Witches.<br />
* Adventure - Level - Night - GM - Location/Notes<br />
<br />
=== Awards ===<br />
* Smartest <br />
** Eydis - talking to the cat which knew what was going on - '''5'''<br />
** No Vote - 3<br />
<br />
* Bravest<br />
** Celeste - blocking the way of 4 Sanctuary Assassins - 2<br />
** Uzi - Taking on the Aboleth - 2<br />
** Tharlin - Holding off the spiky Earth Elemental on his own - '''4'''<br />
** No Vote - 0<br />
<br />
* Stupidest<br />
** No Vote <br />
<br />
* Best Death<br />
** Kharmul - Charged the most competent (or lucky) of the fire cultists - 0<br />
** No Vote - 8<br />
<br />
* Best Kill<br />
** Ari - Grew to match the Giant Naked Gnollrat and punched it out in one blow - 3<br />
** D'art - Taunting and delivering the killing blow to the Blood Hag - '''4'''<br />
** No Vote - 1<br />
<br />
* Star of Alusia - No nominations<br />
<br />
* Jammiest B'stard<br />
** Celeste - Summoned Mum at the last minute - '''6'''<br />
** No Vote - 0<br />
<br />
=== General Business ===</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Guild_Meeting_March_2024&diff=100482Guild Meeting March 20242024-03-10T00:17:37Z<p>Stephen: /* Club AGM */</p>
<hr />
<div><div class="TOC">__TOC__</div>[[Category: Guild Meeting]]<br />
= DQ Guild Meeting 10th March 2024 =<br />
On Discord [https://discord.gg/CsfNX5BP Channel Link]<br />
<br />
== 12:30 GMs Meeting ==<br />
<br />
=== Adventures Going Out ===<br />
Current GMs may book themselves on adventures at this time.<br><br />
Q: How are the GMs finding this section? Does it work as designed?<br><br />
My view - when GMing all the other games listed are full. I don't get to play on other GMs games anymore - JB <br><br />
<br />
=== Rules Issues ===<br />
* Proposed Bardic 2.2.06 available for playtest. [https://drive.google.com/file/d/1NnLUiJaTx2-1SsEhKLish9qq13Cp-cUR/view?usp=drive_link Bardic 2.2.06 PDF]<br />
* Proposed changes to Namer True Speaking Ritual available for playtest [[Talk:Namer College#True Speaking (R-7) v2]]<br />
<br />
=== Campaign Issues ===<br />
* South Seagate<br />
* Seagate Solstice Fires<br />
* Western Church Knights to the Rescue<br />
* Mayoral inquiries<br />
<br />
=== Campaign Report ===<br />
What's going on and what's coming up from the campaign committee (that we need to know).<br />
And what other people could help with or contribute to.<br />
<br />
=== General Business ===<br />
<br />
== 1:00 Guild Meeting ==<br />
Online on Discord, [https://discord.gg/CsfNX5BP Meeting Link].<br />
<br />
=== Club AGM ===<br />
9 Voting members present.<br />
# The Chair's report on the business of the Society<br />
# The Treasurer's report on the finances of the Society, and the [https://drive.google.com/file/d/1jLS5lDw1eUJoEm9LiwQNXVJAipvoZBMs/view?usp=sharing Annual Financial Statements]<br />
## Fees set at $15 for individuals, $25 for households <br />
## Vote to accept the 2024 Club Financial Report '''Yes 9 No 0 Abstain 0''' <br />
# Election of Committee Members (if any changes)<br />
## Chair - Nominees: <br />
### Stephen M <br />
## Treasurer - Nominees: <br />
### Keith S <br />
## Secretary - Nominees: <br />
### Martin D<br />
## Editor - Volunteers: <br />
### Jacqui S<br />
## Campaign Coordinator - Volunteers: <br />
### Chris C.<br />
# Motions to be considered - none.<br />
# General business - None<br />
AGM Closed 1:15 pm<br />
<br />
=== Adventure Summaries ===<br />
* [[Menglana revenge]] - High - Mon - Jono<br />
* [[Black Watch: Let it Burn]] - Low - Mon - [[User:Stephen|Stephen]]<br />
* [[Imagined Problems]] - Low-Med - Wed - Sam<br />
* [[It Came From The Depths]] - Medium - Tues - Keith - Online<br />
* [[Gnome Way Home]] - Low - var - Martin (Carried from last season)<br />
<br />
=== Adventure Announcements and Sign-up ===<br />
* [[Grymeron Out of Shape]] - Medium - Mon - Dean - St Johns '''Full'''<br />
* Adventure - Level - Night - GM - Location/Notes<br />
<br />
=== Awards ===<br />
* Smartest <br />
** <br />
** No Vote <br />
<br />
* Bravest<br />
** <br />
** No Vote <br />
<br />
* Stupidest<br />
** <br />
** No Vote <br />
<br />
* Best Death<br />
** <br />
** No Vote <br />
<br />
* Best Kill<br />
** <br />
** No Vote <br />
<br />
* Star of Alusia - No nominations<br />
** <br />
** No Vote<br />
<br />
* Jammiest B'stard<br />
** <br />
** No Vote <br />
<br />
=== General Business ===</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Seagate&diff=100481Seagate2024-03-09T23:24:07Z<p>Stephen: /* People */</p>
<hr />
<div><div >__NOTOC__</div><br />
<!--[[Image:Seagate_City_Map_813_WK_-_3_-_Small.jpg|thumb|left|250px]]--><br />
<br />
<div id="Seagate City" style="float: left; width: auto; text-align: center; margin: 2px 22px 2px -14px;"><br />
[[Image:Seagate_City_Map_813_WK_-_3_-_Small.jpg|thumb|right|250px|link=http://www.dq-nz.org/files/DQMaps/Seagate/openlayers.html|Seagate City 818WK: Click to zoom]]<br />
</div><br />
[[Category:Carzala]] [[Category:City]]<br />
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style="margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;"<br />
|colspan=2|[[Image:Seagate.gif|center|Arms of Seagate]]<br />
|-<br />
|+<big><big>'''Seagate'''</big></big> <br />
|-<br />
| '''Status'''<br />
| Feudal Town<br />
|-<br />
| '''Government'''<br />
| Duchy of [[Carzala]]<br />
|-<br />
| '''Location'''<br />
| North-west [[Carzala]] at the mouth of the [[Sweetwater]]<br />
|-<br />
| '''Population'''<br />
| 25,230 (as at?)<br />
|-<br />
| '''Taxes'''<br> <br />
&ndash; Property Tax (Residential):<br> <br />
&ndash; Property Tax (Guild):<br> <br />
&ndash; Hawking Licence Rate:<br><br />
&ndash; Bonding rate (per month):<br><br />
&ndash; Piloting Fee:<br> <br />
&ndash; Wharfage Fee:<br> <br />
&ndash; Vessel Registry:<br><br />
| <br><br><br />
5% per annum<br><br><br />
3% per annum<br><br />
9% of goods' value/month<br> <br />
1% of goods' value/month<br><br />
40sp (in or out)<br> <br />
2sp per foot per day<br> <br />
25sp per foot per year <br> <br />
|-<br />
| '''Languages'''<br><br />
&ndash;[[Common]]<br><br />
&ndash;[[Folksprach]]<br><br />
&ndash;Others<br><br />
<br><br />
&ndash;Literacy<br />
|<br><br />
99%<br><br />
80%<br><br />
40%<br><br />
<br> <br />
5% <br> <br />
|-<br />
| '''Exports'''<br> <br />
| <br />
|-<br />
| '''Imports'''<br> <br />
|<br />
|-<br />
|}<br />
<div >__NOTOC__</div><br />
Parts of the district of Seagate City; [[Seagate]], [[Old Seagate]], [[New Seagate]], [[Castle Chilton]].<br><br />
<br />
Seagate is a trading town positioned at the mouth of the [[Sweetwater]] River where it empties into [[Confederation Bay]].<br />
<br />
The principal settlement of [[Carzala]]. Seagate has for a long time enjoyed being the main trading port and access point to the [[Sea of Grass]] and other areas to the east which are land-locked. On any given day ships from many nations and ports can be found moored in harbour. Of note a large amount of trade happens to the south with ships from [[Novadom]] and The [[Five Sisters]] and [[Tycho City]]. <br/><br />
<br />
Seagate is now said to be more widely used and favoured than that of [[Sanctuary]] in [[Ranke]] - ''in the opinion of some but not all, as some appreciate the homely feel of sanctuary as a place to get away from the world and live life''. <br/><br />
<br />
=Places=<br />
Parts of the district of Seagate City;<br />
* [[Old Seagate]]<br />
* [[New Seagate]]<br />
* [[Castle Chilton]]<br />
* [[South Seagate]] aka Southbank, South Shore, & Southport<br />
<br />
==Places of Interest==<br />
; [[Castle Chilton]]<br />
; [[Seagate Guild|Seagate Guild of Adventurers]]<br />
; [[Alchemists Guild of Seagate]]<br />
<br />
=People=<br />
* <b>51</b> Tyrone El Shaldim, the harbour-master of Seagate. Tyrone is a rotund, middle aged human who runs a tight harbour and adheres to the regulations of the realm<br />
== Rulers of the Realm ==<br />
The current Duke of Carzala is [[Duke Leto]], Baron Bolton's grandson. <br />
<br />
==Others of Note==<br />
<div class="PageStatus">As of Winter 807WK</div><br />
<div class="GuideBook"><br />
<br />
=== Mayor of Seagate ===<br />
New Seagate takes in ~1,400,000sp per year in rates, levies, taxes and guild dues. The Office of Mayor spends ~800,000sp on New Seagate annually. <br />
The Lord Mayor is on a wage of 35,000sp per year. <br />
The remainder returns to the [[Leto DeWinter|Duke]]. <br />
<br />
Leading the guilds of New Seagate is a group of master tradesmen from a range of guilds. They have a strong influence with [[Leto DeWinter|Duke Leto]] over the appointment of the Mayor of New Seagate.<br />
<br />
==== Lord Mayor Roderigo ====<br />
In the first and only mayoral election in late 821 wk, [[Roderigo]] was appointed Mayor of Seagate.<br />
Bringing in sweeping reforms and a tough stance on crime.<br />
<br />
====<font color="red">Former Lord Mayor Crispin Abercrombie of New Seagate</font>====<br />
<div class="GuideBook">[[Image:Crispin Abercrombie.JPG|100px|left]]<b>52</b> <font color="red">Lord Mayor Crispin Abercrombie of New Seagate</font> is head of a large household of 120 members including family members, supporters and servants. The noble family of Abercrombie hails from South Gate. He often has the support of New Seagate merchant guilds. Crispin is aware of the expenditure of the 'larger' groups within New Seagate, and is it is in his interests to maintain their presence (spending money) in New Seagate. He works hard in his position and has done a good job for the Duke and the New Seagate Merchants' Guild. <br><br />
<br />
===[[New Seagate]]: People, Families, Household's & Factions of importance.===<br />
Influence: These people, families, households and/or factions have a lot of power in [[New Seagate]] and beyond into [[Carzala]]. They are not only large in numbers of members, but they also spend huge amounts of money maintaining a high standard of living and influence. '''Of the moneys listed, 90% is on standard of living which is spent in small amounts throughout the year. The remaining ~10% is disposable coin. By spending large amounts on being seen and staying relevant, they maintain and extend their authority.'''<br><br />
<br />
The leaders of these groups are all well known, especially to the merchant community. They often have extensive credit lines and between them they spend millions of pennies in New Seagate annually. This expense is felt well beyond the walls of New Seagate. <br><br />
<br />
Most of the important members (supporting their leaders) of these groups are recognisable to courtly locals. They are often wooed by smaller groups trying to gain some foothold of influence. All of these groups understand the importance of maintaining their authority and relevance in the Duke's Court. To this end, they employ the skills of courtiers and spies, keeping tabs on not only their own activities, but the activities of other groups. Local groups seek to gain access to the Duke's ear to shape outcomes in their favour. Foreign groups such as ambassadors are often seeking access to the Seagate Adventurers' Guild. <br><br />
</div><br />
<br />
====<font color="red">Lord George Monck</font>====<br />
[[Image:Monck.jpg|100px|right]]<b>53</b> <font color="red">Lord George Monck</font> is the leader of the wealthy [[Monck family]]. The family once owned and held the title of Baron of [[Monck's Corner]] of [[Carzala]] (10 miles west of Old Seagate). He lost the family lands in a gambling game to Baron Rainer of Novadom and the two are now mortal enemies. Duke [[Leto DeWinter]] was very unhappy with this. Lord George's extended family now lives in New Seagate, occupying all eighteen rooms of the Golden Arms (an upper class hotel). It is widely known that his family is very wealthy. The Moncks have recovered most of their investments from the Seagate Merchants' Guild (of which the Duke is aware), and are planning to put their vast wealth to work at reclaiming their family lands. Some say they have over a million silver, mostly in the form of Seagate Merchants Guild promissory notes. They currently spend ~400,000sp per annum in New Seagate.<br />
<br />
====<font color="red">Bishop of Seagate, Jocelyn</font>====<br />
[[Image:Urielite_in_Carzala_1.jpg|100px|left]]<b>54</b> <font color="red">Bishop of Seagate, Jocelyn</font> is the leader of the <font color="red">Urielite</font> in Carzala and Seagate. Her twin sister is also in the church. She is a supporter of maintaining the independence of the 'Sects that make up the Unified Church'. She has refocused the New Seagate Church to spend ~180,000sp per annum on the poor within New Seagate walls. The Bishop is an advisor to the Duke and is asked to comment on all church matters involving any of the sects. She is actively supporting the new construction of two main chapter houses; one in Brastor and the other in Novadom City. She is a known public supporter of the needs of Brastor Holdings.<br />
<br />
====<font color="red">Lord Duncan Montombre</font> ====<br />
[[Image:Count_of_Erin_1.jpg|100px|right]]<b>55</b> <font color="red">Lord Duncan Montombre</font> is the young brother of the Count of Erin of the Duchy of Brandenburg. He is the ambassador in Seagate for the [[Brandenburg|Duchy of Brandenburg]], and is a slight human male in his late thirties. He is said to be a licentious womaniser and courtier of some skill. He is known also to be a middling ability E&E mage. Lord Duncan often has half a dozen of his courtier friends staying in town, some of whom are rich in their own right. Between them they spend ~300,000sp in New Seagate. Often this is cleaning up after their social misconducts or problems, and paying hush money.<br />
<br />
====[[Con Sartra#Victorya Con Sartra|Lady Victorya Con Sartra]]====<br />
[[Image:Kingdom_of_Eltrandor_1.jpg|100px|left]]<b>56</b> [[Con Sartra#Victorya Con Sartra|Lady Victorya Con Sartra]], the Ambassador to Carzala is based in Seagate She has held the post since Spring 804 when the new embassy in Seagate was completed. She is a member of the royal family of the Kingdom of Eltrandor. She is polite and wealthy and always well dressed. She attends most of the functions held in Seagate. She often hosts around a dozen guests from Eltrandor. Lady Victorya is accompanied by her ladies in waiting - Larlith Heldane, Selena Lachlan and Anya Davish. These four women are all fabulously beautiful and have made quite a splash on the Carzalan social scene along with their friends and relatives who have been visiting Carzala and neighbouring realms since the embassy opened.<br />
<br />
The senior courtier at the embassy is the Consul General, Sir Ulur Consardral who runs the embassy along with Consel Glynfindor Lyndel and Vice Consul Charles Brindar. A number of staff are 'retired' members of 'The Black Halberds', a company of the Heavy Foot Rgt from the 10th Kiltary Legion that served in Carzala during the Dark Circle War (799-805).<br />
<br />
Both the Kingdom and the ambassador are well liked within Seagate and at the Dukes court, not only because of the [[Seagate Spending|~550,000 sp]] they spend in Seagate per annum, but also for the extensive man-power and help they provided against in the Dark Circle in 799WK to 805WK. The Eltrandor nobles have actively worked (in a friendly way) to maintain access to the Duke's Court and the Seagate Adventurers' Guild. It is know that they keep a watchful eye on the activities of Destiny. <br />
<br />
====<font color="red">Don Paulo De Marona</font>====<br />
[[Image:Republic of Destiny 1.jpg|100px|right]]<b>57</b> <font color="red">[[Don Paulo De Marona]]</font> was appointed the most recent ambassador for the [[Destiny|Republic of Destiny]] in 803WK. His predecessor was no longer welcome in the Duke's Court once ships of Destiny blockaded Seagate. Over the last three years, Don De Marona has successfully organised and invested in six merchant vessels between Tycho City, the Five Sisters, Seagate, and on to Caulder City, and then Destiny. All of the ventures have returned vast wealth, making him popular among the Seagate Merchants Guild. The total Destiny contingent is around forty people. They spend ~500,000sp in New Seagate yearly.<br />
<br />
====<font color="red">General Harold de Honare</font>====<br />
<b>59</b> <font color="red">General Harold de Honare</font> is the uncle of the current Baron Silverstream of the [[Ranke|Duchy of Ranke]]. He is a good friend of the Duchess and is often seen as the unofficial ambassador for Ranke. The General is a superb military commander and courtier. He has made himself a very wealthy man through cunning investments and has a canny ability to make the most of any situation. Currently he is semi-retired seeking the good life in Carzala. His marriage to the very young and talented Lady Julia Monck (niece of Lord George Monck) raised a few eyebrows at court. Some say the Monck family are extending their influence. Since his marriage the general has made a name for himself building his new wife a fine home, spending ~220,000sp in 806WK. <br />
<br />
====Ambassador for the <font color="red">Western Kingdom is Richard Lowlands</font>====<br />
[[Image:Western_Kingdom-1.jpg|100px|left]]<b>60</b> Ambassador for the <font color="red">Western Kingdom is Richard Lowlands</font>. He is a hansom human male, in his late thirties. He is a professional ambassador and negotiator, who served in Alfheim before coming to Seagate. Not of noble blood he is a skilled courtier who speaks a dozen languages and known to be a Namer. He is all business, and honourable, representing his master, King Ulric Schwarzrotgold of the Western Kingdom very well. His large well appointed house in New Seagate is home to ~60 servants, ~20 skilled guards, ~20 courtiers. He spends ~400,000sp per year.<br />
<br />
====<font color="red">Cardinal Winton of Novalar</font>====<br />
[[Image:Cardinal Winton of Novalar-1.jpg|100px|right]]<b>61</b><font color="red"> Cardinal Winton of Novalar</font>. A Garbrialite member of the Unified Church, who is also a skilled Wiccan, the Cardinal is new to Carzala. It is common knowledge his servants have been looking for a building or estate which can house 50 people and servants. He and his twenty servants, guards and advisors are currently staying at the main temple of the Church in New Seagate. The Cardinal is known to be good friends with the Arch-Bishop of Mordeaux. It is rumoured that the Cardinal is interested in the activities of Destiny's and Alfheim in Seagate. It is rumoured that Duke Leto DeWinter is holding 600,000sp worth of Gold Ingots for the Cardinal within Castle Chilton.<br />
<br />
<br />
----<br />
<br />
====<font color="red"> The Seagate Merchants Guild</font>====<br />
[[Image:The_Seagate_Merchants_Guild_1.jpg|100px|left]][[Image:Carak-1.jpg|100px|right]]<br />
<b>62</b><font color="red"> The Seagate Merchants Guild</font> has a fleet of over 120 Caravels & Carracks sailing under the Carzalan flag most of which are at sea. Around a dozen ships weekly dock in Seagate with cargo often board for other ports. The fleet size is only second to the merchant fleet of Destiny. The Seagate Merchants Guild is mostly made up of vessels from other nations, flying the Seagate flag. This is often to avoid high duties and the occasional 'assignment to support navy vessels' when their home states are at war. Seagate is also known as a port which has people investing in risky voyages and cargos and new speculative trade routes, in the hope of becoming rich, sometimes leading to credit lines and people owing money, until their ship comes in.<br />
<br />
====<font color="red"> Captain Marko Lilly-foot (of Novadom) </font>====<br />
<b>63</b><font color="red"> Captain Marko Lilly-foot (of Novadom) </font>is leader of the Seagate Merchants Guild. He is retired from sea life and now lives in New Seagate. He works full time with over a dozen other master traders on the fortunes of the Guild (and their investors). Shares in ships bound for new markets and foreign ventures are common but not cheap and often risky. <br />
<br />
The Seagate Merchants Guild spends ~120,000sp in New Seagate on its accommodation buildings and member's per annum. The captains (and their investors) spend huge amounts on their vessels, crews, repairs and cargos, in over a dozen ports in the Duchies and Baronies' and some future afield. The Seagate Merchants Guild has recently raised capital from its members to construct a new set of building including some warehouses and repair work to the docks of Novadom City. The Guild has some influence about which candidate is put forward to the Duke, as the potential Mayor of New Seagate.<br />
<br />
</div><br />
<br />
===Governance===<br />
The Duke has several hundred retainers who handle the taxes, trade and justice within the town and the Duchy. The bulk of these men and women work in a large building at the bottom of High Street.<br />
<br />
=== The 'Seagate Irregulars' ===<br />
This is a group of street kids who are modelled after the [[Tainsfield | Tainsfield Irregulars]]. They are based in the docks area of [[New Seagate]]. Information can be obtained from them about goings ons in both parts of Seagate, usually for a price. Set up and used by [[Phaeton]] in order to discretely keep abreast of events.<br />
<br />
== The Seagate Watch ==<br />
Historically the town guard was split into three companies, which in normal times would split between on duty in towns, on-duty at Castle Chilton and in reserve at the barracks.<br />
After the war vs the Dark Circle and the increase in urban population a need for peacekeepers within the city vs traditional soldiers was identified and the old Town Guard was given new uniforms in Black & Gold and renamed the Seagate Watch. There was also some re-organisation and retraining.<br />
<br />
Watchmen are mostly veteran soldiers with a good knowledge of Seagate, its people and businesses. They rarely use magic but for major disturbances they may use invested items to assist them (mostly enhancements to watchmen rather than attack spells). <br />
<br />
In both Old and New Seagate the Watch is has its own walled and fortified base, which serves as barracks, jail, training grounds etc. <br/><br />
<br />
Update 824WK: At some point in the last decade the Watch HQ in New Seagate was expanded and all Seagate Watches stationed there. The Old Seagate Watch House was converted into the Ducal mint.<br />
<br />
'''The trading port area (detailed on the map at the top of this page) has a watch presence?'''<br />
<br />
===The Companies===<br />
Each company is divided into three watches run by a Sergeant, which are then split into patrols commanded by a Corporal. A Senior Sergeant act as an adjutant to the company Captain.<br />
<br />
==== Dragon Company ====<br />
The company is commanded by Sir Edward Abernathy, but Senior Sergeant Tarski handles the daily issues for the three watches.<br />
; Blue Watch :<br />
; Green Watch :<br />
; Red Watch :<br />
<br />
==== Griffin Company ==== <br />
The company is commanded by Sir Gordon Chisholm, but Senior Sergeant Boyce handles the daily issues.<br />
; Sea Watch : <br />
; Land Watch :<br />
; Air Watch :<br />
<br />
==== Phoenix Company ====<br />
The company is commanded by Sir Donald Jameson, who is very keen on 'community policing'. Senior Sergeant Albrecht handles the daily issues.<br />
; Gold Watch: Sergeant Oats; Guardsman Gotry Shadrock <i>Dwarf, very stern trainer</i><br />
; Silver Watch: Sergeant Bill Johnson; Guardsman Lofty Lyons <i>friendly human</i><br />
; Copper Watch: Mostly take the night shift. <br />
; Black Watch : There is not a Black Watch and there never has been! <br />
: In difficult and unusual situations a watch of specialists may be formed to deal with the situation. Guild members are rumoured to have been part of the Black Watch. [[Black Watch Chronicles]]<br />
Note: Harry Kale had an early career as a thief but now seems to be a 'useful lad' for Senior Sergeant Albrecht. Not really a Watchman, and might actually be an influential criminal.<br />
<br />
==== Narwhale Company ====<br />
Formerly the independent [[South Seagate]] Guard, the company is commanded by Lady [[Ann-Neville]], daughter of [[Duke Leto]] and master courtier. Her smile and manners conceal the finest steel.<br />
<br />
Funded by the Seagate Merchants Union, the guards are well paid, well armed and armoured. A point of contention with the other companies.<br />
<br />
==Crime and Punishment==<br />
<br />
===Mundane Crime===<br />
With very little in the way of casual violent crime in Seagate, merely drunken disturbances and domestic disputes. Theft is the main criminal activity and there is an active organisation amongst the thieves and beggars. This has led to even major crimes being modest and generally low enough not to incur the wrath of the Duke. Any petty theft is punished by a brand on the back of the hand - more serious crime generally involves removal of the hand or life of the criminal. <br />
<br />
===Magical Crimes===<br />
The use of Magic in Seagate is frowned upon and there is an outright ban on offensive magic in the town and environs. Any breach is taken very seriously indeed and the guard carry cold iron manacles for the purposes of restraining mages. Punishments for crimes involving magic are generally punishable by prison (cold iron cells), confiscation of property and effects or, for more serious crimes, exile or death. The punishments often vary dependant on the Mage and the Guild is often consulted in these cases.<br />
<br />
=Magic=<br />
While the Guild avoids providing magical items and investeds to the citizenry there is always someone willing to trade things and so the levels of magic are higher in Seagate than most other towns. This is reflected in the abilities of the Guardsmen who need to be able to cope with Magic when things get out of hand. A 25% Tax exists for all Mages practicing in Seagate - however this is waived for Guild members - as such there are very few Mages in Seagate that are not Guild members. <br />
<br />
=Resources=<br />
Trade is an important part of Seagate and, outside of the Guild, the largest source of income for the Duke. With land trade through the Sea of Grass from the Lunar Empire as well as sea trade from the Five Sisters and Arabie, Seagate is a major hub of Trade for the region. It is said that you can buy just about anything in Seagate and anything you can't buy is illegal and available in Sanctuary.<br />
<br />
=History=<br />
Carzala had been primarily wilderness with a few small fortified settlements up until about 1900AP (700WK) when Chilton [[Dewinter]], younger brother of Count Alexis of County Erisberg arrived at the settlement now known as Old Seagate with his family and retainers and started construction of Castle Chilton. <br />
Six years later the Barony of Carzala was officially recognised by Bowcourt and Aquila when Baron Chilton of Carzala and his wife attended the mid-summer festival in Bowcourt. <br />
<br />
Baron Chilton was succeeded by his son Regar in 727WK when he was killed in the Sweet Riding by raiding Barbarians. <br />
<br />
Baron Regar was reported to hate the Barbarians with a passion, he commissioned the construction of Regar's Keep as a southern outpost for his Barony and spent most of his life in the field driving the Barbarian raiders out of the Sweet Riding. <br />
<br />
Baron Regar died without issue of wounds received in battle in 739WK. He was succeeded by his nephew Bolton. <br />
<br />
Like his father, Baron Bolton was not a man of war but he demonstrated a shrewd ability in diplomacy and strategy. In the summer of 740WK, Baron Bolton negotiated a peace with the barbarians and Carzala has been a peaceful realm up until the encroachment of the Dark Circle. <br />
<br />
In 751WK Brastor was founded originally as a trading location for miners working the local hills, and grew as foresters, farmers and other settlers headed for the riches of unclaimed territory. <br />
Baron Bolton died in his bed in 771WK attended by his three surviving children and his grandson Leto.<br />
<br />
== Events==<br />
=== Culture===<br />
====Religion====<br />
Citizens of Seagate predominantly follow the Church of Light and there are a number of places of worship in the town. However there is still a number of other places of worship in the town, most of them in Old Seagate, that are dedicated to other deities. While the Church of Light would like to see these buildings razed, the Duke has indicated his displeasure at such enthusiasm and so the churches survive and tithe well to the Duke. This however is the cause of significant friction between the Church and the Duke and is the cause of poor relations with Mordeaux. <br />
====High Holidays====<br />
The seasonal nature of the Guild's business also affects the town and at the High holidays there are huge markets with people having travelled from hundreds of miles away. Most merchants will plan routes such that they will be in Seagate on the high holidays. These markets are complimented by parades by the Guards and Local Guilds and Churches. With the arrival of Guild members prior to the Guild meeting ale sellers and temporary drinking establishments will spring up in warehouses and on street corners, and while the Duke's taxes are high on these temporary retailers, the profits can be excellent during these holidays. <br />
<br />
===Scribe Notes involving the town===<br />
* [[Blood on Broad Street]], Autumn 818wk</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Seagate&diff=100478Seagate2024-03-09T21:37:43Z<p>Stephen: /* People */</p>
<hr />
<div><div >__NOTOC__</div><br />
<!--[[Image:Seagate_City_Map_813_WK_-_3_-_Small.jpg|thumb|left|250px]]--><br />
<br />
<div id="Seagate City" style="float: left; width: auto; text-align: center; margin: 2px 22px 2px -14px;"><br />
[[Image:Seagate_City_Map_813_WK_-_3_-_Small.jpg|thumb|right|250px|link=http://www.dq-nz.org/files/DQMaps/Seagate/openlayers.html|Seagate City 818WK: Click to zoom]]<br />
</div><br />
[[Category:Carzala]] [[Category:City]]<br />
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style="margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;"<br />
|colspan=2|[[Image:Seagate.gif|center|Arms of Seagate]]<br />
|-<br />
|+<big><big>'''Seagate'''</big></big> <br />
|-<br />
| '''Status'''<br />
| Feudal Town<br />
|-<br />
| '''Government'''<br />
| Duchy of [[Carzala]]<br />
|-<br />
| '''Location'''<br />
| North-west [[Carzala]] at the mouth of the [[Sweetwater]]<br />
|-<br />
| '''Population'''<br />
| 25,230 (as at?)<br />
|-<br />
| '''Taxes'''<br> <br />
&ndash; Property Tax (Residential):<br> <br />
&ndash; Property Tax (Guild):<br> <br />
&ndash; Hawking Licence Rate:<br><br />
&ndash; Bonding rate (per month):<br><br />
&ndash; Piloting Fee:<br> <br />
&ndash; Wharfage Fee:<br> <br />
&ndash; Vessel Registry:<br><br />
| <br><br><br />
5% per annum<br><br><br />
3% per annum<br><br />
9% of goods' value/month<br> <br />
1% of goods' value/month<br><br />
40sp (in or out)<br> <br />
2sp per foot per day<br> <br />
25sp per foot per year <br> <br />
|-<br />
| '''Languages'''<br><br />
&ndash;[[Common]]<br><br />
&ndash;[[Folksprach]]<br><br />
&ndash;Others<br><br />
<br><br />
&ndash;Literacy<br />
|<br><br />
99%<br><br />
80%<br><br />
40%<br><br />
<br> <br />
5% <br> <br />
|-<br />
| '''Exports'''<br> <br />
| <br />
|-<br />
| '''Imports'''<br> <br />
|<br />
|-<br />
|}<br />
<div >__NOTOC__</div><br />
Parts of the district of Seagate City; [[Seagate]], [[Old Seagate]], [[New Seagate]], [[Castle Chilton]].<br><br />
<br />
Seagate is a trading town positioned at the mouth of the [[Sweetwater]] River where it empties into [[Confederation Bay]].<br />
<br />
The principal settlement of [[Carzala]]. Seagate has for a long time enjoyed being the main trading port and access point to the [[Sea of Grass]] and other areas to the east which are land-locked. On any given day ships from many nations and ports can be found moored in harbour. Of note a large amount of trade happens to the south with ships from [[Novadom]] and The [[Five Sisters]] and [[Tycho City]]. <br/><br />
<br />
Seagate is now said to be more widely used and favoured than that of [[Sanctuary]] in [[Ranke]] - ''in the opinion of some but not all, as some appreciate the homely feel of sanctuary as a place to get away from the world and live life''. <br/><br />
<br />
=Places=<br />
Parts of the district of Seagate City;<br />
* [[Old Seagate]]<br />
* [[New Seagate]]<br />
* [[Castle Chilton]]<br />
* [[South Seagate]] aka Southbank, South Shore, & Southport<br />
<br />
==Places of Interest==<br />
; [[Castle Chilton]]<br />
; [[Seagate Guild|Seagate Guild of Adventurers]]<br />
; [[Alchemists Guild of Seagate]]<br />
<br />
=People=<br />
* <b>51</b> Tyrone El Shaldim, the harbour-master of Seagate. Tyrone is a rotund, middle aged human who runs a tight harbour and adheres to the regulations of the realm<br />
== Rulers of the Realm ==<br />
The current Duke of Carzala is [[Duke Leto]], Baron Bolton's grandson. <br />
<br />
==Others of Note==<br />
<div class="PageStatus">As of Winter 807WK</div><br />
<div class="GuideBook"><br />
===[[New Seagate]]: People, Families, Household's & Factions of importance.===<br />
Influence: These people, families, households and/or factions have a lot of power in [[New Seagate]] and beyond into [[Carzala]]. They are not only large in numbers of members, but they also spend huge amounts of money maintaining a high standard of living and influence. '''Of the moneys listed, 90% is on standard of living which is spent in small amounts throughout the year. The remaining ~10% is disposable coin. By spending large amounts on being seen and staying relevant, they maintain and extend their authority.'''<br><br />
<br />
The leaders of these groups are all well known, especially to the merchant community. They often have extensive credit lines and between them they spend millions of pennies in New Seagate annually. This expense is felt well beyond the walls of New Seagate. <br><br />
<br />
Most of the important members (supporting their leaders) of these groups are recognisable to courtly locals. They are often wooed by smaller groups trying to gain some foothold of influence. All of these groups understand the importance of maintaining their authority and relevance in the Duke's Court. To this end, they employ the skills of courtiers and spies, keeping tabs on not only their own activities, but the activities of other groups. Local groups seek to gain access to the Duke's ear to shape outcomes in their favour. Foreign groups such as ambassadors are often seeking access to the Seagate Adventurers' Guild. <br><br />
</div><br />
==== Lord Mayor Roderigo ====<br />
In the first and only mayoral election in late 821 wk, [[Roderigo]] was appointed Mayor of Seagate.<br />
Bringing in sweeping reforms and a tough stance on crime.<br />
<br />
==Groups==<br />
<div class="PageStatus">As of Winter 807WK</div><br />
=====<font color="red">Former Lord Mayor Crispin Abercrombie of New Seagate</font>=====<br />
<div class="GuideBook">[[Image:Crispin Abercrombie.JPG|100px|left]]<b>52</b> <font color="red">Lord Mayor Crispin Abercrombie of New Seagate</font> is head of a large household of 120 members including family members, supporters and servants. The noble family of Abercrombie hails from South Gate. He often has the support of New Seagate merchant guilds. Crispin is aware of the expenditure of the 'larger' groups within New Seagate, and is it is in his interests to maintain their presence (spending money) in New Seagate. He works hard in his position and has done a good job for the Duke and the New Seagate Merchants' Guild. <br><br />
<br />
New Seagate takes in ~1,400,000sp per year in rates, levies, taxes and guild dues. The Office of Mayor spends ~800,000sp on New Seagate annually. Lord Mayor Abercrombie is on a wage of 35,000sp per year. The remainder returns to the [[Leto DeWinter|Duke]]. Leading the guilds of New Seagate is a group of master tradesmen from a range of guilds. They have a strong influence with [[Leto DeWinter|Duke Leto]] over the appointment of the Mayor of New Seagate.<br><br />
<br><br />
<br />
=====<font color="red">Lord George Monck</font>=====<br />
[[Image:Monck.jpg|100px|right]]<b>53</b> <font color="red">Lord George Monck</font> is the leader of the wealthy [[Monck family]]. The family once owned and held the title of Baron of [[Monck's Corner]] of [[Carzala]] (10 miles west of Old Seagate). He lost the family lands in a gambling game to Baron Rainer of Novadom and the two are now mortal enemies. Duke [[Leto DeWinter]] was very unhappy with this. Lord George's extended family now lives in New Seagate, occupying all eighteen rooms of the Golden Arms (an upper class hotel). It is widely known that his family is very wealthy. The Moncks have recovered most of their investments from the Seagate Merchants' Guild (of which the Duke is aware), and are planning to put their vast wealth to work at reclaiming their family lands. Some say they have over a million silver, mostly in the form of Seagate Merchants Guild promissory notes. They currently spend ~400,000sp per annum in New Seagate.<br />
<br />
=====<font color="red">Bishop of Seagate, Jocelyn</font>=====<br />
[[Image:Urielite_in_Carzala_1.jpg|100px|left]]<b>54</b> <font color="red">Bishop of Seagate, Jocelyn</font> is the leader of the <font color="red">Urielite</font> in Carzala and Seagate. Her twin sister is also in the church. She is a supporter of maintaining the independence of the 'Sects that make up the Unified Church'. She has refocused the New Seagate Church to spend ~180,000sp per annum on the poor within New Seagate walls. The Bishop is an advisor to the Duke and is asked to comment on all church matters involving any of the sects. She is actively supporting the new construction of two main chapter houses; one in Brastor and the other in Novadom City. She is a known public supporter of the needs of Brastor Holdings.<br />
<br />
=====<font color="red">Lord Duncan Montombre</font> =====<br />
[[Image:Count_of_Erin_1.jpg|100px|right]]<b>55</b> <font color="red">Lord Duncan Montombre</font> is the young brother of the Count of Erin of the Duchy of Brandenburg. He is the ambassador in Seagate for the [[Brandenburg|Duchy of Brandenburg]], and is a slight human male in his late thirties. He is said to be a licentious womaniser and courtier of some skill. He is known also to be a middling ability E&E mage. Lord Duncan often has half a dozen of his courtier friends staying in town, some of whom are rich in their own right. Between them they spend ~300,000sp in New Seagate. Often this is cleaning up after their social misconducts or problems, and paying hush money.<br />
<br />
=====[[Con Sartra#Victorya Con Sartra|Lady Victorya Con Sartra]]=====<br />
[[Image:Kingdom_of_Eltrandor_1.jpg|100px|left]]<b>56</b> [[Con Sartra#Victorya Con Sartra|Lady Victorya Con Sartra]], the Ambassador to Carzala is based in Seagate She has held the post since Spring 804 when the new embassy in Seagate was completed. She is a member of the royal family of the Kingdom of Eltrandor. She is polite and wealthy and always well dressed. She attends most of the functions held in Seagate. She often hosts around a dozen guests from Eltrandor. Lady Victorya is accompanied by her ladies in waiting - Larlith Heldane, Selena Lachlan and Anya Davish. These four women are all fabulously beautiful and have made quite a splash on the Carzalan social scene along with their friends and relatives who have been visiting Carzala and neighbouring realms since the embassy opened.<br />
<br />
The senior courtier at the embassy is the Consul General, Sir Ulur Consardral who runs the embassy along with Consel Glynfindor Lyndel and Vice Consul Charles Brindar. A number of staff are 'retired' members of 'The Black Halberds', a company of the Heavy Foot Rgt from the 10th Kiltary Legion that served in Carzala during the Dark Circle War (799-805).<br />
<br />
Both the Kingdom and the ambassador are well liked within Seagate and at the Dukes court, not only because of the [[Seagate Spending|~550,000 sp]] they spend in Seagate per annum, but also for the extensive man-power and help they provided against in the Dark Circle in 799WK to 805WK. The Eltrandor nobles have actively worked (in a friendly way) to maintain access to the Duke's Court and the Seagate Adventurers' Guild. It is know that they keep a watchful eye on the activities of Destiny. <br />
<br />
<br />
=====<font color="red">Don Paulo De Marona</font>=====<br />
[[Image:Republic of Destiny 1.jpg|100px|right]]<b>57</b> <font color="red">[[Don Paulo De Marona]]</font> was appointed the most recent ambassador for the [[Destiny|Republic of Destiny]] in 803WK. His predecessor was no longer welcome in the Duke's Court once ships of Destiny blockaded Seagate. Over the last three years, Don De Marona has successfully organised and invested in six merchant vessels between Tycho City, the Five Sisters, Seagate, and on to Caulder City, and then Destiny. All of the ventures have returned vast wealth, making him popular among the Seagate Merchants Guild. The total Destiny contingent is around forty people. They spend ~500,000sp in New Seagate yearly.<br />
<br />
=====<font color="red">General Harold de Honare</font>=====<br />
<b>59</b> <font color="red">General Harold de Honare</font> is the uncle of the current Baron Silverstream of the [[Ranke|Duchy of Ranke]]. He is a good friend of the Duchess and is often seen as the unofficial ambassador for Ranke. The General is a superb military commander and courtier. He has made himself a very wealthy man through cunning investments and has a canny ability to make the most of any situation. Currently he is semi-retired seeking the good life in Carzala. His marriage to the very young and talented Lady Julia Monck (niece of Lord George Monck) raised a few eyebrows at court. Some say the Monck family are extending their influence. Since his marriage the general has made a name for himself building his new wife a fine home, spending ~220,000sp in 806WK. <br />
<br />
<br />
=====Ambassador for the <font color="red">Western Kingdom is Richard Lowlands</font>=====<br />
[[Image:Western_Kingdom-1.jpg|100px|left]]<b>60</b> Ambassador for the <font color="red">Western Kingdom is Richard Lowlands</font>. He is a hansom human male, in his late thirties. He is a professional ambassador and negotiator, who served in Alfheim before coming to Seagate. Not of noble blood he is a skilled courtier who speaks a dozen languages and known to be a Namer. He is all business, and honourable, representing his master, King Ulric Schwarzrotgold of the Western Kingdom very well. His large well appointed house in New Seagate is home to ~60 servants, ~20 skilled guards, ~20 courtiers. He spends ~400,000sp per year.<br />
<br />
<br />
=====<font color="red"> Cardinal Winton of Novalar</font>=====<br />
[[Image:Cardinal Winton of Novalar-1.jpg|100px|right]]<b>61</b><font color="red"> Cardinal Winton of Novalar</font>. A Garbrialite member of the Unified Church, who is also a skilled Wiccan, the Cardinal is new to Carzala. It is common knowledge his servants have been looking for a building or estate which can house 50 people and servants. He and his twenty servants, guards and advisors are currently staying at the main temple of the Church in New Seagate. The Cardinal is known to be good friends with the Arch-Bishop of Mordeaux. It is rumoured that the Cardinal is interested in the activities of Destiny's and Alfheim in Seagate. It is rumoured that Duke Leto DeWinter is holding 600,000sp worth of Gold Ingots for the Cardinal within Castle Chilton.<br />
<br />
<br />
----<br />
<br />
=====<font color="red"> The Seagate Merchants Guild</font>=====<br />
[[Image:The_Seagate_Merchants_Guild_1.jpg|100px|left]][[Image:Carak-1.jpg|100px|right]]<br />
<b>62</b><font color="red"> The Seagate Merchants Guild</font> has a fleet of over 120 Caravels & Carracks sailing under the Carzalan flag most of which are at sea. Around a dozen ships weekly dock in Seagate with cargo often board for other ports. The fleet size is only second to the merchant fleet of Destiny. The Seagate Merchants Guild is mostly made up of vessels from other nations, flying the Seagate flag. This is often to avoid high duties and the occasional 'assignment to support navy vessels' when their home states are at war. Seagate is also known as a port which has people investing in risky voyages and cargos and new speculative trade routes, in the hope of becoming rich, sometimes leading to credit lines and people owing money, until their ship comes in.<br />
<br />
====<font color="red"> Captain Marko Lilly-foot (of Novadom) </font>====<br />
<b>63</b><font color="red"> Captain Marko Lilly-foot (of Novadom) </font>is leader of the Seagate Merchants Guild. He is retired from sea life and now lives in New Seagate. He works full time with over a dozen other master traders on the fortunes of the Guild (and their investors). Shares in ships bound for new markets and foreign ventures are common but not cheap and often risky. <br />
<br />
The Seagate Merchants Guild spends ~120,000sp in New Seagate on its accommodation buildings and member's per annum. The captains (and their investors) spend huge amounts on their vessels, crews, repairs and cargos, in over a dozen ports in the Duchies and Baronies' and some future afield. The Seagate Merchants Guild has recently raised capital from its members to construct a new set of building including some warehouses and repair work to the docks of Novadom City. The Guild has some influence about which candidate is put forward to the Duke, as the potential Mayor of New Seagate.<br />
<br />
<br />
<br />
</div><br />
<br />
===Governance===<br />
The Duke has several hundred retainers who handle the taxes, trade and justice within the town and the Duchy. The bulk of these men and women work in a large building at the bottom of High Street.<br />
<br />
=== The 'Seagate Irregulars' ===<br />
This is a group of street kids who are modelled after the [[Tainsfield | Tainsfield Irregulars]]. They are based in the docks area of [[New Seagate]]. Information can be obtained from them about goings ons in both parts of Seagate, usually for a price. Set up and used by [[Phaeton]] in order to discretely keep abreast of events.<br />
<br />
== The Seagate Watch ==<br />
Historically the town guard was split into three companies, which in normal times would split between on duty in towns, on-duty at Castle Chilton and in reserve at the barracks.<br />
After the war vs the Dark Circle and the increase in urban population a need for peacekeepers within the city vs traditional soldiers was identified and the old Town Guard was given new uniforms in Black & Gold and renamed the Seagate Watch. There was aslo some re-organisation and retraining.<br />
<br />
Watchmen are mostly veteran soldiers with a good knowlege of Seagate, its people and businesses. They rarely use magic but for major disturbances they may use invested items to assist them (mostly enhancements to watchemn rather than attack spells). <br />
<br />
In both Old and New Seagate the Watch is has its own walled and fortified base, which serves as barracks, jail, training grounds etc. <br/><br />
<br />
Update 824WK: At some point in the last decade the Watch HQ in New Seagate was expanded and all Seagate Watches stationed there. The Old Seagate Watch House was converted into the Ducal mint.<br />
<br />
'''The trading port area (detailed on the map at the top of this page) has a watch presence?'''<br />
<br />
===The Companies===<br />
Each company is divided into three watches run by a Sergeant, which are then split into patrols commanded by a Corporal. A Senior Sergeant act as an adjutant to the company Captain.<br />
<br />
==== Dragon Company ====<br />
The company is commanded by Sir Edward Abernathy, but Senior Sergeant Tarski handles the daily issues for the three watches.<br />
; Blue Watch :<br />
; Green Watch :<br />
; Red Watch :<br />
<br />
==== Griffin Company ==== <br />
The company is commanded by Sir Gordon Chisholm, but Senior Sergeant Boyce handles the daily issues.<br />
; Sea Watch : <br />
; Land Watch :<br />
; Air Watch :<br />
<br />
==== Phoenix Company ====<br />
The company is commanded by Sir Donald Jameson, who is very keen on 'community policing'. Senior Sergeant Albrecht handles the daily issues.<br />
; Gold Watch: Sergeant Oats; Guardsman Gotry Shadrock <i>Dwarf, very stern trainer</i><br />
; Silver Watch: Sergeant Bill Johnson; Guardsman Lofty Lyons <i>friendly human</i><br />
; Copper Watch: Mostly take the night shift. <br />
; Black Watch : There is not a Black Watch and there never has been! <br />
: In difficult and unusual situations a watch of specialists may be formed to deal with the situation. Guild members are rumoured to have been part of the Black Watch. [[Black Watch Chronicles]]<br />
Note: Harry Kale had an early career as a thief but now seems to be a 'useful lad' for Senior Sergeant Albrecht. Not really a Watchman, and might actually be an influential criminal.<br />
<br />
==== Narwhale Company ====<br />
Formerly the independent [[South Seagate]] Guard, the company is commanded by Lady [[Ann-Neville]], daughter of [[Duke Leto]] and master courtier. Her smile and manners conceal the finest steel.<br />
<br />
Funded by the Seagate Merchants Union, the guards are well paid, well armed and armoured. A point of contention with the other companies.<br />
<br />
==Crime and Punishment==<br />
<br />
===Mundane Crime===<br />
With very little in the way of casual violent crime in Seagate, merely drunken disturbances and domestic disputes. Theft is the main criminal activity and there is an active organisation amongst the thieves and beggars. This has led to even major crimes being modest and generally low enough not to incur the wrath of the Duke. Any petty theft is punished by a brand on the back of the hand - more serious crime generally involves removal of the hand or life of the criminal. <br />
<br />
===Magical Crimes===<br />
The use of Magic in Seagate is frowned upon and there is an outright ban on offensive magic in the town and environs. Any breach is taken very seriously indeed and the guard carry cold iron manacles for the purposes of restraining mages. Punishments for crimes involving magic are generally punishable by prison (cold iron cells), confiscation of property and effects or, for more serious crimes, exile or death. The punishments often vary dependant on the Mage and the Guild is often consulted in these cases.<br />
<br />
=Magic=<br />
While the Guild avoids providing magical items and investeds to the citizenry there is always someone willing to trade things and so the levels of magic are higher in Seagate than most other towns. This is reflected in the abilities of the Guardsmen who need to be able to cope with Magic when things get out of hand. A 25% Tax exists for all Mages practicing in Seagate - however this is waived for Guild members - as such there are very few Mages in Seagate that are not Guild members. <br />
<br />
=Resources=<br />
Trade is an important part of Seagate and, outside of the Guild, the largest source of income for the Duke. With land trade through the Sea of Grass from the Lunar Empire as well as sea trade from the Five Sisters and Arabie, Seagate is a major hub of Trade for the region. It is said that you can buy just about anything in Seagate and anything you can't buy is illegal and available in Sanctuary.<br />
<br />
=History=<br />
Carzala had been primarily wilderness with a few small fortified settlements up until about 1900AP (700WK) when Chilton [[Dewinter]], younger brother of Count Alexis of County Erisberg arrived at the settlement now known as Old Seagate with his family and retainers and started construction of Castle Chilton. <br />
Six years later the Barony of Carzala was officially recognised by Bowcourt and Aquila when Baron Chilton of Carzala and his wife attended the mid-summer festival in Bowcourt. <br />
<br />
Baron Chilton was succeeded by his son Regar in 727WK when he was killed in the Sweet Riding by raiding Barbarians. <br />
<br />
Baron Regar was reported to hate the Barbarians with a passion, he commissioned the construction of Regar's Keep as a southern outpost for his Barony and spent most of his life in the field driving the Barbarian raiders out of the Sweet Riding. <br />
<br />
Baron Regar died without issue of wounds received in battle in 739WK. He was succeeded by his nephew Bolton. <br />
<br />
Like his father, Baron Bolton was not a man of war but he demonstrated a shrewd ability in diplomacy and strategy. In the summer of 740WK, Baron Bolton negotiated a peace with the barbarians and Carzala has been a peaceful realm up until the encroachment of the Dark Circle. <br />
<br />
In 751WK Brastor was founded originally as a trading location for miners working the local hills, and grew as foresters, farmers and other settlers headed for the riches of unclaimed territory. <br />
Baron Bolton died in his bed in 771WK attended by his three surviving children and his grandson Leto.<br />
<br />
== Events==<br />
=== Culture===<br />
====Religion====<br />
Citizens of Seagate predominantly follow the Church of Light and there are a number of places of worship in the town. However there is still a number of other places of worship in the town, most of them in Old Seagate, that are dedicated to other deities. While the Church of Light would like to see these buildings razed, the Duke has indicated his displeasure at such enthusiasm and so the churches survive and tithe well to the Duke. This however is the cause of significant friction between the Church and the Duke and is the cause of poor relations with Mordeaux. <br />
====High Holidays====<br />
The seasonal nature of the Guild's business also affects the town and at the High holidays there are huge markets with people having travelled from hundreds of miles away. Most merchants will plan routes such that they will be in Seagate on the high holidays. These markets are complimented by parades by the Guards and Local Guilds and Churches. With the arrival of Guild members prior to the Guild meeting ale sellers and temporary drinking establishments will spring up in warehouses and on street corners, and while the Duke's taxes are high on these temporary retailers, the profits can be excellent during these holidays. <br />
<br />
===Scribe Notes involving the town===<br />
* [[Blood on Broad Street]], Autumn 818wk</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Guild_Meeting_March_2024&diff=100477Guild Meeting March 20242024-03-09T21:28:45Z<p>Stephen: /* Campaign Issues */</p>
<hr />
<div><div class="TOC">__TOC__</div>[[Category: Guild Meeting]]<br />
= DQ Guild Meeting 10th March 2024 =<br />
On Discord [https://discord.gg/CsfNX5BP Channel Link]<br />
<br />
== 12:30 GMs Meeting ==<br />
<br />
=== Adventures Going Out ===<br />
Current GMs may book themselves on adventures at this time.<br />
<br />
=== Rules Issues ===<br />
* Proposed Bardic 2.2.06 available for playtest. [https://drive.google.com/file/d/1NnLUiJaTx2-1SsEhKLish9qq13Cp-cUR/view?usp=drive_link Bardic 2.2.06 PDF]<br />
* Proposed changes to Namer True Speaking Ritual available for playtest [[Talk:Namer College#True Speaking (R-7) v2]]<br />
<br />
=== Campaign Issues ===<br />
* South Seagate<br />
* Seagate Solstice Fires<br />
* Western Church Knights to the Rescue<br />
* Mayoral inquiries<br />
<br />
=== Campaign Report ===<br />
What's going on and what's coming up from the campaign committee (that we need to know).<br />
And what other people could help with or contribute to.<br />
<br />
=== General Business ===<br />
<br />
== 1:00 Guild Meeting ==<br />
Online on Discord, [https://discord.gg/CsfNX5BP Meeting Link].<br />
<br />
=== Club AGM ===<br />
?? Voting members present.<br />
# Receiving any minutes of the previous Society's Meeting(s)<br />
# The Chair's report on the business of the Society<br />
# The Treasurer's report on the finances of the Society, and the [https://drive.google.com/file/d/1jLS5lDw1eUJoEm9LiwQNXVJAipvoZBMs/view?usp=sharing Annual Financial Statements]<br />
## Fees set at $15 for individuals, $25 for households <br />
## Vote to accept the 2024 Club Financial Report '''Yes ?? No 0 Abstain 0''' <br />
# Election of Committee Members (if any changes)<br />
## Chair - Nominees: <br />
### Stephen M <br />
## Treasurer - Nominees: <br />
### Errol C <br />
## Secretary - Nominees: <br />
### Keith S <br />
## Editor - Volunteers: <br />
### Jacqui S<br />
## Campaign Coordinator - Volunteers: <br />
### Chris C.<br />
# Motions to be considered - none.<br />
# General business - None<br />
AGM Closed 1:?? pm<br />
<br />
=== Adventure Summaries ===<br />
* [[Menglana revenge]] - High - Mon - Jono<br />
* [[Black Watch: Let it Burn]] - Low - Mon - [[User:Stephen|Stephen]]<br />
* [[Imagined Problems]] - Low-Med - Wed - Sam<br />
* [[It Came From The Depths]] - Medium - Tues - Keith - Online<br />
* [[Gnome Way Home]] - Low - var - Martin (Carried from last season)<br />
<br />
=== Adventure Announcements and Sign-up ===<br />
* [[Grymeron Out of Shape]] - Medium - Mon - Dean - St Johns '''Full'''<br />
* Adventure - Level - Night - GM - Location/Notes<br />
<br />
=== Awards ===<br />
* Smartest <br />
** <br />
** No Vote <br />
<br />
* Bravest<br />
** <br />
** No Vote <br />
<br />
* Stupidest<br />
** <br />
** No Vote <br />
<br />
* Best Death<br />
** <br />
** No Vote <br />
<br />
* Best Kill<br />
** <br />
** No Vote <br />
<br />
* Star of Alusia - No nominations<br />
** <br />
** No Vote<br />
<br />
* Jammiest B'stard<br />
** <br />
** No Vote <br />
<br />
=== General Business ===</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Rules&diff=100459Rules2024-03-08T23:48:57Z<p>Stephen: What is in playtest</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
The rules we use are evolved from DragonQuest version 2 originally published by SPI in the early 80's. As well as changes to the Rules proper, much campaign information has been added.<br />
<br />
==Rulebook==<br />
This document contains the rules that we use. New editions are printed in bulk every couple of years or so.<br />
===Current Rules===<br />
'''These are the current versions of the rules'''<br />
<br />
[http://www.dq-nz.org/files/Rules2014.pdf 2014 Rules] (3Mb PDF)<br><br />
[http://www.dq-nz.org/files/Rules2014_LargePrint.pdf Large Print 2014 Rules] (3Mb PDF)<br><br />
<br><br />
[https://drive.google.com/file/d/1Mg9h5PA17R032nGgWsJmI8mFhV4MdpLM/view?usp=sharing DQ Players Guide June 2022 PDF]<br><br />
<br />
====Changes and Errata====<br />
These are errata, clarifications and rule change to the rulebook as printed September 2014. The updates are included in the rulebook pdfs above.<br><br />
This document as at October 1st 2014.<br />
<br />
[http://www.dq-nz.org/files/Changes_and_Errata.pdf Changes and Errata to the 2014 Rules] (PDF)<br><br />
[[Changes and Errata to the 2014 Rules]]<br />
<br />
[[Changes and Errata to the 2023 Rules]]<br />
<br />
Please enter any errors and issues at [[Noticed Rulebook Issues]].<br />
<br />
=== In Playtest ===<br />
Proposed changes should be tested before they go into the rules. <br />
<br />
Playtesting is optional, the GM makes the final call as to what is being tested on their game. If you would like a proposal tested, ask your current GM. If you have an issue with a proposal being tested, politely raise it with your GM.<br />
<br />
This sections lists proposals that are or have been in playtest. Please update with when they go into the rules or are retracted/replaced. <br />
<br />
* [[E&E v2.0]] available from Spring 2011 - <br />
* [[Combat - Evade]] - Simplified Evade. Available from March 2019 - <br />
* [[Combat - PS in Close]] - A change to reduce on-the-fly calculations. Available from March 2019 - <br />
* [[Talk:E&E College#Proposed Patches 2021|Poison Dust, Slowness, & Quickness]] available from 2021 - <br />
* Bardic 2.2.06 [https://drive.google.com/file/d/1NnLUiJaTx2-1SsEhKLish9qq13Cp-cUR/view?usp=drive_link Bardic 2.2.06 PDF] Available from June 2023 - <br />
* [[Talk:Namer College#True Speaking (R-7) v2|Namer True Speaking Ritual v2]] available from March 2024 - <br />
<br />
===Opposed Combat and Related Discussions===<br />
An Opposed Rolling combat system was endorsed for further development and play testing at a Gods meeting on 9th November 2014 (9-2-0).<br><br />
This section has been added to record opportunities, issues and the desired balance within the game, together with the outcomes of discussions thereon.<br />
<br />
*[[Opposed Rolling as Voted]]<br />
*[[Archetypes desired within the Game]]<br />
*[[Armour vs Damage]]<br />
*[[Types of Protection]]<br />
*[[Colleges and magic, the balance]]<br />
*[[Damage spells]]<br />
<br />
It would be good if discussion groups could form to address the above, and in particular:<br><br />
#Objectives of the discussion<br />
#Desired Experience within the game<br />
#Issues and good bits<br />
#What to improve<br />
#Options analysis<br />
#Preferred options and risks thereof<br />
<br />
====Timelines====<br />
Be nice if discussions could happen rapidly over next two or three months so ideas can go into playtest in March 2015, with draft outcomes by June 2015.<br />
<br />
===Other===<br />
*[[Proposed Rule Changes]] - These are proposed changes that have not been approved.<br />
*[[Rules Discussion Documents]]<br />
* [[Earlier Rulebook Editions]]<br />
* [[Rulebook Orders]] Request printed copies of the Rulebook at September 2014 meeting.<br />
<br />
==Skills & Issues==<br />
<br />
<br />
* [https://docs.google.com/document/d/1S8J-kO6sSjASwQuW6JYx4XXOI9pbNLCaoVFeX8lkR84/pub 1 Skill Proposals]<br />
* [https://docs.google.com/document/d/1fWHrIBtkhbPpkFtDR_k12NhBWgNMpCztSDmBesb46Do/pub 2 Overview of Poisons]<br />
* [https://docs.google.com/document/d/13H6pJV2ETDs446IMSrQU9Akc4Y9IO3ibcPIaiixIkRs/pub 3 Ingredients Overview]<br />
* [https://docs.google.com/spreadsheets/d/10qT6QMA_BOrjYrLfuZegix1iQcqnmFgNLBc4kPrqtNc/pubhtml 4 Skills Word Count]<br />
<br />
* [https://docs.google.com/document/d/1zpAoH_L405TiK_ZU3aW_0ganBhm98Fa7ml-tMJtfuF8/pub 30 - Alchemist - Version 3.0 A] - [https://drive.google.com/open?id=0B12BfjlQDqeMSW1xdkNGNlZ3eU0 Printable PDF]<br />
* [https://docs.google.com/document/d/1Qm6CkuFNfqZm7QZfv6ydGUa_MNRuQW34t-n3irBG2oo/edit?usp=sharing 33 - Assassin - Version 3.1.2] - [https://drive.google.com/open?id=0B12BfjlQDqeMWnU3UF90VFktTzQ Printable PDF]<br />
* [https://drive.google.com/file/d/0B12BfjlQDqeMM1RzMzN0ZHEzODg/view?usp=sharing 35 - Beastmaster Printable PDF]<br />
* [https://docs.google.com/document/d/1S9vHLqXf3iYVh5zT2Oa9RB1EXgRdW7lFIttC16MtgtM/pub 36 - Courtier - Version 3.1.2] - [https://drive.google.com/file/d/1MlHo4aE1OqYlB2V9ClMJC3-jz2Z3oghH/view?usp=sharing Printable PDF]<br />
* [https://docs.google.com/document/d/10c3dsDVS5Pe4l2p3C2ikulcEkDtqP2SjxEwzEuVEryo/edit?usp=sharing 37 - Healer - Version 3.1.4] - [https://drive.google.com/file/d/1RgzW2QlGAPkbwIvh-7SnP2KHR-N7_yju/view?usp=sharing Printable PDF]<br />
* [https://docs.google.com/document/d/1Mq-jSf3S9Q-BGVqSKf_-vnsqRdFFeCkHZ7_M24n1JUc/edit?usp=sharing 45 - Ranger - Version 3.1.3] - [https://drive.google.com/file/d/1XWKt_Cl_1UUfVa8DUJFDLEAB8EEq56dn/view?usp=sharing Printable PDF]<br />
* [https://docs.google.com/document/d/163V_wt-l6UI4pREpF0Yqs8mCJQjL-X95c5gxHb9m-n4/pub 46 - Spy - Version 3.0 A] - [https://drive.google.com/open?id=0B12BfjlQDqeMVWdtRFJrSG5rZm8 Printable PDF]<br />
* [https://docs.google.com/document/d/1ukYzzeKQ-Q1oKGPuMlcSBg5hpgaJfzFXrCFp5dAiebQ/pub 47 - Thief - Version 3.0 A] - [https://drive.google.com/open?id=0B12BfjlQDqeMUnNvUmtLX3pkYmM Printable PDF]<br />
* [https://docs.google.com/document/d/1QgFR72YRa044aOLj7OtclMpogVMTSvAxYlEwf2RxACE/pub 48 - Troubadour - Version 3.0 A] - [https://drive.google.com/open?id=0B12BfjlQDqeMLXdlTGRGVi14X0E Printable PDF]<br />
<br />
* Below is a Google sheet, which takes in two sets of information (by way of Google forms) and processes the info and processes it and then emails a resulting item write-up to the person. The Alchemist Product request will result in a [https://drive.google.com/open?id=0B12BfjlQDqeMaG9udU42M2VkS1E PDF write-up] in this style.<br><br />
* [https://docs.google.com/document/d/1zpAoH_L405TiK_ZU3aW_0ganBhm98Fa7ml-tMJtfuF8/pub 30 - Alchemist - Version 3.0 A]<br><br />
* [https://docs.google.com/spreadsheets/d/1tcyRhoeWWS_rokKB_aj936oiwexpncN5RP-fZ-pbuK4/edit?usp=sharing View the Alchemist sheet]<br />
* Google Forms [https://docs.google.com/forms/d/1UbEZQB33hGpvkb2Gc3qMGEDj8SIEJ9YzIvpJMiU3Wgc/viewform Alchemist - Enter an Alchemist details]<br />
* Google Forms [https://docs.google.com/forms/d/1QinZ9BraxsbbO9zFJKdH4v2F6BP6IMAujEXdVCusHMs/viewform Alchemist - Enter a Alchemist Product request]<br />
<br><br />
<br />
==Campaign Information==<br />
<br />
'''Some PDF booklets and Guides that may be of help''':<br><br />
*[https://drive.google.com/file/d/1Mg9h5PA17R032nGgWsJmI8mFhV4MdpLM/view?usp=sharing DQ Players Guide June 2022 PDF]<br><br />
<br />
*[https://docs.google.com/fileview?id=0B12BfjlQDqeMYTNlNjk3ZWMtYmE1OS00N2FhLWEzODItOTNlMzY4YWZmYTEx&hl=en_GB DQ Carzala Source Book] This booklet is intended for both GMs and Players in DQ.<br><br />
*[https://docs.google.com/file/d/0B12BfjlQDqeMOTc4M2FhYWUtOTkzMS00NWNiLWI4NWEtOTlhYTg0MWI1MWQ3/edit?usp=sharing DQ Alusian Maps and Charts] DQ Alusian Maps and Charts] Booklet - 29MB PDF. <br><br />
<br />
Other campaign information:<br><br />
*[[Campaign Guidelines]]<br />
*[https://docs.google.com/fileview?id=0B12BfjlQDqeMYTNlNjk3ZWMtYmE1OS00N2FhLWEzODItOTNlMzY4YWZmYTEx&hl=en_GB DQ Carzala Source Book] Carzala Source Document] A document on Carzala aimed at being printed for use at runtime by both players and GMs alike.<br />
*[[Masterworks]] Master works of rank 8+<br><br />
<br />
*[https://docs.google.com/fileview?id=0B12BfjlQDqeMNmY2YTgxYmMtNmYzMC00MmE4LTlmMTAtZjRlOWUxYjM3NTFm&hl=en_GB DQ Official GM Guide 2005] (PDF 4.5Mb)<br />
** [[GM's Guide Errata]]<br />
** Organization page for the Dec 2005 [[GM's Guide]]<br />
<br />
*[[Player's Guide Errata|Player's Guide]] - currently a list of issues that have been raised in relation to the Player's Guide. New Player's Guide should be available December 2005<br />
<br />
*[[Castellan Borderers]] - Offical Warrior & arms training for guild members.<br />
<br />
*Proposed Campaign changes<br />
**[[Factions]] - A proposed structure for documenting how characters have influenced people and groups on Alusia. This is a work in progress please contribute your thoughts and ideas to the process.<br />
**[[Reaction Tables]] - a proposed method to suggest possible reactions of NPCs to PCs. Not meant for important situations, where the NPC reactions should be pre-determined. The Tables may also guide PCs as to how to improve the likely reactions to their endeavours.<br />
<br />
<br />
[[Category:Rules]]</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Talk:Rules&diff=100458Talk:Rules2024-03-08T23:38:41Z<p>Stephen: /* Skill & Issues */</p>
<hr />
<div>===GM Guide's Erratta===<br />
I assume the errata is to the bound, issued versions. Has the pdf been fixed?<br />
--[[User:ErrolC|ErrolC]] 09:09, 17 Dec 2005 (NZDT)<br />
<br />
===Masterworks===<br />
I've added a link to Masterworks to the Main Page (Game World) as it seems to fit better there. I don't see a good reason to have it here - comments please?<br />
<br />
--[[User:ErrolC|ErrolC]] 16:55, 21 Dec 2005 (NZDT)<br />
<br />
===Skill & Issues===<br />
Do we a have and up to date list of which skills are officially in playtest? - IanA<br />
<br />
No, we're not that consistently organised. :-) Such lists have existed and been accurate from time to time but not currently as far as I'm aware.<br />
It would be a useful thing, I've started a section for it on the Rules page.<br />
- [[User:Stephen|Stephen]] ([[User talk:Stephen|talk]]) 23:38, 8 March 2024 (UTC)</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Guild_Meeting_March_2024&diff=100457Guild Meeting March 20242024-03-08T23:20:28Z<p>Stephen: Discord Meeting Link</p>
<hr />
<div><div class="TOC">__TOC__</div>[[Category: Guild Meeting]]<br />
= DQ Guild Meeting 10th March 2024 =<br />
On Discord [https://discord.gg/CsfNX5BP Channel Link]<br />
<br />
== 12:30 GMs Meeting ==<br />
<br />
=== Adventures Going Out ===<br />
Current GMs may book themselves on adventures at this time.<br />
<br />
=== Rules Issues ===<br />
* Proposed Bardic 2.2.06 available for playtest. [https://drive.google.com/file/d/1NnLUiJaTx2-1SsEhKLish9qq13Cp-cUR/view?usp=drive_link Bardic 2.2.06 PDF]<br />
* Proposed changes to Namer True Speaking Ritual available for playtest [[Talk:Namer College#True Speaking (R-7) v2]]<br />
<br />
=== Campaign Issues ===<br />
<br />
=== Campaign Report ===<br />
What's going on and what's coming up from the campaign committee (that we need to know).<br />
And what other people could help with or contribute to.<br />
<br />
=== General Business ===<br />
<br />
== 1:00 Guild Meeting ==<br />
Online on Discord, [https://discord.gg/CsfNX5BP Meeting Link].<br />
<br />
=== Club AGM ===<br />
?? Voting members present.<br />
# Receiving any minutes of the previous Society's Meeting(s)<br />
# The Chair's report on the business of the Society<br />
# The Treasurer's report on the finances of the Society, and the [https://drive.google.com/file/d/1jLS5lDw1eUJoEm9LiwQNXVJAipvoZBMs/view?usp=sharing Annual Financial Statements]<br />
## Fees set at $15 for individuals, $25 for households <br />
## Vote to accept the 2024 Club Financial Report '''Yes ?? No 0 Abstain 0''' <br />
# Election of Committee Members (if any changes)<br />
## Chair - Nominees: <br />
### Stephen M <br />
## Treasurer - Nominees: <br />
### Errol C <br />
## Secretary - Nominees: <br />
### Keith S <br />
## Editor - Volunteers: <br />
### Jacqui S<br />
## Campaign Coordinator - Volunteers: <br />
### Chris C.<br />
# Motions to be considered - none.<br />
# General business - None<br />
AGM Closed 1:?? pm<br />
<br />
=== Adventure Summaries ===<br />
* [[Menglana revenge]] - High - Mon - Jono<br />
* [[Black Watch: Let it Burn]] - Low - Mon - [[User:Stephen|Stephen]]<br />
* [[Imagined Problems]] - Low-Med - Wed - Sam<br />
* [[It Came From The Depths]] - Medium - Tues - Keith - Online<br />
* [[Gnome Way Home]] - Low - var - Martin (Carried from last season)<br />
<br />
=== Adventure Announcements and Sign-up ===<br />
* [[Grymeron Out of Shape]] - Medium - Mon - Dean - St Johns '''Full'''<br />
* Adventure - Level - Night - GM - Location/Notes<br />
<br />
=== Awards ===<br />
* Smartest <br />
** <br />
** No Vote <br />
<br />
* Bravest<br />
** <br />
** No Vote <br />
<br />
* Stupidest<br />
** <br />
** No Vote <br />
<br />
* Best Death<br />
** <br />
** No Vote <br />
<br />
* Best Kill<br />
** <br />
** No Vote <br />
<br />
* Star of Alusia - No nominations<br />
** <br />
** No Vote<br />
<br />
* Jammiest B'stard<br />
** <br />
** No Vote <br />
<br />
=== General Business ===</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Grymeron_Out_of_Shape&diff=100451Grymeron Out of Shape2024-03-07T20:59:16Z<p>Stephen: /* Buffs and Abilities */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Dean]][[Category:Scribe Notes]]<br />
== Summary ==<br />
'''Adventure''': Out of Shape on Grymeron<br><br />
'''GM''': [[User:Dean_Ellis|Dean]]<br><br />
'''Season''': [[Autumn]] 824 wk<br><br />
'''Night''': Monday in St Johns<br><br />
'''Level''': [[Experience#Quest_Level | Medium]]<br><br />
; Party<br />
# [[Gnash]] - Orc(m) Necromancer played by [[User:ChrisC|Chris Caulfield]] <br />
# [[Haedric]] - Dwarven(m) Ice Mage played by [[User:stephen|Stephen]] <br />
# [[Zardoz]] - Halflynge (m) Celestial (Sh) - Martin<br />
# [[Cassandra]] - Human(f) Celestial (Dark) played by [[User:Michelle|Michelle]]<br />
# [[Aloysious]] Human Air mage / [[Solas]] - Elven(m) Celestial (Solar) played by [[User:NickM|Nick]]<br />
# [[D'Artagnan|Dart]] - Halfling Bard - [[User:Alex|Alex]]<br />
# [[Lady Arcadia]] - Elven(f) Celestial (Star) Fighter and La Luna the Celestial Wolf played by [[User:Kita|Kita]]<br />
# [[Boom Boom]] Orc(m) Fire Mage played by [[User:IanA|Ian]]<br />
<br />
; Employer<br />
: ...<br />
; Mission<br />
: Finding pieces of <br />
; Pay<br />
: ...<br />
<br />
==Scribe Notes==<br />
<br />
<br />
<br />
== Buffs & 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 />
=== Buffs and Abilities ===<br />
{| class="buffs" |&nbsp;<br />
|+ '''Long Term (assumed always on)'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Duration<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Form (Ca/Za)<br />
|class="rk" | 10<br />
|class="ef" | +22% Def<br />
|class="du" | 5&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Coruscade (So/LA)<br />
|class="rk" | 12<br />
|class="ef" | +26% Def<br />
|class="du" | 6&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Resist Cold (Ha)<br />
|class="rk" | 14<br />
|class="ef" | +4 Temp Gauge, -5 Cold Dmg.<br />
|class="du" | 8 hrs<br />
| <!-- BB --> Y<br />
| <!-- Ca --> Y<br />
| <!-- Da --> Y<br />
| <!-- Gn --> Y<br />
| <!-- Ha --> -<br />
| <!-- LA --> Y<br />
| <!-- So --> Y<br />
| <!-- Za --> Y<br />
|-<br />
|class="mg" | Weapon of Cold (Ha)<br />
|class="rk" | 15<br />
|class="ef" | +16 BC%, +6 Dam<br />
|class="du" | 20 min **<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 4<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Witchsight (?)<br />
|class="rk" | 6<br />
|class="ef" | See Invis<br />
|class="du" | 3&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> -<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
<br />
{| class="buffs" |<br />
|+ '''Short Term/Situational'''<br />
|-<br />
!class="mg" | Magic (caster)<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Shadow Wings (Ca/Za)<br />
|class="rk" | 14<br />
|class="ef" | 44 mph<br />
|class="du" | 7&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Wings of Light (So/LA)<br />
|class="rk" | 8<br />
|class="ef" | 38 mph<br />
|class="du" | 4&#189; hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Weapon of Light (So)<br />
|class="rk" | 10<br />
|class="ef" | +11 BC%, +5 Dam vs Dark Aspected<br />
|class="du" | 15 min<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Traversal (Ha)<br />
|class="rk" | 12<br />
|class="ef" | 4 targets, +5 tmr over level ice/snow.<br />
|class="du" | 4h 20m<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Inspirational Song (Da)<br />
|class="rk" | 6<br />
|class="ef" | 3 targets, -2 dice modifier.<br />
|class="du" | 90 secs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Self Only Buffs'''<br />
|-<br />
!class="mg" | Magic<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Mind Cloak (rank)<br />
|class="rk" | <br />
|class="ef" | <br />
|class="du" | 1+2*rk hrs<br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Ice Armour (Ha)<br />
|class="rk" | 15<br />
|class="ef" | 26% 4 AP 1 SG 16 Fire<br />
|class="du" | 9 hrs<br />
| <!-- BB --> -<br />
| <!-- Ca --> -<br />
| <!-- Da --> -<br />
| <!-- Gn --> -<br />
| <!-- Ha --> Y<br />
| <!-- LA --> -<br />
| <!-- So --> -<br />
| <!-- Za --> -<br />
|}<br />
<br />
{| class="buffs" |<br />
|+ '''Senses and other stuff'''<br />
|-<br />
!class="mg" | Capability<br />
!class="rk" | Rk<br />
!class="ef" | Effects<br />
!class="du" | Dur<br />
!Title="Boom Boom" | BB<br />
!Title="Cassanda" | Ca<br />
!Title="Dart" | Da<br />
!Title="Gnash" | Gn<br />
!Title="Haedric" | Ha<br />
!Title="Lady Arcadia" | LA<br />
!Title="Solas" | So<br />
!Title="Zardoz" | Za<br />
|-<br />
|class="mg" | Sense Danger (%)<br />
|class="rk" | <br />
|class="ef" | Mind Talent (or equivalent)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> <br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Detect Ambush (%)<br />
|class="rk" | <br />
|class="ef" | Ranger (-5/rank of opposition)<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 89%<br />
| <!-- LA --> <br />
| <!-- So --> <br />
| <!-- Za --> <br />
|-<br />
|class="mg" | See Invis (Rk)<br />
|class="rk" | <br />
|class="ef" | Effective rank for seeing invisible<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> 6<br />
| <!-- Gn --> <br />
| <!-- Ha --> 12<br />
| <!-- LA --> <br />
| <!-- So --> 6<br />
| <!-- Za --> <br />
|-<br />
|class="mg" | Stealth (%)<br />
|class="rk" | <br />
|class="ef" | Std / Ranger Outdoors<br />
|class="du" | <br />
| <!-- BB --> <br />
| <!-- Ca --> <br />
| <!-- Da --> <br />
| <!-- Gn --> <br />
| <!-- Ha --> 49 / 70%<br />
| <!-- LA --> <br />
| <!-- So --> 60%<br />
| <!-- Za --> <br />
|}<br />
<nowiki>**</nowiki> Weapon of Cold Peace-Bound until needed.<br />
; Mil Sci Raise Morale<br />
: +1 WP<br />
; Brewing<br />
: Golden Ale nightcap - +1 FT per hour of sleep<br />
: Stoneybrew, Dur 1 Hr - +7 WP<br />
: Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.<br />
: Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.<br />
<br />
=== Watch Order ===<br />
<css><br />
table.watches th, table.watches td { text-align: center; }<br />
table.watches th { min-width: 3em; }<br />
</css><br />
{| class="watches" |<br />
|-<br />
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
! Night 1<br />
| colspan="3" | ?<br />
| colspan="3" | Cassandra<br />
| colspan="3" | ?<br />
| colspan="3" | ?<br />
|-<br />
! <br />
| colspan="3" | Haedric<br />
| colspan="3" | Gnash<br />
| colspan="3" | Solas<br />
| colspan="3" | Dart<br />
|}<br />
<br />
=== Marching Order ===<br />
{| width="90%"<br />
!colspan="3" align="center"| Skirmish Formations (Front)<br />
|-<br />
|align="center"| ''Default''<br />
???<br />
Solas Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|align="center"| ''Double File''<br />
Solas Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|align="center"| ''Single File''<br />
???<br />
Solas <br><br />
Cassandra <br><br />
Gnash <br><br />
Haedric <br><br />
|}<br />
== Loot and Expenses ==<br />
<br />
<br />
== Calendar ==<br />
{| width="100%" border=0 class="Season" id="Autumn"<br />
|- <br />
! colspan="15" | Autumn 824 WK: [[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 || <br />
| class="day" | 5 || <br />
| class="day" | 6 || <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class="day" | 7 || <br />
| class="day" | 8 || <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:moon3.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:moon0.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:moon1.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 />
! colspan=15 | Autumn 824 WK: [[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 || <br />
| class="day" | 9 || <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 || <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 824 WK: [[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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=South_Seagate&diff=100450South Seagate2024-03-07T20:32:38Z<p>Stephen: Created page with "<div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div> The few houses on the south bank of the Sweet Water have rapidly developed into a new district of Seagate since the end of the Dark Circle and the Drow invasion of the Western Kingdom. == Governance == Nominally South Seagate is governed by the Lord Mayor who answers to the Duke. Day to day, the Southport Merchants Union (SMU) governs the district. The South Seagate Guard maintain securit..."</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
The few houses on the south bank of the Sweet Water have rapidly developed into a new district of Seagate since the end of the Dark Circle and the Drow invasion of the Western Kingdom.<br />
<br />
== Governance ==<br />
Nominally South Seagate is governed by the Lord Mayor who answers to the Duke.<br />
<br />
Day to day, the Southport Merchants Union (SMU) governs the district.<br />
<br />
The South Seagate Guard maintain security, they are funded by and report to the SMU.<br />
<br />
== Places ==<br />
<br />
=== South Guard HQ ===<br />
A stout and secure fortification positioned at the southern end of the Seagate bridge, it provides shelter and comfort to off-duty guards and those on duty at the bridge.<br />
The hot lunches and drinks brough to the South Guards on duty at the bridge may be a significant factor in recruitment of Seagate Guards, especially those assigned to cold wet duty on the other side of the road at the south end of the bridge.<br />
<br />
=== South Shore ===<br />
Rapidly growing to the size of Old and new Seagate, this district is full of new houses and a handful of manors mostly housing the Southport workers and supporting industries.<br />
<br />
Clean Inns and Taverns have guards at the doors to turn away those who may lower the tone.<br />
<br />
=== Southport ===<br />
Extensive warehouses, grain silos and bustling docks.<br />
<br />
== People ==<br />
<br />
=== South Seagate Guard ===<br />
Paid and equipped better than the Seagate Guard, many of its members are former Seagate Guards or retired soldiers. <br />
Many also work as private security for one of the merchant houses.<br />
<br />
Guards are generally competent in their weapons and skills and not hesitant in using them.<br />
They have low tolerance for the petty crime, hooligans, and hijinks that their northern colleagues have to deal with. <br />
These are not friendly corner coppers that you ask for directions, they consider this a cushy job leading to a comfortable retirement, don't give them shit and they'll leave you alone.<br />
<br />
=== Condor Ana Trading Company ===<br />
Sponsored by [[Looking Glass Lost#Silver|Queen Gloriana]] of [[Lilac]] and with the endorsement of the Duke, the Condor Ana Trading Company joins the Seagate Merchants Union at the end of 820wk. <br />
<br />
Their discreetly fortified manor has high walls and screening foliage concealing large open grounds adjacent to a new warehouse and private dock.<br />
<br />
The company appears to be primarily based around one ship '''The Condor Ana''' that sails up and down the [[Sweetwater]] and [[Gilder Rithe]].<br />
They trade in high value and often exotic goods.<br />
<br />
== History ==<br />
; Dark Circle<br />
: When the Dark Circle cut off the usual flow of beef and grains from the south-east, some enterprising merchants started new runs into Seagate, bringing much needed goods from the Western Kingdom and further west and not profiteering from the demand. A few purchased sections of the relative cheap and underused south bank of the Sweetwater.<br />
: In the recovery period after the circle fell, the merchants stayed leveraging the gratitude of the Duke to negotiate favourable trade licences. As the influx of aid rapidly accelerated the agrarian production of Carzala, they funded new docks and warehouses on the south bank to cope with the overflow.<br />
; Drow Invasion<br />
: The death and destruction of the Drow Invasion crippled some of the best farming lands of the Western Kingdom. Merchant houses traditionally only in the Western Kingdom evacuated some of their operations to the perceived safety of the Seagate Port. They, the original Southbank merchants, and some new entrepreneurs formed the Seagate Merchants Union. <br />
: The warehouses and docks grew quickly, clearly with no qualms over employing mages and Elementals to aid the construction.<br />
; Spring 820 wk <br />
: The Condor Ana Trading Company joins the Seagate Merchants Union. A new manor is constructed virtually overnight.<br />
; Summer 824 wk<br />
: Several buildings and silos are lost to fire during the Solstice assault by Aim's Imps. Guards are accused of being complacent and unprepared for magical assault, requiring the aid of passing guild members to destroy the Imps and douse the flames.<br />
: Subsequent levies of the merchants union raise funds to equip the guards with silvered blades and bolts.<br />
: Allegations of union members involvement in slavery are taken seriously, investigations are ongoing. Calls for additional oversight by the Seagate Dockmaster's and Excise offices are being considered.</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Seagate&diff=100449Seagate2024-03-07T20:32:14Z<p>Stephen: /* Places */ South Seagate</p>
<hr />
<div><div >__NOTOC__</div><br />
<!--[[Image:Seagate_City_Map_813_WK_-_3_-_Small.jpg|thumb|left|250px]]--><br />
<br />
<div id="Seagate City" style="float: left; width: auto; text-align: center; margin: 2px 22px 2px -14px;"><br />
[[Image:Seagate_City_Map_813_WK_-_3_-_Small.jpg|thumb|right|250px|link=http://www.dq-nz.org/files/DQMaps/Seagate/openlayers.html|Seagate City 818WK: Click to zoom]]<br />
</div><br />
[[Category:Carzala]] [[Category:City]]<br />
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style="margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;"<br />
|colspan=2|[[Image:Seagate.gif|center|Arms of Seagate]]<br />
|-<br />
|+<big><big>'''Seagate'''</big></big> <br />
|-<br />
| '''Status'''<br />
| Feudal Town<br />
|-<br />
| '''Government'''<br />
| Duchy of [[Carzala]]<br />
|-<br />
| '''Location'''<br />
| North-west [[Carzala]] at the mouth of the [[Sweetwater]]<br />
|-<br />
| '''Population'''<br />
| 25,230 (as at?)<br />
|-<br />
| '''Taxes'''<br> <br />
&ndash; Property Tax (Residential):<br> <br />
&ndash; Property Tax (Guild):<br> <br />
&ndash; Hawking Licence Rate:<br><br />
&ndash; Bonding rate (per month):<br><br />
&ndash; Piloting Fee:<br> <br />
&ndash; Wharfage Fee:<br> <br />
&ndash; Vessel Registry:<br><br />
| <br><br><br />
5% per annum<br><br><br />
3% per annum<br><br />
9% of goods' value/month<br> <br />
1% of goods' value/month<br><br />
40sp (in or out)<br> <br />
2sp per foot per day<br> <br />
25sp per foot per year <br> <br />
|-<br />
| '''Languages'''<br><br />
&ndash;[[Common]]<br><br />
&ndash;[[Folksprach]]<br><br />
&ndash;Others<br><br />
<br><br />
&ndash;Literacy<br />
|<br><br />
99%<br><br />
80%<br><br />
40%<br><br />
<br> <br />
5% <br> <br />
|-<br />
| '''Exports'''<br> <br />
| <br />
|-<br />
| '''Imports'''<br> <br />
|<br />
|-<br />
|}<br />
<div >__NOTOC__</div><br />
Parts of the district of Seagate City; [[Seagate]], [[Old Seagate]], [[New Seagate]], [[Castle Chilton]].<br><br />
<br />
Seagate is a trading town positioned at the mouth of the [[Sweetwater]] River where it empties into [[Confederation Bay]].<br />
<br />
The principal settlement of [[Carzala]]. Seagate has for a long time enjoyed being the main trading port and access point to the [[Sea of Grass]] and other areas to the east which are land-locked. On any given day ships from many nations and ports can be found moored in harbour. Of note a large amount of trade happens to the south with ships from [[Novadom]] and The [[Five Sisters]] and [[Tycho City]]. <br/><br />
<br />
Seagate is now said to be more widely used and favoured than that of [[Sanctuary]] in [[Ranke]] - ''in the opinion of some but not all, as some appreciate the homely feel of sanctuary as a place to get away from the world and live life''. <br/><br />
<br />
=Places=<br />
Parts of the district of Seagate City;<br />
* [[Old Seagate]]<br />
* [[New Seagate]]<br />
* [[Castle Chilton]]<br />
* [[South Seagate]] aka Southbank, South Shore, & Southport<br />
<br />
==Places of Interest==<br />
; [[Castle Chilton]]<br />
; [[Seagate Guild|Seagate Guild of Adventurers]]<br />
; [[Alchemists Guild of Seagate]]<br />
<br />
=People=<br />
* <b>51</b> Tyrone El Shaldim, the harbour-master of Seagate. Tyrone is a rotund, middle aged human who runs a tight harbour and adheres to the regulations of the realm<br />
== Rulers of the Realm ==<br />
The current Duke of Carzala is [[Duke Leto]], Baron Bolton's grandson. <br />
<br />
==Others of Note==<br />
<div class="PageStatus">As of Winter 807WK</div><br />
<div class="GuideBook"><br />
===[[New Seagate]]: People, Families, Household's & Factions of importance.===<br />
Influence: These people, families, households and/or factions have a lot of power in [[New Seagate]] and beyond into [[Carzala]]. They are not only large in numbers of members, but they also spend huge amounts of money maintaining a high standard of living and influence. '''Of the moneys listed, 90% is on standard of living which is spent in small amounts throughout the year. The remaining ~10% is disposable coin. By spending large amounts on being seen and staying relevant, they maintain and extend their authority.'''<br><br />
<br />
The leaders of these groups are all well known, especially to the merchant community. They often have extensive credit lines and between them they spend millions of pennies in New Seagate annually. This expense is felt well beyond the walls of New Seagate. <br><br />
<br />
Most of the important members (supporting their leaders) of these groups are recognisable to courtly locals. They are often wooed by smaller groups trying to gain some foothold of influence. All of these groups understand the importance of maintaining their authority and relevance in the Duke's Court. To this end, they employ the skills of courtiers and spies, keeping tabs on not only their own activities, but the activities of other groups. Local groups seek to gain access to the Duke's ear to shape outcomes in their favour. Foreign groups such as ambassadors are often seeking access to the Seagate Adventurers' Guild. <br><br />
</div><br />
<br />
==Groups==<br />
<div class="PageStatus">As of Winter 807WK</div><br />
=====<font color="red">Lord Mayor Crispin Abercrombie of New Seagate</font>=====<br />
<div class="GuideBook">[[Image:Crispin Abercrombie.JPG|100px|left]]<b>52</b> <font color="red">Lord Mayor Crispin Abercrombie of New Seagate</font> is head of a large household of 120 members including family members, supporters and servants. The noble family of Abercrombie hails from South Gate. He often has the support of New Seagate merchant guilds. Crispin is aware of the expenditure of the 'larger' groups within New Seagate, and is it is in his interests to maintain their presence (spending money) in New Seagate. He works hard in his position and has done a good job for the Duke and the New Seagate Merchants' Guild. <br><br />
<br />
New Seagate takes in ~1,400,000sp per year in rates, levies, taxes and guild dues. The Office of Mayor spends ~800,000sp on New Seagate annually. Lord Mayor Abercrombie is on a wage of 35,000sp per year. The remainder returns to the [[Leto DeWinter|Duke]]. Leading the guilds of New Seagate is a group of master tradesmen from a range of guilds. They have a strong influence with [[Leto DeWinter|Duke Leto]] over the appointment of the Mayor of New Seagate.<br><br />
<br><br />
<br />
=====<font color="red">Lord George Monck</font>=====<br />
[[Image:Monck.jpg|100px|right]]<b>53</b> <font color="red">Lord George Monck</font> is the leader of the wealthy [[Monck family]]. The family once owned and held the title of Baron of [[Monck's Corner]] of [[Carzala]] (10 miles west of Old Seagate). He lost the family lands in a gambling game to Baron Rainer of Novadom and the two are now mortal enemies. Duke [[Leto DeWinter]] was very unhappy with this. Lord George's extended family now lives in New Seagate, occupying all eighteen rooms of the Golden Arms (an upper class hotel). It is widely known that his family is very wealthy. The Moncks have recovered most of their investments from the Seagate Merchants' Guild (of which the Duke is aware), and are planning to put their vast wealth to work at reclaiming their family lands. Some say they have over a million silver, mostly in the form of Seagate Merchants Guild promissory notes. They currently spend ~400,000sp per annum in New Seagate.<br />
<br />
=====<font color="red">Bishop of Seagate, Jocelyn</font>=====<br />
[[Image:Urielite_in_Carzala_1.jpg|100px|left]]<b>54</b> <font color="red">Bishop of Seagate, Jocelyn</font> is the leader of the <font color="red">Urielite</font> in Carzala and Seagate. Her twin sister is also in the church. She is a supporter of maintaining the independence of the 'Sects that make up the Unified Church'. She has refocused the New Seagate Church to spend ~180,000sp per annum on the poor within New Seagate walls. The Bishop is an advisor to the Duke and is asked to comment on all church matters involving any of the sects. She is actively supporting the new construction of two main chapter houses; one in Brastor and the other in Novadom City. She is a known public supporter of the needs of Brastor Holdings.<br />
<br />
=====<font color="red">Lord Duncan Montombre</font> =====<br />
[[Image:Count_of_Erin_1.jpg|100px|right]]<b>55</b> <font color="red">Lord Duncan Montombre</font> is the young brother of the Count of Erin of the Duchy of Brandenburg. He is the ambassador in Seagate for the [[Brandenburg|Duchy of Brandenburg]], and is a slight human male in his late thirties. He is said to be a licentious womaniser and courtier of some skill. He is known also to be a middling ability E&E mage. Lord Duncan often has half a dozen of his courtier friends staying in town, some of whom are rich in their own right. Between them they spend ~300,000sp in New Seagate. Often this is cleaning up after their social misconducts or problems, and paying hush money.<br />
<br />
=====[[Con Sartra#Victorya Con Sartra|Lady Victorya Con Sartra]]=====<br />
[[Image:Kingdom_of_Eltrandor_1.jpg|100px|left]]<b>56</b> [[Con Sartra#Victorya Con Sartra|Lady Victorya Con Sartra]], the Ambassador to Carzala is based in Seagate She has held the post since Spring 804 when the new embassy in Seagate was completed. She is a member of the royal family of the Kingdom of Eltrandor. She is polite and wealthy and always well dressed. She attends most of the functions held in Seagate. She often hosts around a dozen guests from Eltrandor. Lady Victorya is accompanied by her ladies in waiting - Larlith Heldane, Selena Lachlan and Anya Davish. These four women are all fabulously beautiful and have made quite a splash on the Carzalan social scene along with their friends and relatives who have been visiting Carzala and neighbouring realms since the embassy opened.<br />
<br />
The senior courtier at the embassy is the Consul General, Sir Ulur Consardral who runs the embassy along with Consel Glynfindor Lyndel and Vice Consul Charles Brindar. A number of staff are 'retired' members of 'The Black Halberds', a company of the Heavy Foot Rgt from the 10th Kiltary Legion that served in Carzala during the Dark Circle War (799-805).<br />
<br />
Both the Kingdom and the ambassador are well liked within Seagate and at the Dukes court, not only because of the [[Seagate Spending|~550,000 sp]] they spend in Seagate per annum, but also for the extensive man-power and help they provided against in the Dark Circle in 799WK to 805WK. The Eltrandor nobles have actively worked (in a friendly way) to maintain access to the Duke's Court and the Seagate Adventurers' Guild. It is know that they keep a watchful eye on the activities of Destiny. <br />
<br />
<br />
=====<font color="red">Don Paulo De Marona</font>=====<br />
[[Image:Republic of Destiny 1.jpg|100px|right]]<b>57</b> <font color="red">[[Don Paulo De Marona]]</font> was appointed the most recent ambassador for the [[Destiny|Republic of Destiny]] in 803WK. His predecessor was no longer welcome in the Duke's Court once ships of Destiny blockaded Seagate. Over the last three years, Don De Marona has successfully organised and invested in six merchant vessels between Tycho City, the Five Sisters, Seagate, and on to Caulder City, and then Destiny. All of the ventures have returned vast wealth, making him popular among the Seagate Merchants Guild. The total Destiny contingent is around forty people. They spend ~500,000sp in New Seagate yearly.<br />
<br />
=====<font color="red">General Harold de Honare</font>=====<br />
<b>59</b> <font color="red">General Harold de Honare</font> is the uncle of the current Baron Silverstream of the [[Ranke|Duchy of Ranke]]. He is a good friend of the Duchess and is often seen as the unofficial ambassador for Ranke. The General is a superb military commander and courtier. He has made himself a very wealthy man through cunning investments and has a canny ability to make the most of any situation. Currently he is semi-retired seeking the good life in Carzala. His marriage to the very young and talented Lady Julia Monck (niece of Lord George Monck) raised a few eyebrows at court. Some say the Monck family are extending their influence. Since his marriage the general has made a name for himself building his new wife a fine home, spending ~220,000sp in 806WK. <br />
<br />
<br />
=====Ambassador for the <font color="red">Western Kingdom is Richard Lowlands</font>=====<br />
[[Image:Western_Kingdom-1.jpg|100px|left]]<b>60</b> Ambassador for the <font color="red">Western Kingdom is Richard Lowlands</font>. He is a hansom human male, in his late thirties. He is a professional ambassador and negotiator, who served in Alfheim before coming to Seagate. Not of noble blood he is a skilled courtier who speaks a dozen languages and known to be a Namer. He is all business, and honourable, representing his master, King Ulric Schwarzrotgold of the Western Kingdom very well. His large well appointed house in New Seagate is home to ~60 servants, ~20 skilled guards, ~20 courtiers. He spends ~400,000sp per year.<br />
<br />
<br />
=====<font color="red"> Cardinal Winton of Novalar</font>=====<br />
[[Image:Cardinal Winton of Novalar-1.jpg|100px|right]]<b>61</b><font color="red"> Cardinal Winton of Novalar</font>. A Garbrialite member of the Unified Church, who is also a skilled Wiccan, the Cardinal is new to Carzala. It is common knowledge his servants have been looking for a building or estate which can house 50 people and servants. He and his twenty servants, guards and advisors are currently staying at the main temple of the Church in New Seagate. The Cardinal is known to be good friends with the Arch-Bishop of Mordeaux. It is rumoured that the Cardinal is interested in the activities of Destiny's and Alfheim in Seagate. It is rumoured that Duke Leto DeWinter is holding 600,000sp worth of Gold Ingots for the Cardinal within Castle Chilton.<br />
<br />
<br />
----<br />
<br />
=====<font color="red"> The Seagate Merchants Guild</font>=====<br />
[[Image:The_Seagate_Merchants_Guild_1.jpg|100px|left]][[Image:Carak-1.jpg|100px|right]]<br />
<b>62</b><font color="red"> The Seagate Merchants Guild</font> has a fleet of over 120 Caravels & Carracks sailing under the Carzalan flag most of which are at sea. Around a dozen ships weekly dock in Seagate with cargo often board for other ports. The fleet size is only second to the merchant fleet of Destiny. The Seagate Merchants Guild is mostly made up of vessels from other nations, flying the Seagate flag. This is often to avoid high duties and the occasional 'assignment to support navy vessels' when their home states are at war. Seagate is also known as a port which has people investing in risky voyages and cargos and new speculative trade routes, in the hope of becoming rich, sometimes leading to credit lines and people owing money, until their ship comes in.<br />
<br />
====<font color="red"> Captain Marko Lilly-foot (of Novadom) </font>====<br />
<b>63</b><font color="red"> Captain Marko Lilly-foot (of Novadom) </font>is leader of the Seagate Merchants Guild. He is retired from sea life and now lives in New Seagate. He works full time with over a dozen other master traders on the fortunes of the Guild (and their investors). Shares in ships bound for new markets and foreign ventures are common but not cheap and often risky. <br />
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The Seagate Merchants Guild spends ~120,000sp in New Seagate on its accommodation buildings and member's per annum. The captains (and their investors) spend huge amounts on their vessels, crews, repairs and cargos, in over a dozen ports in the Duchies and Baronies' and some future afield. The Seagate Merchants Guild has recently raised capital from its members to construct a new set of building including some warehouses and repair work to the docks of Novadom City. The Guild has some influence about which candidate is put forward to the Duke, as the potential Mayor of New Seagate.<br />
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<br />
===Governance===<br />
The Duke has several hundred retainers who handle the taxes, trade and justice within the town and the Duchy. The bulk of these men and women work in a large building at the bottom of High Street.<br />
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=== The 'Seagate Irregulars' ===<br />
This is a group of street kids who are modelled after the [[Tainsfield | Tainsfield Irregulars]]. They are based in the docks area of [[New Seagate]]. Information can be obtained from them about goings ons in both parts of Seagate, usually for a price. Set up and used by [[Phaeton]] in order to discretely keep abreast of events.<br />
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== The Seagate Watch ==<br />
Historically the town guard was split into three companies, which in normal times would split between on duty in towns, on-duty at Castle Chilton and in reserve at the barracks.<br />
After the war vs the Dark Circle and the increase in urban population a need for peacekeepers within the city vs traditional soldiers was identified and the old Town Guard was given new uniforms in Black & Gold and renamed the Seagate Watch. There was aslo some re-organisation and retraining.<br />
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Watchmen are mostly veteran soldiers with a good knowlege of Seagate, its people and businesses. They rarely use magic but for major disturbances they may use invested items to assist them (mostly enhancements to watchemn rather than attack spells). <br />
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In both Old and New Seagate the Watch is has its own walled and fortified base, which serves as barracks, jail, training grounds etc. <br/><br />
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Update 824WK: At some point in the last decade the Watch HQ in New Seagate was expanded and all Seagate Watches stationed there. The Old Seagate Watch House was converted into the Ducal mint.<br />
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'''The trading port area (detailed on the map at the top of this page) has a watch presence?'''<br />
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===The Companies===<br />
Each company is divided into three watches run by a Sergeant, which are then split into patrols commanded by a Corporal. A Senior Sergeant act as an adjutant to the company Captain.<br />
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==== Dragon Company ====<br />
The company is commanded by Sir Edward Abernathy, but Senior Sergeant Tarski handles the daily issues for the three watches.<br />
; Blue Watch :<br />
; Green Watch :<br />
; Red Watch :<br />
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==== Griffin Company ==== <br />
The company is commanded by Sir Gordon Chisholm, but Senior Sergeant Boyce handles the daily issues.<br />
; Sea Watch : <br />
; Land Watch :<br />
; Air Watch :<br />
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==== Phoenix Company ====<br />
The company is commanded by Sir Donald Jameson, who is very keen on 'community policing'. Senior Sergeant Albrecht handles the daily issues.<br />
; Gold Watch: Sergeant Oats; Guardsman Gotry Shadrock <i>Dwarf, very stern trainer</i><br />
; Silver Watch: Sergeant Bill Johnson; Guardsman Lofty Lyons <i>friendly human</i><br />
; Copper Watch: Mostly take the night shift. <br />
; Black Watch : There is not a Black Watch and there never has been! <br />
: In difficult and unusual situations a watch of specialists may be formed to deal with the situation. Guild members are rumoured to have been part of the Black Watch. [[Black Watch Chronicles]]<br />
Note: Harry Kale had an early career as a thief but now seems to be a 'useful lad' for Senior Sergeant Albrecht. Not really a Watchman, and might actually be an influential criminal.<br />
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==Crime and Punishment==<br />
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===Mundane Crime===<br />
With very little in the way of casual violent crime in Seagate, merely drunken disturbances and domestic disputes. Theft is the main criminal activity and there is an active organisation amongst the thieves and beggars. This has led to even major crimes being modest and generally low enough not to incur the wrath of the Duke. Any petty theft is punished by a brand on the back of the hand - more serious crime generally involves removal of the hand or life of the criminal. <br />
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===Magical Crimes===<br />
The use of Magic in Seagate is frowned upon and there is an outright ban on offensive magic in the town and environs. Any breach is taken very seriously indeed and the guard carry cold iron manacles for the purposes of restraining mages. Punishments for crimes involving magic are generally punishable by prison (cold iron cells), confiscation of property and effects or, for more serious crimes, exile or death. The punishments often vary dependant on the Mage and the Guild is often consulted in these cases.<br />
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=Magic=<br />
While the Guild avoids providing magical items and investeds to the citizenry there is always someone willing to trade things and so the levels of magic are higher in Seagate than most other towns. This is reflected in the abilities of the Guardsmen who need to be able to cope with Magic when things get out of hand. A 25% Tax exists for all Mages practicing in Seagate - however this is waived for Guild members - as such there are very few Mages in Seagate that are not Guild members. <br />
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=Resources=<br />
Trade is an important part of Seagate and, outside of the Guild, the largest source of income for the Duke. With land trade through the Sea of Grass from the Lunar Empire as well as sea trade from the Five Sisters and Arabie, Seagate is a major hub of Trade for the region. It is said that you can buy just about anything in Seagate and anything you can't buy is illegal and available in Sanctuary.<br />
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=History=<br />
Carzala had been primarily wilderness with a few small fortified settlements up until about 1900AP (700WK) when Chilton [[Dewinter]], younger brother of Count Alexis of County Erisberg arrived at the settlement now known as Old Seagate with his family and retainers and started construction of Castle Chilton. <br />
Six years later the Barony of Carzala was officially recognised by Bowcourt and Aquila when Baron Chilton of Carzala and his wife attended the mid-summer festival in Bowcourt. <br />
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Baron Chilton was succeeded by his son Regar in 727WK when he was killed in the Sweet Riding by raiding Barbarians. <br />
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Baron Regar was reported to hate the Barbarians with a passion, he commissioned the construction of Regar's Keep as a southern outpost for his Barony and spent most of his life in the field driving the Barbarian raiders out of the Sweet Riding. <br />
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Baron Regar died without issue of wounds received in battle in 739WK. He was succeeded by his nephew Bolton. <br />
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Like his father, Baron Bolton was not a man of war but he demonstrated a shrewd ability in diplomacy and strategy. In the summer of 740WK, Baron Bolton negotiated a peace with the barbarians and Carzala has been a peaceful realm up until the encroachment of the Dark Circle. <br />
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In 751WK Brastor was founded originally as a trading location for miners working the local hills, and grew as foresters, farmers and other settlers headed for the riches of unclaimed territory. <br />
Baron Bolton died in his bed in 771WK attended by his three surviving children and his grandson Leto.<br />
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== Events==<br />
=== Culture===<br />
====Religion====<br />
Citizens of Seagate predominantly follow the Church of Light and there are a number of places of worship in the town. However there is still a number of other places of worship in the town, most of them in Old Seagate, that are dedicated to other deities. While the Church of Light would like to see these buildings razed, the Duke has indicated his displeasure at such enthusiasm and so the churches survive and tithe well to the Duke. This however is the cause of significant friction between the Church and the Duke and is the cause of poor relations with Mordeaux. <br />
====High Holidays====<br />
The seasonal nature of the Guild's business also affects the town and at the High holidays there are huge markets with people having travelled from hundreds of miles away. Most merchants will plan routes such that they will be in Seagate on the high holidays. These markets are complimented by parades by the Guards and Local Guilds and Churches. With the arrival of Guild members prior to the Guild meeting ale sellers and temporary drinking establishments will spring up in warehouses and on street corners, and while the Duke's taxes are high on these temporary retailers, the profits can be excellent during these holidays. <br />
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===Scribe Notes involving the town===<br />
* [[Blood on Broad Street]], Autumn 818wk</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Lalange_Bluegrass&diff=100447Lalange Bluegrass2024-03-06T21:03:25Z<p>Stephen: Text replacement - "û" to "û"</p>
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<div>[[Category:Mist over Bluegrass]]< -- back to [[Mist over Bluegrass]]<br />
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'''Le jour 1'''<br />
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Valentin cherche le pub pour les aventuriers probables. Nous formons un parti. Pendant que dans le pub un représentant d'association introduit Sally à nous et elle nous demande de la prendre à l'Espoir de Gugnir. Nous rassemblons ce que fournit nous pouvons. L'association prend 10 potions guérissant. 8 normal, 2 potions spéciales. Les potions spéciales ont 20% hasard de donner vous les courses et 80% hasard de guérir vous complètement. Ghede, nous découvrons, a une chèvre kleptomane. Il vole des choses constamment. Nous décidons de partir l'association pour Seagate. Comme nous partons nous découvrons la route est bloquée et il y a des trolls sur le pont. La chèvre pille certains de membres de la garde royale de downed pendant que nous évaluons la scène. Nous décidons de traiter les trolls. Le valentin charge sur son cheval, son feu de Jaunisse verrouille et nous frappons les trolls comme nous pouvons. Nous avons tué deux trolls de bébé. Le cheval du valentin est mal blessé. La chèvre a une sortie éducative et pille tous genres de choses. Une des choses il amène Ghede est des pansements qui guérissent 3 endurance. Nous avons sauté dans la rivière et voyagée en bas la rivière pour essayer de trouver la Mère ou tous trolls. La jaunisse allume un feu pour se tenir dans aider son moulage de charme. Ghede offre de lancer le vent siffle pour éventer les flammes, nous contemplons brièvement le spectacle d'un rapidement feu d'herbe d'étalage autour de Seagate. Le valentin n'hache pas de mot et dit le parti sur aucuns termes incertains pas pour l'essayer. Ghede essaie appelant une créature enchantée pour essayer de trouver le troll. Six trolls relèvent et nous la jambe il soutient dans l'eau. Nous finissons par de retour où nous avons commencé au pont. Sur la route encore nous sommes invités de retour à la tour de garde. Ghede découvre les insignes d'usure de gardes juste comme la 6 sa chèvre l'ont donné et les manteaux comme le l'un sa chèvre l'a donné. Ghede glisse le manteau sous la table. Le garde partage son alcool très puissant avec nous et nous donne 500sp récompense pour vaincre les trolls. La chèvre obtient très mécontemment joueur comme il est nourri trop de whisky. Le capitaine du garde de pont nous dit que le nom du Shérif est Mc Avide et il est sur le prend. Il est un mauvais genre sournois qui travaille pour le Baron. Le Baron il dit que nous sommes un prince de marchand très riche, un baron de bétail qui court une bande de mauvais hommes. Le Shérif est dans son salaire. Ils les gens de quart ils n'aiment pas. Nous avions arrière en déplacement. En route par Vieux Seagate que nous sommes arrêtés par les vendeurs de rue et les caissiers de fortune. Ghede est dit, par le caissier de fortune, où le bon butin est dans le sac du butin de sa chèvre. Daizy est dit ‹ Où l'herbe est verte et tourne le bleu, creuser sous la troisième souche, ce sera dans la brume ›. Nous achetons de diverses choses. Le valentin acquiert un châtelain qui est garçon qui est monté et a offert ses services. Nous rencontrons un apothicaire. Il nous vend : Un cataplasme de suppositoire pour le cheval et donne suite à des cataplasmes, quelques amulettes de fléau de la goule qui arrête vous devenant une goule, 19 cataplasme de ralentir de zombi pour revêtir sur les armes. Nous continuons sur par vieux Seagate. Nous décidons d'arrêter pour la nuit à la Porte de Cuivre en face de La Roue de la Saison par La maison close de Fouet de Cuir. Nous rencontrons Kelistray qui est la soeur de Ghede ‹ l'ami spécial ›. Elle est engagée sous contrat Au Fouet de Cuir et est forcée à travailler dans la maison close jusqu'à ce qu'elle a remboursé ses amendes. Ghede décide de l'engager pour la nuit et la feuille avec elle rapidement dans la matinée. Pendant ce temps la Jaunisse a joué des dominos et gagne subitement. Beaucoup d'argent change de main sur le jeu. Les endroits de Lothar les dessins rituels sur le dessous de la table. Il renverse sa boisson sur eux les éliminer. La jaunisse a gagné quelque argent. Les autres qui pariaient de l'argent gagné. Les gens qui essaient équiper le jeu a l'air d'être des voyous Du Fouet de Cuir. Les voyous de Fouet de Cuir promettent d'être de retour à 2 suis, comme quelqu'un dit qu'ils payeront les dettes de femmes dans plein. [edit]<br />
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'''Le jour 2''' <br />
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2am vient environ. Nous prenons le combat hors du pub. L'opposition a une petite Terre Primordiale qui sort du contrôle. Lothar le charme et l'èie d'amitié avec, pour qu'il arrêtera les choses de meurtre. Nous gagnons cependant, 2 gens obtiennent le rond nous et va à l'intérieur pendant le combat, et le gardien d'auberge est la blessure. La chèvre rapporte 16 sacs de butin à Ghede. Y compris un rouleau de cérémonie de 22 poignards. La chèvre a renversé un atelier de pion, un vole le repaire, et un smith noirs et a détruit une tanière souterraine. Nous avions en déplacement et arrêtons rapidement pour un repos à autour de 4am dans le verger du village de Goodblood. La terre primordiale nous suit et Lothar le nourrit les choses à le garder heureux. Nous dormons un peu parce que nous avons été en haut toute nuit. La Terre Primordiale mange 2 poulets. Le verger de village de Goodblood dans la fleur pleine. Le village a les poupées de wicca et paille pour protéger les maisons pour le feu et les mauvais esprits partout. Ils font des choses de paniers et canne dans le village. Une fille joint nous qui a été maudit. Les villageois font nous accueillir et nous nourrit. Le châtelain du valentin arrange des provisions, les ânes et le camping adaptent pour nous. Le chef nous demande d'aider le village, ils ont une poitrine qu'ils ne peuvent pas ouvrir. Nous cassons l'ouvre et découvre l'est rempli avec la canne à sucre - la chose comme une drogue sucrée, qui est mauvaise pour vous. Nous décidons de le brûler, sans le toucher. Nous rencontrons le village la femme sage qui nous dit elle soupçonne la chèvre de Ghede est la peau changée. Daizy lance un Wicca le charme opposé spécial. La chèvre tourne dans une créature de zombi sombre et nous le combattons. Il tourne dans le feu de fumée et Jaunisse l'a verrouillé. La femme sage (une sorcière) nous dit : Les villageois ont un problème avec un sanglier gigantesque qui vole dans le village, renifle à minuit et part environ encore. Il a des sabots ardents donc la protection de feu. Nous devrions tout est à l'intérieur à minuit. Le grand homme de wicca de buning. Lothar décide de partir des sous argents sur place où le sanglier atterrit pour que la Terre Primordiale le rencontre. Nous tout va à l'intérieur. <br />
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'''Le jour 3'''<br />
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La Terre primordiale mange le feu et les parties des restes du plus grand zombi. Alors il se dirige vers les sous de petit morceau. Nous entendons un grand chahut dehors du grenier de l'étable que nous sommes dans. Quand les sons arrêtent nous sortons. Le sanglier, que nous découvrons est vraiment un hippopotame, est mort. La Terre primordiale mal est très blessée, et il détourne lentement boiter vers le sous-sol d'un grand a bouché trois bâtiment d'histoire. Nous décidons que ceci est le temps pour tuer le primordial. Nous attaquons et tuons le primordial. Le valentin obtient un des souliers d'hippopotame autour de son casque pendant le combat. Nous nous baignons dans le brûler chaud riche en mana, la terre de charbon est partie par-dessus des restes de la terre sombre primordiale.</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=The_Gyldwasser_Depths&diff=100446The Gyldwasser Depths2024-03-06T21:03:24Z<p>Stephen: Text replacement - "û" to "û"</p>
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<div>[[Category:Scribe Notes]] [[Category: Gyldwasser Mountains]] [[Category: Aladar]]<br />
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Return to [[Scribe_Notes#Spring 812 WK| Scribe notes]]<br> __NOTOC__<br />
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'''Adventure''': The Gyldwasser Depths <br/><br />
'''GM''': Chris C<br/><br />
'''Season''': Spring 812WK<br/><br />
'''Night''': Tuesday - '''Starting 18th September'''<br/><br />
'''Level''': Low to Med<br/><br />
'''Location''': Royal Oak/Onehunga<br/><br />
'''Start Night''': 18th September<br />
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====Party====<br />
# [[Tari]] - Michelle Ellis - Elven Druid. ''Party Leader''<br />
# [[Teeanna]] - Hannah - Fae Sorceress. ''Princess''. (role negotiable)<br />
# [[Everan]] - [[User:Dean Ellis|Dean]] - Human '[[Necromancer|Scholar]]'. ''Military Strategist'', Info ''Scribe''.<br />
# [[Ibrihim]] - [[User:Andreww|Andrew]] - Human Desert Mage. Narrative ''Scribe''.<br />
# [[Roderigo|Roderigo the Unbecoming]] - [[User:Michaelm|Michael McFadden]] - Halfling E & E. ''Vice Leader''<br />
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=====Resigned=====<br />
* [[Sir Wojer]] - [[User:IanW|Ian Wood]] - Elven Air Warrior. ''The Front Line''. Leaves the Flag of Battle as additional loot for party, declines any ep, loot or money for the adventure.<br />
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====Mission====<br />
;Employer: Viscount Vladimir Mangelsdorff of [[Baltheim]], [[Aladar]].<br />
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;Primary Task(s): <br />
# A large number of humanoids have been noted in the [[Gyldwasser Mountains]] in Aladar and a party is sought to deal with this problem, to ensure the Heliotrope mine is reopened promptly, with the majority of revenue going to the Barony of [[Salicton]]. <br />
# Escort 300 tons of grain via ship from Seagate to Port [[Gerbestadt]] in Aladar, then on wagons to [[Baltheim City|Baltheim]] by way of [[Tartan Pass]]. <br />
# Guard and evaluate a band of 40 Brandenburg mercenaries (titled [[Geralds Guards]] and who are led by Captain Gerald) travelling with said caravan (they are being paid to guard the wagons, but also not to be bandits, and to move on). <br />
# They seem to want to add to the list: more jobs, fixed pay...<br />
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;Pay: 20,000sp each.<br />
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;Background: Local Western Kingdom forces are needed elsewhere to deal with the Drow invasion, civil insurrection, emergency assistance, infrastructure rebuilding, border incursions and several instances of large scale bandit activity. The primary distraction is that the [[Ffenargh]] is besieged by thousands of Drow Mages on an iceberg, and Western Kingdom troops are trying to relieve the siege.<br />
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==Diary==<br />
=== 1st of Thaw 812: Seagate Guild ===<br />
We meet up - well, all the mortals and Tari; the others are on Elf-time. We discuss the mission and background with Lord Connor. Roderigo taps his underworld contacts to find out about Orc thugs being hired. Tari investigates the various machinations/invasions of the Drow and Elves - mainly to see how much her Dad is responsible for. Working on Roderigo's leads, Ibrihim identifies the Mages through his Air/Fire contacts. Everan researches information on the area, its history, and the artefacts lost there a hundred years ago. We see Laura, a Guild Astrologer, who gives us a depressing reading.<br />
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=== 2nd of Thaw: Seagate, Confederation Bay ===<br />
Teanna and Sir Wojer decide to show up elvishly late, just in time to purchase some more wine and board the ship. Our vessel is ''The Pride of Dumar'', a Carrack out of [[Zumular]] loaded with 300 tons of grain, corn and beans sourced from the plentiful lands of Carzala and Brastor. We leave on the mid afternoon tide in a [[2nd Thaw 812 Convoy to WK from Seagate|convoy]] of ten vessels. <br/><br />
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A series of ominous cloud banks form, and swing across our course north, but they are summarily sent out to various corners of the deep ocean by Wojer and Ibrihim working in tandem flying around with their weather/storm calling magic. The res of the early evening is then peaceful until a malodorous and malignant miasma, stinking of sulphur and brimstone, rises around midnight; this is [[The Great Fog of Despair Spring 812|The Great Fog of Despair]].<br />
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=== 3rd of Thaw: Confederation Bay ===<br />
Shortly after dawn, with the pea soup thickening to 100 yards visibility and still not a breath of wind, Wojer uses a sequence of Mage Winds to power the entire fleet. The existential Despair hangs heavily on crew and adventurers alike, and some people spiral down into the dark places within them. <br/><br />
Our spirits are diverted, if not lifted, by reports of a burning and listing vessel, the ''Freetaun Flyer'' bound for Skeeveton. All the convoy's ships heave-to, while attempts are made to repair the near-scuttled ship and her surviving passengers and crew. <br />
Everan does most of the repair work, descending deep into the flooded bowels of the ship to run his hands over the stoved-in strakes and give them new strength. Meanwhile, Teanna and Wojer do a cabin-search and shuttle out 7 children from deep under-deck, while the ship was still badly holed. Ibrihim puts out the slow-buring fire by scouring it with sand, while Tari stabilises and heals the wounded, and Roderigo protects our legal claims to salvage from the other crews who board as the ship becomes seaworthy. <br />
<br />
One of the survivors tells of the events that he can remember: the ''Flyer'' was rammed several times by two small caravels that just appeared out of the fog. The pirates threw some Greek fire and methane grenadoes, and then drew back to pepper the watch with arrows. One of the caravels continued suppressing fire while the other closed and boarded. Once the ship was secured, a larger vessel came out of the fog and off-loaded the bulk of the 90 tonnes of corn, plus some barrels of wine, using several derricks. The then pirates set fire to the superstructure with more Greek fire, and disappeared into the fog just before we appeared. [It is probable they used pitchblende rather than Greek fire, being 50 times cheaper and readily available on any ship, but why argue with a dying man?] <br />
The wounded were left to die by blood-loss, fire, drowning, or shark-bite [which is considerably crueller and less convenient than simply slitting their throats and tossing them overboard before spending a couple of hours off-loading corn - cults? policy? amusement?]. <br/><br />
<br />
Five of the ships decide to leave the convoy and head to shore at the news of pirates; we wish them luck in the becalming fog, without Wojer's hot air to power them. The remaining ships all provide some bailing crew, for the newly-watertight vessel rides even lower in the water than when its holds where overflowing with corn. We sell our share of the hull to a consortium of ship captains for 20,000sp, but keep the rights to dispose of the remaining water-damaged cargo.<br />
<br />
Just as the convoy starts to make way northwards once more, screams are heard from the ''Grobbety Flyer''; it appears their crew member [[#People|Nessa Ancalimë]] is sick, and they ask the elves to save her (or at least take the unlucky witch off their hands). There is much confusion, yelling, and waving of swords before <br />
* Drow turns up, <br />
* Roderigo cursed/owned, <br />
* windstorm - most of fleet de-masted (oops)<br />
* Naptha attack disembodies Drow ''insert name here''.<br />
<br />
Finally, Tari takes Nessa downstairs and converts a cabin into an extra-dimensional space to cut off the on-going blood magic, and the screaming. Throughout the evening and next morning we attempt a number of investigations into the odd affair; despite the healers' best efforts, Roderigo makes the most progress.<br />
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=== 4th of Thaw: Confederation Bay, Gerbestadt ===<br />
Everan builds a coffin to house Nessa; Tari will make it extra-dimensional space so Nessa is protected while we take her somewhere safe [?where? when?].<br />
Shortly after dawn, we break free of the enervating effluvium that has shrouded us for 36 hours. The remains of our convoy splits up, with the other ships heading to towns just up or down the coast. We reach [[Gerbestadt]] around noon, tired and on edge, but pleased to reach dry land once again.<br />
Our dear leader and the helpful human fly off to Seagate with Nessa - she should be safe in the Guild Vaults.<br />
Meeting up with the rest of the escourt we head north, 20 wagons pulled by 120 large horses and another 60 for us.<br />
<br />
=== 4th of Thaw: Gerbestadt to the Guild, Ibrihim and Tari===<br />
Expecting to be reasonably safe flying over the top of the mist in a straight line towards Seagate, Tari and Ibrihim set off carrying the coffin. They are soon assailed from out of the mists by multiple migures on dark wings. With what lead they have they eke out as many miles as possible towards the land to the east, but are eventually caught and must fight. A desperate battle ensues with a timely Windstorm causing enough disruption to the enemy for Tari and Ibrihim to break clear. They are pursued again, and are just about to be brought to bay again, when succour arrives from below in the form of holy priests form the local church. The enemies retreat, an offer of escort is taken up, and they eventually find their way to the Guild, bruised but safe. There they hand over the coffin into the care of the guild, retrieve the magic chain of Tari, and rest up in preparation for their journey back to the party<br />
<br />
=== 5th of Thaw: North of Gerbestadt ===<br />
We head north to a gap through the hills. It is guarded at each end of the 15 mile pass by a large fortress ([[Gyges Fortress]])with walls spanning the mile which seperates the hills here. The central gates and towers are fully complete, however parts of the rest of the structure still requires work. The walls themselves are complete, and achieve their function fully, but additional items such as towers and other defensive structures are still being built. Sir Wojer is heard to muse ''The incomplete defences have been made by human hand - I thought we taught them earth magics?''<br />
We travel on through this first bastion with a view to camping near its twin fortress at the northern end of the pass. About noon we faintly hear bells ringing from the direction of the coast so the "Heroic" elf flies to Gerbestadt and sure enough a Drow invasion fleet is 30 miles away. Attacking Gerbestadt is 5 black tririemes, attacking Skeeveton is 9 tririemes and further east is a mountain sized ship, far larger even than the epic Star of Naggaroth. We estimate each ship to contain of the order of 500 troops, and shudder to think what the large ship contains. Taking military dispatches Sir Wojer flies to other human settlements on the coast and the army commander, then back to fort and the rest of the party. He earns a copper farthing for his troubles. At 3 pm the new air mage known as Sir Wojer sent a Whispering Winds message to Count [[Blitzkrieg]] "Thaw05 3pm Wotcha STOP 5 drow trimarines approaching Gerbestadt 500 troops each STOP 9 approaching Skeeveton STOP An Island approaches Montrethurn STOP Swarms of flying things STOP locals seem unimpressed STOP Sir Wojer sends"<br><br />
Our beloved leader and Ibrihim return that afternoon and whipped the party, or at least that was Sir Wojers take on events. <br><br />
We continue on and spend the night at the Fortress at the northern end of the pass. Prior to our travels finishing, a Crystal of Vision is used to see how Gerbestadt has fared in the attack. It is found that they have beaten off there attackers, though at a cost to both men and defences.<br />
<br />
=== 6th Thaw: Northern Fortress, Baltheim City and Bandit Site ===<br />
The earth shakes violently at 3 am. Some damage to the walls and surrounding buildings, some loss of life and injuries from falling debris. The "heroic" air mage is at it again, sending two messages to Count Blitzkreig 5 minutes apart: "Thaw06 3am Greetings Earthquakes STOP Fortress #3 damaged STOP Land in upheaval STOP Crystal shows Gerbistolt holds STOP two drow ships sinking in bay STOP More at dawn Sir Wojer sends"<br><br />
We eventually get back to sleep with a view to pushing on to Baltheim first thing in the morning <br><br />
Sketchy details below, to be elaborated on further when time permits <br><br />
Travel to Baltheim, meet up with local noble ranger. He takes possession of half the wagons, and asks us to continue on with the other half. We give our positive report on the mercenaries, and he assigns them to continue the escort duties with us. A lot of information is gained from the ranger and some scouts who were looking at the Orc troop movements in the Mtns, detailed in the Information section. It is a lot to absorb, but gives us a primary goal, alongside the continuing journey of the wagons, of finding the two companies of troops that have recently headed north and not been heard from.<br><br />
After a short lunch break, we head on our way. We leave the initial wagon journeying in the capable hands of the mercenaries as well as another contingent of troops (the 5th Baltheim Company of 300men), and fly north to scout the gap for signs troops/battles/bad guys/etc. <br/><br />
We find a single troop of some 400 men, which ends up being the combined troops, minus losses from the battle fought recently nearby. They have taken out a 400 strong bandit force that was making its way back to its hideout in the nearby forest, after sacking a northern village plus an Inn and other buildings at the foot of the pass. We also find a bandit survivor of the recent battle, and take him in for questioning. Turns out an Ogre shaman named Carnassus, along with some orc flunkies of hers, had fought for and taken over leadership of the already existing bandit group. They then tricked them into thinking certain villages and places were evil, mainly through use of illusions, hence the destruction we had found. <br/><br />
Carnassus is not only is an agent of [[Malthus]], but part of a larger plot to undermine the Western Kingdom. She reports to an orc (name unknown) who has been paid to cause as much mayhem as possible, including but not limited to, blocking access to sources of funds such as the mines, intercepting food trains, destroying infrastructure, diverting and killing troops, etc. The Ogre is one of at least 15 doing similar duties both in and external to Aladar, so it is by no means a small operation. Their access into at least this area is through Haven portals, though it is unclear if they are their backers, or whether the Drow thread links to this or is just a "happy" coincidence.<br />
Lady Teeanna is given the task of carrying [[The Chalices of Evil 812WK]]. <br />
<br/><br />
Flew back to the wagons and got there just before dusk. The wagons and their attendant<br />
<br />
=== 7th Thaw: Wagons, Bandit Base Camp and Gardillon ===<br />
The night passed peacefully at the wagons, and we resolved to fly ahead and deal with the various survivors of the bandit army's actions, as the wagons would make only 12-15 miles progress today. The first task was to deal with the fwe remnants of camp followers and the wounded that might be left behind at the bandits' old camp. We found the location of the camp, but it was heavily wooded, so we approached on foot. Having penetrated past their sentries, we decided that the camp was far too big for a surprise approach, so the two humans announced themselves, with the sneaky races on overwatch. To our surprise, the camp contained close to 500 souls, being almost 200 women, twenty-odd wounded men, and near-on 300 children under the age of thirteen. There was relatively little mourning for their loss, as most of the women were glad to see the back of their trouble-making men. We suggested that they could be reintegrated into the county, but that they should stop any illicit food-gathering activities, and take the position that all such things had been done by the men, now dead. We had tentatively planned for a relocation to a nearby village, but the sheer number of refugees meant that we had to ask them to wait for a few days while we sent the Viscount's men to find places they could be resettled. Brastor was also raised as an option for a fresh start.<br />
<br />
By noon we were ready to go on, and flew to the village of Gardillon that had been attacked by the ogre-led bandits. A prophetic dream of Roderigo's caused him to pause by the ruins of the Boar's Head, the local Tavern. He heard cries inside, and after some work and the help of an earth elemental, we cleared the rubble away and released 2 teachers and 20 very hungry children. A large lunch was made, and the first part of the afternoon passed leisurely, with the children recovering from their two days of terror and confinement. <br />
<br />
By mid-afternoon, having fed and calmed the children, and made plans for their relocation, we decided to explore the rest of the village. The only notable feature was the ruins of the Church to St Alaric. In amongst the rubble lay the impaled remains of Father Narissa, an elven priest who had protected the village for some hundreds of years. Further searching of the church grounds revealed a substantial entrance to the church basement. Some of the party stayed on the surface to protect the children and guard the entrance; not that the air mages were claustrophobic in the slightest. The rest of us explored beneath the fallen church, first examining the village crypt containing urns full of ashes, then a village strongroom (already looted) beneath that. A series of twisty stairs descended over a hundred feet to a recently looted 'storeroom' that appeared to have housed the Chalices of evil. The container for the Chalices was a font made of bound earth, lined in lead, and still containing the Holy Water that the Chalices had been immersed in. This made us somewhat wary of the corrupting effects of the Chalices. <br />
Roderigo located a concealed doorway off the stairwell, leading to a yet deeper tomb belonging to [[Sir Reynolf de Uperdyk]] in which his full armour and equipment lay inside a coffin with an aura of magical protection and retribution around it. There was some poking of the protection, and then Everan asked Sir Reynolf a few pointed questions. In short, he died in 690, as the last of a band of Alaric knights on a holy mission taking the Chalices from a vampiric lord to a safe haven. <br />
<br />
Everan began to construct a reliquary to carry the chalices. the plan was to create a wooden case, lined with beeswax (being easier to mould than lead), fill it with the Holy Water from the font, and then fly back tot eh wagons to store the chalices before they corrupted anyone. The request to those upstairs for fresh beeswax candles resulted in a short silence, and then the loss of the mind speech. The spelunkers sped upstairs with all possible haste, assuming an attack from dark forces unknown. It was worse than we feared. <br />
<br />
The attack from dark forces known resulted in a frank exchange of views by the party. The magics included Amnesia, Telekinetic Rage, Mass Teleportation, Necrosis, Agony, an attempt at an interdimensional portal, the summoning of Medusae, Djinn, and Elementals, and finally Enchanted Sleep. Thanks to good luck and the occasional Trollskin, the only casualties were a passing cat and trust. The victorious segment of the party (Tari, Everan, and Roderigo) flew to the town of [[Baltheim]] with Tari carrying the sleeping Teanna. Once she was safely ensconced with the local namer, they flew back to Gardillon with further mages from Gardillon to remove the amnesia from Wojer and the petrification from Ibrihim. The conversation around the dinner table at Baltheim that night was very subdued. Roderigo in particular seemed not to have forgiven Teanna or Everan.<br />
<br />
=== 8th Thaw: [[Baltheim]], nowhere special, and Kalind ===<br />
Breakfast was another tense meal. With the chalices securely in the reliquary, we flew to the place that Sir Reynolf had been heading. The entrance was well-hidden, and we only made it in because we knew where we were going, had the appropriate reason to be there, and had the secret codes. <br/><br />
By noon we had ensured that the chalices would be secure, and returned by flight to the wagons. In the late afternoon, as the wagons rolled up the road towards [[Kalind]], Roderigo saw Flashes of Light from a small copse a couple of miles ahead. Fearing another bandit/ogre attack, we flew off to investigate. This time the sneaky folk approached through the trees while the humans circled above. The saw six or seven humans falling back from a combined human/orc front line protecting two Drow spell casters. The party prepared their magic and charged in to assist, only to be met with a wave of Blackfire. <br/><br />
<br />
''The rest of the fight is yet to be resolved.''<br />
<br />
<br />
<br />
Tomorrow morning we should head to the foot of Ned's trail where we have agreed to meet the 400 men that defeated the bandits.<br />
<br />
=== 9th Thaw: Kalind, Wagons and Ned's Trail ===<br />
<br />
<br />
<br />
=== 10th Thaw: Wagons and Ned's Trail ===<br />
<br />
<br />
<br />
=== 11th Thaw: xxx ===<br />
<br />
<br />
<br />
=== 12th Thaw: xxx ===<br />
<br />
<br />
<br />
=== 13th Thaw: xxx ===<br />
<br />
<br />
=== Future Plans ===<br />
;Now: We find Captain Gerald's Brandenburg mercenaries, and then watch the grain transferred to wagons. We march north-east to Baltheim with the wagons and troops at 10-15 miles/day, then to Salicton with some of the wagons (and troops?). [Do we take Nessa to the Guild immediately? - one day flight there-and-back, with Strength of Stone on Strength; two flyers for safety and load-swapping].<br />
;7th Thaw: We may lose Teanna for a day, but should only travel 10 miles anyway, so she can catch up easily.<br />
;Later: Once at Salicton, we scout out the orcs and their dark leaders around Helyotrop Mine.<br />
;Finally: We kill everything that moves, and loot. We consider returning to Ormond and hunting down the pirates.<br />
<br />
==Information==<br />
<br />
<br />
===''On Orc Migration Patterns''===<br />
Whatever Orcs used to live in the Gyldwasser Mountains have been pushed out by the continued rise of humans in the area. They have been forced west to Cauldersfield and the Pagan Mountains, or North into various areas of the Dragonspine Mountains.<br><br />
Conclusion: Their presence in organised numbers in the Gyldwasser Mountains is abnormal and must have drivers behind it <br><br />
Follow up questions: Why are they there and whom is leading them? <br><br />
Answer: Will be revealed when the party knows more and explores the local area of the Gyldwasser Mountains<br />
<br />
===''Regarding Religious Pilgrims and Holy Artefacts''===<br />
The pilgrim in question is one Father Jheronimus von Aken. The artifacts in question are the Quill of Power (steeped in [[Scriptomancy]], power words and sunlight) and the Talisman of the Spheres (linked to control of spheres).<br />
A Urielite priest from Aken, he just happened to be passing by the Helyotrop mine on his way to [[The Monastery of the Divine Edelweiss]], at the time of their issues with some sort of dark power. He chose to be brave, or stupid, enough to enter the mines and take on the darkness. He did not return, neither did the artifacts he carried, but it would seem his efforts were not in vain. The darkness was vanquished, but replaced by some sort of sphere of annihilation which was the representation of a long term curse that still kept people from entering the mine.<br />
100 years on the, the curse had run its course, or been ended by means unknown, and the sphere was gone <br><br />
Conclusion: The sphere of annihilation links nicely to the Talisman, and the power words and sunlight of the Quill in combination obviously was enough to vanquish the foe, but leaves questions unanswered <br><br />
<br />
Follow up questions: The priest looked to have been successful, so why did he, and his artifacts, never return? <br><br />
<br />
What was the nature of the dark foe? <br><br />
<br />
Answer: Will be revealed when the party knows more and explores the mine area<br />
<br />
===''About Dwarven Mining in the Gyldwasser Mountains''===<br />
TBC<br />
<br />
====The Great Confederation Bay Fog of Despair====<br />
Almost the entirety of Confederation Bay, an area of at least 200 miles across, is covered with a magically summoned Effluvium of Despair. The subtle smell of sulphur and brimstone indicates a possibly demonic origin. In this fog, no wind blows, and the swell rises and falls listlessly. With visibility reduced to a hundred yards or less, and neither wind, sun, nor stars to serve as a guide, there is little hope for the mundane sailor to row or drift clear of the fogbank once it rises. All who breathe the vapours must fight the magic or become overwhelmed with Despair and Lassitude, prizing their own life and noble purposes no higher than that of a speck of sea-tossed foam. The only blessing this provides is the indifference to the raging hunger and thirst that eventually must seize all men who are indefinitely becalmed out of sight of land or salvation. Once caught in this miasma, there is no way out; it is best to slit the throats of your companions while they peacefully sleep to spare them further suffering, then drink yourself into a stupor, and finally slip overboard and be drawn down to a watery grave when you cannot struggle. An alternative plan for those who rightfully fear and loathe water is to set fire to the ship deep within its holds, and have it burn to the waterline, taking all its souls directly to their deserving judgement. Tonight I will attempt this method of escape; any report of its success must be written by others.<br />
<br />
===''From the Dead Raiders''===<br />
Think of themselves as freedom fighters, acting to liberate food for their families and others. Apparently lead by Ernst out of Ormondton.<br />
Supported by multiple mages within the group of ships that attacked. <br><br />
<br />
Conclusions: This is no rag tag peasant group jumping in their longboats to raid for food. The presence of multiple mages, the quality of the ships, the ability to find ships somehow within the mist and the seeming ability to avoid the lassitude and despair of the mist point to high powered backing and planning. Ernst needs a serious talking to to find out who put him up for this <br><br />
Follow up questions: Who are the backers? Are they the same ones that are backing other disruptive strategies in and around the Western Kingdom? <br><br />
<br />
Answer: Further investigation required<br />
<br />
===''The Branding of Roderigo''===<br />
Roderigo has been branded by [[Harliss]], a nasty drow sorceror (are there other types?)<br><br />
It is a [[Scriptomancy]] effect attached to his soul rather than his physical being. It marks him as owned by Harliss, though I think Roderigo would like to contend this position, just not in person.<br />
<br />
===''Scout Reports''===<br />
<br />
What few scouts ventured into the high mountains this winter have all reported seeing groups of humanoids in the high mountains in the area and these were not just small groups but groups of at least 40-60 humanoids with Orc's being the most predominant. Subsequent military scouts sent up saw several such groups and tracks for many others and efforts to track where they were headed were stopped when hidden guard/chokepoints were noticed before being tripped upon. We did lose 8 seasoned trackers who were sent up into the high mountains looking for such signs and we suspect they have fallen afoul of these humanoids or perhaps the bad weather got them but we believe it is the first case as these were all experienced mountain trackers and hunters. <br/><br />
<br />
<br />
'''Written Reports from the 8 scouts that have returned to tell the tale (these are written down by scribes)''' <br/><br />
<br />
They have noticed tracks of many humanoids and animals with cloven hooves. They followed the tracks and several times they narrowly avoided stumbling across traps and hidden guard/chokepoints in the high hills. They were able to get close to a few of these and saw between 6 and 20 humanoids with a number of Orcs as well as Humans, goblins and other types. It appeared that these chokepoints were well suited to survey local terrain and provide a fine all round view. They were hidden and well chosen. The guards were alert and capable with the scouts finding difficulty getting closer than 30ft.<br />
<br />
'''Arneaus Swarte's firsthand story - told in person to the party'''<br/><br />
<br />
I was hunting for signs of these creatures in the high mountains NE of Salicton with my friend Piet Kroonenberg and he was 80 yards ahead of me and we were both being very careful as we had come across fresh tracks heading towards the old village of Aultsvylle (was abandoned in 712WK as some said it was haunted) which was located at the far NE corner of Lake Travis. <br/><br />
<br />
We were about 3 miles east of there and headed westwards when I saw Piet skewered by about half a dozen arrows fired from a hide beside and above the trail. I stopped dead and sunk low and noticed 3 white cloaked figures drop down and make sure Piet was dead and stare intently towards me but I stayed low and clutched my lucky family amulet praying to not be seen and I wasn't. <br/><br />
<br />
After a while I moved very slowly backwards until I was able to make some distance between me and the spot. I returned to an elevated position and saw the spot had been cleaned and smoothed away as if nothing had happened. <br/><br />
<br />
I then observed the spot and moved slowly around it for a few days in the slopes nearby before I got a view of a cave covered by white furs and housing up to 2 dozen sentries that dispersed along the hill during the day and night keeping an eye on the approaches. I noticed that several of the sentries were smaller than normal and were Orcs and there were 2 goblins as well whom I noted went out at night to I think lay traps. <br/><br />
<br />
I watched several other groups pass along the trail and I think that I saw around 300 humanoids - mostly orcs but some humans, elves, ogres and the like.<br/><br />
<br />
I got back to Salicton and reported my findings to the Baron on the 20th of Ice and then took his request for additional aid here to Baltheim and the Viscount, reaching here on the 2nd of Thaw. I was told to await Lord Connor before returning home.<br />
<br />
===People===<br />
;Bad Guys: The Barons of [[Salicton]] and [[Lisbraun]] have recently had reports of a large number of humanoids (''between several hundred to thousands'') in the area of the mines and possibly infested them (they have been closed for some time) which is a cause for concern when there is a need to see them cleared and working once more. <br/><br />
The majority of the humanoids seem to be Orcs but there have been a lot of different types identified by a few scouts. They are generally in war bands or 40-60. Eight human trackers/scouts have failed to return from investigating them over the last six weeks. <br />
<br />
;Lord Connor McGyld: Chief Mountaineer of Salicton. 6'2" red hair/beard, 50+ years old. Appears to run most rangers/troops/outdoor activities in Salicton (according to himself). Our party contact, and actual face-to-face employer.<br />
<br />
;Connor's Aunt Lucy: Mad wailing hag (~80 years old?) who wanders around the mountaintops alone, apart from some sheep, her raven companions, and a dagger. Prone to prophesy, curses, and not getting mugged. She has advised her nephew ''The dark shall pour from the mountains and will kill you all'', which sounds accurate.<br />
<br />
;[[Father Jheronimus von Aken]]: A Urielite priest from [[Aken]] who was headed to the Monastery of the Divine Edelweiss but probably sacrificed himself to power the divine miracle/ritual that involved several holy artefacts to bind the Darkness that had escaped into the Helyotrop Mines on 3 Heat 712 and threatened to break out of the confines of the mines. The Artefacts may have included the Quill of Power (associated with power words, sunlight, [[Scriptomancy]]), and the Talisman of the Spheres, which gives control of spheres of darkness/light/annihilation and other round objects of mass destruction.<br />
<br />
;Gerald's Guards: A group of 40 Brandenburg Mercenaries, led by Capt Gerald. In Gerbestadt at the start of Spring 812WK.<br />
<br />
;[[The Silver Sabres]]: a group of 200 Mercenaries hired by the Viscount of Baltheim in Spring 812wk<br />
<br />
;Nessa Ancalimë: Elvish sailor from the Elvish Isles, recently with the ''Grobbety Flyer''. Struck by a blood curse 3rd Thaw 812WK. Lost around 70 pints of blood (enough for a dozen people) through [[College_of_Exsanguination|exsanguination]] magic, but didn't die. A list of 12 Elvish Houses are tattooed on her arm, with all but `Ancalimë' struck through by the blood magic. Also, an animated Kraken tattoo has appeared on her buttock. Krakens are linked to some of the Drow houses. A number of Drow used the dust of her dried blood to take semi-corporeal form - they could inflict damage and be burnt, but ignored sword blows and magical wind. * speculation: Nessa may be immortal or fated to survive, or similar. She may be the last scion of an Elvish House that is opposed to the Drow.<br />
<br />
;Lord Ranger of Baltheim, Marcus Aranarth: <br />
<br />
;Arneaus Swarte: <br />
<br />
;Carnassus: A female Ogre Illusionist. Died 5th of Thaw 812wk in a battle with [[The Silver Sabres]] and the 3rd Baltheim Company. Interrogated by the party non life specialist on the afternoon of the 6th of Thaw.<br />
<br />
===Maps===<br />
;Baltheim, particularly the Gyldwasser Mountains:<br />
[[Image:Map 2 - SE Coast of Aladar & West of FFenargh.jpg|Baltheim]] The scale for this map is 1 square is 1 mile. <br/><br />
<br />
[[Image:Gyldwasser_Mountains_2.jpg]] On this map is 1 square is 1/2 mile.<br />
<br />
===Places===<br />
All these places are in the Viscounty of [[Baltheim]], although some used to be in [[Zumular]]. Baltheim is ruled by Viscount Vladimir Mangelsdorff who has extensive holdings high in the [[Gyldwasser Mountains]]. He has some valuable mines in the high hills of the Barony of Salicton.<br />
<br />
;Gyldwasser Mountains: Massively tall set of peaks set on a plateau rising out of the plain in northern Baltheim. The plateau is around 7,000' high and forty miles across, with at least 9 peaks rising to 12,000'-14,000' at various points. Most of the plateau is not only above the tree-line, but even above the snowline in Spring, apart from some alpine meadows. <br />
<br />
;[[Plateau of Leung]]<br />
<br />
;Mount Keraptis: 14,000' peak in West Gyldwasser. Famed for its storms.<br />
<br />
;Barony of Lisbraun: A Barony and town in eastern Baltheim, previously western Zumular.<br />
<br />
;Barony of Salicton: The northern-most Barony in Baltheim; it includes most of the Gyldwasser Mountains. Its centre is the town of Salicton where the Baron and his administration are located.<br />
<br />
;Helyotrop Mine: A disused mine in north-east Gyldwasser. Opened around 400WK, and worked by the local humans, it produced gold, true-silver, precious gems, and a wide range of other minerals and ores until 3 Heat 712WK. At that point, the dwarves delved too deep (Kh. ''berrag barzûl'', meaning to get over-excited, go too far in a prank, or unearth a long-buried demon - ''lit''. dig a lot). A Darkness ascended from the Stygian depths, coming out of the very walls of the mine and consuming all before it. Over 400 souls were lost that day. A passing priest, [[Father Jheronimus von Aken]], then descended into the depths alone, armed only with his faith and a small collection of priceless holy artefacts. While neither Jheronimus nor his <s>loot</s> artifacts returned, the entire mine was warded/cursed with a sphere of annihilation, which stopped anyone from passing its boundaries (in either direction) for a hundred years. With the passing of seasons, political changes, and several calendar reforms, the exact date that the warding was lifted (probably 3 Heat 812) was forgotten, and it was only chance encounters eight months later that revealed that the curse had been lifted. Meanwhile, the first geopolitical events of this narrative had occurred, and the humans could not resume their mining operations.<br />
<br />
;Decameron Mine: Dwarven mine in northern Gyldwasser Mountains. Connected to the Boccacio mine via long subterranean tunnels. Closed around 50 years ago in 762wk.<br />
<br />
;Boccacio Mine: Dwarven city and mine in north-western Gyldwasser Mountains. At least 1000 years old. Closed 50 years ago in 762wk after a natural disaster caused by much of a glacier from a neighboring valley instantly thawing and flooding the mine, followed by then snap-freezing again. There were only two known survivors, who are now living with a related clan, the Steadfast dwarves of [[Cauldersfield]]. ~25 miles from Helyotrop.<br />
<br />
;The Hollow Woods: This is a large area of woods in the south and west of the Mandala Plain.<br />
<br />
;Kadarth Passage: This is the main access way for land traffic passing south out of the Gyldwasser Mountains and is between the Gyldwasser Mountains and the Hollow Woods<br />
<br />
;The Thunder Plain: <br />
<br />
;The Mandala Plain: <br />
<br />
;[[Baltheim City]]: <br />
<br />
;[[Gardillon]]: <br />
<br />
;Viktran: This village is at the end of the Kadarth Passage and is another resupply village as well as some small nearby mines and herds. Population 400<br />
<br />
;[[Salicton]]<br />
<br />
;Travis Village:<br />
<br />
;Kalind: This village is at the end of the Mara's Pass and is mainly a resupply village with some local mining activity. Population 330<br />
<br />
;[[Royssak]]<br />
<br />
===Other Info===<br />
;Recruitment Drive: In midwinter some foreigners employed at least 2 dozen Seagate Orcs, as well as 10 Mages (1 Orc, 9 others) for 'liberation operations' with some war bands. Apparently bankrolled by southern Orcs. Pay is 500sp/quarter (sixpence a day, roughly comparable with local troops); Mages paid 5000sp/month; they also get a sign-on bonus. Using college contacts, we trace records and find that 3 Air mages (Thaum, Wiley and Karket - Thaum specialises in Weather), 4 Fire mages, 2 Ices mage, and an Orcish namer have gone missing (presumably hired) that week. Most of these mages are journeymen (around half a dozen special spells, some moderately ranked). We presume this hiring is related to the Gyldwasser occupation. We expect that other places wouldn't have too many Mages for hire (except maybe Sanctuary?), so hope this is a fair portion of their magical troops, and that they are split amongst the various warbands.<br />
<br />
;Astrology Reading: We ask Laura, a Guild Astrologer, "Who is the mastermind behind the hiring of the Mages and Orcs in Seagate over midwinter?" Her vision is of 7 ancient Orcs pierced with bones, and tattooed with magical sigils, standing next to a pit of roiling Darkness. On an elevated plinth to one side are three deeply cowled figures, with long claw-like fingernails, and red glowing eyes; two of them hold fresh pumping hearts, and the third is magically attractive and imposing (ogre-sized). In the background is a river of gems. <gulp> "Clearly a random reading"<br />
<br />
===Events in the Gyldwasser Mountains since 15th of Ice (Winter) 812wk - the Day Lord Connor was despatched to the guild===<br />
<br />
This list of events was related to the party by the Lord Ranger of Baltheim, Marcus Aranarth at 10am on the 6th of Thaw when the party and wagon train arrived in Baltheim to discuss their work and find out local events.<br />
<br />
# 7th of Ice - A large storm settles over the mountains with heavy snowfalls and high winds.<br />
# 8th of Ice - The baron starts more work on the walls around Salicton to the North and East. These are old walls and need some maintenance.<br />
# 15th of Ice - Lord Connor departs Salicton aiming to get to Seagate by the 30th of Ice<br />
# 19th of Ice - The large storm that has been over the mountains for the last 12 days is abating with the winds reducing and snowfalls becoming less heavy. A survivor from Travis Village stumbles into Salicton out of the snow and reports that on the 16th he saw Travis Village assaulted by several hundred humanoids that came out of the nearby hills and killed or captured everyone. He was walking back to the village and was 500yards away so he could see it but he ran away to raise the alarm. <br />
# 20th of Ice - Arneaus Swarte returns to Salicton with latest news of movements in the high country<br />
# 21st of Ice - The Baron of Salicton and most of the Militia depart for Travis Village.<br />
# 23rd of Ice - The Baronial forces arrive at Travis Village to find the village destroyed but few remains of bodies. The 3 that were found showed signs of teeth marks and having been eaten.<br />
# 25th of Ice - The Baron of Salicton sent a pigeon to Baltheim advising the attacks and requesting aid. Pigeons also sent to [[Gardillon]] and [[Viktran]]<br />
# 26th of Ice - The Viscount of Baltheim dispatches 300 regular troops of the 3rd Baltheim Company to Salicton - ETA 3rd of Thaw<br />
# 30th of Ice - Lord Connor arrives in Seagate<br />
# 1st of Thaw - Lord Connor hires the guild party<br />
# 2nd of Thaw - Arneaus Swarte arrives in Baltheim city and reports to the Viscount recent events. Arneaus had to avoid 2 bands of bandits on the way here as well as large areas of snowfalls.<br />
# 3rd of Thaw - Baron of Salicton and half of the Salicton Militia (300men) and some militia from Gardillon (200men) and Viktran (100men) do a sweep of the Plateau of Leung. They encounter a large party of humanoids (400 humanoids) in the open (after they had been warned by their scouts) and kill half of them before withdrawing. The enemy fell back in good order and areas of darkness began rising unexpectedly which allowed the enemy to get to the rough ground and run away. The Baronial troops lost 150 men before withdrawing from the combat.<br />
# 4th of Thaw - The Baronial troops return and the baron of Salicton dispatches another pigeon, again asking for aid saying that the 3rd Baltheim Company has yet to arrive.<br />
<br />
==Party Organisation==<br />
<br />
===Wagon Train Logistics - Rough Notes===<br />
<br />
Oxen can average 12 miles a day (1800s Australia/US), rather than the 15-20 miles of horses or mules. However, oxen are superior to horses and mules, as they are hardier, less temperamental, cope better with poorer weather and terrain, cost less, and eat less food of a poorer quality. The resulting loss in speed is almost always cost-effective.<br />
<br />
Oxen can pull up to half a ton, but for journeys of more than 2 days some lee-way is required. A standard recommendation is 8 oxen (4 pair) for a 3-ton wagon. This configuration can average 12 miles a day (1800s Australia/US). For slopes, passes, or poor quality sections of road, it is common to hitch two ox-trains together, so 1 oxen would pull a wagon. This involves much shuttling back-and-forwards with oxen, and generally progress is at best ¼ speed (there, back, there again, plus messing around).<br />
When travelling single-file, ox trains are spaced at least 20 yards apart on average. <br />
<br />
For every two cargo wagons, a third wagon is recommended for spare parts, sand/grit, food, water, etc when travelling in hostile terrain such as early spring in mountains. Each wagon has an ox-handler, and usually an apprentice or off-sider. Wagon-wrights, blacksmiths, and their equipment are also required. etc., The accompanying merchants will have servants, possibly family, scouts, and so on. This many people also needs a quartermaster, cooks, tinkers, mendicants, healers, musicians, and camp-followers of all kinds, along with any fellow-travellers who join the wagons for protection. In addition, there may be guards, plus the 46 of us.<br />
<br />
1 wagon = 3 tons = 8 oxen = 1.5 handlers, 0.5 cart support staff, 0.5 person support staff, 0.5 camp staff, 0.3 hangers-on = 3.3 people. 1 extra wagon / 2 wagons of grain.<br />
<br />
So, 6 tons = 3 wagons, 10 people, 60 yards.<br />
<br />
300 tons = 150 wagons, 500 people, 3,000 yards = 2 miles long, 1.5 hours long.<br />
<br />
<br />
* Update to reflect 6 ton wagons pulled by 6 draft horses, 20 wagons = 120 horses, + 60 horses for Gerald's men, our party, and spares. Also, what about support staff/equipment? Would expect another 5-8 wagons of support staff as we are going more than a week between towns - or perhaps this is only between big towns ont eh map.<br />
<br />
===Party Roles / Order ===<br />
<br />
===Watches===<br />
Rolling four hour watches as and when required:<br />
<br />
{| border=0 cellspacing=1 |<br />
!width="100px" Align="Left"| Night<br />
!width="125px" Align="Left"| Watch<br />
!width="100px" Align="Left"| Day<br />
|-<br />
|Dusk - 10pm<br />
|Everan &amp; Wojer<br />
|Dawn- 10am<br />
|-<br />
|10pm - 2am<br />
|Ibrihim &amp; Tari<br />
|10am - 2pm<br />
|-<br />
|2am - Dawn<br />
|Roderigo &amp; Teanna<br />
|2pm - Dusk <br />
|}<br />
<br />
===Loot===<br />
;The Carrack ''Freetaun Flyer'': <s>Hastily patched, demasted, jury-rigged, near-crewless, cursed, and fire-scarred. (We saved her; other crews helped out after the chief danger was passed. By the laws of the sea, she's ours, or our and theirs, if she can limp to a port)</s> All rights to the hull sold for '''20,000sp'''.<br />
;Contents of the ''Freetaun Flyer'': Water-damaged remnants of the cargo, to be sold/bartered at Gerbestadt. Valuation: low-ish. Sold for 35,000sp<br />
;Seven Children: Hopefully to be returned to their parents or at least a workhouse, rather than put in supplies. Possibly handed over to the captains as part of the ''Freetaun Flyer'' settlement? - ????<br />
;Nessa: An infinite supply of cursed blood, plus a (possibly immortal) Elvish sailor, must be worth something in the right market. Again, probably to be restored to health and set free. Taken to the Guild on the 4th of Thaw by Tari and Ibrahim.<br />
;<br />
<br />
=== Buffs ===<br />
{| border=1 cellspacing=1 |<br />
!width="150px" Align="Left"| Magic<br />
!width="25px" Align="Left"| Rk<br />
!width="150px" Align="Left"| Effects<br />
!width="60px" Align="Left"| Duration<br />
!width="30px" Align="Left"| Everan<br />
!width="30px" Align="Left"| Ibrihim<br />
!width="30px" Align="Left"| Roderigo<br />
!width="30px" Align="Left"| Tari<br />
!width="30px" Align="Left"| Teanna<br />
!width="30px" Align="Left"| Wojer<br />
|-<br />
|Align="left" |Strength of Stone<br />
|Align="center" | 20<br />
|Align="left"|+20 EN<br />
|Align="center"|21 hrs <br />
|Align="center"| {{Yes-I}}<br />
|Align="center"| {{Yes-I}}<br />
|Align="center"| {{Yes-I}}<br />
|Align="center"| {{Yes-I}} <br />
|Align="center"| {{Yes-I}} <br />
|Align="center"| {{Yes-I}}<br />
|-<br />
|Align="left" |Armour of Earth<br />
|Align="center" | 10<br />
|Align="left"|+22 Def<br />
|Align="center"|5.5 hrs <br />
|Align="center"| <br />
|Align="center"| {{Yes-I}}<br />
|Align="center"|<br />
|Align="center"| {{Yes-I}} <br />
|Align="center"| <br />
|Align="center"|<br />
|-<br />
|Align="left" |Air Flight<br />
|Align="center" | ?<br />
|Align="left"|Flight: wait, not weight<br />
|Align="center"|? hrs <br />
|Align="center"| <br />
|Align="center"| {{No-I}}<br />
|Align="center"| <br />
|Align="center"| <br />
|Align="center"| <br />
|Align="center"| {{Yes-I}}<br />
|-<br />
|Align="left" |Carpet Flight<br />
|Align="center" | 10<br />
|Align="left"|Flight: weight, not wait<br />
|Align="center"|5&#189; hrs <br />
|Align="center"| <br />
|Align="center"| {{Yes-I}}<br />
|Align="center"| <br />
|Align="center"| <br />
|Align="center"| <br />
|Align="center"| {{No-I}}<br />
|-<br />
|Align="left" | Darkvision<br />
|Align="center" | 6<br />
|Align="left"|See in Dark as Cat<br />
|Align="center"|7 hrs<br />
|Align="center"| {{Yes-I}}<br />
|Align="center"| {{Yes-I}}<br />
|Align="center"| {{Yes-I}}<br />
|Align="center"| {{No-I}}<br />
|Align="center"| {{No-I}}<br />
|Align="center"| {{No-I}}<br />
|-<br />
|Align="left" | &nbsp; <br />
|Align="center" | <br />
|Align="left"|<br />
|Align="center"| <br />
|Align="center"| <br />
|Align="center"| <br />
|Align="center"| <br />
|Align="center"| <br />
|Align="center"| <br />
|Align="center"|<br />
|}<br />
<br />
===Other Useful Spells===<br />
* Greater Enchantment Rank 15 = +16, Faerie Luck +3%, as per GE yet stackable<br />
* Lesser Enchantment<br />
* Resist Cold +10C<br />
* Agony (''yeah, right'')<br />
* '''Quickness''' !!! - number of targets?<br />
* Mind Speech - 7 targets<br />
* TK rage (''pretty please'')<br />
<br />
==GM Notes==<br />
<br />
=== Mil Sci stuff ===<br />
<br />
This game will involve some Mil Sci work regarding troop movements, planning, strategy/tactics, mass combat and logistical tasks so Mil Scis looking for master works can apply as long as they aren't outside the level of the game. Depending on which PCs come the focus can be more or less on the Mil Sci aspect of the game but if we do the Mil Sci work then the Mil Sci will be doing work between weeks regarding military operations that can be resolved either on game nights or between weeks - happy to work out a good medium for all concerned.<br />
<br />
=== Scribe stuff ===<br />
<br />
I provide a 30% EXP bonus for good scribe notes to encourage the completion of good scribe notes so whomever wants that bonus should step up and be scribe. Scribe notes should go up weekly (prior to the next session starting) on the wiki (or emailed to the group) so that you don't spend time reviewing what you thought you'd done/discussed last week/previously. Time spent rehashing/going over what has already been done, decided, stated or said is wasted time and doesn't promote role-playing, fun and enjoyment. Also the scribe must contribute a summary to the Seagate Times (either their own or someone in the party that they have beaten enough to provide one) in order to get their EXP.<br />
<br />
=== Fun ===<br />
<br />
This game is supposed to be fun</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=The_Black_Pearl&diff=100445The Black Pearl2024-03-06T21:03:24Z<p>Stephen: Text replacement - "û" to "û"</p>
<hr />
<div>== Summary ==<br />
<div class="TOC">__TOC__</div><br />
'''GM:''' Chris Caulfield <br><br />
'''Session:''' Winter 809 WK <br><br />
'''Night:''' Tuesdays, starting 9 June <br><br />
'''Location:''' Onehunga at Chez Ellis <br><br />
'''Level:''' Low-Med <br><br />
'''Party:'''<br />
# [[Mario]] (6'1" PB 20 PS slim) - Dashing and Charming Human Gentleman (Technically a [[:Category:Mind Mage|Mind Mage]]) played by Dean<br />
# [[Valery]] (5'6" PB 15 PS 16) - Female Human ''Single!'' ([[:Category:Wicca|Wicca]]) played by Hannah<br />
# [[Tari]] (6'4" PB 21 PS 16) - Really Hot Elven Female ([[:Category:Earth Mage|Earth Mage]]) played by Michelle<br />
# [[Vapour]] (6'3" PB Unreal PS 26) - Oiled Hotness (Male Human) ([[:Category:Air Mage|Himbo]]) played by Neil<br />
# Aposta Perdido (6'2" PB 15 PS 24) - Buff Male Human Despido [[:Category:Warrior|Lutador]] (Trans: Bare-Hand Fighter?) played by Stephen<br />
# [[Pretty Flower]] (6'0 PB12 PS worse) - Grumpy Male Elf ([[:Category:Namer|Namer]]) played by William<br />
<br />
'''Employer'''<br><br />
* A Borderlay Vintner: Xavier Beauchamp<br><br />
<br />
'''Pay'''<br><br />
* some bottles of the vintage you recover to a reasonable amount - aka Guild rates<br> <br />
<br />
'''Mission'''<br><br />
[[Chateau Sartoris|The vineyard]] is having difficulty accessing its 799 vintage and since the loss of more workers would cause embarrassment and financial hardship (never mind the gossip) some hardy adventurers are required to discover what's happening in the depths of the [[Borderlay]] Mountains.<br />
<br />
== Scribe Notes ==<br />
=== Chapter 1: Buff Bods and Booze ===<br />
<div style="padding: 0px 5px; border: thin solid #8B0000; background-color: #EEEE99;"><br />
''Delivered by Windwhistle to Xavier Beauchamp in Seagate, Carzala.''<br />
<br />
Cousin, trouble in lower levels, 5 lost, delivery at risk, engage adventurers by fastest ship.<br />
</div><br />
; W'ansday 26th Vintage 809wk<br />
Junior guild security members (with purses enlarged) gather six adventurers from various Seagate locations, five days before the guild meeting to fulfill an urgent commission.<br />
<br />
Valery and Pretty Flower are the first to arrive, Pretty Flower occupying the corner with his personal cloud of in-sociability.<br />
Mario and Vapour arrive next, glancing up from polishing their own images long enough to appreciate Valery.<br />
Tari enters out of breath but still with Elven dignity and sits closest to Pretty Flower.<br />
Last to arrive is Aposta, an old friend of Vapour, who arrives completely naked. Aposta's explanation of his quest for purity in combat is lost on the others who are more concerned with finding somewhere else to look.<br />
A loin cloth is quickly acquired for Aposta and introductions commence more normally.<br />
<br />
Pleasantries completed, the employer is shown in.<br />
Xavier is a distinguished human wine merchant currently about business in Seagate.<br />
His family in Borderlay has had a little trouble in the old cellars where previous vintages are stored. Five workers sent in to sort it out have not returned. <br />
The party are required to promptly and discretely enter the cellar, resolve any issues, and ensure that normal dispatch of ''The Black Pearl'', the family Cognac, can be completed in time and their reputation remain unsullied.<br />
<br />
Xavier has organised fast transport to [[Zumalar]] but it leaves tonight, in half an hour.<br />
<br />
The party scatters to gather equipment and meets back outside the guild where a large odd looking ship is parked. Princess Isil Eth has agreed to give us passage to Zumalar on The [[Princess Blade]] as she has business up that way.<br />
<br />
Once the blade is up to cruising speed, Aposta and Vapour resume their previously interrupted drinking session, Mario tries to educate them about wine, Valery wonders if she joined the wrong ship, Tari talks to the Elven crew who don't understand the humans either.<br />
Several hours pass, Valery's suggestion that we might need cover names is taken up with enthusiasm by some, resulting in new adventuring names:<br />
* Vapour - Buff Man or Buffy for short<br />
* Aposta - Statuesque or Stat or Esky for short<br />
* Mario - Casanova or Casaaaa!<br />
* Valery - Slasher<br />
Tari and Pretty Flower just glare.<br />
<br />
; Th'rsday 27th Vintage 809wk<br />
The day dawns and the ship is high in the storm clouds being gently rocked while avoiding the snow flurries.<br />
Vapour leads morning exercises on the deck, Valery engages in some weapons practice.<br />
<br />
We land in the harbour of Zumalar about 11am. The weather is stormy, misty, overcast and snowing. <br />
Isil Eth has gifted us some tailored ermine winter coats which we all wear as we hit town.<br />
The snow storms make flying impractical so Valery and Tari purchase some horses from '''Motley's Tavern & Stables''', and we ride north.<br />
<br />
Once out of town, Aposta strips off his new coat and wearing just the loin cloth, runs beside the horses for a couple of hours.<br />
Vapour takes off his coat, armour, and shirt and runs too. Riding that morning is accompanied by much shaking of heads.<br />
<br />
We reach the '''Swampy Knoll Inn''' just before dusk after having travelled about 25miles and take 2 rooms. <br />
The innkeep is an Ogre named Harold. Several Dwarves are also there for the night including Artemus of the Superstition Mts who is shouting drinks to anyone who will toast his birthday.<br />
<br />
A lot of beer and Dwarven drinking songs later we retire, standard watches are started.<br />
<br />
; Frysday 28th Vintage 809wk<br />
More riding through the snowstorm, the weather improves slightly, we can occasionally see 500 yards!<br />
Meet a couple of other groups including some guards who are patrolling for bandits and wolves.<br />
Pushing a fairly hard pace, we travel some 40 miles through the storms and make it to the '''Singing Goddess Inn''' just after dark.<br />
<br />
This place is a bit busier, a couple of small mercenary groups, swamp prospectors (a couple of whom are looking for a gem in a ruined church within the swamp - or heard that one had been found), and more Dwarves but none of them are shouting drinks. The Innkeeper here is Angeline DuForay, a female human who deals with customers with her special manners.<br />
<br />
=== Chapter 2: Howling Snow, Warm Inns ===<br />
; Reapsday 29th Vintage 809wk<br />
Another day of snowstorm and high winds<br />
<br />
Coming to a small village we see a man being burned on a bonfire while the locals celebrate. Pretty Flower is pleased the local humans are maintaining the proper rites, the rest of the party object to ritual burnings and lower lances for a charge.<br />
On closing we see that the sacrifice is just an effigy and abort the charge. <br />
The party splits into those who join in the half naked dancing around the bonfire, those who like to watch, and Pretty Flower who tries to explain they are doing it all wrong. <br />
<br />
After lunch we move on, ''enjoying'' the bitter cold and wind until half a dozen miles before '''Vallon''', the town we plan to stop at.<br />
There are a couple of old huts where a bridge crosses a large stream, Aposta tells everyone there are shady types waiting to ambush us there.<br />
Just in case it is not wishful thinking on Aposta's part, most of the party go unseen and sneak forward while Aposta and Valery ride into the ambush.<br />
Trip ropes, ice, and crossbow bolts cause some damage, '''Slasher''' protects the rest of the party by catching crossbow bolts in her torso, two bandits are killed and the other two are taken prisoner.<br />
Tari heals Valery while Vapour and Aposta dig some shallow graves for the corpses.<br />
<br />
The bandits claim to be working alone and appear to be diseased, half-starved, and needing a bath even more than Pretty Flower.<br />
<br />
Marching the prisoners ahead of us we carry on to Vallon, drop the bandits with the gate guards (Mario negotiates a bounty) and settle into an inn, the '''Innocent Swine'''.<br />
Our story is retold several times with embellishments which greatly impresses some of the locals and earns us free drinks. Valery retires early to rest up her remaining injuries, all of the lads get lucky with local girls, Pretty Flower drinks in the corner spooking some of the locals, and Tari chats up some travelling Elves but we're too busy getting laid to notice if she did too.<br />
<br />
; Sunday 30th Vintage 809wk - Beerfest!<br />
Another day in the howling ice and snow. We expect more howling as we pass through the Lupine Woods but are disappointingly lacking targets.<br />
<br />
On the other side we come to a Borderlay border tower, [[Tours de guet de'Gismunde|Tor DeMello]], where the guards ask us the usual questions and let us stay the night at the attached inn, '''Flying Bull'''.<br />
We do our best to help them celebrate Beerfest, several kegs of cheap beer are finished off, Vapour and Aposta get private tours of the tower with the local guards (the female ones).<br />
<br />
=== Chapter 3: Demonics and Dragons ===<br />
; Moonday - Samhain<br />
Breakfast, sparring, bleeding, hang-overs, shopping at the Weaponsmiths', and then finally hitting the road again.<br />
Pretty Flower berates Valery for spilling her blood on the snow on Samhain.<br />
<br />
Early afternoon we hear howling in the distance, as we come out of a gully we realise the howling is closer than we thought.<br />
The wolves seem to be surrounding a small homestead nestled amongst the trees a couple of hundred yards off the road, Tari tells us the wolves are talking about the fresh 'string-meat' they'll be having soon and her falcon confirms that a man is holding them at bay outside his house.<br />
<br />
Preparing weapons and battle plans at the canter, we charge in.<br />
Valery protects the house with magic, Aposta plants a crossbow bolt in the nearest wolf, then he and Vapour lower lances to hit the first wolf. Aposta shatters his lance on the wolf then pulls to a neat stop beyond, Vapour take first kill leaving his lance embedded in the wolf as he vaults through the air.<br />
One of the wolves cast Slow, Valery identifies which one and engages it, Pretty Flower assists by blocking its magic.<br />
Tari and Mario leap from the horses to high ground and quickly turn the tide of battle with their powerful spells.<br />
Vapour having shrugged off the Dire Wolf's magic casually draws his blade, feints right then decapitates the wolf to his left.<br />
Aposta (probably hungover) slowly hits the wolves while they scratch and bite him.<br />
Pretty Flower works several more magics whose effects are too powerful to see. <br />
Valery and Mario's wolf slay the Direwolf and it corpse vanishes in a flash of blackfire.<br />
The farmer steps out from his doorway to slay the two wolves caught in Tari's hands.<br />
Aposta finally kills one wolf just before Mario and Vapour step in to save him from the second.<br />
<br />
Tari and Pretty Flower check the party over after the fight.<br />
Everyone that was bitten is infected, Vapour's arm is badly slashed and it will take weeks before he can use both arms in his work outs, and Valery is cursed to die and go to hell on the next full moon.<br />
: Pretty Flower: Rabid Humans! I knew it!<br />
Pretty Flower spends a couple of hours concentrating then lifts the curse. Tari cures all the infections, heals Valery, binds Vapour's in a sling, and berates Aposta for not accepting any healing - 'has to finish skinning the wolves before they freeze'. Mario works on training his new wolf.<br />
<br />
Meanwhile the farmer, [[Xavier DeClerc]], thanks us for saving his family and introduces himself and his three daughters (Vapour briefly perks up until he sees they are all under-age).<br />
Xavier invites us to stay the night and join him in Samhain celebrations.<br />
<br />
Eating, drinking, and dancing follows.<br />
<br />
Nearing mid-night, Valery decides to bind the wolf as her new familiar. She starts the ritual while Aposta keeps an eye on the wolf and Mario keeps both eyes on Valery... (1 hour later) ... 'Ooops!'<br />
<br />
The powerful forces of Samhain at midnight tear the ritual beyond Valery's control, the wolf is not bound, and after exhaustive checking by Mario (a trainee Healer) Valery seems to be unhurt, then we feel a gust of wind from above, looking up we see a 120' long Black Dragon hovering over us... ''''WHY HAVE YOU SUMMONED ME?''''<br />
<br />
Following our pre-arranged battle plan for when Valery accidentally summons a dragon, Xavier and most of the party start to quietly seek cover. Aposta and Mario attempt to buy some time with pleasantries, Valery's eyes glaze over as she appears to be having a mind-speech like conversation with the Dragon.<br />
Pretty Flower names the Dragon as [[Angramarzan]].<br />
<br />
A few seconds later the dragon departs and Valery comes out of her trance.<br />
<br />
She tells us that she needs to acquire some expensive 'Golden Incense' and perform a ritual dance around a bonfire tomorrow night.<br />
<br />
Oddly Xavier doesn't seem too bothered by the appearance of the dragon, then he tells us of the last dragon he met and how his company killed it. Either he is a retired soldier and dragon slayer, or he's a Troubadour with balls of steel. Naturally we boast about our previous dragon encounters too but not wanting to out-boast our host nobody claims to have killed any.<br />
<br />
; Duesday 1st Frost 809wk<br />
<br />
Setting out early, we ride on to Borderlay arriving just before lunch.<br />
The gate guards are a bit wary about Mario's 'hunting dog' but let us in after he pays a 'peace bond' for the dog.<br />
Pretty Flower says we'll need an alchemical supplier for the incense, we make our way through town and find an appropriate vendor fairly quickly.<br />
After some astute bargaining we raise the price to 1,100sp, Valery offers a Dwarven Potion in trade and Mario loans her coin for the difference.<br />
<br />
After a quick lunch we leave town heading north.<br />
Once well clear of the town we find a good spot for dragon summoning, set up camp and start gathering wood for the bonfire.<br />
<br />
As midnight approaches, Valery takes some medicinal mushrooms and powders to put her in a higher state of mind then starts dancing and chanting around the fire as she burns the incense.<br />
<br />
[[Angramarzan]] turns up again as she finishes, communes silently with Valery and then departs.<br />
Valery seems a little detached from our reality so we decide to drop her out of standard watches and keep any eye on her through the rest of the night. <br />
Valery struggles to communicate with Vapour (the ethereal prince), Aposta (the bronzed Adonis), Tari (the tree), and Pretty Flower (the rose bush), but eventually settles down riding her little brown pony (Mario). <br />
Mario manfully plays his role without objecting until they are joined by a golden mongoose and a black rabbit (named [[Bergerac the Demon Rabbit|Bergerac]]).<br />
<br />
=== Chapter 4: Wine Snobbery ===<br />
; W'nsday 2nd Frost 809wk<br />
In the morning the black rabbit is not to be seen and the golden mongoose is happily draping itself across Valery's shoulders and accepting titbits of breakfast.<br />
<br />
We barely get started when we pass an icy pond and Pretty Flower leaps from his horse spouting something in rapid Elven, shortly afterward he is naked and diving into the pond.<br />
Tari explains that he is gathering some rare plants.<br />
Vapour takes his clothes off in support of Pretty Flower but doesn't go as far as diving in, pausing instead to pose and check his form in the ice at the edge of the pond.<br />
<br />
Once the herbs are gathered and everyone is dry and dressed again we carry on North, Vapour warning us that a big storm will hit 24 minutes before midday.<br />
<br />
We reach a local inn (the '''[[Aboundanse#The Golden Sheath|Golden Sheath]]''')in the middle of the vineyards just as the storm hits. The inn is quite old and fancy, probably being off the main road it doesn't get burned down as often as most.<br />
We settle in for lunch, drinks, boasting and singing with the locals while the storm rages outside. They inform us we are only a few miles from [[Aboundanse]], if the storm stops when Vapour predicts then we'd have time to ride on to the [[Chateau Sartoris|Chateau]] this afternoon.<br />
Mario, deep in wine-snobbery with the locals, declares that we will stay here tonight and carry on in the morning.<br />
<br />
The storm clears exactly when Vapour predicts, so he, Aposta and Pretty Flower join the locals in some Wolf Hunting. Tari elects to stay by the warm fire, Valery heads for an early bed after her two short nights and Mario offers to keep watch for her.<br />
The hunting is successful, Vapour and Aposta's kills are eclipsed by the ruthless savagery of [[Pretty Flower|Le Fleur Noir]] who casually dips his lance through the eye of one then vaults onto the back of another which soon vanishes in the cloud of blood raised by his knives.<br />
<br />
On return the story of our battle is retold several times, Pretty Flower eventually escapes the centre of attention to wash the blood off but declines Giselle's massage which Tari says is pleasant.<br />
Happy to step in a cover for a team mate, Aposta takes the massage.<br />
Wine and heroic songs fill the evening. There is a minstel in the Tavern named [[Lorraine Vanderzee]] who composes [[the Lay of Vapour the Vanquisher]].<br />
<br />
; Th'rsday 3rd Frost 809wk<br />
The locals have Wolf Skin cloaks as gifts for the hunters (and Mario), Aposta is the only one to appreciate and wear the matching wolf-skull hood. The weather seems to be more settled but vapour feels another front will arrive in 2 days time bringing more snow and storms.<br />
<br />
We reach [[Aboundanse]] a short time later, patrolling guards direct us on to [[Chateau Sartoris]].<br />
The 'Chateau' would be called a castle in most places but Borderlay is not supposed to have castles or soldiers.<br />
When we cross the light bridge over the ''decorative stream'' to the 20' high ''wolf proof fence'' we are met by local ''[[Chateau Sartoris#Foresters|Foresters]]'', after checking our letter from Xavier Beauchamp we are taken to meet with their captain in the foresters ''hut'', a 30'x30'x60' stone tower built into Colline de lumière Hill.<br />
<br />
Stefan (6'8" buff Aladarian) is Captain of the 60 [[Chateau Sartoris#Foresters|Foresters]], Herjolf 'The Axe' (6'6" wielding a Great Axe) is his second in command.<br />
<br />
They fill us in on some more detail.<br/><br />
The cellars are 11 levels of old Limestone caves.<br />
The entrance level is the 5th from the top, the three upper levels (1-3) are used for short term storage of product, the middle levels (4-6) are used for medium term storage and barrel production and the 5 levels below that (7-11) are used for longer term storage including the 100 year cognac.<br/><br />
The lower levels are where the first 5 people (2 then 3 sent to look) went missing. They then led a squad in to check out what was going on, they didn't make it past the 8th level from the top before being driven back by magic and fear, 2 died of heart attacks.<br />
At that point [[Sartoris#Gerrard Sartoris|Gerrard Sartoris]] (grandson of the lord, currently responsible for the cellars) decided to hire us instead of risking any more of his men.<br />
<br />
We question and divine a couple of those affected that afternoon and a couple more the next morning. <br />
* Some reported stepping on something that broke and released/triggered noxious vapours (Rk 10+ Necro).<br />
* Some were affected by Fear and Mass Fear (Necro & Celestial Rk 10+)<br />
* And by Hand of Death (Necro)<br />
<br />
It sounds like we're going to be dealing with undead and may need magic or silvered weapons for those that don't have them.<br />
There are major gates for the levels (upper, middle and lower) that are magical and each level has minor gates requiring keys to pass.<br />
When the subject of undead and demonics came up Stefan had a thought and started issuing some specialised weapons to the 'foresters' and from the 'foresters' well stocked armoury loans us some magic swords and daggers.<br />
<br />
; Frysday 4th Frost 809wk<br />
Final questioning and preparations before we go in.<br />
<br />
=== Chapter 5: 99 barrels of wine on the wall... ===<br />
We get 20 torches (20lbs) to put in brackets as we go past, 30 lbs of food and water (in case we're in there a while), and a broom (for Aposta's cunning plan to sweep clear the magical caltrops that the guards stepped on).<br />
Tari casts SoS on everyone except Aposta.<br />
<br />
Around the lake and 300' up the path we reach the entrance. <br />
Vapour casts Vapour Breathing on himself, Tari and Pretty Flower, then we go in.<br />
<br />
'''Level 7 (5th from top)''' people working, high ceilings, huge halls, workshops, long corridors with lots of side passages (some filled with stuff others leading to other rooms/passages), at least 1000' deep into the hills.<br />
<br />
'''Level 6''' few people, more storage, huge wine barrels. Gate to lower floors is magical wrought iron/silver, requires keys, members of Sartoris family, and knowing your wines.<br />
Our escort is stopping here, they'll lock the gate behind us and wait until we return.<br />
<br />
'''Level 5''' more storage, more huge wine barrels. Ground is dusty apart from fairly clear tracks of lost of people walking in and running out 1-2 weeks ago. With Aposta sweeping a clear path at the front we follow the tracks observing that they split up to search this floor and most came back walking. We leave torches every 1-200 feet and use 14 by the time we get to the gate.<br />
A silver and iron bound door bars the way to the next level and is easily opened with the keys we were given.<br />
<br />
'''Level 4 (Bugs)''' More massive corridors and store rooms, several over-large insect shells/casings. We leave a couple of torches about 500' apart but keep the last 3 to carry with us. We find the first side passages where explorers fled back from and explore the left one.<br />
<br />
While checking ahead for minds, Mario summons a dozen evil wizard eyes which watch us from the walls. We quickly stamp them out but don't know if anyone or anything was watching.<br />
<br />
Following the sound of dripping water we find a half barrel used to collect the fresh water drip in a domed cavern (about 50' radius, 100' high). The water is not so fresh any more thanks to the corpse hanging above the barrel.<br />
The corpse is cocooned in spider webs, a false ceiling of webs is about 60' up.<br />
We lower the body and check it out, looks like one of the original five by the time since death.<br />
Valery fires the webs above us and 100+ one-foot long spiders drop on us. We smash, crush, burn, and stab lots of them, lots more flee back up the walls out of sight. Aposta is bitten, the venom is reasonably nasty until Tari stops it. Pretty Flower works up some possible anti-venoms.<br />
<br />
Mario triggers an explosive noxious vapours (burning most of us) and tires himself sending a torch up to the roof to see where all of the spiders went, there's no sigh of them but several air vents, cracks and crevasses they could have crawled into.<br />
DAs reveal the spiders are bigger than normal due to some sort of environmental magic, these ones are not very old and have been affected by it since hatching.<br />
We capture a live spider for later divination, get the set of keys off the corpse, and carry on.<br />
<br />
The door to the next level is similar to the one to this level.<br />
<br />
'''Level 3 (Plants)''' More of the same until Aposta finds a magical-trap-seed-pod by stepping on it, this causes mass fear - technically, actually it just made Mario scared of Aposta but a parade ground shout snapped him out of it fairly promptly.<br />
There are several pods on the ground together that cause fear, noxious gas, or hand-of-death when they're broken.<br />
We gather them up then check out the ''Death-Vine'' that's spread over the ceiling above us. It starts retreating (TMR 1) towards an air vent in the corner when we expose it to fire light, we DA and Tari talks to it as it flees.<br />
We learn it likes darkness and came from or fed on or was created by something in 'the well'.<br />
<br />
=== Chapter 6: Spiders and Ghouls ===<br />
Our stomachs declare it lunch time, while we're eating Tari hears what she thinks is someone speaking Drow from further ahead.<br />
<br />
We discuss lighting as we need some light for the humans to see but we don't want to highlight ourselves in torch light. Aposta volunteers to walk 50' ahead with the torch and a broom pretending to be a regular worker while the rest of the party follows just outside the pool of light.<br />
This works perfectly as we are not ambushed by an army of Drow.<br />
<br />
A couple of turns and a couple of hundred yards later the corridor ahead is blocked by spider webs. Burning away the first layers reveals some sort of magical-spider-web-wall, Mario, Tari, and Valery have a nap while Pretty Flower spends a couple of hours divining it.<br />
It is a spell of the Spider/Weavings college that is mid-ranked and lasts days, he can counter it or we can cut through it.<br />
<br />
We prepare for a fight with the dozens of spiders (including 3 sentients, one that doesn't seem like a spider) that Mario can sense on the other side, then the front rank cuts and burns the wall away.<br />
* 80 x 1-3' 'Giant' [[Black Widow Spider|Spiders]] with poisonous bites<br />
* 6 x 5' Spiders with face melting spit<br />
* 2 x 12' Spiders casting magical webs and inflicting heinous damage in melee (up to 50-60 per pulse)<br />
* 2 x wall walking [[Ghoul]]s<br />
* 1 [[Drow]] that likes to watch<br />
We start off well but the steady doses of poison take their toll, Pretty Flower reduces the impact of their magic, most of the smaller spiders are dealt to fairly efficiently then the ghouls step out of the walls and one of the big spiders leaps into the middle of us, the wounds are mounting up, Vapour takes time out to fix his face makeup, the medium sized spiders leap in too, Aposta and Valery gradually work through them then the other big spider leaps in and beats Aposta into unconsciousness, Valery kills the last spitting spider then goes down too.<br />
Things are looking a bit grim until Mario vaults onto the back of the biggest spider and paralyses it with a precision strike, Vapour walks onto the back of the other and starts butchering it from above, Tari finishes off her Ghoul and heads into the mosh pit to apply some healing, Aposta rises again to deliver the killing blow to the last big spider, Mario leaps off his defeated spider to slay the Ghoul Pretty Flower had been holding off, and the fight was over.<br />
The Drow must have wandered off towards the end of the fight.<br />
<br />
Nobody dead, almost everybody hurt to some degree, significant damage to Vapour's face, damaged clothes and armour, mounds of dead spiders and spider goo, and one paralysed sentient spider to question.<br />
<br />
=== Chapter 7: Deadly Elven Vapours ===<br />
<br />
Pretty Flower does some Alchemy with a poison sack and creates a (painfull) cure for the poison that is slowly killing Aposta.<br />
<br />
Tari questions the living spider to death then Valery takes over. We learn:<br />
* the rest of the nest will capture us and feed on us until we die the most painful death...<br />
* the nest is on the lowest level, there are up to 10 other big spiders (who will suck our life juices..) and lots of small ones<br />
* the Drow and the well are on the same level and may be close together<br />
* the spiders came from elsewhere and got bigger after drinking from the well there is a portal that leads to their original home<br />
* the Drow come through a tunnel from their home, there may be lots of them<br />
<br />
We rest and recover enough to stay standing, 'skin' the carapaces from some spiders and start dragging ourselves back up to the mid-levels.<br />
We pick up the corpse we found on level 4 and add it to the pile we're dragging upstairs.<br />
<br />
Not immediately recognising us under the layers of spider gloop, webs, dirt and soot, the guards at the gate to the mid levels challenge us but eventually lower their crossbows and rouse Stefan from his game of dice.<br />
<br />
We drop scary tidbits of the story to Stefan as we make our way back to the surface. Once we've scraped off the gloop, bathed and dressed in clean clothes, we tell the full story over dinner. Gerrard Sartoris comes to hear the debriefing and brings three healers to tend our wounds. Collette tends to Vapour, regrowing the missing half of his face, Ninon tends to Aposta, and Jean-Eugene pays special attention to Valery.<br />
<br />
Since the issues are bigger and more dangerous than originally suspected, Gerrard offers to pay us an extra 5,000sp each. And will have their Water Mage prepare 3 rk 10 Waters of Healing each by morning.<br />
<br />
Pretty Flower has a cunning plan to destroy the spiders which requires barrels of fertiliser and mash, but not mixed together! yet...<br />
<br />
Gerrard seems interested in Tari much to Ninon's disgust and contrary to party bets may be having some success thawing the ice.<br />
After dinner, drinks, singing and dancing, we retire to further ministrations from the healers.<br />
<br />
; Reapsday 5th Frost 809wk<br />
Gerrard comes to see us off in the morning, the spells we cast in his presence will last lots longer.<br />
By 9am the spells are cast and we head in.<br />
We are let through the gate to the lower levels by 11am and quickly make out way through the next two levels.<br />
<br />
We find some fine spider webs with detection magic on them, we guess that they report our movements, to our surprise DA reveals that Shi-Maria is the spider that the webs report to. Realising that we have been walking through these already we discard sneaky plans and head straight in.<br />
<br />
'''Level 1''' Midday, we have about half an hour until the Vapour Breathing wears off and we can no longer do Pretty Flower's special alchemy (and survive).<br />
There is a strong smell of spider crap and gloop, Vapour leads us to the strongest source. We find that the ends of a couple of the storage tunnels now lead into a large natural looking cavern that is covered in spider webs and occupied by two large groups of spiders.<br />
We sneak close to the biggest group, mix the barrels and stand well clear as the deadly vapours start to fill the cavern.<br />
It seems to be doing the job killing the spiders but it's not spreading fare enough to reach both groups.<br />
Aposta volunteers himself and Vapour to lead a suicidal charge into the other group of spiders to deliver the last barrels of gas, while Mario is talking them out of it Vapour has a cunning plan and casts Wind Whistle. The gas quickly spreads to fill the entire cavern, we throw in the remaining barrels to ensure it is strong enough then wait.<br />
With only a few minutes left of safe breathing Pretty Flower and Mario confirm that all of the spiders are dead, we flee back to level 2 closing the gate behind us.<br />
<br />
Allowing an hour or so for the vapours to clear, we have lunch then head back down.<br />
Hacking and burning our way through the webs and corpses we explore the cavern.<br />
We find a tunnel leading elsewhere, a backfired rune portal, and lots of dead spiders.<br />
Pretty Flower sits down to divinate the magic portal pool.<br />
<br />
'''The portal''' is the result of a backfired rune portal ritual, the controlling rune circle is at the other end of the portal.<br />
The portal is permanent but is only active 7 days either side of a high holiday.<br />
The mage that created the portal is Urstagen and it is linked to his life somehow, it will probably stop working when he dies.<br />
Unless you carry about 12,000sp worth of high quality gems with you to absorb the bad magic any sentient passing through the portal will be drained most of their lifeforce (95% of all stats). Animals about half their lifeforce.<br />
The other end of the portal is a long way south-east, probably somewhere on the big peninsular south-east of [[Hindia]].<br />
<br />
While Pretty Flower spends his 3 hours gazing into the pool, Valery plays cards with the dead spiders.<br />
Their home is several miles from the other end of the portal, the first of them came through by accident, the others followed and they set up their new nest here.<br />
The Drow are guardians of a crypt and have been guarding it since about the war of tears. They're probably undead. At least one of them is a Necromancer. Their bit is elsewhere on this level and they are near the well.<br />
<br />
=== Chapter 8: Our enemies flee before us ===<br />
<br />
A few more questions confirm that Shi-Maria is here somewhere and there is another nest. While trying to find out where thy learned their magic and what colleges they know, we discover that one of the spiders used to be human. We ask a few more questions and Pretty Flower opens the ex-human spiders' head and starts to divinate the content.<br />
We learn that some of the spiders (the ones with bigger heads and eyes) have always been spiders and most of the are followers of or pacted to [[Malthus]], they have been capturing mages (Humans, Elves, Dwarves, Halflings, but no Orcs or Goblins) and using necromancy to put their souls into spider bodies and bind them into service.<br />
<br />
Following our 5 hours of rituals and questions, we finally leave, exploring the tunnel behind the trapdoor. It leads us back to one of the main corridors, we explore further and find a nest in an oddly shaped oval room with 8 humanoids trussed up for dinner. DA reveals that a ritual of soul transfer/binding into the spider eggs is taking place. We haul the bodies out, burn the eggs and webs and Pretty Flower counterspells the ritual.<br />
Three of the corpses should be resurrectable, all of them look foreign, probably from somewhere near [[Hindia]].<br />
<br />
Leaving the bodies to pick up on our way out we continue exploring and find another large cavern that has a very strong spider smell.<br />
Sneaking up we see the first bit if the cavern has been cleared of webs and there is a big spider (with a big head, presumably one of the pacted ones) suspended on a web.<br />
He greets us, introduces himself as Jorogumo and asks to negotiate terms.<br />
If we stop killing them and give them free passage back to the portal, they offer to leave taking nothing that they did not bring with them. Since our job is to clear the place and we're under no obligation to exterminate them all we agree and give them until the following morning to clear out.<br />
They tell us where the undead Drow are and claim to have no alliance, the two groups had no interest in each other.<br />
<br />
We pick up the corpses of the Hindians, load them on the handcart and make our way back up to the gate to level 6.<br />
<br />
It is about 8pm when we get back to the surface and there is a heavy snowstorm (Vapour assures us he predicted it but didn't cause it). Gerrard has sent a couple of palanquins for the 'ladies' with half a dozen strong men to carry each one and almost as many holding ropes to anchor them against the wind.<br />
<br />
After a delightful walk through the howling wind, snow, and darkness, we get back to the barracks. Jean-Eugene and Ninon are still here and start work on the three resurrectable corpses, Collette has returned to the manor (something to do with being insulted when Vapour forgot her name after their night of love) but is summoned back to help.<br />
<br />
Vapour intercepts <s>Babette, Colleen</s> Collette on her return and tries to beg forgiveness, he is not having much success (despite helpful jibes from Mario and Aposta), then he gifts her a priceless ''Objet D'Art'' (a statuette of Vapour), this touches her deeply and she accepts Vapour's formal courtship, provided that her father approves, not wanting to wait she sends for her father to be brought through the snowstorm to meet Vapour.<br />
<br />
Dinner is had and our story told, Gerrard sits with Tari again and they are served the best portions of dinner.<br />
<br />
Collette's father arrives and meets with Vapour who is supported by his best men, her father approves of the wealthy hero, a strapping young man. He is keen to announce the betrothal on the spot, but Vapour does not wish to deny Collette the period of formal courtship that she deserves. <br />
<br />
Drinking, dancing, and celebration follow.<br />
<br />
; Sunday 6th Frost 809wk<br />
After breakfast the three Hindians are well enough to talk, one of Gerrard's men translates. We find out they are not Hindian, but from that region, they were attacked by spiders and don't remember anything after that. They are happy to cast some magic to help us in our mission.<br />
* Vurldamort - Air Mage<br />
* Mortanga - Water Mage<br />
* Astrogen - Ice Mage<br />
Mario asks Gerrard if he can give us a short duration Greater Enchantment which he agrees to and will throw in some Enchant Armour too.<br />
<br />
Going back in and heading to the bottom at a fast pace, we find no sign of the spiders, they even took their dead and cleared their webs. They didn't even forget any valuable gems or items.<br />
<br />
Heading over to where they told us the Drow Temple is we find an area that has been carved and shaped with great skill. Lifelike battle scenes and portraits of Elves, Vanyarami, and Drow are carved into the walls.<br />
We descend into the area ready for battle and are greeted by two of the undead who (looking at Tari and Pretty Flower) welcome us as the messengers indicating it is time for the awakening.<br />
<br />
They have been guarding their master since before the war of tears waiting for the sign. Apparently us turning up with some Elves and killing some spiders was it.<br />
: See, '''It's not our fault!''' Not that anyone will care, we'll get the blame anyway.<br />
We are shown in to the central area where a winged elf is on a reclined throne and surrounded by a big magical glow.<br />
According to Tari we have about half an hour until he finishes waking up. Deciding not to try and kill his 24 undead guardians and stop the awakening, we check out the Well while we wait.<br />
<br />
It is in a separate chamber, the well has a ghostly glow as we approach, the liquid inside is all swirling, spectral, and magical.<br />
It is something to do with the spirits or life essence of Elves and its effects are not easily predictable. Mario foresees Vapour turning into mist then reforming but looking slightly different.<br />
Pretty Flower wants to divine it but we don't have time before the awakening.<br />
<br />
Back in the main chamber, the glow is bigger and brighter, Mario warns there will be some sort of TK Rage when it finishes so we stand against the walls except for Valery who waits around the corner so there is someone left alive to report back.<br />
<br />
The bang at the end isn't as bad as we feared but being against the wall saved a few bruises.<br />
The Vanyarami floats up from his throne and starts talking to the head undead in what we guess to be Ancient Elven.<br />
After a while he turns to us and speaks in modern Elven.<br />
He is Lord [[Chancellor Astronoyimi]] of [[Heroic Silver Sky clan]] and wishes to thank us for awakening him.<br />
Based on a prophecy he had himself interred until the time when he would be needed. Many of his loyal followers gave up their own lives so he could achieve this.<br />
We try to explain how the world has changed in the last 30+ millennia but possibly just add to the confusion. <br />
<br />
Astronoyimi then drifts over to us, has his undead release his personal guard from the walls (19 of the portraits of Vanyarami warriors become a lot more lifelike), and then releases his undead guards to go wherever Elven dead spirits go.<br />
<br />
We ask about the well, Astronoyimi says we may each have one drink from the well as thanks for our help.<br />
Taking us there he carefully draws each of us a drink in a silver flask. Then he drains or releases the rest of the power from the well.<br />
<br />
The Vanyarami start arming themselves and packing up the temple, taking everything that looked interesting or valuable.<br />
12 of the Vanyarami appear to be armed and armoured like serious fighters. The other 7 seem more mage-like with lighter weapons and armour.<br />
<br />
When they are finished Astronoyimi leads us to a set of double doors that were magically sealed, he says these will lead us to the surface.<br />
<br />
=== Chapter 9: Look who we found ===<br />
<br />
One last thing before facing the new world, the ex-Lord High Condescending Muckety-muck gets out a many sided crystal ball and tries talking to a whole bunch of people from his day. Unsurprisingly to us most of them don't answer, but he does get one response from a green man (a dragon?) who will come meet him.<br />
<br />
Astronoyimi then removes a light gold chain from the doors and drops it to the ground, then warns us that there is now water on the other side of the doors (I guess things change in 30,000 years).<br />
He and some of his mages do some ice magics and make a tunnel through the water before he opens the doors.<br />
<br />
As we enter the ice tunnel Mario acquires the abandoned gold chain. <br />
Astronoyimi comes through last, summons up some sort of dark-sphere elemental, sets it to close the way we came in and guard the place, then he re-seals the doors with a spell.<br />
<br />
The ice tunnel emerges on the picnic island in the middle of the Sartoris lake, we settle in to wait as this green guy will be over an hour.<br />
Vapour walks over to the guards on the shore and warns them not to worry about any winged elves they see on the island, nor any visiting dragons, we have it all in hand.<br />
Pretty Flower and Valery divine the flasks of well water that they were given (and that Vapour and Aposta have already drunk).<br />
The water is made from the life essence of elves, it will grant a purification like skill that will make us stronger or something.<br />
The [[Vanyarami]] guards all stand at attention in a precise formation to cover all possible approaches. Aposta 'accidentally' stands in their way, baiting them, and assessing them to be about equivalent to mid-level guild fighters - with wings. They treat his intrusions as we would treat the antics of a clever puppy.<br />
<br />
Shortly the green man, a large green (or jade) dragon turns up and then transforms into a really old looking elf. He introduces himself as [[Jade Dragon|Lord Yo]] and obviously knows lots about the guild.<br />
<br />
Lord Yo and Astronoyimi chat privately for a while, Astronyimi seems to get very worked up about some of the stuff that went on while he was hiding in his cellar.<br />
<br />
When they are finished, Lord Yo wishes us well, climbs into a tea cup he pulled out of his sleeve, and flies off.<br />
Astronoyimi informs us he will be flying straight to Eidolon and no longer requires our company, then off they fly.<br />
We consider trying to race ahead of them and warn the elves, but in the end decide its an elven problem for elves to deal with.<br />
<br />
Rowing back to the main shore we send word to Captain Stefan that we're outside then settle in back at the barracks for some drinks and food and drinks...<br />
<br />
We are invited to the château for dinner that night, baths are expected and fancy clothes are provided. Even Pretty Flower bathes (supposed to do it at least once a year) and there is some surprise that Aposta can do up buttons.<br />
<br />
The château is huge and over the top. Redundant stairs, more fireplaces than people, more rooms than people.<br />
The entire family turns out to check us out and hear about the temple, the Vanyarami, the Dragon, and to marry off every single girl in the room it seems.<br />
Formal dinner, formal dancing, informal propositions, formal propositions, attempted entrapments, if Vapour wasn't already engaged (despite his best efforts to alienate his future in-laws) he would have been engaged again several times.<br />
<br />
We organise for <s>troops</s> foresters to join us tomorrow for a room by room sweep of the lower levels to make sure it is all clear, then head back to the barracks for the after dinner party and more drinks.<br />
<br />
; Moonday 7th Frost 809wk <br />
<br />
We clear level 5, 4, and 3. Not a spider, not a web, not even the death creeper though we do find another 20 pods.<br />
<br />
After such a hard days work we definitely need a few drinks. Just to mix things up Aposta challenges Herjolf the Axe to face him in Axe Sparring, half an hour later with neither dead yet, they clear the way for Vapour and others to do some sparring too.<br />
Herjolf and Stefan call an end to the bouts when the combatants start getting drunk too.<br />
<br />
Tomorrow, after we've cleared the last two levels, we decide to hunt down the dread black rabbit that's been worrying cattle. <br />
Valery and her new best friend Chay (anti-social ranger type) decide to start hunting tonight, by the time they head out their hunting party is reduced to 2 as everyone else is pissed or shagging.<br />
They go anyway and return a few hours later sans-bunny.<br />
<br />
; Duesday 8th Frost 809wk <br />
<br />
Much to our disappointment level 2 and 1 are also spotless.<br />
Where the entrance to the temple was is a wall of solid darkness, the Sartoris get some brickies in to seal over it just in case.<br />
<br />
We get back to the surface in time for drinks and a late lunch, and start planning our bunny hunt.<br />
<br />
=== Chapter 10: I'm looking for a wabbit ===<br />
<br />
We gather up extra hiking and camping gear and food for several days then head into the mountains.<br />
<br />
A few arduous hours later Odell and Chay lead us to the crofters hut where Odell found the recently dead cows.<br />
The croft looks fairly normal, the cows were bought into a sheltered enclosure for the night and all 6 were killed a few hours after sunset last night.<br />
The bite marks on their necks seem to match the size of a rabbit, we guess that he leapt on their backs, ripped their throats out, and sucked up all their blood.<br />
Given there's no sign of a rabbit shaped beach ball full of cow blood, we're fairly sure that this is the work of Bergerac the demonic bunny.<br />
<br />
There are several sets of tracks, the crofter headed out in one direction in no apparent hurry, the rabbit headed off in another and when we follow his tracks we see he meets up with some wolves.<br />
We can hear some wolves off in that direction, Tari reports that they are gossiping about hunting.<br />
<br />
We follow the tracks of the crofter to where a recent avalanche covers them. Vapour and Aposta head across the treacherous snow to see if the tracks continue on the other side, Aposta falls through the snow several times but is saved by Vapour.<br />
The tracks do not continue, indicating the crofter is most likely caught in the avalanche.<br />
<br />
While Aposta brushes off the snow, dirt and blood from his falls, Vapour flies Valery to the base of the avalanche to look for the Crofters' spirit.<br />
<br />
An hour later Valery reports finding a spirit, but not of the crofter. This is a fire mage hero who died about 200 years ago. Bored of sitting in the snow waiting, Vapour casts flying on Aposta and they ferry everyone down. Pretty Flower starts muttering about the wisdom of sitting at the bottom of a gully surrounded by avalanche prone hills.<br />
Valery tells us about the dead guy and lets slip that he was buried with his possessions, Vapour and Aposta immediately take up spades and start digging.<br />
Valery states that she will not let us loot the grave, not let her magic be used for such purposes, claims ownership of the grave because her magic found it, threatens to attack if anyone digs anything but snow, ...<br />
Nobody pays too much attention, then when Aposta and Vapour hit worked stone and start clearing around it she takes up her Glaive and attacks them both.<br />
The digging stops at that point as Aposta and Vapour square off against Valery, Valery evades, Aposta attempts a knockout, then Tari ends the fight by catching Valery and Aposta in hands of earth.<br />
Aposta cuts his way out, trades some abuse with Valery then he and Vapour resume digging out the tomb.<br />
<br />
Pretty Flower, realising that he was being too subtle now starts carefully (and quietly) explaining that we are arguing, shouting, and clashing steel while standing in low ground in avalanche country and this is a particularly dangerous thing to do.<br />
<br />
Deciding it's time for some leadership, Mario declares we are to carry on digging to find the crofter but are not to attempt to open the tomb without his permission.<br />
<br />
20 minutes later, Vapour finds the body of the crofter, meanwhile the others have been deciphering the runes on the tomb.<br />
: Here lies '''Arnot [[La-Rayfiles]]''', Lord High Herald of the Grand Duke of Aquila. Died Summer 599wk. And lots of other stuff we couldn't read.<br />
<br />
There is no sign of anything unusual in the death of the crofter, it looks like he was crushed by the avalanche. While that may have been deliberately triggered, we have no way of telling.<br />
<br />
Tari dispels the hands to release Valery, Aposta and Vapour start ferrying everyone up out of the gully except Valery who insists on climbing the 130' icy cliff.<br />
Remarkably Valery makes it up alive, meanwhile Aposta flies the crofters corpse back to the barracks to leave with the healers.<br />
<br />
We're all warming up again with hot drinks when Audrieu, another forester bursts in. He has just come from another croft about one mile away, the people and cattle there have been killed within the past couple of hours.<br />
<br />
Aposta takes all of the heavy gear and flies ahead so the others can move as fast as possible, after <s>getting lost</s> ''extensive scouting'' of the area, he lands soon after the ground party gets there.<br />
<br />
The cattle were killed much as before, the people (2 kids, parents and a grandparent) were ritually sacrificed in some sort of summoning ritual and are no longer resurrectable.<br />
There are rabbit and wolf tracks, and what looks like two-legged wolves.<br />
It looks like the summoning (an ancient invocation) of [[Zagan]] (the Winged King) worked and was only completed about 15 minutes ago.<br />
Valery warns us that the demon is an illusionist, appears as a winged bull and is associated with blood magic. <br />
Tari and Pretty Flower start checking for illusions and find that the forester is an illusion. At that point his eyes glow red, he laughs and then vanishes into smoke.<br />
<br />
Following the clear trail and expecting a trap or ambush of some kind we go about a hundred yards and find the trail leads into a cave.<br />
Carefully DAing and checking for traps we head in, Mario cannot detect anyone waiting for us.<br />
Eventually we get to a large inner chamber where there was a recent fire and traces of magic. A portal to hell was opened and the tracks indicate that Bergerac and his wolves went through. <br/><br />
<br />
There is writing on the wall that looks like it is a message that was left for us: <br/><br />
<br />
''There was a young witch named Valery,'' <br/><br />
''Who listened to her beau named Mario'',<br/><br />
''Given a choice between gold and darkey,''<br/><br />
''She chose the golden goose a la lothario,''<br/><br />
''And will soon find her neck in a noose''<br/><br />
<br />
After reading we realise it is a Doom that has just been placed on Valery.<br />
<br />
We rest for a bit while Pretty Flower divines the doom to see what we can do about it, he reports that the only way to lift it (apart from powerful curse removal) is to kill Bergerac the demon-bunny that placed it.<br />
<br />
Not having much more in the way of leads to follow and not being keen to camp here we decide to head back to the original croft for the rest of the night. It now being 2 or 3 in the morning we should get there a couple of hours before dawn.<br />
<br />
Mario checks before we exit the cave and reports that there are about a dozen minds that seem to be lurking in ambush, most of them are animals (probably wolves), some are sentient animal-ish (the two-legged wolves?), and one is obsessed with revenge which is presumably our favourite bunny.<br />
<br />
We step back inside the cave a bit and discuss tactics.<br />
<br />
=== Chapter 11: Dire Findings ===<br />
<br />
While we argue over who gets to be the sacrificial lamb to trigger the ambush and lead them back inside, Tari and Valery report that the wolves are talking about leaving for some fresh meat elsewhere.<br />
Valery runs to the cave mouth and starts taunting the wolves to no great effect.<br />
<br />
We all move to the cave mouth and Vapour heads out to scout around, 50' out a dire wolf and a couple of wolves leap out of the snow and cast TK Rage. Vapour shrugs it off, the rest of us are thrown back against the cliff face.<br />
As per the plan, Vapour retreats back to us while we provide missile fire as cover.<br />
The wolves make a token lunge at Vapour and then fall back to the woods.<br />
<br />
We assume they're trying to lure us into the open and hold our ground. Valery makes everyone unseen, then Vapour and Aposta fly out to scout where the wolves have gone. There is no sign of them anywhere we can see.<br />
<br />
Deciding that chasing wolves into the forest at night is a bad plan, we move to the back of the cavern where most of us rest while Tari summons the wolves back to us.<br />
Over the next two hours all we get are a bunch of wolf puppies.<br />
<br />
; W'nsday 9th Frost 809wk<br />
<br />
After breakfast, purification, and re-casting of spells, we let the pups free and follow them back to their den.<br />
Questioning a couple of the wolves there we find out there is a pack of Dire Wolves in the mountains, they make the normal wolves come with them on their raids and are killing any humans they find in the mountains.<br />
The wolves don't know where the Dire Wolves den is, they seem to move around a lot. And they work with or for some people (humans, Elves, halflings).<br />
<br />
Vapour tells us there will be no more snow for the next 5 or 6 days so now should be as good a time as any to try tracking the dire wolves back to their den. Before we head out, Aposta flies back to the croft to let Shay and Odell know what we're up to, there he finds the croft burned down, signs of a recent fight and no obvious survivors.<br />
Heading back to gather the others, Vapour flies us all to the croft where we search properly.<br />
It looks like they were attacked by about 30 wolves, Shay and Odell are both dead and partially eaten, they managed to kill half a dozen wolves before falling, the pack then headed up into the mountains no more than half an hour ago.<br />
<br />
Tari sends her falcon in the direction they went, after a while it spots them entering caves in an exposed ridge. Watching for a while, Tari estimates over 100 wolves (most of them probably Dire Wolves) and several humanoids.<br />
<br />
This is probably too much for us to take on our own so we gather the remains of Chay and Odell and fly back to the Chateau.<br />
<br />
We brief Stefan and suggest that they evacuate any remaining crofters and that since we know where they are we could mount an attack in force but we would need over 100 fighting men.<br />
Stefan consults with Lord Gustav, they will not commit all of their men but believe that they should be able to gather enough men by involving the other estates.<br />
Valery consults her cards to see how the attack will go and sees us being killed by Necrosis, TK Rage, invisible beings tearing men limb from limb and the like.<br />
<br />
Moving on to plan B, we suggest they escalate this to their Count and do everything they can to enhance their defences.<br />
<br />
Lord Gustav thanks us for our help and asks if we will deliver 5 flasks of their Cognac on our way south.<br />
<br />
; Th'rsday 10th Frost 809wk<br />
<br />
After several farewells, we mount up and ride south.<br />
<br />
; Reapsday 12th Frost 809wk<br />
We make our first delivery for Baron Henri de Mûre at [[Mulberry|Armagnac]], we are invited to stay for the night before we press on.<br />
<br />
; Moonday 14th Frost 809wk<br />
We make our second delivery for ___ at [[Chartres|Tenarèze]] and are invited to stay for the night.<br />
<br />
; Th'rsday 17th Frost 809wk<br />
We make our third delivery for Count Philippe at [[Chagny|Saint-Michel]] and are invited to stay for the night.<br />
<br />
; Sunday 20th Frost 809wk<br />
We make our fourth delivery for Baron Sebastien de Malvallet at [[Faircourt|Coeur-de-Fer]] and are invited to stay for the night.<br />
<br />
; W'nsday 23th Frost 809wk<br />
We make our final delivery for Baron Hugh D'Amberville at [[Newcastle]], his Chamberlain Jubert marks us as adventurers and suggests we visit with the [[Father Broc|chaplain]] a member of our guild. <br />
Broc invites us to stay a couple of days and offers to portal us back to Seagate on Frysday.<br />
<br />
=== Chapter 12: Home again, home again ===<br />
<br />
; Frysday 25th Frost 809wk<br />
<br />
== Tari's Diaries ==<br />
<br />
=== Part 1 ===<br />
I find these male humans very strange. My previous dealings with humans and my time away living amongst them had shown me that the human called Mario was an unusual specimen. He spends most of his time on trying to find himself a woman and will go for anything that is breathing, not that I have seen him around anybody who doesn't breathe yet. <br />
<br />
But what I have found is extremely vexing and I am unsure how to deal with it. The other male humans in our party are extremely unusual in their manner. One that goes by the name of Vapour is extremely vain and at present I have not seen anything that would justify that pretence. He spends so much time preening himself, flexing his muscles with Apostle and talking himself up as an almost god, that he hasn't actually realised that Mario has been successful in finding a bed mate (human not that I think an Elf would go there) and what he himself is talking is just hot air.<br />
<br />
Then there is Apostle, the strange man that turned up naked to our meeting, rambling on about pure fighting styles and with Vapour being his sponsor he can only have things that Vapour allows. Why he chose Vapour other than as a flexing and drinking mate I don't know, as he keeps forgetting this and the fact he has warm clothes for Apostle and lets him run basically naked in snow storms. However, we are lucky it is cold and snowing so that there isn't as many bandits out and about to think that Apostle is a slave or worse an easy target causing us all to be in unnecessary danger. Two days it took for Vapour to realise and relinquish the clothes he had for Apostle that we shouldn't be as much of a target anymore.<br />
<br />
The other concern I have is that Vapour keeps referring to Apostle by a different name, a name I know from around the guild but this naked, drinking, supposedly attractive man cannot be the great mil sci he has been referred too. I will have to keep an eye on this to ensure that nothing is done to tarnish his name by Vapour and Apostle's doing hence why I do not refer to his name in my diaries in case all goes well and this is the only reference to the concern.<br />
<br />
== [[Further Observations of Humans]] ==<br />
<br />
== Reference Stuff ==<br />
<br />
=== Calendar ===<br />
{| cellspacing="1" class="Season" id="Winter" <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|Waning]]<br />
| colspan="4" | <br />
| class="day" | 26 <br />
| [[Seagate]] Fly/Sail North<br />
| class="day" | 27 <br />
| [[Zumalar]] Ride North '''Swampy Knoll'''<br />
| class="day" | 28 <br />
| Ride North '''Singing Goddess'''<br />
| class="day" | 29 <br />
| Ride North, Bandits '''Innocent Swine, Vallon'''<br />
| class="day" | 30 <br />
| <i>Beerfest</i> Ride North, Cross into Borderlay '''Flying Bull''', [[Tours de guet de'Gismunde|Tor DeMello]]<br />
|- <br />
! colspan="15" | <b>Winter: Frost (7) 809wk </b><br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]] <br />
| class="day" | <br />
| <i>Samhain</i> Wolves, Dragon Summoning I '''homestead'''<br />
| class="day" | 1<br />
| <i>Guild Meeting</i> Borderlay, Dragon Summoning II '''camp'''<br />
| class="day" | 2<br />
| Storm, Wolf Hunt '''[[Aboundanse#The Golden Sheath|Golden Sheaf]]'''<br />
| class="day" | 3<br />
| Intro & briefing. '''[[Chateau Sartoris]]'''<br />
| class="day" | 4<br />
| Cellars: Spiders, Plant, Ghouls<br />
| class="day" | 5<br />
| Cellars: Spiders gassed, deal struck.<br />
| class="day" | 6<br />
| Temple, [[Vanyarami]], Astonoyimi<br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]] <br />
| class="day" | 7<br />
| Room sweep Lvl 5-3<br />
| class="day" | 8<br />
| Room sweep Lvl 2,1<br>Hunting Bergerac<br />
| class="day" | 9<br />
| <br />
| class="day" | 10<br />
| Ride south<br />
| class="day" | 11<br />
| <br />
| class="day" | 12<br />
| [[Mulberry|Armagnac]]<br />
| class="day" | 13<br />
| <br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]] <br />
| class="day" | 14<br />
| [[Chartres|Tenarèze]]<br />
| class="day" | 15<br />
| <br />
| class="day" | 16<br />
| <br />
| class="day" | 17<br />
| [[Chagny|Saint-Michel]] <br />
| class="day" | 18<br />
| <br />
| class="day" | 19<br />
| <br />
| class="day" | 20<br />
| [[Faircourt|Coeur-de-Fer]]<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]] <br />
| class="day" | 21<br />
| <br />
| class="day" | 22<br />
| <br />
| class="day" | 23<br />
| [[Newcourt]]<br />
| class="day" | 24<br />
| <br />
| class="day" | 25<br />
| Portal from Newcourt to Seagate.<br />
| class="day" | 26<br />
| <br />
| class="day" | 27<br />
| <br />
|}<br />
<br />
=== People ===<br />
* Lorraine Vanderzee - a Bard of Borderlay, author of [[The Lay of Vapour the Vanquisher]].<br />
* Bergerac, The Black Bunny. Blood drinking, [[Zagan|Demon]] summoning familiar. Hates Valery for rejecting him.<br />
* Philippe, The Golden Mongoose. Valery's new familiar.<br />
* [[Angramarzan]] - large black dragon summoned by Valery.<br />
* [[Zagan]] - was summoned by and assisted Bergerac.<br />
<br />
=== Entities ===<br />
* [[Shi-Maria]]. A Spider denizen of the lower cellars<br />
* [[Jorogumo]]. A large 20ft Spider denizen of the lower cellars. Pacted to Malthus<br />
<br />
==== Sartoris Estate ====<br />
===== Family =====<br />
; Lord Gustav<br />
: Head of the family<br />
; Gerrard Sartoris<br />
: Male human 6'1" PB 21, E&E of reasonable ability, in charge of Cellars, Gransdon of Lord Gustav. Romantically interested in Tari.<br />
; Chay Sartoris <br />
: Cousin to Gerrard, anti-social ranger, interested in and scared of Valery.<br />
; Oustman Sartoris <br />
: Cousin to Gerrard, philosopher, knows all experienced nothing.<br />
<br />
===== Foresters =====<br />
; Stefan <br />
: 6'8" buff Aladarian. Captain of the 60 Foresters.<br />
; Herjolf 'The Axe' <br />
: 6'6" wielding a Great Axe, second in command. <br />
* Odell<br />
* Audrieu<br />
<br />
===== Others =====<br />
; Collette Beaumont<br />
: Human femle, 5'2" Blonde PB 20, late 20's, Rk 10 Healer. Lives in the Chateau and works for the family. Being formally courted by Vapour.<br />
; Ninon De L'close<br />
: Human femle, 6'1" Raven-Haired PB 23, Rk 7 Healer. Lives in the Chateau and works for the family. Thought she was in line to be Mrs Gerrard Sartoris.<br />
; Jean-Eugene<br />
: Male human, PB 20, Rk 8 Healer. Lives in the Chateau and works for the family. Tari observes he is some kind of addict, showed signs of withdrawal.<br />
<br />
=== Places ===<br />
=== Buffs ===<br />
* Almond Oil<br />
* Olive Oil<br />
* Goose Grease (Rose Scented)<br />
* Vapour's Secret Blend (all of the above - but don't tell him we know)<br />
* Pavoni Family Wine (from Mario, full name Mario Valentino Pavoni)<br />
* Dwarven Ale (Valery)<br />
* Strength of Stone Rk 12 (Tari)<br />
* Flying Rk 6 (Vapour)<br />
* Walk Unseen (Tari & Valery)<br />
* Vapour Breathing Rk 3 (Vapour)<br />
<br />
=== Mil Sci ===<br />
; <s>Marching Order</s> Catwalk Sequence<br />
Vapour Aposta Perdido<br />
Mario Valery<br />
Tari Pretty Flower<br />
<br />
; <s>Watches</s> Preening Order<br />
# Vapour & Pretty Flower<br />
# Aposta Perdido & Valery<br />
# Mario & Tari<br />
<br />
=== Loot ===<br />
* Gifts of Ermine Winter Coats<br />
* Golden Mongoose (Valery)<br />
; From the swamp herbalist<br />
* 2 potions of endurance/vanity for Vapour lasting 2 weeks each.<br />
; Peasant Bandits<br />
* 4 Heavy Crossbows <br />
* 4 Battle Axes<br />
* 3 Hand Axes<br />
* 200sp bounty<br />
; Wolves<br />
* Wolfskins traded for 4 Wolfskin cloaks (with optional skull hoods).<br />
; On Loan from Foresters<br />
* Flamme de Lumière - Aposta '''Returned'''<br />
* Hand & a Half (Shadow-Blade) - Vapour '''Returned'''<br />
* Dagger (Shadow-Blade) - Vapour '''Returned'''<br />
* Dagger (Ice) - Mario '''Returned'''<br />
* Dagger (Shadow) - Pretty Flower '''Returned'''<br />
* 3 x Rk 10 Waters of Healing each (for use or return)<br />
; From the Caves<br />
* 160' Spider Silk Rope (3 lbs)<br />
* 12 death-vine pods (5 Noxious vapours, 5 Fear, 2 Hand of Death)<br />
* Another 20 pods, type TBA<br />
* 2 x 12' Carapace - can be made into plate armour AP7 Wt4<br />
* 3 x 5' Carapace - can be made into Large Round or Kite Shields<br />
* 10 x 3' Carapace - can be made into Small Round Shields<br />
* Chain of Binding (used to bind the main doors of the Vanyarami Tomb)<br />
; Well Water<br />
: Skill of Épuration<br />
<br />
== Gossip ==<br />
; Smartest Nominations<br />
* Pretty Flower - Highly successful Fumigating Spiders plan<br />
* Vapour - Wind Whistle to spread the vapours around the cavern<br />
; Bravest Nominations<br />
* Vapour - Fighting on when his looks were in peril<br />
* Tari - Seducing our human employer to secure our bonus and some E&E enhancements<br />
<br />
=== Quotes ===<br />
: '''Mario''': If Vapour stops that can only mean one thing<br />
: '''Aposta''': He found a mirror?</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Bowcourt&diff=100444Bowcourt2024-03-06T21:03:24Z<p>Stephen: Text replacement - "û" to "û"</p>
<hr />
<div>__NOTOC__[[Category:Bowcourt]][[Category:Western Kingdom]][[Image:Bowcourt.gif|right|Arms of Bowcourt]]<br />
<br />
<div style="background-color: #ffff99; font-weight: bolder;"><br />
NOTE: This area of Alusia may be out of date, given the campaign events - [[The Drow Invasion]]. <br />
</div><br />
<br><br />
<br />
Large and prosperous ancient Marquisate predating the Old Western Kingdom by over 400 years; part of the Old and New [[Western Kingdom]]s.<br />
==History==<br />
<br />
Bowcourt was initially established as a "March" of [[Alfheim]] around 200 years after [[Panjari]]; a human population under elven nobility and governorship, created to protect the borders of Alfheim.<br />
<br />
From 700 AP onwards the elven rulers were slowly and deliberately replaced with human nobility as the elves gradually withdrew back to Alfheim. The area became the "Marquisate of Bowcourt" as a distinct entity in title and lands around 800 AP, with the last of the elven nobility withdrawing from the area by 1100 AP. The population of the area has always been mainly human, but the ruling nobles were initially elven, this giving way to human nobility with a gradual withdrawl of elves from the area around 1100 AP.<br />
<br />
When the northern migrations / invasions began around 1000 AP Bowcourt was a major source of resistance, largely limiting the earlier migrations to the west of the [[Baratary River]].<br />
<br />
After [[Ulric the Wolf]] founded the Western Kingdom around 1200 AP he married the Maquessa of Bowcourt and the kingdom's borders were redrawn to encompass the Marquisate. Part of the marriage agreement stated that Bowcourt, and the title of Marquessa would be granted to their eldest daughter, and that the area would continue to be passed in a matrialinear succession.<br />
<br />
The area shows a strong elven influence even today in customs and [[Lalange|language]], and like Alfheim is traditionally matrialinear, although some areas, most notable [[Foxcourt]], follow a predominantly patrialinear model of inheritance.<br />
[[Image:Bowcourt820.jpg|right|thumb|Borders & Towns]]<br />
Over the years of the Old Kingdom the line of Kings married into Bowcourt a number of times. The noble women of Bowcourt are said by many to have "elven blood" despite the apparent impossibility of such a cross-breeding, and it is known that the daughters of many of the noble families possess notable beauty and appear to age significantly slower than most humans (their lifespans appear little altered but their apparent age is usually much less than their chronological age).<br />
<br />
Two of the Marquessas have also borne the title "Queen of the West": [[Isabel_de_Bowcourt|Isabel the Good]], and her daughter [[Yolanda_de_Bowcourt|Yolanda]].<br />
<br />
===Drow Invasion===<br />
The main thrust of the Drow Invasion of 813WK was focused up the Baratary River, the western border of Bowcourt. The potential damage to Bowcourt from the Drow's Ice River and associated magic was reduced through the ritual creation of magical wardings and barriers along the border, completed in late Thaw of Spring 813WK. (See scribe notes: [[Kill Them All]].)<br />
<br />
Despite this mitigation a number of settlements situated directly on the river were damaged or destroyed including (from South to North): [[Valliere]], [[Vannes]], Beaumont, Montsoreau, and Bragelonne. While both Valliere and Vannes have seen significant recovery and rebuilding in the years since, the three more northern settlements remain ruined, and magical ''contaminants'' have had adverse effects on even Bowcourt's magically protected land.<br />
<br />
==Geography==<br />
* 63,340 square miles (excluding high mountain areas).<br />
** GM Note: For real world comparison; about the size of Wisconsin or Tunisia.<br />
* Fertile arable lands in north, west, and central areas.<br />
* Forested highlands and mountains in east.<br />
* Highly fertile lowlands in the south becoming bog in the south-west and forested hills in the south-east.<br />
===Major Areas & Settlements (820WK) ===<br />
====Counties====<br />
* Bowcourt (direct holdings)<br />
** Bowcourt, Captial City of (40,200)<br />
** ''Montsoreau (Ruins)'' previously (8,700)<br />
*** Tuquant (~3,500)<br />
** Lafère (7,600)<br />
* [[Chagny]]<br />
** Saint-Michel (23,700)<br />
** Rochefort (8,600)<br />
** Vallon (7,400)<br />
** Carrefour (~5,000)<br />
* [[Foxcourt]]<br />
** Foxcourt, City of (18,900)<br />
* [[Remy]]<br />
** Treville, City of (18,500)<br />
** ''Bragelonne (Ruins)'' previously (8,700)<br />
** Deville (~4,500)<br />
<br />
==== Viscounties ====<br />
* [[Nevers]]<br />
** Lencré, City of (14,500)<br />
** [[Valliere | Vallière]] (~3,000)<br />
* [[Vole]]<br />
** Campagnol, City of (9,500)<br />
* [[Faircourt]]<br />
** Coeur-de-Fer (7,900)<br />
* [[Newcourt]]<br />
** Newcourt, City of (8,800)<br />
==== Baronies (Coronet) ====<br />
The Barons who hold "Coronet" Baronies are direct vassals of the Marquessa and rank higher in precedence than Barons who hold their lands from one of her Counts or Viscounts. The [[College of Heralds]] affords them the courtesy and precedence equal to a Viscount from outside of Bowcourt.<br />
* [[Chartres]]<br />
** Tenarèze (7,100)<br />
* [[Lotharia]]<br />
** [[Vannes]], City of (~7,000)<br />
* [[Maumains]]<br />
** Alençon (6,500)<br />
* [[Mulberry|Mûre]]<br />
** Armagnac (8,500)<br />
* [[Sylvanwold]]<br />
** Bar-sur-Loup (5,100)<br />
<br />
==People==<br />
===Population===<br />
The total population of Bowcourt as at the 800 WK census was 6,357,000:<br />
*5,725,000 Humans (approx. 90%)<br />
*200,000 Halflings<br />
*150,000 Elves<br />
*135,000 Dwarves<br />
*64,000 Orcs<br />
*48,000 Giants (mostly Hill Giants)<br />
*20,000 Shapechangers (estimated)<br />
*15,000 various other races<br />
<br />
Livestock also recorded at the time of the census:<br />
* 9509772 fowls (including chickens, geese, and ducks)<br />
* 4475188 dairy and meat animals (including cows, goats, pigs, and sheep)<br />
<br />
===Languages===<br />
* [[Lalange]], [[Common]] (30% mostly urban)<br />
* Literacy 7-8% (predominately urban)<br />
<br />
===Government===<br />
* Feudal Aristocracy<br />
** Current Marquessa (since 782) is [[Dulciena de Bowcourt]] (b. 757), second wife of the late Duke Frederick of [[Aquila]], and mother of [[Ulric Schwarzrotgold]] (b. 793), the Western King.<br />
* The Heads of the incorporated areas exercise considerable autonomy regarding matters internal to their area.<br />
====Social====<br />
The Marquisate of Bowcourt is a very large, reasonably wealthy, and well populated area. The current ruler is a strong leader, and shrewd politician. There are no particularly unusual social conditions in Bowcourt. Courtesy is highly regarded. Troublemakers will not be tolerated, and will be swiftly dealt with by the well trained and equipped city guards or rural militia. If the troublemakers prove too difficult for the local constabulary, a request for help will be sent to the nearest [[Michaelines|Michaeline]] chapter house or other Powers of Light enclave.<br />
=====Note on Noble Titles=====<br />
Although Bowcourt has at least the power and influence of any of the western duchies, the rulers of Bowcourt have steadfastly refused to alter the ruling title of "Marquessa".<br />
<br />
Part of the reason appears to stem from the area's long and prestigious history dating back to being an elven march, and continuing ''special relationship'' with [[Alfheim]], part is based on the original documents of enoblement, and part is bloody minded traditionalism.<br />
<br />
But whatever the reason, the highest title in Bowcourt remains "Marquessa", and this has caused considerable congestion in noble titles and comparative ranks within the Marquisate. The Count of [[Chagny]] holds lands that would make him a Marquis in any of the Duchies, or even a Duke in his own right. Several of the Viscounts and Barons hold lands that would make them Counts in other areas. They in turn command hereditary knights (Lalange: "Chevalier-héréditaires"), who are styled as knights but hold lands fully equivalent to Baronies in other lands.<br />
<br />
This mismatch between given titles and practical possessions and power is something of a headache for the [[College of Heralds]] when determining [[Western Kingdom Nobility|exact precedence]] for formal events involving Bowcourt and foreign nobility.<br />
<br />
=== Religion ===<br />
Official religion is [[Powers of Light]], and all of the major chapters have substantial holdings in Bowcourt. Urielites have official status as Justices of the Peace, and serve in many functions throughout the judiciary. The religion is well respected by the general population with about 80% being actively religious (most of these being [[Raphaelites|Raphaelite]] in tendency).<br />
<br />
== Other Factions of Note ==<br />
<br />
* [[Royal Wizardry Squadron]]</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Heraldic_Primer&diff=100443Heraldic Primer2024-03-06T21:03:24Z<p>Stephen: Text replacement - "û" to "û"</p>
<hr />
<div>[[Category:Heraldry]]<div style="float: right; margin-left: 10px; ">__TOC__</div><br />
=Overview=<br />
This article is not intended as a comprehensive guide to heraldry. Since Western Alusian heraldry follows the same general rules and principles as the heraldry of Western Europe in the middle ages there are any number of excellent heraldic guides available on-line if people wish to learn more about heraldry. Some of these are linked below.<br />
<br />
This guide is intended as a very brief introduction to Western Alusian heraldry for those players or GMs who want to design arms for characters but don't want to further research the subject.<br />
<br />
'''Note:''' Western Alusian heraldry is considered the default throughout this guide. The differences for Elven and Dwarven heraldry are touched upon in the main [[Heraldry]] page. Information for non-Western areas may be added as needed.<br />
<br />
==The Basics==<br />
The basic requirements of heraldic design can be summed up as: '''highly visible''' and '''easily identifiable''', and all of the other rules about colours and metals, positions and postures derive from these simple principles.<br />
<br />
In brief:<br />
* Put light coloured objects on dark backgrounds, or put dark coloured objects on light backgrounds;<br />
** putting dark on dark or light on light makes them hard to see.<br />
* Keep the number of different objects or shapes small;<br />
** several of the same thing is more normal (and easier to identify) than several different things<br />
* Use solid colours (there is a standard set);<br />
** (described below)<br />
* Make designs bold;<br />
** designs with subtle shading will tend to have lower visibility<br />
* Use available space;<br />
** makes the objects bigger / easier to see<br />
* Show objects in a position/pose that makes them easy to identify;<br />
** a lion curled up asleep is much harder to identify than one ''rampant'' (rampaging)<br />
* Arms should be visibily distinct.<br />
** rule of thumb: put two shield sized coats of arms 30 feet away. Can you see the differences?<br />
=Heraldic Design=<br />
==Shield==<br />
[[Image:Heraldry2.gif|right|Typical example of heraldry on a standard shield]]<br />
Arms get displayed on a variety of surfaces: banners and flags, draperies, clothes, horse barding, etc, but the most common representation of arms in on a sheild, or a shield shaped background.<br />
<br />
Shields of any shape can be used for heraldry, but the Knight's Shield, or ''heater'' is by far the most common.<br />
<br />
Some non-military persons may choose to display their arms on a different shape. Lozenge shapes are used by some armigerous women, and clergy (though many others prefer a shield shape).<br />
<br />
Badges are something of a special case; bades granted to Guilds and the like are almost always displayed on a circular background, although the badges of military units may be shown on a shield.<br />
<br />
==Tinctures==<br />
{| border="1" cellspacing="0" cellpadding="2" align=right style="margin-left: 5px;"<br />
! Tincture<br />
! Heraldic name<br />
! Example<br />
|- <br />
! colspan=3 | ''Metals''<br />
|- <br />
| Gold/Yellow <br />
| Or<br />
| style="background:#FFFF40;" |<br />
|- <br />
| Silver/White <br />
| Argent<br />
|<br />
|- <br />
! colspan=3 | ''Colours''<br />
|- <br />
| Blue <br />
| Azure<br />
| style="background:#0000C0;" |<br />
|- <br />
| Red <br />
| Gules<br />
| style="background:#D00808;" |<br />
|- <br />
| Black <br />
| Sable<br />
| style="background:#000;" |<br />
|- <br />
| Purple <br />
| Purpure<br />
| style="background:#C000C0;" |<br />
|- <br />
| Green <br />
| Vert<br />
| style="background:#04B804;" |<br />
|- <br />
! colspan=3 | ''Furs''<br />
|- <br />
| colspan=2| Ermine<br />
|[[Image:Ermine.gif]]<br />
|- <br />
| colspan=2| Ermines or Counter-ermine<br />
|[[Image:CounterErmine.gif]]<br />
|- <br />
| colspan=2| Erminois<br />
|[[Image:Erminois.gif]]<br />
|- <br />
| colspan=2| Pean<br />
|[[Image:Pean.gif]]<br />
|- <br />
| colspan=2| Vair<br />
|[[Image:Vair.gif]]<br />
|-<br />
! colspan=3 | ''Rare Colours''<br />
|- <br />
| Amaranth <br />
| Amaranth<br />
| style="background:#C0005F;" |<br />
|- <br />
| Sky-blue<br />
| Bleu céleste<br />
| style="background:#8ACDFC;" |<br />
|- <br />
| Brown <br />
| Brunâtre<br />
| style="background:#B25E2C;" |<br />
|- <br />
| Ash / Grey<br />
| Cendré<br />
| style="background:#72747E;" |<br />
|- <br />
| Mulberry <br />
| Mûre or Murrey<br />
| style="background:#992D2D;" |<br />
|- <br />
| Tawny/Orange <br />
| Tenné<br />
| style="background:#F59B3B;" |<br />
|}<br />
===Common===<br />
Five colours and two metals (collectively called ''tinctures'') are used for the vast majority of Western Alusia coats of arms. Some coats make use of a few other much rarer colours, or ''furs''.<br />
<br />
Heraldic textbooks never fail to spell out the "Tincture Rule", namely that metal should not be placed on metal, nor colour on colour (though there are many counter-examples) available, but the basic principle remains: don't put light on light or dark on dark.<br />
<br />
The most common colours in Alusian heraldy are black, red, and blue, followed by purple and then green. The [[College of Heralds]] refers to these by their names in [[Lalange]]: '''sable, gules, azure, purpure,''' and '''vert''', respectively. All of these colours may be considered dark for the purposes of what they may be placed upon.<br />
<br />
The metals are silver ('''argent'''), and gold ('''Or''' -- usually capitalised to minimize confusion). These may be actual silver and gold leaf or plate, depending on the way the armorial design is being used, but for most purposes they are represented by white and yellow. The metals are considered light for visibility.<br />
===Furs===<br />
Less common, but still seen in many Alusian arms are the furs: '''Ermine''', and it's variants: '''Ermines''' (also, and less ambiguosly called ''Counter-Ermine''), '''Erminois''', and '''Pean''', as well as '''Vair''' (and a number of its variants).<br />
<br />
Some guides refer to the furs as ''amphibious'' -- able to be placed on either colour or metal, but again they should generally be treated as light or dark and handled accoringly. It might be technically valid to place a sable charge on a counter-ermine field, but the design would fail to be clearly visible.<br />
<br />
===Rare Colours===<br />
There are a few other colours that do appear but rarely in Western Alusian heraldry, and almost exclusively in arms within [[Bowcourt]]. These colours also appear in Elven heraldry which probably explains their use in that Marquisate.<br />
<br />
*'''amaranth''', a dark red/purple<br />
*'''bleu céleste''', a sky-blue<br />
** this rare colour sometimes appears as a very light blue in Elven heraldry and is treated in that case as a metal.<br />
*'''brunâtre''', brown.<br />
*'''cendré''', ash-colored / dark grey<br />
*'''mûre''' (or murrey), the deep red almost black of the mulberry<br />
*'''tenné''', a tawny orange through to a solid orange colour<br />
<br />
The other tincture that sometimes appears is '''proper''' -- the oject or animal is displayed in its actual colours. This designation is not very common, and only makes sense when the charge has an actual colour. There are a number of heraldic conventions for how proper is represented:<br />
* stone (grey)<br />
* arms and armour (steely grey)<br />
* trees (green foliage, brown trunks)<br />
[http://www.sca.org/heraldry/laurel/lessons/lesson06.html SCA article on Proper]<br />
<br />
==The Field==<br />
The field is always mentioned first in the blazon, describing its tinctures and divisions (if any). The field may be divided up is a number of ways, some are very common, others less so. Some of the common divisions (and a few not so common) are shown below.<br />
{| border="1" cellspacing="0" cellpadding="2"<br />
|Per fess||Per pale||Per bend||Per saltire||Per chevron||Gyronny||Quarterly||Bendy||Lozengy||Barry Wavy<br />
|-<br />
|[[Image:PerFess.gif]]|| [[Image:PerPale.gif]]||[[Image:PerBend.gif]]|| [[Image:PerSaltire.gif]]||[[Image:PerChevron.gif]]||[[Image:Gyronny.gif]]||[[Image:Quarterly.gif]]|| [[Image:Bendy.gif]]||[[Image:Lozengy.gif]]||[[Image:BarryWavy.gif]]<br />
|}<br />
<br />
===Lines of Partition===<br />
[[Image:PartitionLines.gif|right|Lines of Partition]]<br />
The lines that divide the areas of the field need not be straight, (though they are assumed straight unless otherwise described). Common partition lines include:<br />
*(A) Embattled<br />
*(B) Indented<br />
*(C) Dancette<br />
*(D) Wavy<br />
*(E) Nebuly<br />
*(F) Raguly<br />
*(G) Potenty<br />
*(H) Dovetailed<br />
*(I) Engrailed<br />
*(J) Flory & Counter-Flory<br />
*(K) Invected<br />
<br />
==Ordinaries==<br />
These are primarily geometric shapes, some of which are derived historically from shield bracing. They are usually mentioned in the blazon after the field, and occupy 1/3rd or more of the shield. The lines of Ordinaires can also use the partition line shapes. A very few of the many Ordinaries are shown below.<br />
<br />
{| border="1" cellspacing="0" cellpadding="2"<br />
|Fess||Pale||Bend||Saltire||Chevron||Pall<br />
|-<br />
|[[Image:Fess.gif]]||[[Image:Pale.gif]]||[[Image:Bend.gif]]|| [[Image:Saltire.gif]]||[[Image:Chevron.gif]]||[[Image:Pall.gif]]<br />
|-<br />
|Fess Wavy||Cross Raguly||Bend Dancette||Saltire Engrailed||Bordure Embattled||Bend Fusily<br />
|-<br />
|[[Image:FessWavy.gif]]||[[Image:CrossRaguly.gif]]||[[Image:BendDancette.gif]]|| [[Image:SaltireEngrailed.gif]]||[[Image:BordureEmbattled.gif]]||[[Image:BendFusily.gif]]<br />
|}<br />
<br />
==Charges==<br />
Almost any animal, monster, or inanimate object can be used as charges on a shield.<br />
===Animals===<br />
Animals common in heraldry include: Lions, Eagles, Deer, Bears, Boars, Wolves, Foxes, Goats, and Horses, but Rabbits, Mice, Badgers, Hedgehogs (generally called ''Urcheons'', Snakes, and almost any other identifiable animal may be used. There are numberour rules on the positioning of animals, here is [http://dragon_azure.tripod.com/UoA/AnimalBlazonry.html one concise guide].<br />
<br />
People too appear in armory, humans and other species may be used, as may body parts (heads of men of Arabie, skulls, arms, and legs). Parts of animals are also used, heads, claws, and wings.<br />
===Monsters===<br />
[[Image:SeaUrcheon.gif|right|Azure, a Sea-Urcheon Or]]<br />
Some of the monsters used in heraldry are: Dragons, Wyverns, Cockatrice, Unicorns, Pegasi, and Centaurs, but there are also monsters really known only to the heralds such as the Sealion (like the one in the arms of [[Eltrandor]], and similarly the Sea-Wolf, Sea-Bull, and Sea-Dog. In fact, almost any terrestrial animal or monster can be given a fish tail and termed a Sea-''whatever''. Animals also get wings added by the heralds becoming Winged Bulls, Winged Deer, and the like. It is even possible to add both, resulting in odd monsters such as the Winged Sea-Bull.<br />
===Flora===<br />
Trees and other flora are not used overly much in Alusian heraldry, though there are no restrictions on selecting them; they just appear not to be favoured over creatures or objects. Elven heraldry is a different matter with any number of trees, flowers, berries and plants appearing.<br />
<br />
===Objects and Other Inanimates===<br />
Many objects are added to arms either to allude or pun on the armiger's name, or to allude to their trade in the case of Guilds and armigerous commoners. Basically put, any identifiable object that is known of on Alusia may be found in some coat of arms. Objects type charges range from simple geometric shapes (circles, rectangles, stars) through everyday items such as water bags, anchors, towers, swords, axes, wool packs, ships, buckles, horns, and keys.<br />
==Blazonry==<br />
The ''blazon'' is the verbal or written description of a coat of arms, while the ''emblazon'' is a visual representation of the arms themselves. In most cases the blazon is taken as the authoritative description, but during some periods (perhaps co-inciding with rather poorer heraldic training) the emblazons have been used as the definitive guide.<br />
<br />
=Links=<br />
{{divbox|#dff|GM Note|Quite a few of the on-line guides to ''practical'' armory (that is actually designing a coat of arms, rather than purely historical information) are related to the [http://www.sca.org/ SCA], and many of these are very good guides. Just note though that that SCA has a stricter view of what is registerable heraldry than we should perhaps use for DQ, so take their information as a guideline rather than absolute}}<br />
*[http://www.phmoms.com/Scribal/L2_HeraldryForTheScribe.htm Heraldry for Scribes]<br />
** How to draw arms and make them look good.<br />
*[http://heralds.westkingdom.org/CommonBlazonKnowledge.htm Heraldic Blazon/Emblazon Knowledge]<br />
** Many heradic terms explained<br />
*[http://www.heraldica.org/ Heraldica]<br />
**Massive archive of heraldic information<br />
*[http://en.wikipedia.org/wiki/Heraldry Wikipedia Heraldry]<br />
** Good introduction with links to plenty of other sources<br />
*[http://www.sca.org/heraldry/primer/ SCA Heraldry Primer]<br />
** And the main [[http://www.sca.org/heraldry/ SCA Heraldry]] site<br />
* [http://www.sca.org.au/herald/LRoA/index.php Lochac Roll of Arms]<br />
** Examples of lots of heraldry from the SCA in NZ and Australia. Although all of these arms were registerable it doesn't necessarily make them good / classic heraldry.</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Cassandra&diff=100442Cassandra2024-03-06T21:03:24Z<p>Stephen: Text replacement - "û" to "û"</p>
<hr />
<div>==Cassandra de Mûre ==<br />
<br />
[[Image:Cassandra de Mûre 2.jpg|thumb|right|200px|Cassandra de Mûre]]Cassandra is the youngest of 6 and is the only girl. After her mother died she was raised by her father and brothers. Having a lack of female influences and the want of a good education, her father sent her to the Southaven Academy for Girls in 808 (Class of the Lioness - [[Southhaven Academy for Girls]] where she made some friends for life and some enemies. The three years (808-811WK) spent there (where she was known as Lady Cassandra).<br />
<br />
She joined the guild in summer 812WK to complete her applied education after theory. The 'careers day' representative from SAG was much more fun than the one from the [[Sanctuary|Sanctuary Mages Guild]]. <br />
<br />
Played by [[User:Michelle|Michelle Ellis]].</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Search_for_the_lost_Temple&diff=100441Search for the lost Temple2024-03-06T21:03:23Z<p>Stephen: Text replacement - "û" to "û"</p>
<hr />
<div>[[Category:Scribe Notes]][[Category:Struan Judd]]<div style="float: right; width: 25%; margin-left: 5px; ">__TOC__</div><br />
*GM: [[User:NeonGraal|Struan Judd]]<br />
*[[Scribe_Notes#Winter_806_WK| Session: Winter 806 wk]] (June-Sep 06 Session)<br />
*Night: '''Monday nights starting the 19th'''<br />
*Location: Struan's place. Contact him for address and other details.<br />
*Level: Medium + (Leibnitzian)<br />
<br />
== Party ==<br />
<br />
# [[Kern Silvercrest]], an heroic elven druid played by [[Chris C]]<br />
# [[Tharkun]], a dwarven enchanter played by [[Jon McSpadden]]<br />
# [[Erzabet]], a noble lady & namer played by [[Julia McSpadden]]<br />
# [[Faith]], an elven enchanter played by [[Andrew Withy]]<br />
# [[Kayseri]], a scruffy illusionist played by [[Rosemary Mansfield]]<br />
# [[Cyan]], a handsome sorceror played by [[Mark Simpson]]<br />
# Bevedere, a Winterspirit totem who looks like a Wolfhound.<br />
# Book, a Researcher in the form of a book.<br />
# Hope, a small horse.<br />
# [[Kern Silvercrest|Mini-Kern]], a representative of Kern in his absence.<br />
# Rocky, the Earth Elemental and local guide.<br />
<br />
= Mission =<br />
[[Kern Silvercrest]], Baron Steinhugel of Grobbety (Aladar), Knight Protector of the Royal Family (Artzdorf & Flugelheim), Knight Defender of the lands (Artzdorf & Flugelheim), and his pregant wife [[Wansbones_on_Alusia|Corrina]] are employing a party to assist him in finding a lost temple which was last seen in [[Artzdorf and Flugelheim]] when he was there battling the Ice Demons. Sadly Kern also went missing before the adventure started. Nothing to do with the condition of his wife, I'm sure.<br />
<br />
We have been hired by Corrina to:<br />
* Find Kern<br />
* Do what Kern says<br />
* Assist Kern in his quest for a Temple of Earth<br />
* Bring Kern home<br />
<br />
==History==<br />
Kern had been regularly visiting [[Artzdorf_and_Flugelheim|Artzdorf]], following up on a lead on a Temple of Earth from a previous adventure. He and his hired guide Frederick were supposed to meet up with [[The_Companions|The Companions]] at the [[The_Companions#Inns|Straight Arrow]], a pub in [[Artzdorf_and_Flugelheim|Port Artz]], two weeks ago. A message reached his gravid wife Corrina a week ago, and she has become quite worried. She has a wooden statue of Kern as a linking lifeforce, and it has turned to granite. Meanwhile, Corrina will have her child hibernated (Pent), petit mort'd (Dramus) or cursed (Mortimer), so that Kern will be present at the birth.<br />
<br />
Exact timings: Kern & Frederick left Port Artz on 10th Vintage for the Earth Temple. They were expected back by 20th Vintage. Magic messages were sent by the Companions on 22nd Vintage, and on 23rd Vintage, when there was no sign of them on the return path, word was sent to Corrina, who immediately went to Seagate via ship, arriving in time for Samhain.<br />
<br />
== Pay ==<br />
[[Wansbones_on_Alusia|Corinna and her sisters Cordelia and Letitia]] have rummaged through Kern's stuff and found some valuables. They tentatively identify them as: a strength of stone potion, two trollskin potions, and two rings of tunnelling. They also assure us Kern guarantees a minimum of 5,000 silver pennies each, which is around 20 ounces of gold – a 1¼" cube. Fresh coffee beans also mentioned.<br />
<br />
==Location==<br />
Evidence from [[Return_to_the_Cold|previous Scribe Notes]] leads us to believe that Kern is trying to seek something from a [[Artzdorf_and_Flugelheim#Shrine to Unknown Earth Power/God|Temple of Earth]] that his party found two years ago. The best co-ordinates we can glean for the Temple of Earth appears to be 30+ miles south of the Lake of the Moon, and 2-3 miles east of the Rigal River, in upland Artzdorff. The easiest way to get there is to sail to Port Artz, as that is the last major port that can be guaranteed to be free of ice at this time of year, then either NW inland or via coastal vessel W to the Rigal River. Then we make our way NNE up the river as far as it is safely navigable, and walk or ride from there. We have passage booked on the Ashen Way, a two-masted small cog bound for Port Artz on the morning of the 3rd, and return passage on a sister ship.<br />
<br />
A second series of landmarks is when on the Rigal river N of Rigalheim, there are two towers equi-distant, with a spire, a forest, and cliffs. This is the location of a ''superwinter'' that was connected to events two years ago.<br />
<br />
[[Ice_Demons_in_Flugelheim|Another party]] recently got to the same area by flying to Eltrandor before realising their wings wouldn't take then to Flugelheim and back to the guild without a second cast, so they returned to Seagate. They then portaled to Alfheim, then to Kin Lu, talked to an immortal world power, then helped an inter-dimensional portal building golem, so they could get to Flugelheim in a single hop. We decided that, not being [[Experience#Quest_Level|High to Fragile]], we could cope with staying overnight in a foreign kingdom.<br />
<br />
==Astrology==<br />
When seeking the Terra Deus,<br />
<br />
Be careful of the lands about<br />
Above and beyond and near and far.<br />
<br />
Seekers are sought and<br />
Yet idealists have fought.<br />
<br />
Your path will certainly improve and be well<br />
If you take those who of the land are said to swell<br />
<br />
But watch and be wary,<br />
For many abound who seek what you do<br />
But they have not found it,<br />
<br />
Yet.<br />
<br />
<br />
<br />
==Dream One== <br />
On 11 Frost we all had significant dreams. I remember waking and remembering it was important, without remembering exactly what it was. I hate that feeling. With a bit of sifting, we determined that it was something to do with Caverns - though that came from Tharkûn, who is a ''little'' biassed. We got the impression that we were being guided along a way - directions are available, and an easy way is being opened up - but we aren't compelled to take this path. Spooky. Perhaps this Divine Earth Temple we are searching for is still active, in a Divinity as well as Earthy way.<br />
<br />
Divination results: The Dream Sending Ritual is Rune-ish, but non-colleged and Divine. Bedevere thinks the nature of the sender may be like his own master, Winter. Erzabet gets a series of aspects or flavours – Divine, Air, Heat, Light, Female, 'new-ness'. The details and content of the dream can't be directly magically discovered – indirect assistance such as hypnotism is OK, however.<br />
<br />
== Dream Two ==<br />
This time, it's Kayseri who has the most vivid dreams, and she tells me all about them before I sleep, so my dreams are similar. Tharkûn, our other ''sensitive'' also has dreams, but not as clearly as Kayseri.<br />
<br />
The dream is of three beautiful human women, one strawberry blonde, one platinum blonde, and one raven-haired. The first wore clothes of yellow & red, and of gauze (which we initially thought was orange, as it layered over the other colours). The second, central and leading figure was dressed in blue, green and white. The third figure was dressed in brown, black, and either deep purple or a second shade of black. The central figure, "Vashi of the Trinity" said the way is smoothed, the path is set, but we still have free will whether to follow the path or not. Kayseri, who appears to be "One Who is Named of the Gods" (I wondered what her name meant), does not have to choose. Yes, that's right it's another Divine sending ritual – the flavours of the dream are Ice, Water and Life – divination doesn't tell us much more.<br />
<br />
== Dream Three ==<br />
We speak with each of the Trinity, Aesiri (Air, Fire, Light), Kubti (Earth, Darkness, Death), and Vashi (Water, Cold, Life). They affirm we are at the final step, the choice is always there for us, and not choosing is permissable, but is a choice. Each extends an offer. We gain a picture of nine elements, each in incredably complex relationships with the other eight. The religious forms of the Trinity, the Three Threes and the Old Ways are all possible patterns, but there are millions of others possible too. Think of a complex, interwoven history of nine neighbouring countries, each with different resources, cultures, races, goals, and rulers. These countries have formed alliances and enemies countless times over eternity, and almost any group of the states can be explained.<br />
<br />
== Dream Four ==<br />
From this dream, Kayseri figures out that triangles are not of the Trinity, who are the "simple" religion. After many jokes, we think this means they are linear, so the temples are likely to lie evenly on a line.<br />
<br />
We visualise the [[#Runes_One|current relationship of the Runes]].<br />
<br />
=Information Gained=<br />
==Geography==<br />
[[Artzdorf_and_Flugelheim|Artzdorf and Flugelheim]] are kingdoms which joined around 15 years ago. Flugelheim is primarily a land of golden plains covered with grain. Artzdorff has grasslands with hardy horses, with its eastern border consisting of a series of nasty broken ridges and low jagged mountains, full of gold, diamond, silver, copper, iron, and precious gems. In general this joint kingdom is a land of plains, not forest.<br />
<br />
There are 6 large cities (Port Artz, Artzdorf city, and four others), and then a series of small towns supporting agrarian villages. The city of [[Artzdorf_and_Flugelheim#Port_Artz|Port Artz]] has a magical Guild that requires foreigners to buy a license to use the mana. In Artzdorf city, the mana has been crystallised, and the local guild there has a monopoly on the crystals, which they also sell. We plan to avoid these cities if possible.<br />
<br />
The population is predominantly human, with some dwarves, particularly in the eastern mining towns and hills, and some hobbits in the rural heartland. Elves are known but rare.<br />
<br />
The Lake of the Moon is near the source of the Rigal River. It is 2 miles E-W, and 3½ miles N-S. The waterfall at its south end is 30 foot wide, and drops 25 feet into a basin with a water sprite. In the north-centre of the lake is a ½ mile round island surrounded in mists. There is a magic rowboat that transports people between the docks in the SE of the lake edge to the isle and back.<br />
<br />
The mountains at the north of Artsdorff have a massive enchantment on them. It extends 250 West to East, and 30 miles North-South. They cannot be magically remodeled or shaped, although physical effort is allowed. This mountain chain was used as a cap to form the boundary of the Artzdorf region, around 3,000 years ago. Weird, unexplained, true.<br />
<br />
==Local Religion==<br />
There are three religions. {{stub}}<br />
<br />
==Runes One==<br />
{|<br />
|align=center| http://pics.livejournal.com/neongraal/pic/0000f09r.gif<BR>Cold ||align=center| http://pics.livejournal.com/neongraal/pic/0000kwf6.gif<BR>Earth ||align=center| http://pics.livejournal.com/neongraal/pic/0000dcc9.gif<BR>Life<br />
|-<br />
|align=center| http://pics.livejournal.com/neongraal/pic/0000pe7g.gif<BR>Heat ||align=center| http://pics.livejournal.com/neongraal/pic/0000h24x.gif<BR>Death ||align=center| http://pics.livejournal.com/neongraal/pic/0000e0s7.gif<BR>Air<br />
|-<br />
|align=center| http://pics.livejournal.com/neongraal/pic/0000qzq7.gif<BR>Light ||align=center| http://pics.livejournal.com/neongraal/pic/0000gd24.gif<BR>Dark ||align=center| http://pics.livejournal.com/neongraal/pic/0000rdz3.gif<BR>Water<br />
|}<br />
<br />
==Runes Two==<br />
{| <br />
|align=center| http://pics.livejournal.com/neongraal/pic/0000dcc9.gif<BR>Life ||align=center| http://pics.livejournal.com/neongraal/pic/0000kwf6.gif<BR>Earth ||align=center| http://pics.livejournal.com/neongraal/pic/0000f09r.gif<BR>Cold <br />
|-<br />
|align=center| http://pics.livejournal.com/neongraal/pic/0000pe7g.gif<BR>Heat ||align=center| http://pics.livejournal.com/neongraal/pic/0000h24x.gif<BR>Death ||align=center| http://pics.livejournal.com/neongraal/pic/0000e0s7.gif<BR>Air<br />
|-<br />
|align=center| http://pics.livejournal.com/neongraal/pic/0000rdz3.gif<BR>Water ||align=center| http://pics.livejournal.com/neongraal/pic/0000gd24.gif<BR>Dark ||align=center| http://pics.livejournal.com/neongraal/pic/0000qzq7.gif<BR>Light <br />
|}<br />
<br />
==Runes Three==<br />
{| <br />
|align=center| http://pics.livejournal.com/neongraal/pic/0000e0s7.gif<BR> Air ||align=center| http://pics.livejournal.com/neongraal/pic/0000rdz3.gif<BR> Water ||align=center| http://pics.livejournal.com/neongraal/pic/0000kwf6.gif<BR> Earth <br />
|-<br />
|align=center| http://pics.livejournal.com/neongraal/pic/0000gd24.gif<BR> Dark ||align=center| http://pics.livejournal.com/neongraal/pic/0000f09r.gif<BR> Cold ||align=center| http://pics.livejournal.com/neongraal/pic/0000h24x.gif<BR> Death <br />
|-<br />
|align=center| http://pics.livejournal.com/neongraal/pic/0000qzq7.gif<BR> Light ||align=center| http://pics.livejournal.com/neongraal/pic/0000dcc9.gif<BR> Life ||align=center| http://pics.livejournal.com/neongraal/pic/0000pe7g.gif<BR> Heat <br />
|}<br />
<br />
==The Party's Runes==<br />
<table border=1 align=center><br />
<tr><th>Name</th><th>College</th><th>Race</th><th>Skill</th><tr><br />
<tr><td>Kern</td><td>http://pics.livejournal.com/neongraal/pic/0000kwf6.gif</td><br />
<td>http://pics.livejournal.com/neongraal/pic/0000h24x.gif</td><td>http://pics.livejournal.com/neongraal/pic/0000dcc9.gif</td></tr><br />
<tr><td>Kayseri</td><td>http://pics.livejournal.com/neongraal/pic/0000qzq7.gif</td><td>http://pics.livejournal.com/neongraal/pic/0000rdz3.gif</td><td>http://pics.livejournal.com/neongraal/pic/0000pe7g.gif</td></tr><br />
<tr><td>Urzabet</td><td>http://pics.livejournal.com/neongraal/pic/0000h24x.gif</td><td>http://pics.livejournal.com/neongraal/pic/0000rdz3.gif</td><td>http://pics.livejournal.com/neongraal/pic/0000qzq7.gif</td></tr><br />
<tr><td>Cyan</td><td>http://pics.livejournal.com/neongraal/pic/0000dcc9.gif</td><td>http://pics.livejournal.com/neongraal/pic/0000rdz3.gif</td><td>http://pics.livejournal.com/neongraal/pic/0000h24x.gif</td></tr><br />
<tr><td>Tharkûn</td><td>http://pics.livejournal.com/neongraal/pic/0000rdz3.gif</td><td>http://pics.livejournal.com/neongraal/pic/0000kwf6.gif</td><td>http://pics.livejournal.com/neongraal/pic/0000h24x.gif</td></tr><br />
<tr><td>Faith</td><td>http://pics.livejournal.com/neongraal/pic/0000rdz3.gif</td><td>http://pics.livejournal.com/neongraal/pic/0000e0s7.gif</td><td>http://pics.livejournal.com/neongraal/pic/0000h24x.gif</td></tr><br />
</table><br />
* Faith wishes to say that she disagrees with the Goddesses.<br />
** E&E is a people college. It should be Life. Water is wet, like illusionists.<br />
** The Goddess said she was like a Halfling, who are fickle. '''!!FICKLE!!'''<br />
<br />
==Local Politics==<br />
There are many political players. {{stub}}<br />
<br />
== Brothel Plans ==<br />
The plan to kick the door down was vetoed by the chickens (the non-E&Es, BK). The plan to talk our way in was vetoed by the tongue-twisted (the non-E&Es). The plan to sneak a professional in with magical over-watch was vetoed by the risk-adverse (the non-E&Es, BK). The plan to take a cake with an apology written on it, in case we got caught was so misunderstood by the nay-sayers that the Illusionist managed to implement stage one – we have a cake. Finally, we have a plan to roll everyone up in a rug, and for Faith to wander into the sub-brothel levels until '''before''' it gets too dangerous, open the carpet, and let the other party members out. Then we were going to reason rapidly and silently with the priestess performing her ritual, pick the stoned Kern, Fred, and the other stoned person detected on TP up, roll them up in the rug, and then leave the way we came. Tunnelling/Windwalk is a backup plan. If Faith is captured, then the rest of the party can wiggle out of the rug after say 15 minutes, banished back to the inn, and try plan A – the one with axes.<br />
<br />
== First Inner Sanctum ==<br />
The temple is under the ruins of a house. Under a loose 250lb flagstone in the storm cellar is a hidden shaft. 25 feet down is utter darkness (Grandma Dark). By now you are inside the mind of the Hillock. Beneath the darkness is a 15x25 foot room, with carvings on the wall. They form [[#Runes_Two|a different pattern]]. We stare and think. There are endless divinations until nightfall, which tell us that a person can select three of the runes in the pattern to represent them, and that this is significant. The next day, we try this out. Kern understands himself fully, and selects the correct pattern for himself immediately. The wall opens up, and he enters an inner room. The rest of us can't enter, and the door shuts behind him. Everyone else discusses the meaning for a while, and take around three goes each to get through. Soon everyone is through except Faith, who can't accept the categories the runes are assigning her to. Eventually, after much whining, she comes through, muttering something about E&E's not being wet. We all commune with the Goddess. We are told "Open the path back to where it came from. Find the other two temples, then the next step will be clear." We think this will help return the cults back to their own time, maybe. We leave the temple, blessed and spiritually enriched.<br />
<br />
== Second_Inner_Sanctum ==<br />
The Temple is in the centre of the Isle in the Lake of the Moon. Beneath the mist is a clear space, with a grotto, multiple ice tunnels, and then an underground (magically underwater) temple. It holds a similar challenge to the first temple, from markings eroded into the wall. They form [[#Runes_Three|another pattern]]. We can use the same answers as the first temple, with the same results.<br />
<br />
== Third_Inner_Sanctum ==<br />
The Temple is under illusion, beyond the top of a cliff above an alpine meadow. [incomplete].<br />
<br />
=Quotes=<br />
Tharkûn: "Who's party leader?"<br />
Party: "You are".<br />
Tharkûn: "I are?"<br />
<br />
=Diary=<br />
==Sea==<br />
'''1 Frost.''' The party convenes, and meets Corina. Cyan animates the statue of Kern, and we learn that Kern is alive and animate, in a stone form, not petrified. We hope it's not Braegon's disease, as we don't want Kern talking non-stop. We start to prepare for the journey.<br />
<br />
'''2 Frost.''' Supplies are prepared.<br />
<br />
'''3 Frost.''' We board the good ship Ashen Way, where Tharkûn takes to the rigging like a regular jack tar. The rest of us, being land lubbers, keep out of the way of the jolly sailor boys. Cyan has a crystal-induced vision, which reveals a stone building covered with dried blood; then there is a sudden silver flash, and he is floating in a vast cavern with distant lights. Sounds like good stuff.<br />
<br />
'''4 Frost.''' Almost everyone has acclimatized to the pitching and tossing and yawing and slewing of the vessel, except Cyan, who is distinctly green. The crew all appreciate the rank 20 enchantments from Tharkûn, and the ship sails smoothly.<br />
<br />
'''5 Frost.''' Rain, storm. Effectively confined to cabins.<br />
<br />
'''6 Frost.''' Rain, storm. Effectively confined to cabins.<br />
<br />
'''7 Frost.''' Storm stops after breakfast. We see the coast of [[Eltrandor]].<br />
<br />
'''8 Frost.''' We berth at some [[Freetaun|free town]] overnight to allow Corrina and family to disembark on their way to ?Steinhugel? We find a good tavern with some local trades people who are very gifted musicians, and call themselves the Applejacks. There is good food, including roast mutton, stew, breads, cheeses, cider, ale, mulled wine and dessert. Afterwards I examine the town - it appears quiet & sleepy, and the town militia are not alert. I return before the ship ups anchor at dawn.<br />
<br />
'''9 Frost.''' Overcast, cold and windy.<br />
<br />
'''10 Frost.''' Pass many rocks and points. Weather worsens and the ship yaws ans pitches. Erzabet and Kayseri have a broken and miserable night.<br />
<br />
'''11 Frost.''' Black clouds, visibility zero (Which is low). Rain, squalls. Slow progress. Near dusk, we reach Port Artz. The mana becomes locked halfway into the bay. We ride through the wide streets of [[Artzdorf_and_Flugelheim|Port Artz]] to [[The_Companions#Inns|The Straight Arrow]], where we meet some of the local [[The_Companions|Companions]].<br />
==Road==<br />
'''12 Frost.''' A late start, and then finding horses for those who forgot to bring their own means we have lunch as we set off north. We make maybe 15 miles to arrive after dark at a way station – a quasi-fortified small inn. We sleep in its common room. These way stations are lived in and serviced by a local family, but are probably built and repaired by the Crown, as part of the King's Highway.<br />
<br />
'''13 Frost.''' Pre-dawn. We have an early start, as we plan to catch up for yesterday's late start. For morning tea we stop at the normal over-nighting Inn. It's the same as the waystation, but bigger, and more prosperous – no government handouts required here.<br />
At around an hour after noon, we are attacked. After [[#Skirmish_One|the skirmish]], we push hard, feeding our injured horses illusory hot mash, and mass charming them to keep up. Just after dark we reach the next Inn, where our horses are lovingly taken care of. The Inn is busy, and has ten foot walls on its corral. We sleep and/or keep watch.<br />
<br />
'''14 Frost.''' It dawns crisp, clear, and frosty, and the party looks really cold. Its not actually inclement, and Cyan also enjoys the weather. We have a 27 mile journey today – about an average day's ride if the roads are good. After lunch at a way station, it starts to rain, and I'm now sure it's cold. That evening, the Inn serves roast chicken and tubers, and we sleep and watch.<br />
<br />
'''15 Frost.''' Dawn. We ride. It is warmish but overcast, and shortly wet. The rain strengthens. We veer to the NW to stay on the main road, which is off our direct path. At noon we reach a little way station, where we learn of slips and washouts on the direct road to Minestown – lucky we stayed on the main road. It fines up a bit after lunch. An hour before dusk, we reach a crossroads, with a big Inn, a smithy, a traders, and some other buildings – not quite a village, but a central point for scattered farming families. There is a local shire reeve, collecting taxes – it must be Duesday. We nearly wear the party leader down, but he orders 3 lamb, 3 beef, as he always does when presented with a choice. Each family has a chat with the reeve, then pays some money – this commerce stuff is very confusing. There is an illusion on the wall of the inn, covering the village's sole protection from the local were-wolves – do not disturb the illusion, particularly if you have a giant in the party. Its more dangerous than rewarding. The night otherwise passes uneventfully.<br />
<br />
==Minerstown==<br />
'''16 Frost.''' Dawn. Having had a refreshing 2 hour sleep (due to guarding our diviner), we set out a little late. Its overcast, but dry. There is no way station for lunch – or we might be a little lost. In mid-afternoon we cross a stream, and have our [[#Skirmish_Two|second conflict]]. Kayseri spends half a hour repairing the bridge, and then we cross it and push on to Minerstown by dusk. Having reported to the guards that the bridge is damaged, we note that almost everyone (except children and the elderly) are wearing amulets. We go to the Lucky Strike Inn. Here we make eyes at the barmaid, and meet a secret contact, Grant the barman (don't tell – it's a secret). We learn much about [[#Local_Religion|the religion]] and local [[#Local_Politics|politics]]. <br />
Just before midnight, we are still discussing the ramifications of our findings. Then we experience the fringes of a [[#Skirmish_Three|third conflict]]. The number of mages and level of (non-lethal) violence makes this a volcano about to blow. Despite this, everyone else sleeps in.<br />
<br />
'''17 Frost.''' Around Elevenses. Grant talks to us further and locates Kern (not that either of the party enchanters could – $%^&* illusionist (oops that a secret)). He's around 500 feet away, 50 feet below the ''Bordello with Radical Leanings''. We make [[#Brothel_Plans|many plans]]. Faith scouts the sub-basement and sees a secret temple to the Trinity. We all pile into the rug, and are snuck into the temple. There seems to be a person doing a ritual in a pit. Kern is stoned, leaning against a wall, as are 5 other Elves. We get Kern halfway to the escape carpet before someone comes down to the temple. The templar opens the door to see everyone bar Faith pop into the carpet, then Faith grab the carpet and fall through the stone floor, but the templar just has time to squeeze off a locate. We use their locate to force contact, and agree a meet. We talk to the owner of the Saucy Wench over cider and stew. She gets possessed by one of the Trinity at one point, when I mention crockery. '''DON'T MENTION CROCKERY'''. She says there are three great mystic events foretold for this year - the Altar in the Mountains that started the Three Threes, the Prophetess of the Trinity, and a third, which Kern thinks he may be trying to achieve. Whoever does this last will swing the balance of power. We decide to leave town before we are killed. We get 5 miles out of town, and camp in a [[#Kern_Cairn|Kern Camp - Type A Cairn]].<br />
<br />
==Cross-Country==<br />
'''18 Frost.''' No one followed us overnight, as best we can tell, given we are being tracked by E&Es and Mind Mages. Our rangers couldn't see any signs of locates or telepathy spoor. Kern played chess last night, against Death, and won the first game. Today, while we ride NW, Death and the Death aspect of one of the Trinity Goddesses play for a while. We make around 20 miles.<br />
<br />
'''19 Frost.''' We are snowed-in, or actually blizzarded. Kern's friend Rocky starts tunneling NW. We travel underground around 12-13 miles today with made stops for food and rest, as tunneling is slower than walking.<br />
<br />
'''20 Frost.''' With Rocky's friend Granite tunneling since 2am, and Rocky building rest stops for us, we travel around 20 miles underground by 6pm. The snow is settling overhead. The secret temple is around 5 miles North by SW. We can't tunnel any further - its too close and impolite, according to Rocky. He also reveals he is working for the Goddesses, and keeping an eye on us. Kern tells us more about the Temple - see previous scribe notes. We sleep, and [[#Dream_Three|Dream]]. <br />
'''21 Frost.''' The next morning reveals that we each interpreted the permutations of elemental relationships in our own way. We travel therough teh snow, with Rocky acting as a snowplow for us. After 45 minutes, we cross a bridge; 45 minutes more, we cross a span of stone over a ravine; 50 minutes moer, and we are at the bottom of a snow-covered hillock. The whole Hillock has a mind - but its too dispersed to be read. We enter the [[#First_Inner_Sanctum|Temple]]. We pop out to spend the night at the foot of the hill.<br />
<br />
'''22 Frost.''' After breakfast, we re-enter the [[#First_Inner_Sanctum|Temple]]. Around mid-morning, we leave again. We push hard towards the Lake of the Moon, as Kern's previous visit makes him think that Selene, a local water spirit, will either know or be part of the religion. We reach there before night-fall and talk to the spirit in the pool at the bottom of the waterfall. She is helpful. The water magically cleanses, and also non-freezing.<br />
<br />
'''23 Frost.''' We awake beside the pool below the [[#Geography|Lake of the Moon]]. The trees and pool show no signs of frost, but there is frost on the ground, with frost-prints of ''Grooth'' the Gnome. He only leaves footprints in frost, not in ground, and scent when on frost but not ground – perhaps he is only substantial/real when touching frost. We ascend indirectly to the lake. We check out the central isle via windwalk, and then travel to the island by outrigger canoe, windwalk, slipstreaming, and by lounging on a tropical beach. The entire isle is bare except for moss, lichen, and fungi, and the rock everywhere is damp. The central part of the island is clear of mist at ground level, although the mist forms a dome. There are ferns and kraken. In the very centre is a grotto. Descending into this hollow, we travel down two spiral staircases and long tunnels sheathed in ice. This is the [[#Second_Inner_Sanctum|Temple]]. We leave by lunchtime, and push on to 10 miles north of the lake. Tharkûn starts looking for his imaginary friend Eddie.<br />
<br />
'''24 Frost.''' Having scryed the closest mountain peaks, we have ruled them out as candidates for the last temple (Fire, Air, Light). Instead, we hope the temples form a nice triangle. This gives two likely points. We go SE 25 miles to the eastern candidate. It is hard going over broken country, and we are unfocussed and intellectually lost, so we bicker a lot. Tharkûn keeps looking for Eddie.<br />
<br />
'''25 Frost.''' We head West, for the other cardinal point. Tharkûn goes on about Eddie. We get to the river, and, thanks to an elemental tunnel, 5 miles past it before camping for the night. The horses are starting to show the strain of travelling cross-country in winter for several days.<br />
<br />
'''26 Frost.''' Kayseri has another [[#Dream_Four|dream]]. Tharkûn finally spots Eddie, who is at a place where clouds go funny, upriver and to the NNW. We change direction for the fourth day running, looping further north than we have before. We can't create a [[#Kern_Cairn|Kern Camp]]. The elemental says it can't [[#Geography|dig here]]. We pull out the tents from storage.<br />
<br />
'''27 Frost.''' After a less than comfortable camp, we head up a Mountain trail, making perhaps 10 miles today, due to the mountainous, winding trail. We reach an alpine meadow just before dark, and camp in the hollow. The horses are tired and going lame. We camp, with extra-thorough watches in the hostile environment.<br />
<br />
'''28 Frost.''' A bright and early start pays off. As the sun rises over the mountains around 8am, it sparkles off a collection of crystals in the valley wall. This catches the eye of our illusionist. We resolve to investigate the glitter. The rock wall is around 100 foot high, and flight won't take anyone more than 40 feet up. I don't know what flying over the wall would do, but you should have feather-fall & troll-skin before trying. Kayseri and Faith set up pitons and ropes, and after a lot of assistance and careful climbing, the party gets to the top. There is a funny area just beyond the edge, extending as far as Kayseri can see. She goes to investigate, and disappears. Faith follows, and then the rest of the party. We believe we've found the [[#Third_Inner_Sanctum|last temple]].<br />
<br />
=Fights=<br />
Not any real blood-and-thunder fights - but then that sort of adventurer is all in the Lunar Empire getting the stuffing beaten out of them. Silly buggers.<br />
<br />
==Skirmish One==<br />
a lone hawk is spotted, flying hard and low, towards us. Reaching up, it dives out of the sky, attempting to attack our horses. Faith subdues it, while the rest of the party spot a swarm of massive insects a hundred yards away and heading straight for us. A Flash of Light fails to drive the swarm away, or disrupt it, so the horses are shooed away down the road, and Cyan bravely moves towards the insect swarm to cast a TK Rage. The insects are closer than we thought, and neither Faith nor the slowest horses manage to make it to safety before the TK Rage goes off, causing an area of devastation 90 yards across. The others are safe, protected by counter-spell, but the insects are blown back 30-40 feet before each individually disappears in a puff of smoke. The smoke sits in the air unnaturally, and samples and DAs are taken, but Faith needlessly drives the party away from the scene before the area can be divined.<br />
The 6 inch long insects are Fire Wasps, Alusian natives from a far-away desert, and were Divinely influenced, as well as being trapped in Bound Air. The smoke is their "natural" corpse. They appear to be the totem animal of a Power.<br />
<br />
==Skirmish Two==<br />
We are about to cross a small bridge over swampy ground and a small stream, when Cyan's paranoia gives us a 15 second warning of imminent danger. I cross the bridge. A Waterspout filled with icy chards careens down the stream at 20 miles an hour, and pauses to destroy the bridge. It is banished by our competent namer before it completely destroys the bridge. It didn't make a directly hostile move against us. We lost lots of FT from panicked casting and repairing the bridge, though.<br />
<br />
==Skirmish Three==<br />
Half a dozen radical feminist teenagers in black snuck through the alleyways to disrupt a gathering of male youths holding a secret service to the Old Ways. However, as they took out the sentry, a factor who is a powerful supporter of the Three Threes started taking out the youths at range – sleep or mental attack. The feminists took their scout and left. Closer investigation a few minutes later revealed they were still out, so probably sleep & weye rather than mental attack & TP, but the factor disrupted the scene, forcing a rapid retreat.<br />
<br />
<br />
=Logistics=<br />
This section is for party organization during the game, and may be deleted after the mission.<br />
==Party Watch==<br />
# Faith + Cyan.<br />
# Tharkûn + Urzabet.<br />
# Kayseri + Kern.<br />
<br />
==Luggage==<br />
Cyan has a rug that connects to another world. We can store much stuff there. Gear stored includes:<br />
<br />
'''Faith'''<br />
* chest of spare Armour x 3<br />
* Morning Star, Javelins, Sabre, Great Axe<br />
* spare quivers of arrows and bowstrings<br />
* emergency feasts, snacks, and stealth food<br />
* technical cultural equipment (12 pounds)<br />
* lethal stimulants (6 vials)<br />
* dried coca leaves<br />
* cocoa beans & sugar<br />
* spare gold jewellery<br />
* formal clothing<br />
* warm clothing for Faith, Book & Hope<br />
* ice-skates<br />
* grain for Hope (to be loaded in Artzdorf)<br />
* toiletries and cosmetics<br />
* gifts from the good people of Seagate<br />
* beads for Tharkûn's beard<br />
'''Kayseri'''<br />
* Chest of alchemical potions and jars<br />
'''Erzsabet'''<br />
* a chair<br />
* 6 comfy cushions<br />
* a chest of clothing<br />
* blankets<br />
* 5 bottles of good brandy<br />
* 2 pounds of boiled sweets<br />
* a pair of sensible shoes<br />
* a pair of non sensible shoes<br />
* a tent (not that I know how to put it up)<br />
* a small silvered mirror<br />
* a bottle of black rose perfume<br />
* an embroidery hoop<br />
* a spare pomander<br />
* a couple of rounds of good cheese, and some bags of almonds<br />
* a cheese cloth for making almond milk<br />
'''Others'''<br />
* Surely you brought something?<br />
<br />
==Kern Cairn ==<br />
aka '''Type A Camp'''<br />
<br />
While we travelled with Kern, we often slept in elemental burrows. These are typically built into the sides of ravines, small hills or similar elevated ground but if none is nearby then dug into the rough ground so as to hide the location of our camp with the exception of a partially disguised enterances and perhaps one or two hard to see observation holes. <br />
<br />
These burrows have a 40'-50' long entrance way which then doubles back to form a room with 6 elevated stone sleeping pallets, a table/bench of stone, a fire pit, ventilation holes and a stable area for up to 8 horses. They get quite ripe, unless one reminds the elemental to add air holes for the breathers in the party. They are a lot warmer than sleeping in the snow. Some of them have trapped entrances, but the snow will stop chance passers-by from finding them.</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=What_is_the_Big_Bad_Wolf_afraid_of%3F&diff=100440What is the Big Bad Wolf afraid of?2024-03-06T21:02:14Z<p>Stephen: Text replacement - "û" to "û"</p>
<hr />
<div><div class="TOC">__TOC__</div><br />
[[Category:Scribe Notes]]<br />
Return to [[Scribe_Notes#Winter 815 WK| Scribe notes]]<br><br />
<br />
== Header ==<br />
===Summary=== <br />
'''Adventure:''' What is the Big Bad Wolf afraid of? <br><br />
'''GM:''' [[User:Dean | Dean Ellis]] <br><br />
'''Session:''' Winter 815 <br><br />
'''Night:''' Thursdays <br><br />
'''Location''' Chez Ellis<br><br />
'''Level''': Low <br><br />
<br />
==== Mission====<br />
* Investigation of a sacred and prohibited area near void wolf lands in [[Terranova]]. Employers: [[Void Wolves]]. Pay: 5,000sp<br />
* Record information about Void Wolves and related lands. Employers: The Guild. Pay: Guild rates<br />
* Collect samples of interest (not souls, we say). Employer: [[Camdindel|CamDinDel]]. Pay: transport to/from Terranova and possibly "other stuff" to be negotiated based on what is found.<br />
<br />
====The Party====<br />
* [[Amira|Amira al-Ta Kilwa]] - Mil Sci - ''[[User:Jono| Jono]]''.<br />
* [[Ragna Gythja|Ragnfríðr Yngvarrsdóttir]] - ''[[User:Kelsie | Kelsie]]''.<br />
* [[Cassandra|Cassandra de Mûre]] - Scribe - ''[[User:Michelle| Michelle]]''. <br />
* [[Quentin Ulysses Ash]] Orc Templar Warrior Namerish played by ''[[User:Quash|Sean]]''<br />
* [[Horton]] Human/Leopard Mind Mage - ''[[User:ErrolC| Errol]]''<br />
<br />
Party Leader is a democracy but back up is Quentin<br />
<br />
== Scribe Notes ==<br />
<br />
;1st Frost<br />
Guild meeting: <br />
Kale, envoy of [[Void Wolves]] hires us.<br />
<br />
[[Maelstrom]], colleague of [[Camdindel]] awaiting our recruitment of the [[Void Wolves]] to do some addtional investigations.<br />
<br />
Head off to [[Camdindel]]'s, unadventful trip, nice and smooth travel in a well appointed and well stocked carriage. [[Amira]] shows her inexperience in travelling and/or drinking quality liquors. Let's hope she matures over our travels, or learns to dump her drinks, otherwise we are going to be babysitting somewhat.<br />
<br />
Arrive at [[Camdindel]]'s, by flying across the lake in the horse and carriages, where we met the man himself and meet some colleagues, [[Lorto]] huge man of an assassin, and some freaky man [[Legion]].<br />
<br />
We talk about Terranova, the [[Void Wolves]], alchemy, soul magic and all sorts of interesting things. We are advised (yet again) that travelling via the void is not a good idea as we will more than likely not make it however we can travel to Terranova by Portal which can be done by [[Camdindel]]'s dear old dad who is a greater undead - holy crap!<br />
<br />
[[Maelstrom]] is going to tag along with us which could be fun if we remember he is there! He can also help with weather protections.<br />
<br />
;2nd Frost<br />
Head off to Argon's Watch where we met our Void Wolf, Sam, for the first time - wow the armour.<br />
<br />
Dear old dad sets up a Portal from [[Argon's Watch|Argon's Watch]] after giving us a get home and arrive in [[Terranova]] on a plinth in a sea of ash. <br />
<br />
Fly across sea of ash, which is full of shark like creatures. Kale and Sam travel across the void and meet as at the end.<br />
<br />
We head into a forest travelling for hours though the forest to the lands of the [[Void Wolves]]. The temp drops the further we move away from the ash. We get to a clearing which Kale says has a house in it but they never go there, only go round and he doesn't know why. We may want to check on the way back.<br />
<br />
We stay in Horton's pop up tent overnight which is pleasant.<br />
<br />
;3rd Frost<br />
<br />
Next day we arrive at a village by a lake called Slave Lake. Its full of Kale like people. Very quiet.<br />
<br />
We sit outside the village while Sam calls some other Void Wolves to speed up our travels. We find out that the wolves, and therefore the Half Elves don't like evil magic using elves, winter creatures from the north and we shouldn't use magic (which we obviously already knew but good to be reminded. Plus they sometimes have problems with an elemental area on the edge of the void wolves areas which causes them issues.<br />
<br />
Void Portal arrives and 10 wolves arrive - 6 warrior wolves, and 4 shamans they all defer to Sam who is obviously bigger and therefore the leader at the moment. The shamans howl to create another portal - the howling is almost like they use magic! Another portal arrives with a 10 more Void Wolves - bigger, stronger and now Sam is no longer the leader! 5 warriors, 5 shamans plus Sam. <br />
<br />
Their armour has standing spots which seems to be our riding spots, we have to ride by standing side saddle! This is not natural and takes a while to get used to it. Few accidents, nothing major but the wolves laugh at us. By the end we have very sore legs, Amira vomits at every spot we stop - what has she been eating? so much vomit! <br />
<br />
We arrive at a large town near dark. The town has a hot spring.... I have never been so happy. Ahhhhh. <br />
<br />
The half elves are fascinated/frightened etc all at once. They are shocked by us speaking. [[Quentin]] is horrible embarrassed by the speed in which I undress to jump into the hot spring. Horton fixes his problem! <br />
<br />
;4th-5th Frost<br />
<br />
Next day, 4 hours in Amira starts throwing up and struggling. Ragnfríðr remembers she's a healer and heals us all up just before I collapse! <br />
<br />
Continue traveling over two days, staying in two different towns with the locals continuing to freak out that we can talk.<br />
<br />
Wolves allow Quentin to DA and divinate them. Find out different levels of magic impervious and the older they are the stronger their "cube" of aura is.<br />
<br />
Aura - long live sentient<br />
Scout - two dimension - 25 years<br />
Warrior - complex square cube - 80 years<br />
<br />
Sam 50% magic resistence, higher wolves 90% ish (starts to make Quentin to feel sick looking at them so long), lower around 30% imperviousness to magic.<br />
<br />
Kale's story is sad but he doesn't realise it. He was taken as a baby and has been howled at for months and months at a time since a young age. It has made him magically imperviousness but he hasn't enjoyed the benefits of being a good looking young man. <br />
<br />
Getting better at riding the wolves, legs aren't as sore and sleep is pleasant.<br />
<br />
;6th Frost<br />
<br />
Head into the capital by cresting a ridge and see a big open valley. When we drop down in to the valley and travelled along all you see is this lovely valley but then you see the capital - a big illusionary terrain. Which couldn't see, hear or anything outside which is amazing!<br />
<br />
Capital is built in an Elven ruin. It's lovely and warm considering it's freezing outside the safety zones. It has roads, lots of wolves, lots of half elves. Lots of shaping magic around - concealment and temperature control.<br />
<br />
Again lots of people and wolves are interested in us but we don't get hassled too much. Lots going on in this city, lots of what looks like studies or lessons. We get near what must be a shaman area or a shaman school because it makes us all feel quite nausated and really don't want to go there. <br />
<br />
When resting Quentin remembered we should check for worms, something from the scribe notes he had read. We have them in our brains and mites on our stuff. We got them from the wolves. Amira collapses when checking Maelstrom for worms. Should have done that.<br />
<br />
;7th-8th Frost<br />
<br />
Stay in town, look around buildings especially libraries, tunnels, and hidden places. Aloud to look where wolves don't live. Find a hidden room within the basement of the library. We figure out the mechanism to get in.<br />
<br />
Once inside and a ghost appears speaking Elvish. Barking orders for us to clean. Head towards we were to put away the books.<br />
<br />
Living quarters, looks like the Elves left quickish. Dig out a cave in and find some human bones. Ragnfríðr talk to the bones, they don't know wolves.<br />
<br />
We make way through and find old stores, old areas for books and just a couple of books all in Elvish. Find empty hidey holes. Find some letters. We take books and letters.<br />
<br />
;9th-10th Frost<br />
<br />
Head north/north west, riding wolves again. Gets colder as we go north.<br />
<br />
Arrive at edge, look for terrain features that show the borders of where the wolves don't go, what shows within the areas they don't go. Area unkeen to enter is about 100 miles across. Look for patches where we could land. Horton and Cass fly up through obscurement to test ability to find it back again.<br />
<br />
Look ahead to where we are going. See unnatural spots of terrain ie regular shaped terrain, obscurement, low fog around places, ordered valleys etc. Looks unnatural. See signs of fires.<br />
<br />
Plan to head off tomorrow.<br />
<br />
;11th Frost<br />
<br />
Head off towards where we thought the people were., about 20 miles in by the regular valley structure near the fires. Crest a boundary ridge line area, and Horton turns fast in flight and lands. He doesn't like that area.<br />
<br />
Land and walk in via the river bed which heads into a mountain which has a worked pathway next to the river. Divination on the pathway shows old and decrepit, leftovers of protections from weres or similar like the leftovers of the protection. Like the magic hasn't been updated. Signs of geomancy.<br />
<br />
Head into path and [[Horton]] is not happy, nor is [[Maelstrom]]. All fur standing on end. Animal sense of danger kicked in. Problem with shapeshifters ? Path goes up into walkways. It's dark! [[Amira]] complains after walking for a while. She really needs to harden up.<br />
<br />
Come out into a forested area which is warm. Lots of game trails, bits and pieces of broken old buildings but no real structures. Travel for a number of miles looking for signs of habitation. Find signs a number of miles in. Snares, herbs picked, smell wood burning. Sneak in unseen close enough to observe the habitat. <br />
<br />
Find farming community of what appears to be half elves, talking and laughing so they have tongues! Speaking Elvish.<br />
<br />
After them being frightened of us for a while, they settle down. We sit and tell stories. They have been here for a while but are guarded with information.<br />
<br />
;12th Frost<br />
<br />
Head off the next day with a villager as a guide so we don't encounter problems with other villages. Our guide, Ben, is a very chatty teenager who has taken a liking to [[Amira]].<br />
<br />
Ben tells us about the monsters who live on the edge of the cold, these have multiple arms and sound scary but he hasn't seen them so we can't be sure these tales are true.we get told about a mad hermit on the edge of cold.<br />
<br />
We get to the next village and with Ben with us it is much easier to get invited in. And they have hot pools. We hit them first.<br />
<br />
Stories are a bit less guarded, tell us around villages near the cold area who have to defend themselves. It is alluded to that there might be better facilities up north. Mad hermit confirmed. Monster stories. Sleep uneventful.<br />
<br />
;13th Frost<br />
<br />
Head off the next day and head up the next ripple of hillside. Part way up stairs, we find a tunnel. Being a good adventuring party we investigate for loot. We find a sleeping bear hibernating. We ignore and continue on. Head up some stairs and find a North/south tunnel but we continue to the top with the expectations of coming back. Up we go to the very top to see the roof of the ripple and see spectacular views. We see more spines of the ripples and some mist or fog in the distance. Ben tells us the fog is where the cold is. <br />
<br />
Head back down to go north along the tunnel. It's a tunnel with what appears as dwelling type rooms. We can look across the forest East or west and we can see big towns with about 1000 people with the main town near the fog being defended with walls and stuff.<br />
<br />
After walking all day we settle down to a dwelling along the tunnel for the night. Hear some roaring through the night and figure we need to wake everybody up.<br />
<br />
A 3 headed monster. A bear head, a wolf like head and a weird humanoid head. It's like a bunch of creatures are mixed together. It's furry but bare spots, about 7 foot long and 5 feet at the shoulder. Big, ugly and hungry! Lucky [[Maelstrom]] put up a wall of ice across the door for protection.<br />
<br />
Ben freaks out shooting arrows until he throws them. Control animal doesn't seem to work, aura mixed sentinent and non sentinent. Wolf seems stronger. Control on wolf works, whacking it with flaming sword also works. Let's hit it lots. Crap got angry with [[Quentin]] hitting it, it broke down the ice wall like it was nothing! Lucky it knocked it's wolf heads out.<br />
<br />
We keep hitting it until it's unconscience and I think we should kill it. It smells and it isn't very pretty. Doesn't look loot filled so I'm not really interested but [[Quentin]] wants to divinate it so we can't kill it just yet!<br />
<br />
Ancient div fails but healing shows that all 3 halves were born around the same time and that obviously these three halves don't make a whole. Obviously not really meant to be bred together.<br />
<br />
;14th Frost<br />
<br />
After a reasonably sleepless night, we head of north again along the spoke tunnels. Walk for a couple of hours and we come to the edge of the fog which is the weather protection. Frozen on one side and warm on the other with a monster hole filling back in within the ice wall. Think the monster came through here and now these crazies want to go through! we go in but Amira and I stop not to far in. It's going to be freezing, how do we get out and even if we do they might attack us like we're monsters! Oh my goodness we are going further and going to go up the tower steps we assume is there from previous spots. And yes they are so we head up. Luckily no monsters on the way but lots of slippery ice. We get to the top and we can't see to the south because of a wall of ice. To the north there is a line of ice including in the air! There is a dome of weather control, ice on the edge of the warm and this incredibly cold and frozen area. In the dome is a city! The Frozen City! It is in a great state of condition compared to what we have seen like whoever cast the ancient weather conditions made it a frozen wonderland. There are some frozen people in the tower and in the city frozen. I'm wondering if a weapon was activated and froze some people.<br />
<br />
We break the frozen people off so [[Ragnfríðr]] can chat to their bones. <br />
<br />
A hand is boiled, some stuff is divinated and Horton and I walk around in circles in the cord area for an hour to see how long we can stay in the cold. After an hour of swearing with Horton we find it works out to be 6 to 8 hours. Horton finds his unease of the warm Rafa goes when in the cold area.<br />
<br />
Divinate finds the elf (frozen person) was naturally frozen in an unnaturally fast time and an echo of a curse picked up.<br />
<br />
Ancient div on wall shows weather control in place to create frozen area but along the walls timeline we can see an addition curse which makes it unearthly cold plus shows a curse to make shapeshifters dislike the area. Now we definetely don't want to turn the anti shapeshifter thing off as it will not only let the void wolves in but also the monsters locked in the frozen waste. <br />
<br />
Hand boiling sees <br />
* the city in full life, no forest but a huge city in amongst the spokes<br />
* a ordered departure of the city of the masses<br />
* sadness around the fact the city is empty<br />
* shock and a wave of cold that froze them kind of like a shockwave <br />
<br />
[[Ragnfríðr]] throws herself out the window expecting feather fall on which [[Maelstrom]] incredibly quickly applies before she realises she didn't have one. Wow [[Maelstrom]] looked concerned. A number of feather falls later and a screaming Ben, we arrive the the valley floor and track away from the wall towards the city for a couple of hours and set up the yurt for the night.<br />
<br />
During the night we hear wild growls and we think to the east another spoke has a monster in it, let's not go there.<br />
<br />
;15th Frost <br />
<br />
Head off to the city. A wooden city with gates and walls. It looks older than the other towns. There has been a recent battle possibly from the creature from last night.<br />
<br />
There are people on the walls on high alert. We call out to the gate and hope they don't attack! They seem surprised that we were out in the forest and that makes us seem more interesting so they let us in.<br />
<br />
We see the monsters breached the wall. A number of the townsfolk are dead and three monsters are dead. The healers in the party help stablise the hurt including really badly injured.<br />
<br />
The dead monsters include a bad copy of a griffin, a werewolf like creature with another head, and another part rhino, part elephant and some other animals all mixed together.<br />
<br />
We have baths after Ragnfríðr grabs a paw or claw to boil later. <br />
<br />
Party does more healing. People are in awe of Ragnfríðr ability to heal when she sticks an arm on and it can start using it again.<br />
<br />
;16 - 23th Frost<br />
<br />
We stay in the city.<br />
<br />
Boil the bones of the monsters and Ragnfríðr see the visions across the creatures:<br />
<br />
* a sense of being a single, normal creature in a cage with lots of other animals around with humanoids around<br />
* transition occurs then you are part of something else ie a multi creature<br />
* very long pause like a hibernate <br />
* slight change and I'm awake<br />
* crash through ice wall and die in a fight<br />
* they are creatures of the cold<br />
<br />
History of the town can be trace back a few hundred years and they have had infrequent monster attacks but recent times have been more regular.<br />
<br />
We talk about going into the coldness or talk to the crazy hermit in the cave.<br />
<br />
;24th Frost<br />
<br />
We choose the crazy man in the cave. <br />
<br />
Crazy cave man is an elf that used to live in the city, flensing college so lots of smelly dissected animals well dissected. It works out he is quite chatty and lucid. He talks about why people left. They thought a war was coming and went to safer places. The cold was to protect their work.<br />
<br />
University was broken into 4 colleges:<br />
Beastry ie non elves <br />
Healing and Philisology of beasts and elves<br />
Herbology <br />
Combination of the three above which made the monster <br />
<br />
Loses his mental capacity, empathy shows he is really really old. He reverts to the crazy man in cave and starts dribbling. <br />
<br />
Give him his tea (which he had tried to feed us) which is a sleep draft. Put him in his bed and check out the horrors of his cafe. A live squirrel that is skinned alive but not in pain. Find some wards - Fatal inversion is one ward, and another ward is complete fleslification. Ekk. Lucky necromancy counter turns them off.<br />
<br />
Find a hidden room in his cave which heads towards the ice and find that he has been holding half elves for experiments and see that he has been trying to make monsters. Many of the captives are completely mad except of a young girl. Most have had experiments on them and are crazy mad.<br />
<br />
Loot around and find a trunk with nice clothes, chains of office, tools, books on realms and vivisection and herbology. Very detailed levels of information to an obsessive level. Collection of furs which are skin changes 10 of them plus 3,000 silver pennies in old eleven coins.<br />
<br />
15 Patches of skin sewn into him, have parts of the animals essence that will do stuff to us. Rag starts transferring the skin patches to Amira so we can divinate as loot once the locals decide to do deal with this evil man. Salamander patch transfers well for transferring skin to Amira but the bear patch turned into a bear. Damn bear skin traps.<br />
<br />
Hit it a few times then Horton controls it then Maelstrom hides the bear so we don't need to kill it.<br />
<br />
Control skin was controlling the bear in a skin patch. Now we know what to look for we see there is a human skin, a rat skin plus a basilisk ! 11 are ok to transfer. Wolf, Salamander, snake skin, mongoose, Ork, Troll, otter, rest to come. Rag transfers all the ok skins to Amira while we figure out the 3 pop out ones.<br />
<br />
The human has been held in stasis for an encredibly long time. So we rip the human skin off into one of the cells in case he is dangerous. He is a brainwashed servant.<br />
<br />
The other two can stay on him and die off with him, well die with him if the locals do that for kidnapping, experimenting on half elves, and obvious murders.<br />
<br />
Get some village elders to confirm guilt of the evil mad man, and choose justice. They decide to execute him which we do successfully and burn the body while making sure soul has no way of getting to Kamdindel. We take the prisoners back to the village to get them help.<br />
<br />
;25th Frost<br />
<br />
Head into the frozen world and find where the monsters had crashed through. The monster pack had all headed in together. We traverse towards town then air flight through town with all of us looking around us for safety while following the tracks.<br />
<br />
Lots of tracks go to and around the university. The tracks go to two areas of the university which are the beast and combination colleges. We stop to set up a safety zone with some possible heat sources if needed. <br />
<br />
We head into the university towards the combination campuses as this is where the recent tracks come from. Telepathy picks up lots of animal minds underground but it is like it is stuck. There are a number of spirit minds. The stuck minds are all in a row but are not "there". The spirit minds are the only things that are moving.<br />
<br />
On the ground and first floor there are 3 minds that are asleep but awake and mad but weird. Horton struggles with the minds. Then he picks up 4 minds that are in a stuck state and are 200 meters underground.<br />
<br />
We back up and check out the healing campuses. A number of Spirit minds and one stuck mind. Have a look around the campus for loot in case they left anything important before we poke dangerous things. A couple of books and stuff that Ash can store, etc.<br />
<br />
We go and check out the stuck mind. And oh my goodness. There is an operating theatre with a human cut open with all its insides floating in the air, has been like this for a ver long time. Prod the bits and see if they move. The person has been in this state for a very long time.<br />
<br />
[[Horton]] senses some minds coming , we hide and observe. We see some gollums and crystal spider like things swap out the person with a new specimen and this time it's an Elf! One of the spiders goes to the wall and we see behind the ice a crystal line in the wall which the spider sends a message or something. We then watch an elf being dissected. [[Horton]] says the spiders are triggered local housekeeping triggered things and the gollums take the human out of range.<br />
<br />
Divinating the bench we find the ghost is attached to the shaped object bench which allows people to be dissected alive and not kill them. We find us being here it triggered the lessons. We can go to different classrooms and watch new lessons.<br />
<br />
After a period of time we head back to the warmth and the town to rest for before returning back for more learning.<br />
<br />
;26th Frost- 1st Snow<br />
<br />
Spend a week in total in the healing campus to learn ancient elven healing skills.<br />
<br />
Find the "specimen" storage area that has a lot humans, about 200.<br />
<br />
We find a fountain of a paralysis potion, which we grab some.<br />
<br />
Divination of the crystal veins sees that it is the way all things are powered. Some things are having power hiccups which might be letting the monsters out.<br />
<br />
;2th-5th Snow <br />
<br />
Spend some time in the Herbalism/Alclemey campus and learn about plants.<br />
<br />
There is greenhouses and stasised plants, lots of seeds and things to see. See more examples of glitches.<br />
<br />
Head down to the lower levels and find uncommon and rare plants. But the rare spot has a locked door and two gollums protecting.<br />
<br />
All alchemical labs are pretty frozen.<br />
<br />
[[Maelstrom]] noticed an Owl-Bear - 2 headed monster which heads East. [[Horton]] controls iit/them and [[Maelstom]] puts it in his pocket so we can possibly use it later against another monster later.<br />
<br />
;6th - 12th Snow<br />
<br />
Spend time in beast master campus and there is a zoo<br />
<br />
See animals being operated on similar to the healing campus. Training classes on how to train or look after any types of animals.<br />
<br />
We find another rare or dangerous section downstairs guarded by gollums. The doors are also locked by the crystalline veins.<br />
<br />
;13th - 20th Snow<br />
<br />
Start looking at the monster campus and we learn about how you can put the eyes of one creature in another creature and adding an extra heart from one creature to another. And adding different limbs and oh my goodness the creatures made and the concepts they have and what they thought they could or should do - they thought they were gods! [[Amira]] is not doing well on translating but she gets over it when she sees how you can add extra arms on stuff! Lucky we're getting good at Elvish.<br />
<br />
One lecture theatre upstairs which is more advanced lessons and there is a lecture already active. This means somebody is there. We see an ice shell with a humanoid figure in it. Telepathy picks up he is swearing in his head and he appears to have been stuck in his bubble for 10,000 years. We start chatting and he asked us to let him out but we need to figure out his sanity. He asks what our "faction" is. He doesn't know the War of Tears and that we aren't their servants anymore. We are going to have to see how he reacts to some of the news before we let him out! <br />
<br />
We ttalk via mind speech, he isn't going to hurt us but he doesn't know what has happened in 10,000 years and he might freak out.<br />
<br />
He has survived by an anti death amulet. We say we will help him out. We chip away some ice to be able to some protection from cold and slide him out of the cold on a sledge. He is skin and bones and can't physically talk, let alone walk, move or cast. Take him back to the village to help him recover. Organise for healers to look after him during the day while we are out and about.<br />
<br />
Talk to him about stuff:<br />
* People left because the war was coming. They could see the civil war coming as a place of learning, and therefore having all fractions in the same place learning could be problematic as the city would be a war zone. The two sides ended up being Droll on one side and Elves on the other. He was on what ended up being an Elf.<br />
* All the Dean's stayed behind with skeleton staff. Then a flash cold hit. Not sure why but might have been to keep stuff in.<br />
* The University is powered by the Elven Ways.<br />
* All the Dean's had the anti death amulets. (Horton remember seeing 3 "stuck" minds)<br />
<br />
Head back to the monster (joining) campus. See some strange lectures on mixing body parts and different animals or creatures. Two hearts or other mix of bits. Some of the party are not feeling well after watching some of the lectures. <br />
<br />
Go downstairs and find lots stasis things. First level was a lot of "what where you thinking" joined monsters. As we go down the joined monsters become more useful and more successful experimental joined monsters including humanoid mixtures. Go further down and come to the rare location that is normally locked and we find the door is open and only one gollum. It allows Horton in but not the rest. Rag can get us in.<br />
<br />
The rare zone is bigger and has more quality fittings rather than just statis chambers. We see a void wolf and some humanoids. Some look bred for combat. There is a human who has wolf senses and a shapeshifter.<br />
<br />
Start opening doors.<br />
* First one is an amazing lab with multiple operating tables.<br />
* Second room is another lab but is three glass 8 feet tall tubes with crystal wire between them. Two humans and one void wolf in the chamber. One of the humans has the same aura symbols as the void wolf and is long lived. The other is a shapeshifter<br />
* Third room is a storage room. It has multiple tubes of Elves which have a mixture of void wolf symbols<br />
<br />
Head back before cold protection stops.<br />
<br />
Talk to Sarthen (Beastery Dean). They created the void wolves. They had the symbols on their aura to signify their location on the ether. Did a whole lot of tests with shapeshifters as well. The most successful where the ones that you don't see the symbols. He doesn't know where the half elves. Basically they broke people's down to slush to compare what makes them different, better etc and grab the good bits.<br />
<br />
Head back in the next day and look for the Dean's.<br />
<br />
Go back to the door, control the gollum, into the corridor we finished at yesterday, go through a door into a cavern which holds a portal. Three figures frozen running towards the portal. In the portal is an Elf, not frozen and in good condition.<br />
<br />
We start chipping away at the healing Dean and the Elf in the portal speaks up to tells us to leave her. She deserves to be there. He is what is holding the weather curse and it appears he is doing it because he was a test subject. He is isn't forthcoming with details other than he has people we find that the healer is brain dead, body alive but nobody is home. Rag sees what she can do to help her.<br />
<br />
Go back to the portal. He is a bit chatty after leaving him alone for a couple of days of thinking time. He says his name is Scarlet, and his friends he wants us to collect is Atoning and Chrysanthemum. He talks about how he would be happy for this to be destroyed. He has lots of knowledge of the Elven Ways having been connected for 10,000 years reading books. He was born an Elf but had a lot added to him. They were playing God and needed to be stopped!<br />
<br />
He offers to use the machines once each for us if we help him. We need his friends and they can either help him by allow him out or to bring the university down.<br />
<br />
The monster - joining Dean is also brain dead and Alcelmist/Herbalist isn't - but both of them are aligned to what now is Drow with the Healer and Beastry Dean's are more aligned to the Elves.<br />
<br />
We decide to help so let out the friends. We let them out and they turn int big wolves ready to attack but Scarlett screams to stop and they turn back into Elves and settle down. They are very confused but talk to Scarlett who gets one of them to sub him out and we get to meet Scarlett. He is very hungry and week after 10,000 years of sitting holding the weather control.<br />
<br />
We hang around, take more lessons and help dismantle things. Grab a non sentient void wolf for Camdendel to investigate. Get some skills and work with the villagers and then we head off back to the void wolves.<br />
<br />
;21st - 22nd Snow<br />
<br />
Back with Void wolves - We tell the void wolves the reason why they don't go there is that it's really cold, evolved city locked down when war coming, Void Wolves created there. Found these elves who are really unwell. <br />
<br />
Head back to the sea of ash.<br />
<br />
;23rd-24th Snow<br />
<br />
Call dear old dad comes and collects us back to Argons Watch and then he ghosts us back directly into Kamdendels tower. We hand over the void wolf and collected bits and bobs, etc and work out payment.<br />
<br />
While we're there we help out Camdendel with a baby mushroom problem in his basement. There is a Jester there too.<br />
<br />
Candy floss sneezing mushrooms, 4 mushroom shooting gallery games needing to be disarmed, food river behind doors plus a food fight, Jester who can be knocked unconscious and have real birds fly around his head. Cream pies that can be shaken off over the whole room. A clown on a unicycle with balloons filled with wooden ramps, balloon cannons that pop when hit with a fork, Quentin is an natural unicycle rider, even with a pie gun. We collect all the mushrooms and get them back. We release the captured Jester (he was in the way and a pain) back to the clown after he fixes their mess and revert Camdendel's basement back to normal. <br />
<br />
;25th Snow <br />
<br />
Head back to the guild and give the sick Elves over. Healers are thankful for the master works cases and will help us in the future cheaper!<br />
<br />
<br />
=== Reference ===<br />
Prior Adventures:<br />
* [[Big Bad Void Wolf]] Summer 806<br />
* [[Wolves of Winter]] Winter 812<br />
<br />
== Footer ==<br />
=== Buffs ===<br />
<br />
Quentin - 3 % to SC, 3 % to DF, 1 damage reduction and 6%fear and reaction rolls<br />
Ragnfríðr - 12% def<br />
<br />
=== Watch/Marching Order ===<br />
=== Loot ===<br />
* Magical Feather Duster<br />
* Magical Shaving set - shaver that won't cut flesh and a brush that lathers.<br />
* Set of earrings<br />
* mad elves trunk, clothes, money, medical tools, books<br />
* 10 skin patches <br />
* Paralysis potion<br />
* 5 keep alive amulets<br />
<br />
==== Samples ====<br />
* Ash from area around arrival portal<br />
*brain worms<br />
*mana mites<br />
* mad elves herb stash<br />
<br />
==== Adventure Training ====<br />
1 pt fatigue at half Ep cost from travelling by wolf<br />
<br />
=== Stuff for the Times ===<br />
==== Quotes ====<br />
Horton: "I won't be party leader if all you want to do is Stroke me!"<br />
<br />
Amira: About [[Legion]] (colleague of [[Camdindel]]), "he's all kink"<br />
<br />
==== What's Hot/Not ====<br />
<br />
==== Not ====<br />
* Riding Void Wolfs<br />
* The Cold, very very Cold.<br />
<br />
==== Hot ====<br />
* Massages and Hot Springs.</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=User:NickM&diff=100439User:NickM2024-03-06T09:49:36Z<p>Stephen: </p>
<hr />
<div><br />
Characters:<br />
* [[Bromli]] - Dwaven Warrior Namer; Battle Demon.<br />
* [[Aloysious]] - Human Air/Lightning mage; Master of the Seas.<br />
* [[Solas]] - Elven(m) Celestial (Solar) Warrior</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=User:Alex&diff=100438User:Alex2024-03-06T09:41:57Z<p>Stephen: Created page with " ; Characters : D'Artagnan - Halfling Bard; Troubadour of the Swashed Buckle; Piper of Rats; Scourge of the Seas. : Hrothgar Bronzebeard - Dwarven Binder - Mechanician; Experimental Weaponsmith; Keeper of Coin;"</p>
<hr />
<div><br />
; Characters<br />
: [[D'Artagnan]] - Halfling Bard; Troubadour of the Swashed Buckle; Piper of Rats; Scourge of the Seas.<br />
: [[Hrothgar Bronzebeard]] - Dwarven Binder - Mechanician; Experimental Weaponsmith; Keeper of Coin;</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=User:Paige&diff=100437User:Paige2024-03-06T09:36:08Z<p>Stephen: Created page with " ; Characters : Roxanna - Human Mind Mistress. We all agree who should be in control now, don't we..."</p>
<hr />
<div><br />
; Characters<br />
: [[Roxanna]] - Human Mind Mistress. We all agree who should be in control now, don't we...</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=User:Kyan&diff=100436User:Kyan2024-03-06T09:34:36Z<p>Stephen: Created page with " ; Characters : Mattin - The Murder Hobbit. Celestial. Shape-Shifter Jackal. Follower of Anpu, goddess of death (and some other irrelevant stuff)."</p>
<hr />
<div><br />
; Characters<br />
: [[Mattin]] - The Murder Hobbit. Celestial. Shape-Shifter Jackal. Follower of Anpu, goddess of death (and some other irrelevant stuff).</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Gnome_Way_Home&diff=100435Gnome Way Home2024-03-06T09:32:35Z<p>Stephen: /* Summary */</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Martin Dickson]]<br />
[[Category:Scribe Notes]]<br><br />
[[Scribe_Notes#Spring_823_WK|Scribe Notes]]<br><br />
== Summary ==<br />
[[File:Dunbar.png|200px|thumb|right|(Captain) Dunbar Stormkinder]]<br />
[[File:Lorcan.png|200px|thumb|right|Lorcan Skyratchet]]<br />
[[File:Egan.png|200px|thumb|right|Egan Firehand]]<br />
[[File:Tawnie.png|200px|thumb|right|Tawnie Lodestar]]<br />
[[File:Tulla.png|200px|thumb|right|Tulla Goldhand ]]<br />
[[File:Splinge.png|200px|thumb|right|Sterling "Splinge" Cogsprocket]]<br />
[[File:Pongo.png|200px|thumb|right|Balthazar "Pongo" Wogglebottle]]<br />
'''Adventure''': Gnome Way Home<br><br />
'''GM''': [[User:Martin|Martin]]<br><br />
'''Season''': [[Spring]] 823 wk<br><br />
'''Night''': various weekends<br><br />
'''Level''': [[Experience#Quest_Level | Low-Medium]]<br><br />
; Party<br />
# [[D'Artagnan|Dart]] - Halfling Bard - [[User:Alex|Alex]]<br />
# [[Roxanna]] - Human Mind Mistress - [[User:Paige|Paige]]<br />
# [[Mattin]] - The Murder Hobbit - [[User:Kyan|Kyan]]<br />
# [[Kassian]] - Elven Druidic Cheesemaker - [[User:Grays|Gray]]<br />
# [[Tharlin]] - Dwarven Air Mage - [[User:Conal|Conal]] '''PL'''<br />
# [[Duvon]] - Dwarven Druid (m) - [[User:Dean Ellis|Dean]] '''MilSci'''<br />
# [[Ariane Porter|Ari]] - Human Namer - [[User:Stephen|Stephen]] '''Scribe'''<br />
<br />
; Employer<br />
: By way of an urgent request some days after the Spring Meeting asking for a Guild party for a rescue and recovery operation in a location the employers cannot operate due to events dating back to Autumn 790 WK (See [[Against ze Flying Nomes]]).<br />
; Mission<br />
: Find, secure, assist, and recover a valuable lost asset and several VIPs.<br />
; Pay<br />
: Yes... definitely... probably quite good.<br />
<br />
== Scribe Notes ==<br />
<br />
=== Into the woods ===<br />
; Frysday 18th Thaw<br />
We're gathered for work in the early hours of the morning, a late and urgent request has come in from Gnomes to rescue a flying ship and crew that have crashed in [[Bowcourt]] south-east of Mure.<br />
<br />
We gather equipment, do some rituals and head out.<br />
* Greater Enchantment rk 20 on Magic for the season<br />
* 6 x Restoratives 10/20<br />
* 6 x Expired Healing Potions 2D10<br />
* 6 x Special Potions<br />
** Stoneskin<br />
** Slow Trollskin<br />
** Heroism<br />
** Spider Climb<br />
** Gullibility<br />
** Vitality<br />
* 6 x Oils<br />
** Mending<br />
** Sharpness<br />
** Hair Restoration<br />
** Barkskin<br />
** Sharkskin<br />
** Willowshade<br />
<br />
We walk into [[Seagate]] to Seacliff Estate near Castle Chilton, there we are admitted to an enchanted Garden Gazebo.<br />
<br />
At midday there is a lurching sensation, fortunately we're all inside, and then we're in a rose garden.<br />
<br />
An elderly man (William of [[Mulberry|Mure]], twin brother of Baron Henry) greets us, we're expected. It is a busy, well looked after estate in Armagnac.<br />
<br />
William has gathered supplies for us, a lot of supplies: Food, tree clearing tools, mechanician tools & ropes, and more food.<br />
William's nephew Anton will take a ship with most of the supplies to [[Stormstout Brewery]] while we fly ahead to try to find the crash site.<br />
<br />
The flying vessel is about 50' long with double that in wingspan. Our tracking device is pointing towards the Lupine Woods.<br />
<br />
We have lunch, cast some spells (SoS & Flying), then take flight south-east for the Lupine Woods.<br />
Following the tracker as we get close, we land nearby on a bare hill with a magical circle of standing stones at the top - a barrow?.<br />
Counts as a Druidic Place of Power, associated with a power - '''Romulag'''. Ley lines flow around the barrow, it looks like this is probably a fey wood.<br />
<br />
Rox picks up something watching us, sitting in trees, small with large heads and bodies but no apparent limbs.<br />
Plant-like, '''Tree Spirit''' (Kodama), Fae but not associated with any of the courts, Health/Growth ability.<br />
Kass talks to them, they are sad, trees were stolen, taken, drained. The rocks contain/seal un-life, rot. They have a friend, '''???''', not a false-friend. <br />
The friend checks on trees after big storms, last visited in winter.<br />
<br />
About an hour through the forest, we come to the Gnomes and their crashed craft, feeling a bit sorry for themselves, hungry, & hurt.<br />
''Sky Gnomes'', recently affected by soft-fall magic.<br />
# Splinge (Sterling Cogsprocket) has metal legs and feet. Extra long moustache & pointy beard. Was stuck in a tree - "easier to go up than down".<br />
# Dunbar Stormkinder, pilot/''captain'', walrus moustache.<br />
# Lorcan Skyratchet, peacemaker/leader.<br />
# Eagan Firehand<br />
# Tawnie Lodestar, engineer, built the ship.<br />
# Tulla Goldhand, severe haircut.<br />
# Pongo (Balthazar Wogglebottle), poisoned (ate red berries and toadstools when they got hungry), hydraulics engineer.<br />
<br />
They saw a beacon light (coming from the barrow), came in for a landing, crashed into the trees.<br />
<br />
During the night someone barefoot & invisible approached enough to see us before withdrawing, their tracks show them deviating to check us out while travelling north of us, east to west.<br />
<br />
; Reapsday 19th Thaw<br />
<br />
We walk back to the barrow.<br />
<br />
Long ago, a great spirit/god of the forest became rotten, fell and was entombed/contained here.<br />
The circle syphoned & flared off (growth/life) energy from the barrow to keep it from building up. Many millennia old (Ancient Elven Empire or older). Broken 3 days ago, restoring the stones to their position won't fix it. The circle was built by great mages of the Elves and powerful Seelie Fae. <br />
<br />
We see the prepared smoke signal rising from the Gnome camp indicating they need help.<br />
<br />
=== Fae Hags or Ladies? ===<br />
<br />
We race back, prepared for anything to find 2 gnomes arguing, 1 watching, and Tulla is throwing green leaves on the fire. 3 Gnomes are missing.<br />
: Splinge went east to feed the gremlin (beezly)<br />
: Pongo went north to find a river, he left just after we did<br />
: Egan went north to look for Pongo<br />
We find Splinge fairly quickly, the Gremlin got spooked and made his legs fall off.<br />
After carrying him back to camp, Tharlin picks up the scant trail and we follow the other two north.<br />
<br />
The two Gnomes have managed to go in different directions so we split up too.<br />
<br />
Pongo somehow avoided an area infested with giant spiders that we find by touch.<br />
We find him by a small stream talking with a Fae, near-avatar, Green Lady, Seelie Court, Woods Guardian, centuries old.<br />
The lady offered to help get the Gnomes flying cart free of the trees, if we help her by getting rid of some unseelie to the north-east who are troubling her. Less than a dozen of them, like dark, twisted Satyrs. <br />
<br />
We discuss the mound, it is from before her time but she thinks it may be reborn now that its containment is breached, this is not necessarily a bad thing (from her point of view).<br />
<br />
Tharlin, Dart & Tulla find Egan fleeing through the forest, chased by wood animates, made of sticks, bone and rune stones (non-college, spirit binding, dark ritualistic magic, a couple of hours to make each one. Sacrifice animal, binding spirit to its own skull to create the animus, made by a Black Hag). <br />
They engage.<br />
Tulla fires a fire-crossbow, Dart & Tharlin engage in melee, the fight is quick and one-sided. They then return to camp.<br />
<br />
Several times today we have seen yellow-eyed ravens watching us, someone possessing them that withdraws when we pay attention (the eyes reverting). The Green Lady is intentionally vague, she says they are several beings it could be.<br />
<br />
After lunch we hike north-east to where the Dark Satyrs are supposed to be, we're followed by moving trees.<br />
Clearing around a magic well, faun archers, we try to chat, one of them shoots (elbow jogged by an awakened tree), the fight is on. Hands (of earth and brambles) from both sides are effective, melee damage, spells, arrows.<br />
One of the fauns is killed by an awakened tree, one tree killed by fire arrows, one de-animated by the well.<br />
We capture: <br />
: 2 x Fauns - mostly Seelie court.<br />
: 2 x Cervitaur (Faun-Deer style Centaur)<br />
<br />
=== Plot Twist and an intense combat ===<br />
<br />
;Tharlin's Special Takeover of the Scribe Notes<br />
<br />
After the battle, the walking tree was de-animated and we had three agendas<br />
<br />
: 1) Talk to capturees<br />
: 2) Investigate the moving trees <br />
: 3) Investigate the pool<br />
<br />
We find out from one of the fauns (''Sorrel''') that the lady they're working for is '''Flora Halfelven'''. They being Sorrel and the other faun '''Kale''' and the two Cervitaurs '''Sage''' and '''Bramble'''. They said Flora had gone to retrieve a patrol of real fighters and we only fought basket weavers. After precognition, some recitations and divinations of the trees, we find out that the trees were awoken by the Green Hag and instructed to eat the evil satyrs. The flavour of magic seems to be similar to that of the shoulder sigils from the guys Dart and I fought while rescuing Egen. Another recitation from Dart tells us that the pool here is clean water brought over with the fae when they entered the plane. Some of the spirits that came over with them dozed off over time because "the wild has left" basically meaning the forest is a mere shell of an the old great one that was here. <br />
<br />
We decided to wait until Flora came back and she arrived with a woodland-fairy-y folk music played on the flute. For some reason Duvon put moss in his ears then him, Cass and the murder hobbit went glazy-eyed. We noticed archers coming in from both sides and next to Flora there were two ladies behind Flora (one with black Antlers who looked vaguely elvish named '''Feralia'''. Another playing the flute was '''Pomona'''). We figure out with them that not everything we've heard is true. The Green Lady could secretly be the Green Hag. There are three hags, the green, black and one we haven't encountered. Feralia, Flora's sister, is often referred to as 'tree friend' and the Green Hag could be 'false friend'. Lots to discuss and think about later. Flora and friends also told us they could get us into the corrupted area to challenge the corruption and they could get their druid friend Hawthorne to get the aircraft out from the trees.<br />
<br />
We walk back to the gnome encampment and run into some wolves who don't look quite right. As they get closer, we form up and find they look more like Zombie Dire Wolves. There are about a dozen total around us. Rox took two of them out, using mind magic and we picked off the rest. I clobbered one and smashed its hip making it fall over prone then beat it to a pulp (I'm not cruel, it just kept getting back up). I became the stand-in Mil. Sci as the normal ones are engaged and I'm quick. Both undead re-deads crumpled apart and billowed out green smoke similar to that of the grassy guys Dart and I pummelled earlier but these ones have no sigils. Duvon was bitten and as we finished off our individual wolves, Dart and I ran around helping everyone else. Cass got his first 'kill' and we finished off the rest followed by some investigating. We find out these guys were animated by the Black Hag and their spirits have been bound into their skull pulling along the rest of their body. We head the rest of the way back to the gnome camp and as I got into the clearing I almost had my head speared by wooden stake from a ballista-like contraption made by the gnomes. Luckily they missed and that's the end of the day, Tharlin signing off.<br />
<br />
=== Gnolls by Moonlight ===<br />
Around midnight, Tharlin and Kass wakes us all after seeing a light (torch?) off in the forest and then seeing the Gnomes and craft are gone, the trees are undamaged.<br />
<br />
We know something is wrong but we can't work out what, preparing for combat, we head out towards the light.<br />
<br />
We find a rustic cottage, knocking at the door the short old lady, '''Granny Dwayberry''' invites us in for tea and cakes.<br />
Granny is aligned with forests and nature.<br />
Her cat, Dusty is aligned with the night.<br />
Her furnishings and crockery are a 'mixed assortment' and seem familiar to some of us, vaguely remembered cups from childhood.<br />
We're almost certain that she is the one known as the Black Hag though she doesn't explicitly admit it.<br />
She is keen for us to enter into agreements with her, we're cautious and cagey.<br />
<br />
Mattin disappears, followed soon by Dart. Granny looks miffed and starts swearing under her breath while smiling at us and continuing to negotiate.<br />
Dart shouts with full bardic voice and the rest of us wake up to see a dozen Gnolls in the process of carrying off the Gnomes and our Halflings.<br />
<br />
We grab up our weapons and attack.<br />
Lightning, Hands, Control, Mental Attack, Rats, and a mass of melee damage wins us the fight and we rescue the Gnomes though Kass took a near mortal blow - before fighting on and winning.<br />
<br />
=== Lumberjack Time ===<br />
We try to interrogate our 4 Gnoll prisoners with their limited common and our more limited Gnoll.<br />
<br />
'''Mother Krave''' (Ynogra - Gnoll-Boss) sent them to sneak in and bring back small people to her at the tunnels/caves in a mound to the north.<br />
Shagrat will kill them for failing.<br />
Blood Magic.<br />
<br />
; Sunday 20th Thaw<br />
Flora arrives at breakfast. Her dad arrives a little later with companion Owlbears.<br />
<br />
We fly down to Stormstout Brewery, have lunch, load up with supplies and fly them back to the crash site.<br />
<br />
Long ago, a star fell to ground here and poisoned the land (star silver).<br />
Gormalag, the local forest god drew most of the poison from the land but was corrupted by it and fell into madness.<br />
<br />
During the transformations, I feel like there is something odd inside me, it doesn't show on Divination or Healer Empathy.<br />
I insist there is something there and they need to cut in to have a look, after a bloody procedure the extract a small egg parasitically attached to my intestines.<br />
<br />
''Small parasitical egg, created by dream and shadow, Living animal, '''Strix''', fantastical avian of Shadow adjacent to Alusia. Bat-Avian-shadow creature with a long hard beak.<br />
It is a Spirit of a shadow realm, intentionally (using magic) caught up in a dream scape and baked into a honey cake, connected to me by consumption of the cake and dragged out to Alusia.''<br />
<br />
; Moonday 21st Thaw (work starts, estimated 3 weeks) to Reapsday 10th Seedtime<br />
Felling trees and clearing 4 acres for the Gnome's Flying craft to be able to get back into the air.<br />
Duvon, Kass, and Mattin take some nearly mortal injuries while felling trees.<br />
<br />
The flying craft is lowered to the cleared ground.<br />
It takes a few tries for the Gnomes to get their Gnomish ''tree-trimming-and-splitting'' mechanician device working properly. The first couple of attempts have potential as short range siege weapons.<br />
Then they go to work on their ''rapid-tree-felling'' device.<br />
<br />
; 25th Thaw<br />
A tree sneaks into camp during the night and steals one of the Gnome-ish engines, Tharlin spots it makings its getaway, he and Kass engage, Dart wakes the rest of us.<br />
<br />
=== Night Fight ===<br />
We charge to engage, another two trees come to the aid of the original, one of them a lot bigger and spitting wood shards at all nearby.<br />
Mental attack slows the trees, the black cat is observing from a tree, 9 possessed wood animates charge us, and an even bigger amalgam animate.<br />
Things go their way for a while and look a bit dicey until Kass and Duvon get some Walls and Hands into play and Tharlin unleashes his Lightning.<br />
Passing off the Gnome's engine, they are slowly moving it away while we drink healing potions and slowly carve through the trees and animates.<br />
The Black cat turns into a 4-Hex displacer beast and attacks Rox.<br />
We split between finishing off the trees and animates, stopping the big animate getting away with the engine, and helping Rox.<br />
<br />
The cat retreats, the animate is making a very slow run for it, we get the engine back, the cat attacks again, damaging the engine before we drive it off, I use the mending potion on the engine, we eventually destroy the big animate and then get the engine back to the Gnomes.<br />
<br />
I divine one of the wolf animates to get counterspell (Dark Binding) for Granny Dwayberry's magic then we destroy the remnants of all of them so they can't be redeployed against us.<br />
<br />
; Reapsday 26th Thaw<br />
Resting, recovering, clean-up.<br />
<br />
The Gnomes ask us to head back to Mulberry to get more 'fuel' for their mechanician devices and other supplies which will make the repairs and clearing faster.<br />
<br />
=== Deals & Abduction ===<br />
<br />
We fly to Armagnac, Mure (just under 2 hours) to meet with William.<br />
He happily arranges an old wine barrel for the Gremlin and sends to the Gnomes for more fuel.<br />
We chat over lunch, catching him up on what we've encountered and learned.<br />
<br />
Flying back to camp we deliver our supplies and fresh food, wine, honey, and Armagnac. <br />
While we have flying duration, we take off again for Stormstout Brewery for the remaining supplies there and some beer.<br />
<br />
Back at camp, we settle back in for dinner and continuing the work clearing the forest.<br />
The Gnomes regale us with vague stories about interesting features of their secret flying city which they can't talk about.<br />
<br />
; Moonday 28th Thaw<br />
The Cat approaches Mattin at night, passing on a message that things are happening and Granny is sitting it out, she's had enough.<br />
Mother, Baba Krave (the Blood Witch) is still feeling very aggressive and is going to take action, soon.<br />
Nanny, Baba Galdr (the Green Hag) might be persuaded to sit it out.<br />
<br />
; Frysday 2nd<br />
Feralia and some Cervitaurs arrive in the morning, badly wounded.<br />
The Gnolls attacked one of their settlements and took prisoners, including Pomona.<br />
<br />
We make a plan:<br />
The Fauns will make a show of following the Gnolls with an armed force.<br />
The Druid will stay here to defend the Gnomes.<br />
We will use the stone portal to sneak into the ruins and rescue the prisoners.<br />
Flora (Pomona's niece) will come with us as she should be able to sense Pomona and possibly communicate with her.<br />
<br />
We cast buffs, drink potions, and prepare ourselves then tree portal to the stone portal (runes in the stone look old, possible carved out by claws) and through we go.<br />
<br />
Old paved settlement, Elven style buildings, a cottage a few hundred yards north, looks like it would have been lovely once but is now mostly dead and ruined.<br />
<br />
The cottage to the north rolls up its garden, stands up on a giant hand and walks away north with a farewell from Granny & the cat.<br />
<br />
A large pool to the south of the town square with spiral floating stairs going around it and up to a floating v-shaped rock from which clear water cascades down into the green water in the pool.<br />
<br />
We walk 5 minutes east to the edge of town, another 5 minutes out of town following a track where lots of Gnolls have been through recently. Down a switchback into a ravine.<br />
<br />
Telepathy picks up Gnolls within the cliff, extensive caves, lots of Gnolls, our prisoners deeper within, a guarded entrance further along.<br />
<br />
Telepathy, Control and Mental Attack to draw some outside and get them fighting each other, causing chaos, then we close in.<br />
Hands and murder of the 4 outside, one elite inside knocked out and being eaten by its fellow.<br />
<br />
=== The Gnoll Elite ===<br />
<br />
Walls to mostly block the tunnels left and right with Crocodile Tears thrown over them to damage and distract the enemy.<br />
Ahead the enemy meets us at their wall and we engage. Their reinforcements swarm over us, wall starts lowering.<br />
Taller, enhanced Gnolls riding giant hyenas, 2 special Gnolls (him with claws & a phase cloak, her with skull mace).<br />
Messy brutal fight, we throw an Oz Crocodile in, eventually we win through but I'm a bloody mess.<br />
<br />
On around the corner towards the prisoners, through curtains made from various sentients, engaging the next wave of Gnolls holding a defensive wall.2<br />
They have an earth elemental which is potentially nasty until Rox hits it with Mental Attack.<br />
<br />
=== The Red Rescue ===<br />
Tunnelling to bypass their defensive wall, we swarm to meet their reinforcements: more Gnolls, a Gnoll assassin, a 3-headed Hyena, Centaur-like Gnoll-Hyenas, a Titan-scale giant naked Gnoll-Mole-rat. <br />
Blood and bodies everywhere, the balance tipped several times by Rox controlling dangerous enemies and turning them on their allies, Earth Hands to protect our flanks, Stonewalls to guard our rear, Tharlin bear-hugging a Gnoll-Hyena to death in close, Dart demonstrating why duelists are at their best when out-numbered.<br />
<br />
''Cut Scene... <br>Krave: [Looking into her blood-filled cauldron] My sisters, they have broken through my defenses, you must send help.<br>Galdr: I warned you against this action, deal with the consequences yourself.<br>Dwayberry's Cat: The mistress is busy at the moment, can I take a message... [Cheshire smile]''<br />
<br />
Staggering through past another Earth Elemental to engage the Hag who has used blood magics to enlarge and is lethal with ladle and stomping boots. <br />
Tharlin engages the Earth Elemental, having the edge until a powerful blow connects and stuns him, looking bad until a timely Mental Attack takes it out of the fight.<br />
The Hag is tough in melee, adding to the blood already drenching me but distracted by Mattin's determination to stay behind her carving his initials into her organs; she drains the imprisoned Fauns to heal, killing Clover. When a combo of attacks from Dart and Mattin stun her, I snatch away her healing blood amulet.<br />
Wearing her down again she fights past death, her flesh petrifying in front of us, cursing Dart with her last breath (he may never find rest upon the ground) before she crumbles to dust.<br />
<br />
Kas and Duvon arrive with recently rescued Fauns warning us the walls are not holding, a lot of angry Gnolls and some things that can dig through stone are about to descend on us.<br />
Freeing Pomona and gathering interesting loot, we follow Pomona's direction to the Hag's secret exit.<br />
<br />
=== Gnomes going home ===<br />
We spill the blood from the cauldron - just in case.<br />
Blood Heart Amulet (health battery, slowly charged by proximate death), Protective Amulet (vs Charm/Control), Circlet of controlling Earth Elementals (1 extra), Fairy Stomping Hobnailed Boots (free attack against things half your size), Soup Ladle (Mace of Herbalism & Cooking), Triple-headed biting flail (bite 20% of the time), Fighting claws (2-handed main-gauche), Wraith Cloak, glowing green alchemical liquid, berserker potions made from the same, mounted Unicorn's head.<br />
Exit up through the spiral tunnel to a closed cave on the top of the cliff, moving the large boulder to get out.<br />
Half an hour walking north to get clear of the corrupted forest then Flora talks to a tree and asks it to open a portal back to the camp.<br />
; Reapsday 3rd - W'nsday 8th Seedtime<br />
Divine Dart, has a Death Curse, effective MA 100 (-1 per week), cannot regain FT from rest while in contact with the earth, half recovery if partially in contact (buildings), full recovery in hammock or no contact with earth.<br />
<br />
Work continues on the clearing and construction. One near-miss fatal worksite accident.<br />
<br />
The ley lines around the barrow are moving back to go through the barrow instead of around it.<br />
<br />
We leave the gremlin's barrel down near the area he has been hiding. Mattin helps Beasley re-home into it.<br />
<br />
; Frysday 9th Seedtime<br />
The Gnomes reassemble their flying craft, we bring Beasley & barrel.<br />
<br />
; Reapsday 10th Seedtime<br />
A rather bumpy launch, leaving one of the wheels behind then we're flying NW nice and fast. Landing safely is a problem that's hours away.<br />
A couple of hours later we get to the [[Serraine|flying city]] where we slide-land on the designated flat road.<br />
<br />
They gives us papers that say we are visitors, not sure why, we already know that.<br />
* Pegataurs (Pegasus-Centaurs) <br />
* Flying, 'science' and herbarium areas<br />
* Residential, workshop, commercial districts<br />
* Levitating area (for fun)<br />
* Bounce park<br />
* Vanyarami<br />
* Sphinx <br />
* Great Library, museums of crafts, gem crafting, culture<br />
* Magic school, Onyx tower has Namers.<br />
* Markets - Gemeye, Merchant Row<br />
* Slums (shadow reach)<br />
Splinge takes us to an Inn near Merchant Row, The Glorious Second. Running hot water, internal plumbing, nice food.<br />
<br />
Dunbar pops in around dinner to thank us and tell us he has organised payment/gratuity including Serrain trading/training options.<br />
<br />
We discuss our availability for future 'field operative' work and we are allowed to visit again in the future.<br />
<br />
; Sunday 11th Seedtime<br />
Seeing the sights of [[Serraine]].<br />
<br />
; Monday 12th Seedtime<br />
We split up to take advantage of the various training.<br />
<br />
=== Gnome Home ===<br />
; The sights of [[Serraine]]...<br />
Visiting the library, we see several Gnomes also have Scribbles from the Knowledge Dragon, they trade knowledge with it and any other library valuing culture.<br />
The Head Librarian is a floating skull (Demi-liche we all think), definitely on the Greater Undead+ scale of aura but GTN: Drous(sp?).<br />
<br />
Rox is introduced to a Mind magic specialist (with some Necromancy), Horupin, a Nagpa (like Skeksis, vulture-people).<br />
<br />
Vanyarami occasionally put on concerts on the giant wind powered organ in their quarter.<br />
<br />
We see a Sphinx shopping in one of the markets.<br />
<br />
The 'Science Park', paid entry to see all of the (successful & partially successful) masterworks (Mechanician, Alchemy, minor-shaping) of the Gnomes.<br />
<br />
The Gem museum seems to have the best security in the whole place, possibly except for the head librarian.<br />
<br />
== Reference ==<br />
<br />
; Flora Halfelven <br />
: Half Elf, Half Faun.<br />
<br />
; Pomona <br />
: Faun. Aunt of Flora.<br />
<br />
; Uldar, 'Dad'<br />
: Elf, Wild/Wood Elf<br />
: 4 Owlbear allies<br />
<br />
=== Bad Hags ===<br />
; Red - Mother Krave<br />
: Broad, Stocky<br />
: Gnolls, Blood Magic<br />
: Killed<br />
<br />
; Green Lady / Forest Hag - Baba Galdr<br />
: Tall, Stooped<br />
: Animates Trees<br />
: Stayed in the area<br />
<br />
; Black/Night - Granny Dwayberry - Hrodpirin<br />
: Small & Slender<br />
: Spirit Binding, Animating, Dream Magic<br />
: Walking house - on giant animate hands with roll-up garden<br />
: Moved on to somewhere quieter<br />
<br />
; Black Cat - Dusty<br />
: Familiar/Ally of Hrodpirin<br />
: Aligned with night - Nix?<br />
: Also a 4-hex Displacer Beast<br />
<br />
== Mil Sci ==<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 />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12<br />
|-<br />
| colspan="4" | Ari<br />
| colspan="4" | Tharlin<br />
| colspan="4" | Dart<br />
|-<br />
| colspan="3" | Rox<br />
| colspan="3" | Mattin<br />
| colspan="3" | Kass<br />
| colspan="3" | Duvon<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><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 || <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 || Urgent request arrives<br />
| class=day | 18 || Party assembled/depart<br />
| class=day | 19 || Meet Green Lady and Fauns, bonus Wolves and bad dreams<br />
| class=day | 20 || Trip to Stormstout Brewery<br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]]<br />
| class=day | 21 || Tree Felling<br />
| class=day | 22 || Tree Felling<br />
| class=day | 23 || Tree Felling<br />
| class=day | 24 || Tree Felling<br />
| class=day | 25 || Tree Felling, that night tree tries to steal engine<br />
| class=day | 26 || Armagnac, Stormstout<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 || Fauns abducted by Red Hag<br />
| class=day | 2 || Black departs, Faun Rescue and killing of Red<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 || <i>Rites of Thunor</i><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 || <i>Equinox</i><br />
| class=day | 16 ||<br />
| class=day | 17 || <i>Eostre</i><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>Stephenhttps://dq-nz.org/dqwiki/index.php?title=User:Grays&diff=100434User:Grays2024-03-06T09:31:54Z<p>Stephen: </p>
<hr />
<div><br />
; Characters<br />
: [[Kassian]] Elven Druidic Cheesemaker</div>Stephenhttps://dq-nz.org/dqwiki/index.php?title=Kassian&diff=100433Kassian2024-03-06T09:30:33Z<p>Stephen: Created page with "Kassian, aka Casein (translations from Elvish can be ambiguous) is an Elven Warrior, Druid, Beastmaster, and most importantly, Cheesemaker. == Adventures == # Spring 823wk Gnome Way Home"</p>
<hr />
<div>Kassian, aka Casein (translations from Elvish can be ambiguous) is an Elven Warrior, Druid, Beastmaster, and most importantly, Cheesemaker.<br />
<br />
== Adventures ==<br />
# Spring 823wk [[Gnome Way Home]]</div>Stephen