Spring Tides

From DQWiki
Jump to navigationJump to search

Return to Scribe notes

Summary

Adventure: Spring Tides
GM: Jim Arona
Session: Spring 811
Night: Weekends
Location Chez Martin
Level: Kids - level

Party:

Employer:
Suneth, Celestial Recorder of House Kerberoth
Mission:
Journey to Perfidious Albion, passing through the Deep Green, and investigate seasonal tides. Pay:
Training and knowledge to a maximum of 12,000sp/adventurer

Briefing and Knowledge

The Adventure in Brief

Spring Tides

Part One

We have been asked to inspect the tides in Pedifius Albean. We are headed for the House Kerberoth through the Abyss. once flying down to the abyss on a magic carpet. We then realised that there were 8 of us and a griffon in thye Abyss. We were attacked by demons . Ferric nearly died twice and Cronos nearly died once as well. We finally arrived at the House Kerberoth for two months.

Part Two

After going through the Abyss (in part one) We are at the House Kerberoth . 2 months later we are heading off to Perfidious Albion where we are to inspect the tides.
We have the options of : going back through the Abyss (in one group, if in two groups then we would come out in different parts of the island); taking 18 months of walking across the mainland; horse riding across the mainland in 12 months; or through Fable and to do this we would have to go down to the sixth level, each level down you become less real.
We had the thought of being teleported there by a mage. Moonlight Sleeping on a Midnight Lake (aka Homeless) agreed in exchange for one of our female characters (Lady Absinthe de Winter volunteered) to assist him with the aid of giving 4 offsprings. Once we were teleported to Perfidious Albion we appeared on a beach in the afternoon.
Sleeping for some of the night but after around 4 or 5 so hours we were awoken by Saphira and Cronos because we were being attacked by some 13 or so organised undead creatures and an evil necromancer. We killed all of the Zombies, and the evil Necromancer, and no one in the party died.

Footnotes

SGT Snippets & Gossip

Places

People and Creatures

Treasure

These scrolls do not have situational or MA & WP bonuses. Instead, whoever reads the scrolls applies their MA bonus (or penalty) and any situational bonuses (light level, proximity to fire, etc).

Scroll 1

Spell Rank Range Duration BC Effects
Phantasm 14 Any Conc 50% Caster's WP: 22, 40 FT, [D-4]+14
Invisibility 14 225 ft 75 mins 87%
Wall of Ice 14 150 mins 77%
Water Breathing 13 14 hrs Touch 69%
Flying 13 7 hrs Touch 74% 44 mph

Scroll 2

Spell Rank Range Duration BC Effects
Levitation 10 165 ft 100 x [d-5] minutes 55%
Enchanted Armour 14 15 ft 7.5 hours 70% +30 Def +1 Protection
Sleep 10 165 ft 11 hours 50%
ESP 8 110 ft 110 seconds 54%
Summon Avian 10 5 miles Immediate 50% Summons 10 avians
Mass Charming 14 225 ft Conc. no max 47% Charm 16 entities over 3 minutes

Scroll 3

Spell Rank Range Duration BC Effects
Damnum Magnatum 8 135 ft Special 29%
Location 15 60 miles 16 hours 60%
Weapon of Flames 15 20 ft 20 minutes 75% +20 SC, + 7 damage
Strength of Stone 14 10 ft 15 hours 62% +14 PS or +14 EN
Life Draining 10 Touch 3 Pulses 50% Inflicts 11 damage, cures 11 damage, discharges.
Lightning Strike 15 60 ft Immediate 75% D+10, save for half, line 12 hexes long

Scroll 4

Spell Rank Range Duration BC Effects
Rune Shield 15 Touch 16 hours 85% +20 Def, +3 Armour, ignore 1 Spec. Griev. injury
Hypnotism 10 165 ft 55 minutes 70% Post-hypnotic suggestion 31 hours
Levitation 10 165 ft 100 x [D-5] minutes 50%
Hallucination 10 165 ft 110 minutes 55%
Spectral Weapon 15 80 ft 20 minutes 60% +20 SC, +5 damage, may strike insubstantials
Illusion of Seeming 18 95 ft 190 minutes 74% Target of less than or equal to 20 cubic feet

Scroll 5

Spell Rank Range Duration BC Effects
Web of Entanglement 10 165 ft Conc. max 165 minutes 55%
Increased Gravity 15 285 ft Conc. max 16 minutes 47% -32 PS, -8 TMR
Phantasm 14 Any Conc 50% Caster's WP: 22, 40 FT, [D-4]+14
Rune Shield 15 Touch 16 hours 85% +20 Def, +3 Armour, ignore 1 Spec. Griev. injury
Healing 15 Touch Immediate 85% Heal 32 damage, EN first, then FT. Does not cure Spec.Griev injuries
Location 15 60 miles 16 hours 60%

Scroll 6

Spell Rank Range Duration BC Effects
Strength of Stone 14 10 ft 15 hours 62% +14 PS or +14 EN
Lesser Healing 14 Touch Immediate 77% Cures 8 damage, EN first, then FT. Does not cure Spec.Griev. injuries
Web of Darkness 10 180 ft Conc. max 165 minutes 55% [D-2]+10 damage if targets are Light aspected
Gaseous Form 11 Touch 6 Pulses 50%
Dispel Magic 15 Touch 20 seconds 50%
Healing 15 Touch Immediate 85% Heals 32 damage, EN first, then FT, does not cure Spec.Griev. injuries.

Scroll 7

Spell Rank Range Duration BC Effects
Lightning 10 60 ft Immediate 60% D10+10 damage, resist for half, in a line 60 ft long
Waters of Vision 10 Touch 10 seconds 55% Can see up to 155 miles away
Walk on Water 10 110 ft 55 minutes 50%
Ice Pack 10 60 ft Immediate 45%
Waters of Strength 16 Touch 85 minutes 55% +[D10-2]+16 PS
Cleansing Flame 15 50 ft 50 seconds 65%

Bone Splinter

This tube of human bone has been warped to the appropriate dimensions and weighs 10 oz.
If it is stabbed into a humanoid entity of less than size 8, it will restore 2 D10 (+ the stabber's Rank in Healer) of the target's EN.

Serpent Necklace

This necklace is a spell rack and encumbers as if it weighed 2 lbs.
It contains this incantation:

Mental Attack - Mind Blast
Name: Mind Blast
Spell: Mental Attack
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions.
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Spring Tides Spring 811 Abyss Magical Meta-magic px50 Jim Arona 021 076 9376

Demon Dust

Name Daemon dust
Martenay Mangle hound
Fearic Shadow snake
Bromli Rend cat
Fearic Coil imp
Saphira Fold dancer
Saphira Thorn singer

Rod of Binding Counterspells

This rod weighs 5 lbs, and functions as a mace. It has the following characteristics:
The base Strike Chance is 65, and the base Damage is 2 rollup D10.

  1. Rank in Mace is added to the Cast Chance of Counterspells.
  2. The bearer benefits from the counterspells of an additional college.

If the wielder bears any of the other rods, this one will stop functioning.


Rod of Binding Duration

This rod weighs 3 lbs but functions as a mace, and only requires PS of 13 to wield (and therefore Rank). It has the following characteristics:
The base Strike Chance is 65, and the base Damage Modifier is +5.
It has the special ability to allow the bearer to extend the duration of one (+ 1 per 2 Ranks in Mace) spell 50% longer than normal. If the wielder has learnt Mace to Rank 5, they may double the duration. The spells to benefit from this ability must be listed below

____________________________


____________________________


____________________________
If the wielder bears any of the other rods, this one will stop functioning.

Rod of Binding Sunlight

This rod weighs 3 lbs but functions as a mace, and only requires PS of 13 to wield (and therefore Rank). It has the following characteristcs:
The base Strike Chance is 65, and the base Damage Modifier is +5.

  1. The wielder's Magic Resistance is increased by their Rank in Mace.
  2. The wielder increases their Cast Chance by their Rank in Mace for any spell or ritual that they know.
  3. While they are in direct sunlight, they may draw a charge from the rod while they are casting a spell, and this will halve their target's Magic Resistance. This function may be called upon three times and is recharged by bathing the rod in the rays of dawn.

If the wielder bears any of the other rods, this one will stop functioning.


Rod of Binding Darkness

This rod weighs 5 lbs and functions as a mace. It has the following characteristics:
The base Strike Chance is 65, and the base Damage Modifier is +4.

  1. It may not be broken as a result of using PS greater than 16.
  2. While in an area of 60% darkness or greater, the damage bonus from PS is doubled, giving +2 damage for every 5 points greater than 16.
  3. The wielder will know this spell at Rank 0 and may Rank it as if it were a General Knowledge spell of their college.
Strength of Darkness

Range: Self
Experience Multiple: 200
Duration: 10 minutes (+10 minutes per Rank)
Base Chance: 25%
Resist: None
Storage: Potion
Target: Entity
Effects: The Adept's Physical Strength is increased by 1 (+ 1 for every 2 (or fraction) Ranks) for the duration of the spell. This spell may only be cast when the Adept is in an area of at least 60% darkness.
If the wielder bears any of the other rods, this one will stop functioning.

Reading Eye

This black sapphire has no encumbrance. When it is placed over a living eye, it will animate and quickly eat its way into the socket.
The eye gives its host the Talent

Interpret Runes and Symbols

Range: 5 foot + 1 / Rank
Experience Multiple: 150
Base Chance: MA + PC + 3% / Rank
Effects: This talent allows the Adept to divine the meaning of any symbols, maps or writings etc which are in range and can be clearly seen. This will supply vague definitions about the piece of information. It may be only attempted once per piece of information (GMs discretion). If a double effect is rolled, the adept may ask 1 question about the information. If a triple effect is rolled, the adept may ask 2 questions. If the symbol is magical then Adept will discern its general effect. If a double effect is rolled, the adept can ask for 1 of the attributes of the spell (e.g. Rank, specific name, etc.). If a triple effect is rolled, 2 attributes may be discovered.
Whenever the Adept reads, the text can be read in the tracks of their tears.

Ring of Protection

This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand. The wearer subtracts 10 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.
In addition, it surrounds the wearer with 11 unseeable pentagonal planes of protection that float around the wearer on all sides. These will protect the wearer so that the first 7 physical damage points the wearer takes per pulse are ignored. This does not work vs any kind of magical damage, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries. If the wearer has some similar means of protection, then the greatest protection will apply.

Healing Potion x 20

This potion weighs 4 oz. If it is worn openly, the owner may drink this potion without taking a Pass Action, and it will cure D+5 EN damage.

Shrivelled Heart of Resurrection x 4

This dried and shrivelled weighs less than 4 oz.
When it is powdered and sprinkled on the body of a dead human or humanoid, then they are treated as if they were Resurrected by a Rank 8 Healer. If the dust is used by a Healer, then they must spend the FT, but 5 is added to their Rank for the purposes of calculating success chance, and what Rank of Healer is required to Raise the victim.

Restorative Potions x 8

This potion weighs 4 oz.
If it is worn openly, the owner may drink this potion without taking a Pass Action to Prepare. It will inflict 8 EN damage which may not be reduced in any way, and restores 16 FT lost from damage, exhaustion or spell casting.

Force Gauntlet of the Left Hand

This bracelet has two lengths of delicate orichalcum chain links. One length runs between the index and middle finger, the other running between the ring and small finger. Both lengths join to a setting that holds a cabochon cut hemisphere of rose quartz about the size of a silver penny in the palm of the wearer's hand. It weighs 6 oz.
This gauntlet changes the duration the Telekinesis spell to 10 seconds (+10 seconds per Rank), removing the Concentration requirement. This applies to one instance of the Telekinesis spell, meaning that if the Adept cast a subsequent Telekinesis spell, they would have to maintain concentration on it.
The gauntlet reduces the FT cost to cast Telekinesis by 1, to a minimum of 1.

Force Gauntlet of the Right Hand

This bracelet has two lengths of delicate orichalcum chain links. One length runs between the index and middle finger, the other running between the ring and small finger. Both lengths join to a setting that holds a cabochon cut hemisphere of blue quartz about the size of a silver penny in the palm of the wearer's hand. It weighs 6 oz.
This gauntlet swaps the wearer's PS with their WP on their right hand, only. This does not affect the Encumbrance calculation, nor does it qualify them to use two-handed weapons, although it may allow them to learn and advance one-handed weapons.
In addition, it doubles the Defence the wearer receives from casting Force Shield.

Paired Daggers of Khumrant

These daggers are magical and weigh 10 oz each.
They do not provide any special bonus to Strike Chance or DM.
However, the wielder may manifest a physical attack using the daggers, which is resolved as a two-handed sword attack. This allows the wielder to learn and Rank two-handed sword as a weapon, requiring only sufficient PS & MD for daggers.
They are only allowed one two-handed sword attack, forswearing any dagger attacks in that Pulse. The wielder never gets multiple attacks as a result of their opponent's low Agility.
Neither may the two-handed sword attack benefit from great PS.
Finally, the two-handed sword attack may be delivered in close.

Investment Ink

This small pot of ink weighs 2 oz.
The pot contains sufficient ink to invest 11 spells, and the inscriber need not know the Ritual of Invesment.
Inscribing the spell to be Invested takes 1 day in which no other action can be taken.

Crystal Skull

This small, carved, crystal skull is about 5 centimetres across and weighs 3 oz.
If a spell of Animating Bodily Parts or Animation is cast upon the skull, it will behave as if it were a Wizard's Eye spell of the same Rank. However, the skull is not Invisible, nor is it insubstantial, although it is a legal target for the Transparency spell.

Snake Wand

This wand is made from a snake under the effects of a Petit Mort Spell, and has 7 years of duration remaining. It weighs 2 lbs.
If the Adept takes an extra Magical Pass Action to Prepare Putrid Wound, they may cast the spell with the following characteristics:

  • 1 spectral snake per 3 or fraction Ranks in the spell will manifest and travel towards their target at a rate of 2 (+ 1 per 2 Ranks) TMR per Pulse. Each snake will last for a duration of 4 Pulses.
  • If a snake shares the same hex as their target, the target must Resist vs General Knowledge magic of the College of Necromantic Conjurations, or suffer [D-4] + 1 per Rank in the spell. If they take damage from this spell, the wound is automatically infected.
  • Only one snake per target is allowed.

Armour of Jasper

This armour has been crafted by means of Earth magic and the Armourer Skill. It will re-size itself for any entity smaller than a giant. It has a weight factor of 8, reduces AG by 2 and Stealth by 10.

It provides these benefits to the wearer
8 points of Protection and 1 point of Damage Reduction. If the Armour of Earth spell is cast upon it, then the wearer will reduce damage by another 2 points at Rank 10, and an additional 3 points at Rank 20. Thus, the wearer gains 3 points of Damage Reduction at Rank 10, 6 at Rank 20. Without an Armour of Earth spell, the wearer will entirely ignore a FT blow that inflicts 9 points of damage or less. Protection does not reduce spell damage, but Damage Reduction does (except for spells like Disruption, Putrid Wound, Necrosis, Hand of Death or similar magic).
The wearer takes less harm from a fall, provided they fall onto the earth or stone. If they land on a wood or some other material not derived directly from the earth (sand counts but not glass), then this ability will not apply. Falling damage is calculated normally, but it is treated as if they had been the subject of a FT blow. This means that 9 points of falling damage may be ignored (up to 15 if Armour of Earth is Rank 20). Assuming EN of 16 and FT of 20 (therefore requiring 45 damage to slay outright), then a fall of 70 feet (49 falling damage) would not kill the wearer, although it would likely leave them stunned and without FT. A fall of 80 feet (64 falling damage) would slay them outright, however.
The armour is a legal target for the Ritual of Binding Earth, and in this case, provides a bonus of 2 per Rank vs any attempt to discconnect the wearer from the ground, knock them down or back. This includes spells like Air Blast, Levitation, Telekinetic Rage or Earth Tremor.
The wearer is always considered in contact with the earth for the purposes of casting Earth College magic.
The wearer increases the chance of an Adept who casts Strength of Stone upon them by 10 and reduces the FT cost by 1. The Adept only receives these benefits while casting on the wearer.

In the event that the armour is damaged, it will require an Armourer of Rank 7 or higher, and an Adept who knows the Ritual of Binding Earth, who may be the same person. It will cost them 600 sp and three days to repair each point of Protection.

Force Shield

Cronos' Force Shield has been changed and now creates 11 unseeable pentagonal planes of protection that float around him on all sides. This increases his Defence by 5(+1/Rank) against all attacks at any range or from any direction. In addition, the spell deflects the first 1 DP per Rank of the spell, minimum 1, per pulse. This only applies to physical damage and has no effect on magic etc, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries.


Skull Necklace

The skull on this necklace is carved from bone, and the chain is made of silver. It weighs 4 oz.
The wearer may channel the Spectral Hand spell through this necklace, and a construct of bone will appear beneath them. It will take the shape of an enormous skull, about the size of a throne, which, by catching a spirit wind, will convey the Adept at a rate up to 30 miles per hour (+ 1 mph per Rank) for 30 minutes (and an additional 30 minutes per Rank).
Unfortunately, the spectral forces that bind the throne thirst after living spirits, and so entities will be drained of 6 FT (EN when FT is exhausted) at the beginning of each hour they remain in contact with it. Necrogeny may reduce this drain.
To determine the carrying capacity of the skull, consult the Max column of the Encumbrance Table, indexing the PS of the Spectral Hand. Thus, at Rank 6, the skull is capable of carrying 225 lbs, any more causing the spell to fail. While the skull is less than 25 metres above the ground, it will not be able to avail itself of a spirit wind, and its lack of manoevrability is revealed. The Adept may move in a straight line or up or down. Each Pulse that they elect to move, they must use a Free Act to direct the skull, even if they are not changing direction. If they choose to change direction, they must use a Free Act to instruct the skull to come to a halt. The next Pulse, they may move in the new direction. In these situations, they always move 20 feet, ignoring their own TMR value. Thus, the Adept may prepare a spell and move 4 hexes, and then cast and move 4 hexes, provided they are not changing direction, and they use a Free Act each Pulse.

Abilities

Treasure Distribution

Item # Weight Absinthe Ace Bromli Cronos Fearic Jessica Martenay Saphira
 

Experience Awards

Axel Bromli Cronos Fearic Jessica Martenay Saphira Mary
2475 24221.25 24243.75 24480 16368.75 21937.5 21937.5 7200
After racial tax:
2475 22019.32 20203.13 22254.55 16368.75 18281.25 18281.25 7200
After Bonuses:
2875 22619.32 20203.13 22454.55 16368.75 18281.25 18281.25 7200
Difference, (i.e. addtional Experience):
8,606.25 8,212.5 9,562.5 4,837.5 8,325 8,156.25
Income (less expenditures):
 

Calendar

Spring: Thaw (10)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting 2 3 4 5 6
7 8 Encounter prime drainer 9 10 11 12 13
14 15 16 Arrive at House Kerberoth 17 18 Arrive at House Kerberoth 19 20 Speak to Lady Suneth
21 22 23 24 25 26 27
28 29 30
Spring: Seedtime (11)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
1 2 3 4
5 6 7 8 Rites of Thunor 9 10 11
12 13 14 15 Equinox 16 17 Eostre 18
19 20 21 22 23 24 25
26 27 28 29 30
Spring: Blossom (12)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
1 2
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 Floralia 22 23
24 25 26 27 28 29 30 Walpurgisnacht