Braegon's Treasure Map: Difference between revisions

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; Party  
; Party  
* [[Cassandra]] - (f) Human Celestial Shadow - Michelle
* [[Cassandra]] - (f) Human Celestial Shadow - Michelle
* [[Haedric]] - (m) Dwarven Ice Mage - [[User:stephen|Stephen]]
* [[Haedric]] - (m) Dwarven Ice Mage - [[User:stephen|Stephen]] - '''Scribe & PL'''
* [[Reko]] - (m) Human Fire Mage - [[User:Nemo|Nemo]]
* [[Reko]] - (m) Human Fire Mage - [[User:Nemo|Nemo]]
* [[Quentin Ulysses Ash]],(m) Orc Warrior Namerish - Sean
* [[Quentin Ulysses Ash]] - (m) Orc Warrior Namerish - Sean
* [[Amira]] - (f) Human E&E belly dancer - Jono
* [[Amira]] - (f) Human E&E belly dancer - Jono '''MilSci'''
* - Kelsie
* [[Eydis]] - (f) Dwarf Sorcerer of the Mind - Kelsie
* - Paul
* - Paul


Line 25: Line 25:


== Scribe Notes ==
== Scribe Notes ==
=== That's not a map ===
The employer has bogged off and left a guild admin to brief us.
He gives us the map wrapped up in a cloth, Eydis opens it up then we DA to see if it's safe.
But it's not a map, just a magical block of Heart Wood.
DA says it will open on request, we ask, it doesn't.
We poke it a bit and find out that runes become visible when elemental mages touch it, a different rune for each element.
Quentin does a Divination...
* The wood is old! Ancient magic.
* Type of magic is Nature, Deep Earth & Fae.
* Preserved and durable.
* It had a connection to something that was broken recently. ''Later work out that the Guild's sealing/shielding/protections broke its link to the world''
* It is almost alive and almost has an ITN.
Amira gets a bunch of Elemental mages at the pub to all touch it at once (25sp in drinks), lighting all the runes up:
* Air, Earth, Fire, Water (though the water rune gets iced over when Haedric touches it) in the corners.
* Celestial Light, Dark, Shadow and Stars along the edges.
* Two words are revealed - we don't know what they are so we ask the Philosophers at the guild. They have to look it up in an old book and translate it as "Not Connected". The language is sort of Elven but older than ancient Elven.
Braegon turns up and is prompted to touch the book, multiple runes light up.
He takes us through a portal to Brastor, we bring a couple of Celestial mages (50sp) to activate the rest of the runes.
Everyone touching it there reveals new words, we import philosophers to translate (25sp and Braegon's Brandy). Amira tried to get one senior philosopher but either the puzzle, Braegon's liquor cabinet or Amira's charm ended up attracting over a dozen of them.
It asks ''what do you want?'' (after translation and some debate) we chant together '''Health, Wealth and Happiness'''
When we say Health it slowly responds with: ''Eat greens and avoid danger''.
We say '''Treasure''' and get: ''Lakes and rivers with no water, forests with no trees, and cities with no buildings. Say my name.''
Amira says '''map''', we get that translated to old-elf and the block opens up revealing a centrefold map that's magnificently illustrated.
It has glyphs at various places but no key. Touching and leaning in, it shows us more detail, it even indicates where we are if we concentrate on it.
We think it's a map of Carzala, Brastor, Novadom and surrounds but from a long time ago before any of these places were here.
The glyph in the northern [[Greenwood]] forest has some words near it: '''Alouphis' gold'''.
There's a glyph for a city in the middle of the [[Barrens of Sith]]; some glyphs indicating Dwarves in the [[Superstition Mountains]]; and other glyphs with less clear meanings.
Drinks, shared meal and more drinks from Braegon's larder; Braegon takes the inebriated philosophers back to Seagate; we sleep in the ground floor of his tower (apparently he doesn't do stairs).
; W'ansday 2nd Frost
Briefly consider returning to the guild to consult notes about the places of interest marked on our map, decide to just head to the place 40 miles north that smells of gold.
We walk to Emmitsburg, hire horses (7 x 3sp per day) and buy some food (40sp).
Ride the rest of the day north along the road/track into the Greenwood to about 5 miles after the junction where the trail turns from NNW to NNE about 5 miles from the hills.
Set camp with Winter Garden, 30' igloo, 600' of illusory fog, horses tethered outside the igloo and two people on watch.
Late in the night 4 Goblins try to steal some of our horses, we counter-attack, killing 1(?), capturing 1(?).
=== Night 2 ===
; Th'rsday 3rd Frost




Line 43: Line 96:
!Title="?????"    | 6   
!Title="?????"    | 6   
!Title="?????"    | 7
!Title="?????"    | 7
|-
|class="mg" | Enchant Armour (Am)
|class="rk" | 20
|class="ef" | +42% Def +1 AP
|class="du" | 10 ½ hours
| <!-- Ca -->
| <!-- Ha -->
| <!-- Re -->
| <!-- 4 -->
| <!-- 5 -->
| <!-- 6 -->
| <!-- 7 -->
|-
|-
|class="mg" | Strength of Stone (?)
|class="mg" | Strength of Stone (?)
Line 68: Line 133:
| <!-- 7 -->  
| <!-- 7 -->  
|}
|}
; Quentin Heroism (TBC)
: +4% +1 Damage 8 hours
; From Braegon
; From Braegon
: Lesser Enchantment for 3 Months
: Lesser Enchantment for 3 Months
: Blessing +50 vs Disease/Infection +30 Fertility for 7 Months
: Blessing +50 vs Disease/Infection +30 Fertility for 7 Months
: 36 bandages. Take 3 pulses to apply, heal 29 damage. Expire after 12 weeks.
: 36 bandages. Take 3 pulses to apply, heal 29 damage. Expire after 12 weeks.
: Loan of a couple of magic weapons if required: Sabre (+10 +3), Scimitar (+10 +3), Estoc (Unbreakable), Tulwar (All wounds are bleeders).
: Loan of a couple of magic weapons if required: Sabre (+10 +3), Scimitar (+10 +3), Estoc (Unbreakable), Tulwar (All wounds are bleeders) - Reko.
: Loan of reusable invested rk 10 Witchsight, once per day, duration 1 hour.
: Loan of reusable invested rk 10 Witchsight, once per day, duration 1 hour.


Line 94: Line 162:
|class="ef" | 4 targets, +5 tmr over level ice/snow.
|class="ef" | 4 targets, +5 tmr over level ice/snow.
|class="du" | 4h 20m
|class="du" | 4h 20m
| <!-- Ca -->
| <!-- Ha -->
| <!-- Re -->
| <!-- 4 -->
| <!-- 5 -->
| <!-- 6 -->
| <!-- 7 -->
|-
|class="mg" | Enchant Weapon (Am)
|class="rk" | 20
|class="ef" | +21% SC + 7 Damage
|class="du" | 25 m
| <!-- Ca -->  
| <!-- Ca -->  
| <!-- Ha -->  
| <!-- Ha -->  
Line 114: Line 194:
| <!-- 7 -->  
| <!-- 7 -->  
|}
|}
; Enhance Enchant
: Rank 7


=== Watch Order ===
=== Watch Order ===
Line 124: Line 207:
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12
|-
|-
| colspan="2" | A
| colspan="2" | Amira
| colspan="4" | B
| colspan="4" | Haedric
| colspan="4" | C
| colspan="4" | Eydis
| colspan="2" | A
| colspan="2" | Amira
|-
|-
| colspan="3" | D
| colspan="3" | Cassandra
| colspan="3" | E
| colspan="3" | Quentin
| colspan="3" | F
| colspan="3" | Reko
| colspan="3" | G
| colspan="3" | ?
|}
|}



Revision as of 22:48, 16 June 2021

Summary

GM: Dean
Season: Winter 821 WK
Night: Wednesdays
Location: St Johns
Level: Low-Med

Party


Employer
Braegon
Mission
I have a couple of magical treasure maps, follow them to conclusion and 90% of the treasure is yours. Upfront cash to fund the expedition is available but is a loan against the treasure to be found.
The first one I found some 20 yrs ago. It is very odd, as it looks nothing like a treasure map, but apparently it is one. It has been gathering dust in a cupboard ever since.

Scribe Notes

That's not a map

The employer has bogged off and left a guild admin to brief us. He gives us the map wrapped up in a cloth, Eydis opens it up then we DA to see if it's safe. But it's not a map, just a magical block of Heart Wood.

DA says it will open on request, we ask, it doesn't. We poke it a bit and find out that runes become visible when elemental mages touch it, a different rune for each element.

Quentin does a Divination...

  • The wood is old! Ancient magic.
  • Type of magic is Nature, Deep Earth & Fae.
  • Preserved and durable.
  • It had a connection to something that was broken recently. Later work out that the Guild's sealing/shielding/protections broke its link to the world
  • It is almost alive and almost has an ITN.

Amira gets a bunch of Elemental mages at the pub to all touch it at once (25sp in drinks), lighting all the runes up:

  • Air, Earth, Fire, Water (though the water rune gets iced over when Haedric touches it) in the corners.
  • Celestial Light, Dark, Shadow and Stars along the edges.
  • Two words are revealed - we don't know what they are so we ask the Philosophers at the guild. They have to look it up in an old book and translate it as "Not Connected". The language is sort of Elven but older than ancient Elven.

Braegon turns up and is prompted to touch the book, multiple runes light up. He takes us through a portal to Brastor, we bring a couple of Celestial mages (50sp) to activate the rest of the runes. Everyone touching it there reveals new words, we import philosophers to translate (25sp and Braegon's Brandy). Amira tried to get one senior philosopher but either the puzzle, Braegon's liquor cabinet or Amira's charm ended up attracting over a dozen of them.

It asks what do you want? (after translation and some debate) we chant together Health, Wealth and Happiness

When we say Health it slowly responds with: Eat greens and avoid danger.

We say Treasure and get: Lakes and rivers with no water, forests with no trees, and cities with no buildings. Say my name. Amira says map, we get that translated to old-elf and the block opens up revealing a centrefold map that's magnificently illustrated. It has glyphs at various places but no key. Touching and leaning in, it shows us more detail, it even indicates where we are if we concentrate on it.

We think it's a map of Carzala, Brastor, Novadom and surrounds but from a long time ago before any of these places were here.

The glyph in the northern Greenwood forest has some words near it: Alouphis' gold.

There's a glyph for a city in the middle of the Barrens of Sith; some glyphs indicating Dwarves in the Superstition Mountains; and other glyphs with less clear meanings.

Drinks, shared meal and more drinks from Braegon's larder; Braegon takes the inebriated philosophers back to Seagate; we sleep in the ground floor of his tower (apparently he doesn't do stairs).

W'ansday 2nd Frost

Briefly consider returning to the guild to consult notes about the places of interest marked on our map, decide to just head to the place 40 miles north that smells of gold.

We walk to Emmitsburg, hire horses (7 x 3sp per day) and buy some food (40sp).

Ride the rest of the day north along the road/track into the Greenwood to about 5 miles after the junction where the trail turns from NNW to NNE about 5 miles from the hills. Set camp with Winter Garden, 30' igloo, 600' of illusory fog, horses tethered outside the igloo and two people on watch.

Late in the night 4 Goblins try to steal some of our horses, we counter-attack, killing 1(?), capturing 1(?).

Night 2

Th'rsday 3rd Frost


Logistics

Buffs & Mil Sci

Long Term (assumed always on)

Magic (caster) Rk Effects Duration Ca Ha Re 4 5 6 7
Enchant Armour (Am) 20 +42% Def +1 AP 10 ½ hours
Strength of Stone (?) ? +? EN ? ½ hours
Resist Cold (Ha) 12 +4 Temp Gauge, -4 Cold Dmg. 7 hrs
Quentin Heroism (TBC)
+4% +1 Damage 8 hours
From Braegon
Lesser Enchantment for 3 Months
Blessing +50 vs Disease/Infection +30 Fertility for 7 Months
36 bandages. Take 3 pulses to apply, heal 29 damage. Expire after 12 weeks.
Loan of a couple of magic weapons if required: Sabre (+10 +3), Scimitar (+10 +3), Estoc (Unbreakable), Tulwar (All wounds are bleeders) - Reko.
Loan of reusable invested rk 10 Witchsight, once per day, duration 1 hour.

Short Term

Magic (caster) Rk Effects Duration Ca Ha Re 4 5 6 7
Ice Traversal (Ha) 12 4 targets, +5 tmr over level ice/snow. 4h 20m
Enchant Weapon (Am) 20 +21% SC + 7 Damage 25 m
Weapon of Cold (Ha) 12 +13% SC + 5 Damage (+15 vs Fire Creatures) 17m
Enhance Enchant
Rank 7

Watch Order

1 2 3 4 5 6 7 8 9 10 11 12
Amira Haedric Eydis Amira
Cassandra Quentin Reko ?

Marching Order:

Skirmish Formations (Front)
Default

1
2
3
4
6
7

Double File

1 2
3 4
5 6
7

Single File

1
2
3
4
6
7

Loot and Expenses

Calendar

Winter: Frost 821 (7)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Samhain 1 Guild Meeting Seagate 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 1 2 3 4
Winter: Snow 820 (8)
5 6 7 8 9 10 11
12 13 14 15 Solstice 16 17 The Duke of Carzala's Winter Ball 18 Yuletide
19 Days of Chaos 20 DoC2 21 DoC3 22 DoC4 23 DoC5 24 DoC6 25 DoC7
26 DoC8 27 DoC9 28 DoC10 29 DoC11 30 Twelfth Night 1 2
Winter: Ice 820 (9)
3 4 5 6 First Plough 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
24 25 26 27 28 29 30