Braegon's Treasure Map

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Summary

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

Party
  • Cassandra - (f) Human Celestial Shadow - Michelle
  • Haedric - (m) Dwarven Ice Mage - Stephen - Scribe & PL
  • Reko - (m) Human Fire Mage - Nemo
  • Quentin Ulysses Ash - (m) Orc Warrior Namerish - Sean
  • Amira - (f) Human E&E belly dancer - Jono MilSci
  • Eydis - (f) Dwarf Sorcerer of the Mind - Kelsie
  • Motlie - (m) Human Earth Mage - Paul / Haldyr - (m) Elven 'Scout' - ChrisC


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 his manor in 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). Eydis tried to get one senior philosopher but either the puzzle, Braegon's liquor cabinet or Eydis'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 Filgiso and Greenwood are connected by a forest where Brastor is now.

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 Sith's Revenge, presumably Panjari; some glyphs indicating Dwarves in the Superstition Mountains; and other glyphs with less clear meanings.

Map is fixed to the block but has a different aura from the block. Glyphs also have their own aura.

  • The Greenwood rune is Alouphis, seems associated with summer/gold.

Drinks, shared meal and more drinks from Braegon's larder; Braegon takes the inebriated philosophers back to Seagate; we sleep in his 'manor' house.

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 3.

Summer Bees make us feel fine

We question the prisoners:

  • Tenacious G is their chief.
  • Eggsy - enforcer, golem?
  • They live in the hills near the Vampires who scare them

We tie them up and take them with us.

Th'rsday 3rd Frost

We ride/walk NNW into the forest following game trails. We step into a region of summer, seems about 4 miles across, transitional border about 100 yards. Trying to get to the middle, we end up on the other side.

Using locates to keep a straight line we get closer but magic is clearly trying to turn us away.

DA the area: magic, how do we get to the middle? Say my name.

I say Alouphis, ringing noise, and the clearing is revealed.

We step in, clearing, trees in the middle with silks and lots of beehives, extra-large ants, they form up and lead us towards the centre. Very old Elf steps out and invites us in, there's another younger elf (Haldyr) there recovering from injuries. The old elf only speaks old-elven, he gives us mead which lets us talk like bees, combined with mindspeech lets us converse. He asks that we call him Ninleyn. He knew (Lyria) the owner of the block and creator of the map, he has a block too (which he can turn to/from a staff), they belong to the same 'nature' order. He knows she is still alive, otherwise the block would be different.

We agree to a mead-geas enforced agreement not to share their secret names.

He'd be interested in meeting our employer but he'd need to come here.

Their order of nature mages is of Fae origin, insects, plants, nature. His things is Bees. They didn't like the direction the Elves were going and split off (leaving TerraNova) and split up. He has been living here since about the time of the War of Tears and can no longer leave his pocket of summer.

Andratharth (aka Lyria) tried to hold things together, made contact with the others, this map may indicate where the others are.

He would like to know:

  1. What happened to Lyria, can she be helped?
  2. What happened to the others in the order, can they be contacted?
  3. What are the blocks connected to given he assumed the original Heart was destroyed?
  4. He wouldn't mind an apprentice

Saying the 20 names of the order, the map pulses when 7 of them are named:

  1. Andratharth aka Lyria - no location, re-opens to the Terra Nova map showing her as there somewhere near the heart but Ninleyn thinks she is still local.
  2. Aladon aka Ruith - near the Ruby Waters
  3. Alanar aka Orion - Hills of Aldri, 15 miles SW of the head of the Wandle (060x05).
  4. ?tba - Sumaldi
  5. ?tba - Filgiso Forest
  6. ?tba - Forest of Karsharak
  7. Alouphis aka Ninleyn - Greenwood (050x22)
  • (in fancy old Elven) "Heartwood", the block reveals a different map, an old one of Terra Nova. The Heartwood was in the south-west of northern Terra Nova.

Dropping some mead (Alouphis' Gold) on the map reveals the key and more info on the 7.

Meads:

  • Summer Mead Lasts for a season. Anti-undead (blood is fatal to vampires, all undead will try to keep 10-30' feet away). Protects from heat and cold (equivalent to rk 12 resist cold/heat, stacks). Disease resistance.
  • Curse Removal - 7 x doses to go with us for now
  • Extend Life
  • Pierce Illusions
  • Communicate with Bees

He can teach brewing, nature magic, summer magic.

Frysday 4th Frost

Ride back to Emmitsburg, return our horses.

Shadow-wings (40mph) flying 2 hours north-east to and along the Sweetwater to where the Wandle Rithe joins it.

Land and camp (Igloo & Fog) on the south-east bank where the Sweetwater & Wandle meet.

Night 3

Reapsday 5th Frost

Iceberg north along the Windle at 15mph, 4 hours to the headwaters.

Logistics

Buffs & Mil Sci

Long Duration Buffs (assumed always on)
Magic (caster) Rk Effects Duration Am Ca Ey Ha Qu Re M/H
Enchant Armour (Am) 20 +42% Def +1 AP 10 ½ hrs Y Y Y - Y Y Y
Strength of Stone (?) ? +? EN ? hrs Y
Resist Cold (Ha) 12 +4 Temp Gauge, -4 Cold Dmg. 7 hrs Y
Protection from Fire (Re) 8 Protection: fire, heat, smoke (non-magical) 9 hrs Y
Fire Armour (Re) 7 32 Ablative Prot. vs Magical Fire Damage 8 hrs Y
Great Heroism (Q) 15 +4% to Strike, +1 Damage, +8% to Reaction & Fear Rolls* 8 hrs Y Y Y Y * Y
Greater Ench. (Am) 20 +21% to 2 of: Com, Mag, Res, and S&S. 4 days CR MS CR CR MS
We bring 16,000sp of Black Myrrh with us to have the option of 8 days with GE on all areas.
From Braegon
Lesser Enchantment for 3 Months - All
Blessing +50 vs Disease/Infection +30 Fertility for 7 Months - All
36 bandages. Take 3 pulses to apply, heal 29 damage. Expire after 12 weeks. - Distributed evenly
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 - Amira.
From Ninleyn
Summer Mead
Curse Removing Mead x 7
Short Duration/Situation Buffs
Magic (caster) Rk Effects Duration Am Ca Ey Ha Qu Re M/H
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
* On Haedric, Ice Traversal lasts 13 hrs, will be re-cast to be always on.
Eydis' Mandolin -
when played 20' radius, +10SC, +2 dam, +10 fear checks, +10MR vs undead or unholy
Enhance Enchant (Am)
Rank 7
Self Only Buffs
Magic (caster) Rk Effects Duration Am Ca Ey Ha Qu Re M/H
Great Heroism (Q) 15 +16% to Strike, +2 Damage, and +16% to Reaction & Fear Rolls 8 hrs Y
Ice Armour (Ha) 13 20% 3 AP 13 Fire/pulse 1 SG 7 ½ Hrs Y
Camping
Igloo, 2' thick walls of bound ice, 15' internal radius, entrance 5-8' high and long. Internal temp -10° but it feels like +8° with inbuilt Cold Resistance. Dur 11 hrs.
Illusory Fog, 330' radius, Fog height 30', 50' visibility. Dur 21 hrs (usually 12).

Watch Order

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

Marching Order:

Skirmish Formations (Front)
Default

Quentin Haedric
Amira Cassandra
Eydis Reko
Motlie/Haldir

Double File

Quentin Haedric
Amira Cassandra
Eydis Reko
Motlie/Haldir

Single File

Quentin
Haedric
Cassandra
Amira
Reko
Eydis
Motlie/Haldir

Loot and Expenses

Calendar

Winter: Frost 821 (7)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Samhain 1 Guild Meeting Seagate, Brastor 2 Emmitsburg, Greenwood 3 Greenwood, Summer Bees 4 Greenwood, Emmitsburg, Sweetwater-Wandle 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