East Hindia TC

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Summary

GM: Stephen
Season: Winter 820 WK
Night: Thursday (some Wednesdays)
Location: Zoom / New Windsor
Level: Low-Med

Party
  • Henric - Dwarven Mind Mage - Chris C
  • Mavric - Dwarven Thespian-Wicca - Lisa
  • Lyric - Dwarven Enchantress - Michelle
  • Everan - Human Necro-Researcher - Dean
  • Aloysious - Human Air Mage - Nick
  • Motlie - Human Earth Mage- Paul
  • Mindi - Human Fire Mage - Audrey
Employer
Luiz, an honest merchant of Ebola.
Guild Security informs you he is actually Don Luiz, Consul of Southern Trade, an important noble of Destiny. But you should all play along with the pretense he is Ebolan.
Mission
This is an infiltration/spy mission into a relatively unknown foreign civilisation. It is acknowledged that an entire party of spies skilled in societal infiltration is unreasonable to expect, we have a cover we believe you should all be able to maintain.
You are to travel to Hindia as mercenaries looking for work. Engage in such work and potentially earn some bonus income.
In parallel, discover who is behind the EHTC, what they really want, and who could be used to bring them disadvantage.
Gather general info about Hindian political and mercantile structures, and any potential perils less magically apt & robust spies will need to be aware of in the future.
For those that are skilled in the craft, some reliable contacts and informants would also be useful.

Pay: 30,000sp plus bonuses of up to 60,000sp depending on the quality of your success.

Rapid Transport to Ebola and discrete transport to Hindia will be provided.

We are advised to avoid Dakhini province as its filled with Beastmen and mad gods.

Scribe Notes

Day 0 - Guild Meeting day

We met with our ‘employer’ the ‘Ebolan’ merchant Luiz who asks us to infiltrate or spy mission on a relatively unknown foreign civilisation – namely that of Hindia. Our suggested cover is that of a band of mercenaries looking for work whereby we could then travel around ‘working’ and discover what we can and then report back. While there and pertaining to matters of trade which Luiz is especially interested in we are tasked to discover who is behind the EHTC (East Hindia Trading Company), what they really want, and who could be used to bring them disadvantage. Additionally we are also to gather general info about Hindian political and mercantile structures and any potential perils less magically apt & robust spies will need to be aware of in the future.
We undertake party introductions with Everan being Military Scientist & Party Leader and I being scribe after my delightful sister Mavric begged off due to composing her new screenplay based on our adventures.
We are advised to accompany the Count of Ebola on his flying ship when next he goes home and are told we can find him in the guild bar as he is none other than the famous Aryan. We go and make introductions and agree to accompany him on his vessel on the morrow and in the meantime gather supplies and keep him happy (some more so than others he means you Lyric) for the day/night.

<Night Passes>

Day 1 - Travel to Ebolo (Ebola)

A new day dawns and we take flight on the aeirship that Aryan owns and travel most expeditiously to Ebola, only almost dying a few times. We land in Ebola late afternoon outside the port town of Ebolo. We leave Aryan and plan to separate ourselves from him so walk away into some hills and then loop back around to travel along the trail into Ebolo looking like other dust covered sweaty travelers (albeit better equipped ones) and we find some accommodation to stay in which is The East Wind Inn. We stay the night and play some tunes which brings in huge crowds to see the travelling players and the Innkeeper gives us free food, drink and accommodation for the night.

<Night Passes>

Day 2 - 'One night in Ebolo'

We depart the Inn heading down to the vessel we have had organised for us and are told they are expecting us and they will be ready to depart the next day. The vessel is the Sambilaya which is a Sambuk type vessel (crew @60)which was freed from pirate possession by the Ebolan Navy during Hire-A-Hubby (See Day 31 of the adventure) and has been contracted by our employer to drop us off in Hindia to start our ‘adventure. We return to The East Wind Inn and establish the same deal again with the Innkeeper. The day passes and we play to a packed house (and into the street) that night. Local royalty attends in the person of the local princess (accompanied by some guards) which pleases all concerned. Another long night and we fall to sleep easily and without incident.

<Night Passes>

Day 3 - 'sailing away'

We've agreed to the name of our Mercenary band which shall be 'Brawling Bluebell Bruisers' or the Tripe B's with everyone as fighters except for Everan who will be our Leader type and research specialist. We get up and break fast with a hearty meal and just before midday we arrive at the vessel we’re taking across to Hindia, alight and take our cramped quarters after admonishments by the officer not to touch anything and keep crew interactions to a minimum. We set sail and are soon bored.

<Night Passes>

Day 4 - 'one day on a leaky dhow'

We are sailing, we are sailing, home again, cross the sea... (reckon we could make a song out of this Everan?)

<Night Passes>

Day 5-9 - 'landlubbers lament'

We are sailing North and then East towards the main port of Hindia.

<Many nights pass>

Day 10 - 'landfall at last in Kanchi'

The morning tide sees us travel a small way up a wide river to a port on the western bank which is Kanchi.
we walk off the boat and feel the weird non moving land beneath us and being seasoned travelers we quickly recover our land legs. We seek out and are advised of some accommodation and we proceed to 'Imran's, 'place of welcome' where we take most of the rooms in the place and have some rest.

Day 11 - 'A quick tour'

Day 12-17 - 'Tourists in a foreign Land'

We continue our tour of the city guided by Dhruv and we get to meet a Vāniyā (merchant with a royal licence) who will act as our factor to procure mercenary work contracts for us - he is known as Manan. He will look around and come back to us in a few days with some work. He discusses the types of work usually available which are;

  • Guarding travelers while they undertake pilgrimages and the like
  • Prospecting in the Sandahara wastes to the NE of Kanchi
  • Herb Gathering in the Jungles of Perdia for rare and valuable herbs

Manaia says there is much wealth buried beneath the shifting sands of the wastes and in old ruins there and in the jungles now overgrown over the last few centuries.

Several days of skillcraft (Spy, Courtier, Troubadour, Merchant, Navigator) and snooping...

We ask questions about the other local trading ports and such and learn information about the 'East Hindia Trading Company' or EHTC. They are based across the river on the east bank where they have taken over the Mahratta city. Details are as follows;

  • there was an influx of foreigners to Mahratta around 800wk (approx the time King Don Carlos of Destiny died).
  • they transformed the city into a trading port with vigor and created the EHTC.
  • the EHTC has no complete control of the port and likely the entire Mahratta confederacy as they now control the leadership.
  • there are 100 'families' that rule the confederacy and those 100 families nominate a ruling class of 10 'nobles' who in turn nominate a Mahratta to rule the confederacy.
  • We come to understand that the Mahratta Confederacy wants to expand northwards into the decaying empire of Vijayanagara so they actively ‘encourage’ its decline. Perhaps through very active and pointy means!

We continue our tourist activities

NB Maps as we know them are not to be found. Master Navigator Aloysious puts together a rough map of the region based on art from various regions, travel stories and merchant schedules we gather for him. He wouldn't want to sail a ship based on these but they should be good enough for cloud-based navigation.

<night passes>

Day 18 - 'Off we go'

Manaia has secured us a contract to escort a treasure hunter into the Sandahara wastes and bring back some riches. We plan, pack and then go to meet our employer.

Day 19 - 'Clouding away'

Day 20 - 'More Clouds'

Day 21 - 'Clouds then some walking'

Day 22 - 'Back on Terror Firma'

We get up and start a grid pattern search around the area and just after midday come across a sand dune with a stone wall poking out which has a window space in it. We are clearing it away when a sandworm catches up with us and a one way combat ensues where we only survive as Motley commands the worm to spit out the unpleasant thing in its mouth ( me and necromancer in a bone construction sheltering from gnashing nasty teeth) and then it flees from the nasty creatures. In the meantime some of the party have got inside the structure and beaten off a number of nasty scorpions from nipping any further at our poisoned party employer. We enter, fight some undead possessed/controlled by scorpions and then we descend. We go down and clear the room below and settle in for sleep once we have sealed a room.

<night passes>

Day 23 - Exploring the area

We explore the tower area and the nearby buildings/structures. Its hard. We discover a complex under the sand that is half destroyed but we tunnel around looking for interesting locations. Detecting our path around we discover two things which give us concern.

  • a divine being trapped under the sand, next to whom we detect some of the controlled or controlling large scorpion type creatures. Given the nature of the scorpions we decide it may not be a good divine entity and so decide to leave it alone.
  • a greater+ish undead (lich + level)who gives Everan the heebie-jeebies and is just waiting down there, we assume trapped there and for good reason. We decide to leave it alone.

We after all this decide to depart this place and come up to the surface to find a raging storm still there. We setup a camp as best we can and wait out the storm.

<night passes>

The Sandahara Saga Volume I

Beneath the blue Ebolan skies

Bold adventurers, fierce and proud

See the giant sand wyrm rise

And capture two between its jaws.


Valorous Lyric stands in front

And runs it through, one two,

One two and yet another punt

‘Til the wyrm does turn and run.


The fierce storm doth rage around

Stripping skin from bone.

Shelter sought in stones bound

By dust of ages past.


Deep lies the temple beneath the sand

Guarded by venom, claw and pincer

All guided by a spectral hand,

To defeat the seekers eight.


Battles pitched and swords ablaze

The mighty rout rages through.

The seekers find the hidden ways,

And treasure held below.


Shifting sands reveal a spire

A store of power from long ago.

The Sandahara sun sets afire

The distant warning beacon.


Victorious all the explorers sing

Fighters strong and brave

Watched by that one unchanging thing

A grain of desert sand.

Day 24 - 7 people in a tent covered by Sand in a sandstorm

Day and night passes awaiting the storm to blow over.

Day 25 - xxx

Day 26 - xxx

Day 27 - xxx

Day 29 - xxx

Day 30 - xxx

Day 31 - xxx

The Henrikson Scale (TM)

A guide to quality accommodation found throughout the realms

Each Entry here will consist of

  • The Establishment's Name,
  • The Establishment's Location,
  • The Establishment's Cost (Inclusive per night all up) exc drinking costs,
  • The Establishment's Beverage score aka Stein (out of 10 with 0 being the worst and 10 the best),
  • The Establishment's Accommodation score aka Shield (out of 10 with 0 being the worst and 10 the best),
  • The Establishment's Food Score aka Bread (out of 10 with 0 being the worst and 10 the best),
  • Notes about the Establishment.

The Aim of this guide is to promote quality establishments and detail less than desirable establishments for avoidance or frequenting (depending on your taste and needs) for adventurers to begin with and then others in the future when this is turned into a very successful travel guide ;-)


Name Locale Cost Stein Shield Bread Notes
East Wind Ebolo (Ebola) Cost 6 5 5 Innkeeper 'Dave' who runs a reasonable establishment with OK food and accommodation. The Innkeeper knows to keep traveling troupes happy to entertain the clientele. He keeps the good stuff for quality people and revenue making entertainers.
Imran's Kanchi Cost Stein Score Shield Score Bread Score Imran's 'My place of welcome'. seems nice enough and he has a plenty of 'cousins'
Name Locale Cost Stein Score Shield Score Bread Score Note
Name Locale Cost Stein Score Shield Score Bread Score Note
Name Locale Cost Stein Score Shield Score Bread Score Note
Name Locale Cost Stein Score Shield Score Bread Score Note
Name Locale Cost Stein Score Shield Score Bread Score Note
Name Locale Cost Stein Score Shield Score Bread Score Note

Logistics

Buffs & Mil Sci

Long Term (assumed always on)

Magic (caster) Rk Effects Duration He Ma Ly Ev Al Mo Mi
Strength of Stone (Mo) ? +? EN ? hours
Vapor Breathing (Al) 10 10.5 hours
Defense spell? (?) ?? ? ??

Short Term

Magic (caster) Rk Effects Duration He Ma Ly Ev Al Mo Mi
Mind Speech (He) 10 + 11 targets within 330ft 110 min Y Y Y Y Y Y Y
Weapon spell? (??) ?? ?? ??
xx xx ?? ??
In combat close to Everan (10') if fighting Evil/Unholy/Undead/Demonic
+30% MR, +4 Spell Armour, +4 Willpower, +2 FT Armour.
Mil Sci Raise Morale
+4 WP

Watch Order

1 2 3 4 5 6 7 8 9 10 11 12
Aloysious Everan Motley Aloysious
Henric Mavric Lyric Mindi

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 820 (7)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Samhain 1 Guild Meeting Seagate 2 Flying South 3 Ebolo 4 Sailing North 5 Sailing North 6 Sailing North
7 Sheltering from Storm 8 Sailing East 9 Sailing East 10 Sailing SE 11 Kanchi 12 Kanchi 13 Kanchi
14 Kanchi 15 Kanchi 16 Kanchi 17 Kanchi 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