Okla is missing: Difference between revisions

From DQWiki
Jump to navigationJump to search
Line 220: Line 220:


==Loot==
==Loot==
; From Sunken Ship
* Chest - the owner does not age, (Sea chest of the waves?)
* Crate contains:
** Ships log of Merry Jack + Quill with skulls. Cursed to age whoever opens it.
** 3 Braziers
* Pavillon of the fallen Dons
; Ogre Magi and company bodies with loot (in Ragna's ball)


== Buffs & Mil Sci ==
== Buffs & Mil Sci ==

Revision as of 06:26, 3 February 2020

Scribe Notes

Summary

Adventure: Okla is missing
GM: Jono
Season: Summer 820wk
Night: Monday in Albany
Area: Ivinia
Level: Medium/High
Info: Information from players for Jono
Playtest: 47 - Thief skill 3.1.1 and 33 - Assassin skill 3.1.2 37 - Healer skill 3.1.4

Party
  1. Ragnfríðr Yngvarrsdóttir played by Kelsie.
  2. Keshah played by Michael Haycock
  3. Mungo the humble played by Michael McFadden.
  4. Hagan played by Michael Parkenson.
  5. Vychan played by Sean MilSci
  6. Rahne Human E&E played by Stephen Scribe & PL

Employer

Eric Arlesen

A handsome fit human male, who is in his mid-twenties, named Eric Arlesen. He comes from the clan holdings of Markah in the Kingdom of Gilenmark in the far north, area of Ivinia. Eric is well dressed in this year's style of clothes from Seagate. At Eric's side is an young human women dressed in a Seagate-style blue gown, obviously clean and well kept. You can see by her hazy eyes she is blind.

He says 'We have spoken to the Seers from the Kingdom of Lokis', and indicated to the woman next to him. 'They directed me to hire a party of both adepts & warriors from your powerful and well respected guild.
One of the great clans of Rogna has raided our lands and killed many, captured more, and escaped before our warriors could mount an attack. My Okla is missing; presumed stolen. I want revenge. I want your help in this mission. Our great king - Harlmaar Ivyrsen, has given me this chest of gems worth 90,000 sp to pay for those willing to help me.

Payment

  • Our great king - Harlmaar Ivyrsen, has given me this chest of gems worth 90,000 sp to pay for those willing to help me.
  • A gift of a collection of rare amulets.
  • The use of a Long ship & brave crew of six men for two years.
  • Your deeds and legend will be sung in the great halls of out land.
  • Ransom paid by the clans for rescued members.
  • King Harlmaar Ivyrsen has agreed to grant good lands to those proving themselves worthy.


Arlesen clan arms

Scribe Notes

Setting Sail

We meet with our employer and discuss the situation. The 200' longship (the King Harlmaar's flagship) sails on the tide in 2 hours, Mungo orders a feast then we head to the docks to board.

2 weeks sailing west and north, gaining a tan, wind swept and a layer of sea salt.

Arrive at the settlement of Markah. Popn. 200+

Offloading fabrics and metal tools purchased in the south. The ship then departs back to Gilben.

We are welcomed into their main hall. Eric introduces us to his mother, Ola. She shows us around the village.

We are taken to the corpse of one of the raiders, Keeshah speaks to his spirit.

  • They are from Heling on the Isle of Heg.
  • Captain Turee - Destinian. 3 hooks instead of left hand. Used to report to Slimy Jack.
  • 6 Destinians and one damaged ship, now using longships.
  • They were raiding for sacrifices to appease a monster that has been burning their outlying villages.
  • Had disease carrying bears.
  • Wounded are unnaturally diseased - necromancy.

Ragna, Keeshah and Vychan help with their many wounded.

Some of their traders offer me a necklace to help understand their language. After a few hours, understanding of Ivinian does come.

They put on a feast for us, stories are told.

Duesday 15th Meadow

More healing then in the afternoon we prepare for departure.

An older warrior wishes to come with us, Mungo is keen to lead him to a glorious death but we talk him into staying to protect his people. [i was only thinking of his best interests - Mungo]

Keeshah spends a few hours in rituals preparing his flying ship. Late in the afternoon, we launch and head west. Flying through the night for 10 hours, we land at the edge of the bay north of Heling.

Heg Island
W'ansday 16th Meadow

We need to scout around to find a walking path as the thorns and bracken would make a slow hard walk.

A morning walk through rough highlands, we come to one of the burned out villages. It has been 6+ weeks since the village gardens were last tended, no sign of people having died here, looks like they packed up and moved to Heling. The hamlet is set up for defence, implies a hostile environment. We eat, sleep most of the day, with watches.

Mungo Wyrm Slayer

Th'rsday 17th Meadow

We openly walk into town, past several abandoned villages.

The town walls are over 50' tall, wooden ramparts above 30' earthworks. We later discover they have been recently reinforced. The gate has been replaced by 30' stone rubble. Mungo declares himself sent by the gods to slay the beast. We are cautiously welcomed in over the rubble and escorted to the council by over a dozen warriors.

The council appears to be dominated by the young and passionate Ker, daughter of the Yarl.

They had a great defeat last night, a fortification outside the walls was overrun by the beast. Ker blames the seniors of the council for the foolish and doomed plan, she then publicly executes one of then men who broke and ran.

In our own special way, we negotiate to slay the beast in return for some gold, silver and the prisoners who include Okla.

The Destinians say they are getting the prisoners to sacrifice to make the walls stronger. Ker suspects they have another motive.

The beast is described as 140' long, 15' wide, 12' high, and glowing bright as day during the night.

We head out to investigate where the beast has been and are shown to a hole where it has emerged from the ground. 60' drop to a tunnel that leads away, appears to have been burned out rather than tunnelled. We find a scale that has been shaped from human bone by Solar magic as defence against necromancy.

Mungo casually insults Hel who stops his heart until Keeshah restarts it.

A storm starts magically forming above and around us, we head back to town through snow, rain and strong winds.

Into the Storm

We can see the centre of the storm is 30-40 miles east, crying there with crystal balls we see a group casting Lightning at someone out of sight.

Ranga chats to Meketa who tells her of what she saw after she died. Ghostly warriors goading the worm with spears to drive it.

Breaking out Keesha's boat we sail east to south of Ilby, following the tracks we find the pirates (giants, humans, giant walrus) assaulting the walls. We speak to local villagers who tell us of the Sea Witch who has taken over Ilby. We debate leaving the pirates to hopefully kill the witch but decide to intervene, Mungo leads the charge. We hit them with Ice and Air Storms, then retreat from the incoming Flash Flood. 6 Walruses follow, 3 of them spectral. We engage, the spectral ones are a lot tougher, all are big and strong, trample when they can. Exploding birds. We slay 5, one flees. The flash flood washes away the pirates, the town is alerted, we leave them to it.

Flying home we stop at the corpse of the Sea Beast. It's spirit is present, we chat. It was called here to die by priestesses of the sea, it will recover if we can bring its companion (the worm that has been rampaging) to it. Borgon - Behemoth Leviathan of the Deeps. If we can free the worm from those goading it, the sirens nearby can call it.

Frysday 18th Meadow

About midday, we head out to investigate the worm hole we spied yesterday. We are joined by Meketa- warrior woman resurrected by Ragna, keen on Keeshah.

Following the tunnel for a few miles past several side tunnels we come out in a river valley with lava fields in the distance, this is the plane of Karashoo. Signs of the worm having come out and changed gut stones.

Back in, taking a branch we come out in an underground cave, on Alusia, a few miles south west of Heling. Vychan summons a Jasper Elemental it tells us:

  • there are 3 other worlds back there but most of them lead to Alusia.
  • there is an ancient artefact inimical to mortals under the lake, it assumes we summoned it to remove this. It is a child of the drowning deep, it comes from an island to the south west (Gly). Stone with 3 bands of metal.

Wreck of a ship down there too, maybe loot, aquatic folk keen to get in but have been kept out by the artefact. We decide to get there first.

Octopus of the Deep

We enter the water and make our way down towards the ship. Attacked by Sea Hag, Mermen, and undead Squid. Giant (80') Octopus observes. Ink used to obscure vision, Hag destroys water with a glance. Death curse.

Slay the (charmed/controlled) Mermen and Hag, talk to the Octopus. It is also from the drowning deep, sibling of the wyrm and slain behemoth. If we slay the hags to release the wyrm it will reward us with the

Chapter 5

Take rock back to shipwreck. Head back through tunnels towards the fae when we smell bear on a breeze from a tunnel that was previously still. We divert to follow the scent, a few miles later we find 2 dead locals that fell in when the tunnel crossed the cleft they were near. Half an hour further it opens out over a camp:

  • 1 Animalistic scared mind - the great wyrm
  • 6 Cold, bored minds - maybe sentient
  • 35 humanoid - 6 giants, 3 ogres, 4 priestesses, old Elf in water shaped around her.
  • Animals
  • Some or all are charmed by the priests

We sneak in to spy the camp and see enough to locate the wyrm and the priestesses. But not the old elf in water, particulates in the water seem to be some form of anti-scrying.

Back to the cleft, climb, camp in the forest.

Reapsday 19th Meadow

An older Satyr arrives with a bowl of bones (messages) from White Blaine for Ragna:

  1. ...
  2. A follower of Odin is seeking Mungo to slay him.
  3. Kantoon will slay the shortest person on Mungo's left in our next battle.
  4. Someone comes to steal Mungo's spear

Mungo turns his spear to a bird and talks to it, it was given a shiny ring that would 'grant 3 week holiday'. - 3 weeks old, confusion and trickery, causes befuddlement and confusion to whoever uses it.

Tha Satyr says a big wolf is looking for Ragna. He delivered a message from spirit of unborn child of Loki, envious of Hel - someone seeks Ragna to cut her face off to wear as a mask to hide assassins, who seeks to steal Hel's poison, kill with it and blame her.

Hagan shares a drink with the Satyr and gains the legs of a Satyr.

We rig a trap to go off in an hour to block the stream of salt water.

Chapter 6

Slay the ogre magi and their Necromancers. Hagan is killed and turned undead.

Release worm. Make deal with Giants against the hags.

Flee from bonepedes. Back to town. Recover.

Back to camp. Talk to Satyr. Hags heading down stream followed by giants.

We follow the worm, find it a few hours later in the tunnels, talk to it get it to follow us to Borgon. As we pass through the old Dwarven cavern, half dozen spectral warrior goads detach and attack us (life draining), dealt to by a counterspell. Give the worm a bearing towards Borgon and then follow as he tunnels.

At the beach, the worm goes inside Borgon and starts inflating it. After a while it drags itself into the water and then away leaving a pool of deathly slime. It thanks us and directs us to claim our treasure from the ship.

Back overland then down through the caves that let light into the ship cavern Borith (Octopus) is gone, along with the death rock. We swim down and claim our treasure. A deathpede comes through the tunnel, we trap it with a wall then Vychan safely kills it with magics.

Portal back to town which is under attack by hags and pedes. Lightning barrels, itemised for throwing. Illusion of attack from north, actual attack from the south west.

Chapter 7

Loot

From Sunken Ship
  • Chest - the owner does not age, (Sea chest of the waves?)
  • Crate contains:
    • Ships log of Merry Jack + Quill with skulls. Cursed to age whoever opens it.
    • 3 Braziers
  • Pavillon of the fallen Dons
Ogre Magi and company bodies with loot (in Ragna's ball)

Buffs & Mil Sci

Long Term (assumed always on)

Magic (caster) Rk Effects Duration Rg Ke Mu Ha Vy Rn
Willow Healing (Ke) 7 3 end per pulse 14 Hrs Y Y Y Y Y Y
Strength of Stone (Vy) 20 +20 to EN 21 hrs EN EN EN EN EN EN
Greater Ench. (Rn) 20 +21% to Res, Mag, Com, and S&S. 6 days Y A Y Y A Y
Witchsight (Rn) 21 12 hrs Y ? Y Y Y Y
Rune Armour (Ke) 20 +25% Def +5 AP 1 SG 10.5 hrs Y Y Y Y
Armour of Earth (Vy) 20 +42% Def -1 damage 10.5 hrs
Ench Armour (Rn) 14 +30% Def +1 AP 12 DR vs Phnt/Nmare. 7.5 hrs Y
Fire Armour (Vy) 20 100 ablative armour vs Fire 21 hours Y Y Y Y Y Y
Self Only  
Mind Shield +10+2/rk% vs M.Att. 1+2/rk hrs 7
Sense Danger 65%

Enhance Enchantment (Ra) rank 11: 70 seconds

Healer Buffs

Ability(healer) Rk Effects Duration Rg Ke Mu Ha Vy Rn
Soothe Pain () 10 additional resistance to pain or agony type magical effects 10 Hrs Y Y Y Y Y Y
Dampen Pain () 10 +20 to amount needed to stun 12 hrs Y Y Y Y Y Y

Short Term

Magic (caster) Rk Effects Dur Rg Ke Mu Ha Vy Rn
Rune Weapon (Ke) 20 Acid D-5+7 x D10 pulses 25 min BAxe
Enchant Weapon (Ra) 11 +12 BC%, +4 Dam. +6 vs Phn/Nm 16 min bow Y
+14% SC from battle chant - Mungo
+15 vs Fear from Vychan. -5 on Fear/Awe table.

Watch Order

1 2 3 4 5 6 7 8 9 10 11 12
Hagan Mungo
Keshah Vychan Ragna
Rahne

Marching Order

Skirmish Formations (Front)
Default

Mungo Rahne Keshah
Ragna Vychan Hagan

Double File

Mungo Hagan
Ragna Keshah
Rahne Vychan

Single File

Mungo
Hagan
Keshah
Ragna
Rahne
Vychan

Astrology

Lucky Numbers (Rahne)
Ragna Keshah Mungo Hagan Vychan Rahne
15 -- 04 __ 29 67

Calendar

Summer: Meadow 820WK
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Beltane Full Moon 1 Guild Meeting Set sail from Seagate, west then north...
7 ... Sailing ...
14 ... Markah 15 Markah, fly... 16 Heg highlands 17 Heling 18 19 20
21 22 23 24 25 26 27
28 Full Moon 29 30 1 2 3 4
Summer: Heat 820WK
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
5 Blackshore 6 7 8 9 10 11
12 13 14 Midsummer Eve (Faerie Day) 15 Solstice 16 17 18
19 20 21 22 23 24 25
26 Full Moon 27 28 29 30 1 2
Summer: Breeze 820WK
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
3 Day of Death 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
24 Full Moon 25 26 27 28 29 30