The battle of Simia Orichalcae

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Summary

Adventure: The battle of Simia Orichalcae
GM: William
Session: Spring 813
Night: Tuesday
Location TBA
Level: High.

The Party
Employer & Mission
Payment

Scribe Notes

From the hand of Paracelsus the Glyph, bishop's minion.

Chapter 1

Day 1

We met this elf woman at the Guild, but she was not an elf from Ladlaugh or from Alfheim. Apparently, some kind of elf independancy, who, even under the pressure of an invasion of drow, did not feel inclined to join up with all of the other elves. Her name is????
The dependancy's preference is to deter an invasion of giants and their kin from the north to avoid revealing the fact that Ladlaugh is, in fact, already on a war footing, and apparently the drow are not aware that the province has been substantially repopulated. This is being committed as a reserve at the moment.
The giants are, apparently, powerfully affected by the presence of two artefacts of great significance:

The Hammer of the Aesir, a magical weapon, returns when thrown, summons storms and presumably other abilities
The Banner of Little Ragnarok, a magical silken banner on a 20 ft long pole, which is an essential part of the artefact. Precise details unknown.

We agree to take on the task, gather resources, and head north to Alfheim on a cloud. When we arrive, they let me play in one of the libraries there, and I come away with some interesting and charming verbs.

Day 2

The next day, we travel on to Ladlaugh, where a functionary tells us that a party of Erelheine want to see Lucius, he being the Lord Protector. Lucius fobbed off the meeting, saying that he was tired from his journey and had to make the acquaintance of his lady wife, having been apart for some time.
Halal, a local Ladlaugh elf and hothead, approaches Lucius to lobby for secession from the elven dependency on the High Elf court.
Apparently, Tarahell Alatáriël is in the area, presumably securing his son against insidious drow perfidy.
We speak to Anghamerbad and no one gets eaten.
Location and temp. portal established
Arwen, having some skill in the Erelheine language and significant ability around the courts, agrees to act as an interpreter, and finds out that Lord Kellith (attended by half a dozen wives), wishes to engender more children. Difference of species is not a consideration, and Arwen explains that she is fertile with all genders, entities and possibly even a few objects. His lordship, it turns out, is a powerful mind mage with good Magic Resistance and whose best magic is something called Psychic Blade.
We retire, unsure what we have agreed to, but reasonably certain we have not obliged ourselves to any unnatural acts.
We also meet Lucius 0, the previous Lord Protector, who now leads the Wild Hunt. They have been summoned to the aid of the Elvander elves (the Elven independancy), which is to the west. He tells us that a blade venom can be extracted from the thorns of the (t)hornbush, a specific bane to Giants and possibly giantkin as well.
Arwen and Lucius go to the Temple of Sharn Mez, where, apparently, visitors sleep and find themselves in communion with her. She is a goddess of change and mischief, so the rest of us stayed outside.

Chapter 2

Day 2 cont'd

The god visited Arwen and Lucius, and said that we had to protect the 'Luathragan' or something, and some other stuff I didn't understand. After chatting, we visited the Beltan Elves, who wanted to hear all about Chantris and the good Bishop went on about it for a while, the rest of us moving outside the sound of his voice. Location and temp. portal established
They gave us three firestones, two magical lances, and a device that lets you put a self only buff on someone else, but takes it away from you.
A dryad (green-skinned nymph-like creature) appeared to us, asking for our aid, saying she and her friend were being attacked by frost giants. We immediately went to her assistance, and I was even let out of my scroll for the fight.

There were 5 giants who were capturing humanoid creatures about six inches shorter than me, called Luathragan.

They hit quite hard, and have reasonable Magic Resistance, not to mention substantial amounts of FT and EN.

Anyway, even though some of us took a fair bit of damage, we down 3 and routed 2, which Arwen hunted down and slew.
We found upon them extremely 3 large Restorative potions which inflicted 30 EN damage and Restored 60 FT , a magical Giant Club and some healing potions which increases PS by 7 and provides 2 points of Spell Armour. Also, some stones that let an Adept invest a self only spell into it like it was a scroll.

Chapter 3

Having spoken to so many other people, we decided that we would commune with Kael, the old Elven god of fire and war. The site is inside a cave in a wintry and quite high wilderness. The entrance may have been natural, but as we discovered on entering the place, it had undergone considerable extension. It strongly resembled a temple for a mystery cult. Outside the entrance, on one of a pair of rocks that framed it, sat a little snake. It was our guess that, given the climate and the spheres sacred to Kael, it seemed reasonable to assume that this was a magical snake, but someone just had to DA it: Salamander.
It set the bishop on fire, so we decided to have the Lord Protector speak to it. This seemed to be more productive, and we soon found ourselves inside the temple proper, being tested by fire. Lucius acquired significant MA bonuses, as, similarly, Arwen gained some bonuses. Surprising in one so obviously wedded to slaughter by dishonour.

In any case, we made the acquaintance of the priest of Kael, who seemed a perfectly reasonable elf, if a little vague. We saw no evidence of foaming at the mouth, and it occurred to me that he might be an imposter, but Kael manifested in a fiery and bellicose way so it seemed his credentials were in order. He even told us that we might milk the salamander,

whose name was Erzoli, of his venom, and this could be applied to weapons to good effect against frost giants and their kin.

It seems that Erzoli takes exception to being milked, and Eric had to wrestle him to the ground to force the venom out. This was accomplished with a lot of vicious flailing from the salamander. The dwarf emerged successful.

Taking the priest's advice, we headed further north, where we found the frost giant's glacier. It was traveling a southbound course at a few miles a day. We landed about 10 miles south of it and examined it by Crystals of Vision. We found two longhouses

and in front of them, there was a large open camp. In front of one of the longhouses, there was a large banner which we concluded was one of the artefacts we were supposed to acquire. Upon further examination, we found that the pole it was attached to was driven a couple of metres into the ice, the rest of it sticking up another 6 metres or so.

We discuss the matter, and we consider these obstacles:

  • extracting the banner and pole from the ice will mean we have to inflict ~ 720 damage to free it, although we might be able to yank it out when we've done, say, half that.
  • flying into position during the day means alerting the frost giants and we would then have to survive anti-aircraft fire on the way in, on the way out and a ground assault while some of us were extracting the banner.
  • the frost giants and their kin are so distributed across the glacier that a distraction would also alert them while time not significantly reduce our opponents.
  • passing through cracks in the ice is possible but fraught because these fissures close as internal pressures change. The luathragan have no problem with this, but then they are at lost quicker than the rest of us.
  • any form of sudden arrival would require some time spent activating those team mates cannot teleport, possibly extremely dangerous if detected.
  • opening and closing the bishop's disc takes a couple of minutes.

In addition, the luathrag Arwen rider tells us that there is a white dragon lying around under the surface of the glacier, and may, in fact, be the one that the bishop controlled last season.

We decided we would discuss the matter with the dragon in Ladlaugh. We started to fly south some distance and rune portal back, but were detected and a pursued by several frost giants

on a chariot drawn by flying huskies. Arwen takes them out with a couple of casts of her diamond javelins. Those not slain by the javelins die upon falling amongst the trees.
We land, and the bishop heals the only surviving giant, and controls him. The party plans to Resurrect and Control the rest of the giants, and use them to get into the camp without raising the alarm. Eric, being Death-aspected, stands off about 125 feet to avoid being affected by the life buzz, and about fifteen minutes into the first Resurrection, he is jumped by four big wolf things

which are not Void Wolves.

Eric, however, is too alert and avoids their first attack. Unfortunately, given the way wolves fight, one of the wolves will always be able to get a rear attack, while the other three harry him from the front. He tries to give ground as the rest of us attempt to close the distance and Lucius casts Quickness on us.

Again, required to suffer the attentions of the wolves, Eric gives ground,

although not taking any serious hurt, but Arwen detects a couple of other wolves in the foliage, both of whom are uttering terrible Words of Power, which is evidence that they are sentient. Arwen moves to attack position behind one of the wolves in Eric's front facing, as the bishop Prepares and returns to human form. to be continued in Chapter 4

Chapter 4

So, then Eric lays about him with his steel and would have cut them down, but they leap out of the way. Behind him, we can see two frost giants accompanied by an Ice elemental making their way towards us. The bishop unloads a Hellfire upon the wargs and the elemental but doesn't bring them down either. Arwen closes upon one of the wargs and inflicts serious damage on one, which turns to face her. Lucius also cast something but I can't remember what it was.

So, Lucius and the bishop started preparing some more magic when Arwen, who speaks the language, noticed that the Giants were calling upon Odin. So, Arwen is a follower of Freija, so she and the bishop presented religious symbols and said that this was obviously all a miscommunication, and we should talk.
So, they made me cook lunch while the big guys sat down and talked. It turns out that the giants were co-religious with Arwen, and had been approached by elves (spelt d-r-o-w), had hooked up with some Ice Queen by the name of Jadis, and were, indeed, intent upon falling upon the fae (spelt e-l-v-e-s). So, Arwen poisoned them until they were comfortably dead.

Day 4 & 5

Over the next couple of days, the bishop resurrected and laid high compellings upon the giants to obey everyone in the party, and after the wargs had been skinned, cast Skin Change on them so that we might sneak into the Giant camp on the glacier. Temp. rune portal and Location rune established

Day 6

So, around the end of the afternoon, the party entered the camp as wargs without raising the alarm, and scouted out the place. We discovered that Jadis was set up in one of two long houses, Hagar the Horrible (Giant war leader) was set up in the other. The banner that we were looking for was driven a couple of metres into the ice outside Hagar's house, and we checked the place out. Quite a few Giants went in and out, but no wargs. Also, the place was Scry Guarded so we couldn't get a Wizard's Eye or a Visitation in to have a look around. We decided to change disguises and sneak into Hagar's house. Again, we did not raise any alarms or get stepped on by giants, so up to that point, all good.
The roof had an open ceiling, with large, wide rafters about 8 metres above the floor. The bishop and Lucius had a look around the place, found a kitchen and where the bondsmen were kept, while Eric and Arwen crouched on one of the rafters. From their position, they could see Hagar surrounded, mostly, by his men. The bishop travelled up to the rafter while Lucius cast a Wizard's Eye to peer through the wall. From this vantage, the bishop could see Hagar's people. And a woman. With horns. And bat's wings. And hooves.
The plan was to banish her and then deliver destruction to the other gians. Unfortunately, Eric's rank with the counterspell required to banish was deficient with respect to Range, and so he passed his banishment spell to the bishop. Things seemed to be going swimmingly, with the bishop casting the spell particularly well, but nevertheless, the demoness (apparently an evil sister of Lucius' acquaintance) cast off the magic. The bishop immediately followed up with another banishment, even using some of his miracle to try and change the quality of his cast, but it was not to be. The evil sister's will was too great and she resisted this, as well.
Unfortunately, the sister noticed the spells, and started looking around the room. The bishop, with a sudden rush of blood to the head, pulled out the sign of his faith and fervently imprecated against the bad sister I, who chosed to maximise her safety, and screamed. Those giants that had not noticed the ranting priest in the rafters were alerted by the shrieking hell-bitch. more to come next week, same rune portal, same rune time

Chapter 5

Day 6 cont'd

From the kitchen, behind the wall, Lucius cast Enhancing Enchantment to increase damage, as Flamis and the Bishop rained fire and Arwen cast Diamond Javelins upon the giants and their kin along the left hand side of the room. On the right, a frost giant in platemail assaulted Basalic and Arwen. Eric leapt down into the fray and sped off after the demon bitch. An ogre charged into him giving the demoness an opportunity to scuttle up the side of the building while our dwarf was occupied.
A monstrous giant with an enormous hammer appeard from the left hand side (the side we were assaulting) and seemed to be directing the defence, so we tried to focus our magical attacks upon him. It turns out he was Hagar the Horrible, and he was, indeed, horrible. In one Pulse, he took 130 points of damage and barely shrugged. Although we didn't notice it at the time, three pieces of information seemed pertinent:

  1. Even though all Hell was breaking loose, some giants declined to wake up.
  2. Those giants that woke lit out for the exit and did not look back
  3. Hagar used the hammer on one of his giantkin, crushing his skull.

We opined, later, that the weapon was the Hammer of Aesir, and that Hagar had activated by killing one of his allies. We, further conclude that he was banding damage off to giants within a certain range, and that some of them had already succumbed to this effect.
At this point, however, we merely surmised that Hagar had stats on the same scale as a dragon, and checked our inventories for escape methods should things go pear-shaped.
The platemailed giant brushed us off our rafter, and we all fell to the ground. The Bishop was snatched up by a giant who stuffed him into a bag, threw him onto a table and started bashing it with a club. Basalic tickled a couple of giants some, but did not inflict much damage. Arwen chased down a couple of fleeing giants and cut them down while Eric attempted to engage the demon bitch after slaying the ogre, but was monstered by a frost giant before he could close, in the mean time Lucius changed position so he could direct line of sight magic through the door.
The Bishop transformed into a swarm of worms and slithered out of the bag, which caused the giant some concern, who fled. Flamis smote the platemailed giant, who succumbed and fell, although did not seem to be dead at that time.
Shortly after this, Flamis and the Bishop rained more fire upon the few remaining giantkin, felling Hagar and the demon bitch, whereupon we all fell upon them for their loot. Sadly, the demon bitch vanished back to Hell, so was loot-deficient, nevertheless, we made off with the hammer.
While Hagar was being looted, the Bishop headed out to the banner, and Earth Tremored the megahex in which it was set. He observed incoming valkyrior, and alerted the rest of the party. Upon arrival, their leader demanded the hammer, but the Bishop claimed that the weapon and the banner were not the property of Asgard, being made by dwarves for giants. The valkyrior claimed, contrariwise, that the items in question were too big for such small mortals, but we assured them that they made wonderful conversation pieces, and were all the rage in the a la mode salons in Seagate. The valkyrior demurred but, being the Agent of another power, the Bishop claimed 'deeplomateek eemyoonitee' and made the sign of the gazelle's horns.
While they had been talking, Flamis and the Bishop had been preparing their vehicles and made off into the sky. There was some talk, as they fled, of visiting Jadis' castle, but the matter was unresolved.

Chapter 6

Day 7

The party repaired some distance away, considering whether or not they might head to Ladlaugh, where the hammer and banner might be securely stored. Oddly, a monk and acolyte encountered us. Which was odd, considering that we were in a frozen waste, miles from anywhere, and the question of where they came from seemed not to come up in the conversation. It turns out that the monk was aware of the Grand Book of Names, and said that he could relieve us of its onerous burden and put it in a Room of No Doors.

Normally, you cannot prise loot from the grasp of adventurers, but it seems that putting it into the care of someone "mystical" and who apparently "knew what they were doing" provided properties of deniability that was too attractive for the party to pass up and so they handed it over without demur.

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The news that the Vanyarami elf, Tylonius, and party were flying to Jadis was a bit worrying on the grounds that he had written the book originally, and could presumably write it again. The adventurers decided to nip the issue in the bud and extract the Ice Queen from the equation. General rebuffing followed, and the party moved to a position about 5 miles from Jadis' residence.
Just before dusk, Eric assumed the shape of an eagle and overflew the area, planning to drop one of the Bishop's bronze location rune plaques, but he spotted a white dragon in the air above him, so he abandoned the plan and headed back to the party.
Apprising everyone of the dragon, they summoned it, burned it down as it flew in and fell upon it like devouring wolves.
There followed some discussion about heading into Jadis' "citadel" before any news of the dragon's death found its way back. The Bishop and Arwen considered drinking some of the dragon's blood. Arwen being somewhat quicker, she knocked off a cup and fell down stone dead, much of her throat, and stomach burnt out while her lungs had suffered a grievous insult, as well. Upon this news, the Bishop decided not to drink the blood, having realised that he'd drunk it's blood last Autumn which had nearly killed him. Apparently, it was alive at the time, which might have been why it went poorly for him. There was talk of burying the dragon, pulling back with Arwen's body and repairing her, which we did.

Chapter 7

Day 8, 9, 10 & 11

The next day, after having repaired Arwen's remains, she was Ressurrected, and then we had to wait to rebuff, heal and restore her which took three days. After this, we returned to our original position, and used Crystals of Vision to see what changes there might have been in the security of the long house, but couldn't spot anything.

Under an Unremarkable Appearance, Arwen teleported in and reconnoitred the place and her analysis was that Jadis' stronghold was made mostly out of ice, served no real defensive purpose. Indeed, it could barely sustain its own

weight, so poor was its construction. As she was sneaking into position to spy out a cave, the Bishop sent his astral form to her, and by flinching at such precipitate action, near made her fall to her doom on the ice and rock below. However, she recovered her composure and reported that the way was clear, so they could start transporting the rest of the party in.
The place was quite curious, it seemed like a castle built by someone who had only ever had one described to them. Quickly, we made our way into the only structure that looked large enough to support a giantess, a great ice dome.

Once inside, we hid behind large ice rubble, the remains of material that had fallen from the roof of the dome. Those that could see into other realms could make out a "baleful eye", about a metre across, floating, reasonably unpleasant to look upon.
Jadis, herself, was sprawled on a large ice throne "beneath" the eye. Eric, Arwen and Basalic were dispatched to engage her, while Flamis and the Bishop attacked with spells, Lucius providing general support. As he advanced, Eric uttered a charm, and took a hideous blow which avoided most of his armour. Unstunned, he delivered a mighty backhand blow across her legs. Basalic was somewhat slower moving across the ice but only managed to get halfway across. Meanwhile, Lucius cast a damage enhancement on our position. Arwen focused four Diamond Javelins on the giantess, but even enhanced, Jadis seemed able to either dodge them or somehow mitigate the damage. The Bishop Tormented the "Baleful Eye" while Flamis enflamed it with Dragonsmite.

Eric, uttering the charm again, took another shattering blow, but not an armour defeating one, and was able to reply violently. Arwen teleported into position as Basalic approached at the charge with his glaive.
We had jockeyed into a more effective position, and had the initiatve, allowing Eric to utter his charm for the third time, whereupon his skin went white and his hair and eyes turned black. His legs might have bent backwards and horns could have grown out of his forehead but in the heat of battle, one often imagines these things. Apparently.
The melee delivered swingeing attacks, but still the giantess seemed unmoved, casually drawing back to deliver a tent-pegging blow to Eric, who just shrugged. Flamis and the Bishop flung fire at the eye and Jadis, the eye leaving. Basalic prepared Trollskin, while Eric and Arwen fell upon the enemy. Eric, who was the only one was taking damage, was slowly healing under the effects of Willow Healing.
Again, Eric took massive damage from the giantess but seemed entirely unfazed. Basalic cast his Trollskin on Eric, and with a sudden vicious exchange of blows, Jadis fell dead at our feet. More disturbingly, she appeared to be disappearing the way diabolicals do. The Bishop quick cast a Trap the Spirit, and interrogated her, whereupon we discovered that they "Baleful Eye" was, in fact, the Prince of Fools, Ipos, that he was part of a cabal with the President of Seekers, Foras, the Willing Prince Seir, the King of Fire Aim and Sallos, the Mighty Duke. She also told us that her ally, Tylonius would be upon us in an hour or so with his allies.

Chapter 8

The Bishop summoned a storm, and created a few unpleasant conditions for inbound flyers, while Lucius Located Tylonius, and we set up a position from which to deliver an ambuscade. An hour passed, and there was no substantial change, even when we attempted to triangulate with the Location arrow. After about ninety minutes, an ice elemental tried to pass through the doors of ice, but we Banished it. We couldn't spot anything through the storm, so the Bishop counterspelled it. With crystals, we could see that some kind of construction made of ice was slowly moving towards us, so we went out to meet it.
We were fired upon twice, but the Bishop was the one that they shot at, so that was okay. We landed and under a flag of parley (purple, apparently, for drow), we talked with the vanyami. We could see that they had been Charmed, or perhaps corrupted by something, and were not behaving quite normally. Or maybe they were. They were elf-like things, after all.
Eric dispelled the Charm on all of them, including Tylonius, and gave him a Reason Restored potion, and he became a bit more reasonable. We suggested that we needed to get to Ladlaugh before we ran into any boorish giants, Jadis no longer receiving guests this season. When we got there, Lucius negotiated an arrangement with the town clerk thing with the lair, and we reported that we had completed our mission.

People We Encountered

  • Lucius 0, the leader of the Wild Hunt
  • Priest of Kael
  • Erzoli, the salamander
  • the Evil Sister demon bitch from Hell
  • Hagar the Horrible
  • Rider of Arwen, a Luathrag with ambition and a plan
  • Tylonius, an unpacted Vanyarami (winged elf) from before the War of Tears, who wrote the Grand Book of Names, and whose political ideologies include such gems as racial purity, fifth columns and world destruction as an alternative to getting your way. Known to be a "mage", whereupon the answerer generally stares at the questioner with a look that says the next words would be "you moron, but the demands of a polite society require I say no more". Possibly a branch mage, possibly so far up his own arse everyone just thinks he can cast. Dealt with the Five Eyes cabal of devils
  • Brionus, an unpacted Vanyarami, who is an elementalist - summoned a Rank 30 Ice Elemental. Significant support for the proposition that Tylonius is not all that far up his own arse.
  • Jadis, a giantess with Power Words (Kill, Become Ice, Charm). Each use corrupts, no details but it can't be a good thing. Can target entire species with a Power Word if the correct Name is known. Upon death, her spirit goes to Hell.
  • Wandering Monk and Acolyte - a "monk" who just happened to be in the area and who knew a good way to conceal the Grand Book of Names. Similar to Lobsang, probably a god.

Five Eyes Cabal

  • Seir, the Willing Prince (Air Magic, moves people around the world in the twinkling of an eye)
  • Aim, the King of Fire (Fire Magic, ball of fire melee attack, extensive cults, three heads)
  • Foras, the President & Lord of Seekers (Illusionist and Troubadour)
  • Ipos, the Prince of Fools (raises WP by 10, makes entities bold)
  • Sallos, the Mighty Duke (causes men and women to fall in love)

Another group of five were implicated in Legion's End. Observe that the President & Lord of Seekers is present in both groups, and the Willing Prince attempted to make contact with Dalran at the time. At the moment, the Moirae say it would be a bad thing if they were destroyed.

Places We Went

  • Alfheim

Calendar

Spring: Thaw (10) 813wk
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting 2 Arrive in Alfheim 3 Arrive in Ladlaugh, meet Erelheine, Lucius 0, temple of Sharn Mez, Beltan Elves, some dryads and luathragan, fight frost giants, temple of Kael, travel to glacier. 4 Recce glacier, encounter frost giants, slay. Resurrect & compel 5 Ressurrect & compel 6 Recce frost giant glacier, Jadis' longhouse, sneak into Hagar's longhouse, surprise demon bitch.
7 Take out dragon, Arwen drinks blood, dies. 8 Repair and ressurrect Arwen. Divine 9 Divine 10 Divine 11 Attack Jadis, speak to Tylonius, head to Ladlaugh 12 Return to Alfheim 13 Return to Guild
14 15 16 17 18 19 20
21 22 23 24 25 26 27
Spring: Seedtime (11)
28 29 30 1 2 3 4
5 6 7 8 Rites of Thunor 9 10 11
12 13 14 15 Equinox 16 17 Eostre 18 Seagate Spring Ball
19 20 21 22 23 24 25
26 27 28 29 30 1 2
Spring: Blossom (12)
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

Information

Logistics

Buffs

Magic Rk Effects Dur AV Lu BV Ba Fl Er
Strength of Stone (Arwen) 16 +16 Endurance 17 hours EN EN EN EN EN EN
Armour of Earth (Arwen) 20 42 Def, 1 Damage Reduction 10½ hrs
Greater Heart Rune (Rowan) 8 Cures 7 EN when EN is damaged 9 days
Willow Healing (Rowan) 12 Cures 3 EN per Pulse for 14 Pulses 24 hrs
Rune Shield (Rowan) 12 +17 Def +3 Prot, avoid a Spec. Griev. 13 hrs
Bless (Rowan) 10 +10 SC +10 vs Fear (10 targets) 55 min
Weapon of Magma (Arwen) 8 +13 SC +8 damage (max) 4½ hrs
Trollskin (Arwen) 7 +1 EN / pulse 65 secs
Ench. Weapon (Lucius) 10 +11 SC, +4 DM 15 mins
Quickness (Lucius) 20 8 targets, +30 IV, +6 TMR, 1 non-Mag Pass Ac 115 mins
Spell name (Cast by) ? hours  
Spell name (Cast by) ? hours  
Initiative
EN IV Char. Notes
?? Arwen ? Action + ?
?? Basalic ? Action + ?
?? Eric ? Action + ?
?? Flamis ? Action + ?
?? Lucius ? Action + ?
27 The Bishop 1 Action, preferably Unengage + extra Pass Action while Preparing
UnEn
EoP Engaged All currently engaged party members get a non-magical pass action

The Bishop

The Bishop always has these personal defences in place
Circle of Protection: absorbs the first 20 DP per Pulse, adds 5 to attacker's die roll
Soul Shroud: mind or pact cannot be read, +30 to resist effects that Charm, Compel or Bind.
When dangerous
Hex Field (min of (5 blows or 5 ½ hrs))
Solar Protection (+14 vs light/solar efect, -1 damage vs light/solar, 70 mins)

Also, various shapes if things look as if they're about to turn to custard.

The Bishop's Spell Rack
Incantation Rk FT Constraints
Hedge Maze 10 2 Unracks
Hellfire - Spell Magazine 18 3 Unracks
Hex Field 10 2 Unracks
Morning Routine
Purifiy if needed 1 hr
rack Mind Cloak - Minor AoE 1 hr
rack Spell Magazine 1 hr
Bind Air 1/2 hr

Arwen

Arwen always has these personal defences in place
* Her personal Armour of Earth forces attackers to add 5 to their die rolls when attempting to strike her.
* Is always in contact with the Earth.
* Can attempt to resist Fear that cannot normally be resisted.
* Immune to Kidney strikes / damage and Agony (the spell).
* Has a special resistance roll (in addition to any other allowed resistance roll) for damage against the Chest, Abdomen, groin including the organs there in (be it from physical damage, including SpecGrevs or Spells that specifically target the area, such as necromantic "Hand of Death").
* Can ask the GM to re-roll Spec Grevs against her, the second roll in this case will stand.
* Has Enhanced Vision (Rank 16) See Invisible, Illusions, Through obscurements.
* Has Coloured Dark Vision (Rank 11) (standard plus can DA in the dark).
* Detect Aura functions as per Namer DA.
* If damaged to zero or less endurance will turn into an Earth Elemental.
* If melee striking using her Rapier will quicken herself and her primary target (the one being strike by the Rapier - old style)
Arwen's Spell Rack
Incantation Rk FT Constraints
Weapon of Magma 8 Does not unrack
Grounding 4 Does not unrack
3 alternatives 20,20,16 2,0,0 Unracks
Routine is Stone Ward just before bed, then Rack StrOfStone AOE, use in morning, rack AoEarth AOE and use

Treasure

Consumables

Frozen Healing Motes x 8

These motes will heal 10 damage + 1D10 per 10º below freezing. If it is imbibed by a creature of ice, snow or cold, they will receive an extra D10 healing. If they are Winter aspected, they will receive another D10.

Arwen Basalic Eric Flamis Lucius Rowan
  1


Spell Stone x 2

This large stone on a necklace will take one "Self Only" spell, which will last as normal. Whoever wears the item gains the benefit of the spell within.
Wt 1lb

Arwen Basalic Eric Flamis Lucius Rowan
 
Jotunheim Apples x 60

When eaten, these apples add 1 to each of PS, MD, AG, EN, MA and WP until the next dawn
1/4 lb

Arwen Basalic Eric Flamis Lucius Rowan
  10
Flame Crystals x 6

These crystals are warm enough to count as a small fire (offering a bonus to Fire mages of +5). In addition, they may be thrown as a grenado, doing D+40 magical fire damage to all within the target hex. Those who succeed in a MR Check take half damage, those who roll under 10% of their MR take no damage from the crystal.

Arwen Basalic Eric Flamis Lucius Rowan
 
Giant Beer x 100

Drinking a tankard (about 4 pints) of giant beer will raise PS by 5 and heal 20 damage. It will also reduce PC, MA and WP by 2 which will last until dawn. The effects, both positive and negative are cumulative.
Wt: 5lbs

Arwen Basalic Eric Flamis Lucius Rowan
  5
Giant Cider x 100

Drinking a tankard (about 4 pints) of giant cider will raise MA and WP by 3 and restore 20 FT. It will also reduce PC, MD and AG by 2. Effects last until dawn.
Wt: 5lbs

Arwen Basalic Eric Flamis Lucius Rowan
  12 5


Dwarven Battle Whiskey


Arwen Basalic Eric Flamis Lucius Rowan
  4
Elven Bread

Grants 10 extra FT when eaten. This reduces by 1 per sunrise. While the user has the bonus FT they do not otherwise need to eat or drink.
Wt: 1lb each

Arwen Basalic Eric Flamis Lucius Rowan
  3

Loot

Arwen Valenta

Giant Hand Axe

A battleaxe to anyone else, this weapon, when used, adds the users PS to the SC. It does double damage vs constructs.
Wt 9lbs, SC: 55 DM: D+8, B Class Range 15 hexes

Marvellous Vest


Small Giant Shield

The Bishop

The Hand Sinister

This leather glove of the left hand is covered in strange, moving, bewitching symbols. It raises the wearer's MA by 2 and PB by 1. Additionally, whenever the wearer is targeted by magic, it affects the hand instead. This raises the wearer's MR by 50 vs spells that clearly affect some other body part: Hand of Death attacks the heart, spells that charm, compel or control affect the mind, etc. Additionally, the wearer cannot take more damage than 1/2 their EN. However, if the wearer would have taken more damage than their EN, then the hand is blown off (as if a Specific Grievous Injury result of 26-27 had been rolled: Bad luck! Your left hand has been severed at the wrist. Take 2 Damage Points to Endurance immediately and 1 point per pulse from Fatigue thereafter (Endurance when Fatigue is exhausted) until you are dead or the bleeding is staunched by a Healer of Rank 0 or above. If you live, reduce your MD by 2.
The glove is not normally damaged by this.
Wt: 1lb Reduces Prot by 1

Blast Wand

This 1 foot long plain wand strike as a dagger in melee. As a Fire Action (costing 1 FT), the wielder may Fire a magical bolt that does D10 (+WP/4) physical damage. The Strike Chance of the bolt is 40 + MD + 4 * Rank in Dagger. If the wielder has Ranks in Wand, they may add MA + 4 * Rank in Wand. The wand may be enchanted by a weapon spell which adds to both attack types.
Wt: 1lb SC: 40 DM: D10 or special Range: 60 hexes

Spell Lance

This weapon may be used as a javelin. If imbued with spell FT (which requires a Pass Action and costs 2 FT), the wielder may either make a Fire Action equal to their best Bow Rank (any bow) or Bolt spell (including Putrid Wound, Earth Hammer etc). This inflicts magical damage of 1D10 per 10 MA (round up) + their best Rank in a Bow or Bolt spell. An entity standing behind the wielder, and also armed with a charged Spell Lance, may add their MA to the total and their Bow or Bolt Rank as a bonus to the Cast Check. Up to Military Scientiest Rank number of individuals may contribute this way, assuming all have a Spell Lance and are placed one after the other. If Enchanted by a weapon spell, the bonuses will only apply to the Lance which is issuing the bolt. If the enchanted weapon is elemental in nature, (Weapon of Fire, Weapon of Darkness), then the bolt will inflict that kind of damage.

Javelin Wt 3lbs SC: 50 DM: +3 A Class Range 12/60 hexes

Basalic

Helm of Tunnel Vision

This heavy helm adds 2 to EN but reduces PC by 5. It will absorb up to 6 spec grev blows to the head before being rendered useless (10,000sp, R8 armourer and 1 week to fix one point) The wearer also cannot be stunned by any blow except those coming from the front hex
Wt: 10lbs +2Pr (lim 12)

Bone Staff

Another wand. This may be used as a staff by normal-sized people. It increases MA by 2 and FT by 5 when held. If used to strike, it drains the target of D+1 EN which will heal EN and then restore FT. It may only be enchanted by entity branch spells.
Wt 6lbs, SC: 50 DM: D+4 C Class

Shooter

The latest in dwarven magical crafting. A shooter contains up to six 'bolt' spells which may be stored by ritual preparation (success stores one charge). They can be subsequently released by a fire action (using the standard BC of the spell) one per fire action. All spells must be of the same type and rank.
Currently holding four Rk12 Firebolt spells (BC 90)

Giant Ring of Protection

This could be worn as a bracer by a small perspn. It adds 3 to Protection values and my absorb any one blow before being destroyed.
Wt: 6lbs

Buckle of Courage

This belt buckle could be worn as a very large brooch. If worn, it raises the wearers WP by 5 and their protection by 1 (for small people). It may absorb one blow of any type but this will destroy it.
Wt 6lbs.

Giant Hand Axe

A battleaxe to anyone else, this weapon, when used, adds the users PS to the SC. It does double damage vs constructs.
Wt 9lbs, SC: 55 DM: D+8, B Class Range 15 hexes


Flamis

Spell Stone

This large stone on a necklace will take one self only spell which will last as normal. Whoever wears the item gains the benefit of the spell within

Giant's Frostwand

This has the proportions of a spear or a quarterstaff and may be used by a small person as such. It provides protection from cold increasing the effective gauge by 5 (max 7) and reducing heat/cold damage by 5. Should the temperature be cold or worse, FT costs for all spells is reduced by 1. It may not be enchanted by a weapon spell.
Wt 4lbs SC: 65 DM: D+8 A or C Class Range 10 hexes

Silken Gloves

These long gloves add 3 to MA and MA but reduce armour by 2 (limit 3)

Giant Bag of Holding

This huge sack will hold up to 2000lbs weight in stuff. Objects inside the bag are magically preserved if dead.
Wt 40lbs, -2 AG to anyone under size 9.

Eric

Giant Ring of Protection

This could be worn as a bracer by a small perspn. It adds 3 to Protection values and my absorb any one blow before being destroyed.
Wt: 6lbs