Vun Enchanted Evening

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Summary

Adventure:Vun Enchanted Evening
'GM: Ian Wood
Session:
Night: Wednesday-first session 31 dec 10 am. 20 pahi place.
Location: 32 Dawnhaven Drive Te Atatu Peninsula
Level: what the cat dragged in, but hopefully competent

Party:


From the continuing saga of Mungo Third Son, Slayer of Demons' (well the avatar) Bearer of Odin's Spear, Skald, Scourge of the Unholy & Illusionists etc

My companions on this adventure are, aside from Aaron, mostly new to me but clearly are be the boldest and most worthy members of the guild, despite an alarming propensity toward the magical arts and that a surprisingly a number of them profess an interest in horticulturalism, (particularly as Asparagus Farmers ), but by Thor's Red Beard from the worn hilts of their weapons, they are doubtless the type who would stand with you shoulder to shoulder to the front of a shield wall staring down our foes, aside perhaps from Aurora is a fair maid of the fae....well she wont he at the front,

Human the Fool and I shall share the duties as joint war chiefs – the more Generals the better as more ideas confuse the enemy. Aaron a warrior and Sorcerer shall be out leader.

Meadow 1 Our employer, from Aquila is Alfred von Doodle, aside from his bristling blond moustache , square jaw & broad shoulders, is in fact only a merchant who is about to get an upgrade to a Viscount, no doubt behaving slipped a big bag of shekels to the Duke – it seems anyone can become noble these days...Anyway he is concerned that his son, Albrecht a bookish theoric from Rotweilstein in the county of Feisenheim to the north of Konnigsberg, famous for its dogs; needs to be made fit to be a Viscount’s heir - or more specifically to be made a man of so that his subjects will take him seriously & not stuck his head on a pole …. That is our task - we are told to take him on an adventure, help him kill a troll or two, rescue a damsel – all very embarrassing really for warriors of our ilk - but the pay is good - the transferal of a debt for 170,000 silvers from a Baron Reith. There may be some issues in these spscifics as Veior and Ben apparently have a kinship with trolls although in other aspects (shapeshifting abilities aside) they both seem rather normal (at least in the guild meaning of normal),.. anyway they may not be too keen on killing their relatives.

Veior, confirming this relationship with an unseemly manner immediately volunteers the services of Aurora to assist in the "up manning".,…… but prowess in rthe bedchamber would be too easy –Alfred says it has to involve the spilling of blood & nartial endeacvour . We are advanced 10,000 sp and given local information – in Rotweilstein healing magic is scarce, in fact so scarce that the locals have taken to honour duelling - i.e to. first blood only. Food costs 3 times the usual rate. Accomodation and services cost half, Magic costs 10 times.

Meadow 2-3 A mighty feast is held over the next two days – ales flows and Odin’s honour is toasted properly before we set off on our request. Some of the others make preparations.

Meadow 4-5 We travel by some cloud magic with our horses that one of the mages has cooked up – I forget which, they all look the same until you get to know them (I mean the mages not the horses) . This takes two days. At Bowcourt we obtain the necessary permits for Konnigsberg. Flying on the lands have vbeen severly damaged by war- someone from a farming background says the top soil has all been removed. Innesberg is a small island city flaoying in a lake.. we land at Oxforfrei?

Then we travel a shortditance to Rottwelistein a town of a bout 5000 people, many refuseges abd the junction for a number of tarde routes. The people are all armed and seem expecetant of trouble – bandirs perhaps? There seem to be horse-shoes nailed above every door –causing Aurora no end of greif – apparently the faeries are getting all the blame for the drow wars, as are lycanthropes. So a watch is kept that night in our inn.

In the evening crowds garther in th square around troubadours telling stories and regailing song s- all of woe – they seem to be miserable sorts. Food and board is expensive but beer seems plentiful – and the rotweilstinnians seem all be crying into it.

Human, Fellow War Chief, performs juggling feats – not what one necessarily wants in a war leader – although to volunteerily suffer this indignity in public , he must be truly fearsome as a warrior……but even this does not raise a glimmer of mirth.

In the morning (Meadow 6) the mages are all moaning claiming they cannot “purify” due to lack of mana (backbone more like it). - so at 10.00 am after obtaing directions from the guard we set about the education of Albrecht - by finding hium. He is studying with Bertrand a Notary – some sort of abacus rattler – although apprerently held in high esteem by the weasel class (bueracrats & shopkeepers) Albreacht is not interested in coming with us, does not think he needs to be made a man of & would rather be a notary…..& Bertrand claims he is also indentured & may not leave – a slave? My suggestions, in the face of this mealy mouthed nonsense, of a direct approach is rejected and we leave to think of a plan to some how persuade him

Searching local stores I come across a military book telling the war secrest of the Stenefen Clan, enemies of my family which seems a bargain at 2250 sp. My library with three tomes (all about fighting if you must know) is now fairly bulging.

Meadow 7 We leave the city (in part Aurora the faerie is sick from iron horseshoe poisoning) exploring the small townships a few miles apaet. The locals have all heard of Bertrand and despite appearances is held in great respect as an important man ?! What next!? Bards?!

Meadow 8. Returning we meet with the local Chancellor a follower of the God Gabriel who sets up a dinner the following evening with Albrecht & Bertrand invited. We hope he will help twist the wrist of Master Von Doodle.

Over dinner, the next day (Meadow 9) appealing to the advantages in busiesnss, trade & influence by being a respected Viscout (i.e. his greed) Albrecht agrees to honour his fathers wishes & let us make a man of him. Bertrand also with an eye on the main chance agrees to let Albrecht go. ' Meadow 10.We debate how to get started in the art of manliness, Albrecht not having had the benefit of going raiding in bis youth we will have to start with the basics. Huntig it shall be. Various species are rejected before we settle on boar as being the most appropriate. Human rejects rabbits as likely to involve too many guild members.

Well it is hunting but not as we know it..back home its all a test of skills and knowledge of the outdoors - you go out into the hills armed with a bottle of mead - your drink it all the first night and then on waking in the morning, sniff the wind for a scent, listen to ground for the sound of footfalls. Then making a dagger out of the glass shards from the empty bottle you set about hunting the giant white bears - (one of my shield companions told me he did this during a night spent drinking - but it could have been a sea serpent i forget)) - but here everyone stands in a line and beaters bring the game to you. At the end the day 2 giant boar (500 & 600 lbs respectively) and the mother of all sows - 5 foot at the shoulder and 700 lbs lay dead at Albrechts feet - he definitely stuck his spear in at least one of them either before or after it died - but the glory is his as we march back to feast. Albrecht is blooded properly and manfully eats the heart of one of the boars. Magnamaniously meat is provided to the beaters and bearers as a good lord should.

Mil Sci

Daily Pattern

Herbal Tea (5 Ft) with meals Breakfast/Lunch/Dinner.
Wilderness Camps ground sealed vs Earth Elementals and Rune Warding on Camp site.

Watch Order

Marching Order

Standard Buffs

Magic Rk Effects Dur Hu Mu Aa Au Ve Be Vl
Greater 9 10% All/2 areas 3 Months/ 2/3days ALL 2 - All All N -
Enchant Armour 11 24 def +1 armour (must wear armour) 11 Days or 6hrs or 9.5hrs N Y - Y Y Y -
Enchant weapon 9 +10 sc +3 dam 11 days or 14/21Mins Y Sword - - Axe Axe -
Resist Cold 20 -6 Cold Damage 21/28 Hr Y - - Y Tal Y -
Vapour Breathing 6 Breathing Poisonous Gases 3 Hr 30 Min Y Y - Y Y Y -
Ash Armour 11 60pt Elemental Ablative 12 Hr Y - - - Y Y -
Spell Name ?? ?? ?? Hr ?? Min - - - - - - -
Greater Heart Rune 7 On EN Damage, Heal 7 EN 8 Days Y Y - - Y Y -

Situational buffs

Magic Rk Effects Dur Hu Mu Aa Au Ve Be Vl
Scales 9 38 pts ablative scales vs magical & mundane damage 19 Min/ 26 enhanced. Y - - - - - -
Enhance Enchant 7 + 7 rks to range,dur,BC or dam. 45 sec - - - - C.C. - -
Feather Fall 10 6 Hr 30 Min Y - - Y - - -
Branch Counters 6 +26% MR vs Branch 11 Min Ent - - - Thau - -
Water Breathing 6 Breath Water 7 Hr Y - - - Y - -
Spell Name ?? ?? ?? Hr ?? Min - - - - - - -

Map

Travel.

  • Horses.
  • Flying (50 mph - 10.5hrs).
  • Cloud [Air Aurora] (11 mph - 45hrs).
  • Running 48mph (requires the big dog)


Overview of the Region (Slightly old)

The Contract

Details that may trip us up, or predecate our choices.


Creatures & People Encountered

Loot

Mundane

sigh

First named Hoopy Magical Item

Individual Blessings

Various blessings from various gods

Party Member #1

Calendar

Summer 815wk: Meadow
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Beltane

Full Moon

1 Guild Meeting 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 Full Moon 29 30 1 2 3 4
Summer 815wk: Heat
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
5 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 815wk: Breeze
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 25 26 27 28 29 30