West where the Heartwood is: Difference between revisions

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* Buried or underground building. Kitchens, goblins and orcs cooking for and serving others and Ogre bosses in dining hall which has balconies.
* Buried or underground building. Kitchens, goblins and orcs cooking for and serving others and Ogre bosses in dining hall which has balconies.


=== Session 3 ===
=== Scry and Ambush ===
; Th'rsday 3rd Frost - Duesday 8th Frost
We gather supplies and make 20 more Crystals of vision then use them to scry the complex thoroughly.


; Th'rsday 3rd Frost
* Kitchens and dining hall are in the central area of this complex, 4 wings spread from there.
* North: 70 ish Goblins
* West: 20-30 Orcs
* East: A dozen Ogres, about 8 rooms, 3 of them used.
* South: Bottleneck corridor, two pillars of bone, round door ringed by lateral rib bones, scrying is fuzzed beyond that for a few rooms.
** Door opens in (southwards), bones hinge up to open door, dark brown (flesh?) tendrils in corridor beyond.
** A couple of clear rooms, nicely furnished, spiked humans, bone lab, flesh lab, ...
** A couple of fires we could potentially portal into.
** The southern area seems slightly off, a little out of phase.
** Spiked humans prepare food in the kitchens and carry south to serve the Drow.
** Someone, probably one of the Drow have anti-scrying that goes with them and cuts out the crystals when the intersect. And someone not visible to the scrying.
** 3 spiked Humans, 1 spiked Dwarf
** Elf (not spiked) who issues orders to Ogres.
 
Two portable crystals made for each party member.
We leave two 2' diameter and 6 portable ones rank 20 Crystals with Valindra's people. Cher and Mortimer sculpt appropriately grandiose stands for the big crystals.
 
A patrol heads out, 1 spiked human, a few ogres, orcs, several goblins.
We track them east towards the Sea of Grass.
 
; W'ansday 9th Frost
We ambush them on the plains.
A one-sided fight results in all of them dead and us uninjured.
Life seeking poisoned arrows from the goblin archers.
The bone armour on the Orcs and Ogres pulls together to form a fortification and then potentially something bigger until we slay it.
 
=== Session 4 ===
 
 
; Th'rsday 10th Frost
; Frysday 11th Frost
; Reapsday 12th Frost
; Sunday 13th Frost
; Moonday 14th Frost
; Duesday 15th Frost
; W'ansday 16th Frost


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

Revision as of 11:05, 30 June 2022

Summary

GM: Dean
Season: Winter 822 WK
Night: Thursdays
Location: St Johns
Level: High

Party
  1. Cher Saurime(f), Binder
  2. Cronose Elf(m), Mind
  3. Mortimer Halfling(m), Wicca, Philosopher
  4. Rahne Human(f), E&E & Stars, Warrior, Astrologer Scribe Mil Sci PL
  5. Tari Elven(f), Earth
  6. Tsayoi Giant (m), Fire
Employer (original)
Maelstrom extending the invite on behalf of Lyria, funded by Syrianth
Lyria of The Heartwood. Ref. The Order
Payment
40,000sp ea in coin or services
Mission
  1. Deal with Drow/Necromancer nest east of the Hills of Aldri
  2. Journey to the south-west of Northern Terranova to find what happened to The Heartwood.

Scribe Notes

Introductions

Duesday 1st Frost

Maelstrom meets us at the guild to take us by enchanted carriage with undead horses to meet Lyria at The Ruby Waters (3-4 hours). Met there by Ruath The Warder who takes us in to meet Lyria (crippled and still healing) and Ehrendil (nurse/healer).

The Heartwood was several separate but connected groves, some near coast, others inland in a lush valley. Giant Sequoias. We get images of some of the sites and landmarks using Mind Speech/Telepathy - lakes, harbours, mountains. Settlements were tree dwellings, 'special' animal pets/familiars - giant bears etc.

Staff/block from Heartwood has GTN: Heartwood, Solar aspect.

Ruath loans us a 'wand' from his staff to help us track the Heartwood (his aspect is Pathfinder).

A few hours spent discussing, investigating and experimenting with various methods we might use to locate the Heartwood.

Ruath & Lyria are going to work on a Ruath Coin specific to tracking the Heartwood, it may take a few days.

We talk a bit about the Drow Necros troubling Valindra:

  • They haven't crossed the Wandle Rithe yet, nor engaged the Brastor Borderers but their raids are increasingly bold. Presumably trying not to attract too much attention until they have built enough strength.
  • They are hard to find and may be based below ground.

We agree to go thin their numbers a bit.

Summer & Autumn

Mortimer mentions that his mind library has an Elven wing from the Ancient Empire. I guide us to his library via dream so we can all help with the research. Mortimer balances between concern and curiosity as we romp through the dream of his mind library. We learn a little more of The Order, mostly just confirming what we've been told. We learn that the Temple of Xanadu in the area where the Drow/Undead are is very old by the standards of the the Old Empire, and there may be other temples in the area.

W'nsday 2nd Frost

We spend the morning on rituals and Astrology then fly for a couple of hours to the Greenwood to see Ninleyn. Mind Speech makes the conversation viable as he hasn't talked to people much in the last few millennia. He happily gives us Summer Mead and we chat for a while over honey cakes and tea. He asks us to ask Valindra to hurry with the apprentice, he's running out of time.

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.

We fly about 100 miles north-east to The Hills of Aldri, landing and declaring ourselves at the eastern end of the escarpment near the Wandle Rithe. The Elves reluctantly accept our credentials and warmly welcome Sir Mortimer. They guide us and we walk 25 miles in half an hour to their settlement.

We dine and talk with Valindra. The Drow/Necro group is getting bolder, the Elves no longer cross the river. Dominate and control the various goblinoid tribes that were scattered through the area. They may have corrupted some of the forest. At least one Drow. Some necromantic abilities, presumably they have a Necromancer.

  • They show us a spiky bone sphere, Formerly Living, made by the Bone Shaper, Ilixalim Druphimondrenm. Drops from trees to attack, feeds on blood from the living to maintain itself. Bone as strong as iron. Repelled by our Summer-enhanced blood, contact causes it damage.
  • Human head on a bone spike. Formerly living, made by the Flesh Crafter, Yeljeon Quundrohiant, studied with the masters of the Ssu (flensers). All of the skin of a human bundled inside the scalp. Tendrils (about 20' range) inflict Ghoul paralysis. Limited speech. Triggers on living presence.
  • 'Ilix' also makes the Bone Spikes of Necromantic Binding Will.
Valindra gives us Autumn Draughts (last for a season)
Provides immunity from physical or magical effects that cause rot, decay, disease or infection.
No undead will willingly approach closer than 30 feet to the wearer in most cases.
Subtract 2 off any drain damage caused
1 extra point of FT recovery is gained from any meal or broth

Scrying with Crystals of Vision:

  • Temple excavation is in south-east corner of high mana triangle.
  • Dead area about 1 mile across, near centre of high mana zone.
  • Buried or underground building. Kitchens, goblins and orcs cooking for and serving others and Ogre bosses in dining hall which has balconies.

Scry and Ambush

Th'rsday 3rd Frost - Duesday 8th Frost

We gather supplies and make 20 more Crystals of vision then use them to scry the complex thoroughly.

  • Kitchens and dining hall are in the central area of this complex, 4 wings spread from there.
  • North: 70 ish Goblins
  • West: 20-30 Orcs
  • East: A dozen Ogres, about 8 rooms, 3 of them used.
  • South: Bottleneck corridor, two pillars of bone, round door ringed by lateral rib bones, scrying is fuzzed beyond that for a few rooms.
    • Door opens in (southwards), bones hinge up to open door, dark brown (flesh?) tendrils in corridor beyond.
    • A couple of clear rooms, nicely furnished, spiked humans, bone lab, flesh lab, ...
    • A couple of fires we could potentially portal into.
    • The southern area seems slightly off, a little out of phase.
    • Spiked humans prepare food in the kitchens and carry south to serve the Drow.
    • Someone, probably one of the Drow have anti-scrying that goes with them and cuts out the crystals when the intersect. And someone not visible to the scrying.
    • 3 spiked Humans, 1 spiked Dwarf
    • Elf (not spiked) who issues orders to Ogres.

Two portable crystals made for each party member. We leave two 2' diameter and 6 portable ones rank 20 Crystals with Valindra's people. Cher and Mortimer sculpt appropriately grandiose stands for the big crystals.

A patrol heads out, 1 spiked human, a few ogres, orcs, several goblins. We track them east towards the Sea of Grass.

W'ansday 9th Frost

We ambush them on the plains. A one-sided fight results in all of them dead and us uninjured. Life seeking poisoned arrows from the goblin archers. The bone armour on the Orcs and Ogres pulls together to form a fortification and then potentially something bigger until we slay it.

Session 4

Th'rsday 10th Frost
Frysday 11th Frost
Reapsday 12th Frost
Sunday 13th Frost
Moonday 14th Frost
Duesday 15th Frost
W'ansday 16th Frost

Buffs & Mil Sci

Long Term (assumed always on)

Magic (caster) Rk Effects Duration Ch Cr Mo Rn Ta Ts
Greater Ench. (Rn) 20 +21% to Res, Mag, Com, and S&S. 6 days P Y P Y P Y
Witchsight (Rn) 22 See Invis 12.5 hrs Y Y Y Y Y Y
Ench Armour (Rn) 19 +40% Def +1 AP 14 DR vs Phnt/Nmare. 10 hrs Y Y
Earth Armour (Ta) 20 +42% Def +1 DR 21 hrs Y Y
Str of Stone (Ta) 20 +20 EN 42 hrs Y Y Y Y Y
Fire Armour (Ts) 12 52 Ablative vs magical fire damage 13 hrs Y Y Y Y Y
Fire Proofing (Ts) 6 Protection from non-magical fire 7 hrs Y Y Y Y Y Y
Ice Traversal (Ch) 20 Travel over ice and/or snow without slipping or sinking in. (+7 TMR on flat ice) 7 hrs Y Y Y Y Y Y
Self Only  
Mind Shield +10+2/rk% vs M.Att. Tsayoi Disguised Mind 1+2/rk hrs 6 8 12 P
Sense Danger 49% 71%
Navigation Extra Navigator ranks as listed and safer travel 1+rk Hrs 4

Short Term

Magic (caster) Rk Effects Dur Ch Cr Mo Rn Ta Ts
Weapon of Flames (Ts) 16 +17 BC%, +8 Dam. +16 vs Undead/Cold 21 min 1
Enchant Weapon (Ra) 15 +16 BC%, +5 Dam. +7 vs Phn/Nm 20 min Y
Mind Speech (Cr) 10 Range 240ft 80 mins
Instil Flight (Ch) 20 60 mph, 1,000 lbs limit 10 hrs Y

Misc

Enhance Enchantment
(Ra) rank 12-13: 70-80 seconds
Herbalist Lunch/Broth
Tsayoi rk 7, Meal 4 FT or Broth 4 FT
Rahne Ranger ring
+6% Def, +6 IV in Melee and Ranged
Dance (Cher)
5 mins dancing every morning for Reroll 1 failed MR or ignore 1 stun
Snail Shell (Cher)
1 each, crush to undo one terrible consequence
Tsayoi's Fire Elemental Pasty Chef
Rk 7, 8 in pastries

Watch Order

1 2 3 4 5 6 7 8 9 10 11 12
Cher Tari Cronose Mortimer
Rahne

Marching Order

Skirmish Formations (Front)
Default

Cher Rahne
Mortimer Cronose
Tari Tsayoi

Double File

Cher Rahne
Mortimer Cronose
Tari Tsayoi

Single File

Rahne
Cher
Mortimer
Cronose
Tari
Tsayoi

Astrology

Lucky Numbers (Rahne)
Cher Cronose Mortimer Rahne Tari Tsayoi
39 96 82 57 26 94

Calendar

Winter: Frost 822 (7)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Samhain 1 Guild Meeting Seagate 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 10
21 22 23 24 25 26 27
28 29 30 1 2 3 4
Winter: Snow 822 (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 822 (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