A Winter's Tale

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Summary

Adventure: A Winter's Tale
GM: Jim Arona
Session: Winter 811
Night: Tuesday
Location Chez Martin
Level: Kids - level

Party:

Employer:
Suneth, Celestial Recorder of House Kerberoth Mission:
Suneth wishes to find 16 years that went missing somewhere in the area of Sichahlea and Bermea, a pair of neighbouring kingdoms.
Pay:
Training and knowledge to a maximum of 12,000sp/adventurer

Briefing and Knowledge

The Adventure in Brief

The party, after investigating the matter at length, have decided that: The missing years are a result of a curse that was cast upon a target, who deflected it unknowingly onto an illegal target.
They surmise that gorgons are known to have access to magic that bends time, and, given that they are eternal, satisfy the condition that they are an illegal target of a curse that somehow voids years.

Diary

Footnotes

SGT Snippets & Gossip

Places

People and Creatures

Treasure

Ivory Wand

This wand is made from the bone of an ivory stag and weighs 10 oz. When it is wielded in the caster's primary hand, it provides a 10 point bonus to the Cast Chance of these spells: Charming, Mass Charming, Enchanted Sleep, Fear, Nightmare, Hallucination, Phantasm, Mental Attack, Control Person, Control Entity, Control Animal (etc), Compelling Obedience, Harming Entity, Hypnotism, Limited Precognition, Empathy.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
A Winter's Tale Winter 811 The Land of Fable Formerly living Dream Weaving 2,500sp px50 Jim Arona 021 076 9376

Horn Wand

This wand is made from the horn of an ivory stag and weighs 10 oz. When it is wielded in the caster's primary hand, it changes the attack geometry of spells like Mass Fear and Agony so that, although their range is unchanged, their areas of effect are now a volume with a radius of 5ft(+5ft per 5 or fraction Ranks).
If Agony is cast in this fashion, then all entities who fail to resist versus Necromancy Special Knowledge magic are treated as if they were afflicted by Harming Entity of the same Rank.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
A Winter's Tale Winter 811 The Land of Fable Formerly living Dream Weaving 2,500sp px50 Jim Arona 021 076 9376

Magical Ivory Stag Armour Reinforcement

This leather reinforcement is the colour of ivory and increases the weight of armour worn by half a size (i.e. armour with a size factor of 4 will become 4.5). It must be worn over the top of armour. It adds 3 points of Protection to a maximum of 7.
In addition, it increases the wearer's WP by 3 vs Magic of the College of Sorceries of the Mind and the College of Illusion.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
A Winter's Tale Winter 811 Land of Fable Formerly Living Dream Weaving 5,500sp px50 Jim Arona 021 076 9376

Ivory Stag Armour Reinforcement

This leather reinforcement is the colour of ivory and increases the weight of armour worn by half a size (i.e. armour with a size factor of 4 will become 4.5). It must be worn over the top of armour. It adds 3 points of Protection to a maximum of 7.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
A Winter's Tale Winter 811 Land of Fable Formerly Living Dream Weaving 4,500sp px50 Jim Arona 021 076 9376

Dwarven Bronze Plate Armour

This enchanted bronze plate is size 4 and weighs 24 lbs. The wearer's AG is penalised by 2 and their Stealth by 20.
Whoever attacks the wearer or the area they are occupying must add 3 to their die rolls, making it less likely to hit them.
The armour provides 10 points of Protection, and reduces all damage except the special damage of Specific Grievous Injuries by 3.
Finally, the wearer's PS is increased by 3.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
A Winter's Tale Winter 811 The Land of Fable Magical Enhancement px50 Jim Arona 021 076 9376

Midnight

This silken robe of midnight blue weighs 5 lbs and is sized for an elf. It provides 4 points of Protection, and reduces spell damage by 7.
Whenever the wearer is standing in the area of a Darkness spell where light is reduced to 10% or less, the wearer is treated as if it were night.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
A Winter's Tale Winter 811 Land of Fable Formerly living Night px50 Jim Arona 021 076 9376

Bone Wand

This wand is made from human bone and weighs 1 lb. When it is wielded in the caster's primary hand, it provides a 10 point bonus to the Cast Chance of these spells: Animating Bodily Parts, Spectral Hand, Rigor Mortis, Animation of the Dead, Wall of Bones and Bone Construction.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
A Winter's Tale Winter 811 The Land of Fable Formerly living Necromantic Conjurations px50 Jim Arona 021 076 9376

Dwarf Sack

This sack is made from the skin of a mining dwarf and weighs 3 lb. It will hold another 3 lbs of materiel to a maximum of 6lbs. However, minerals (including earths and clays), metals and crystals can be stored at 1/10th their normal weigh. Thus, up to 30 lbs of metal can be carried yet it will only weigh 6lbs. Similarly, if 20 lbs is carried in the bag, then it will weigh 5 lbs, etc.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
A Winter's Tale Winter 811 The Land of Fable Formerly living Necromantic Conjurations px50 Jim Arona 021 076 9376

Slow'n'Steady

Slow'n'Steady is a stone tortoise figurine that weighs 2 lbs.
When the command word is uttered, he turns into a large, green, racing tortoise, about 5 feet across. He is a mount for a human sized rider (or perhaps for 2 hobbits). He has no other stats except FT, of which he has 24. When this is reduced to 0, he returns to his figurine form.
Every hour that he travels costs 3 FT. For every 2 hours he remains in his figurine state, he recovers 3 FT.
Although quite slow to start with (1 mile per hour for the first hour), his movement rate doubles with each passing hour to 2 mph, then 4mph, then 8mph and so on, until he runs out of FT.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
A Winter's Tale Winter 811 The Land of Fable Magical Fabulous Enchantment px50 Jim Arona 021 076 9376

Cloak of Woodland Concealment

This green cloak weighs 2 lbs and will fit anyone of size 5 or 6.
While the cloak provides an additional 10 points of Stealth in woodland or forest environments, its special magical abilities come into effect when the wearer is the subject of a Walking Unseen spell. While under the effects of this spell, and inside a woodland or forest environment, the spell is considered to be an Invisibility spell of the same Rank.
This effect only works while the target of the spell is in a woodland or forest environment. Crossing to any other environment type ends the Invisibility effect, although not necessarily the spell.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
A Winter's Tale Winter 811 The Land of Fable Formerly Living Fabulous Enchantment px50 Jim Arona 021 076 9376

Dream Weaver's Crystal

This large amethystine crystal weighs 10 oz and fits into the palm of an adult's hand.
If the crystal is in the possession of a Mind Mage, they may learn spells that meet these criteria:

  • Charm spell
  • Fear spell (Celestial College)
  • Spells with Illusion in the title
  • Maze spell

If the crystal is in the possession of an Illusionist, they may learn these spells:

  • Charm spell
  • Fear spell (Celestial College)
  • Hypnotism
  • Mental Attack
  • Mind Shield
  • ESP

If the bearer knows the Nightmare Illusion, they may cast it as if it were a Phantasm spell, and vice versa.
The bearer can only learn as many extra spells as their MA exceeds their college requirement. Thus,a Mind Mage with 15 MA can learn another 4 spells (unless they raise their MA some more).
These other spells are always considered to be a part of their original college, but a General Knowledge spell is still a General Knowledge spell, a Special Knowledge spell is still a Special Knowledge spell.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
A Winter's Tale Winter 811 The Land of Fable Magical Dream Weaving px50 Jim Arona 021 076 9376

Allies

Heartbeat

Heartbeat is a rhythm and can be found in a small drum that weighs 2 lbs.
He will attend whoever holds the drum, and offers the following special abilities:

  • They may cast an Empathy spell and match heartbeats with any creature. While their heartbeats are matched, they may communicate with each other verbally.
It is unwise to attempt to match hearts with things like mice or birds, whose hearts beat extremely fast, or those whose heart rates are very slow (like sloths), or whose heart beats are deeply percussive (like hippos). In such cases, even brief communion may inflict serious damage directly to EN, or be fatal.
  • They may, by inflicting 10 points of damage upon themselves, make an extra Strike Check if, and only if, they have already made a Strike Check that Pulse. This damage may Stun unless Heartbeat's companion is unaffected by such things.
  • They may, by inflicting 10 points of damage upon themselves, move an extra 5 hexes. This damage may Stun unless Heartbeat's companion is unaffected by such things.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
A Winter's Tale Winter 811 The Land of Fable Long living sentient Heart px50 Jim Arona 021 076 9376

Wormwood - The Green Fairy

Wormwood is a long-living sentient creature from another realm. She seems quite fae-like and looks like a fairy clothed in green. She carries a small silver flask. She is not a fairy creature, however. Indeed, she comes from the Land of Fable. She has no Generic True Name, but does have an Individual True Name.
She is naturally invisible, the Rank varying from day to day. This is determined by rolling 2D10 and summing the result. If any 10s are generated on the dice, they are added to the result and rolled again until no more 10s are generated. Lady Absinthe can always see Wormwood, and everyone can see it under the light of the star, Algol. She is always insubstantial and is considered out of range of most magic.
Wormwood collects moonshine, which she collects from moonlight that has fallen on dew. This keeps her in a reasonably constant state of intoxication. If she cannot feed on moonshine for 5 consecutive days, she will pass from this existence, possibly moving on to another companion or dying forever. She can derive sustenance by feeding on the inebriation of her companion as well, however, although this is not her preferred diet. This means that her companion may suffer none of the mind-altering effects of their drug or drink, instead maintaining a completely clear head.
This does not, in any way, protect them of the after-effects, however. The companion will suffer any hangover or side-effect that would normally accrue, if any.
Wormwood can afflict an entity with a special attack. This is treated as a Cast Action, but there is no chance of failure (or critical success). The target must resist versus backfire, and if they fail they add 10 to any die rolls to Strike or Cast Chances. Subsequent attacks stack, increasing the modifier by another 10 each time. The duration of the effect is never more than a minute.
Similarly, she can remove the effects of magic that change her companion's state of consciousness. This applies to Enchanted Sleep, Hypnotism where the victim is made to sleep, dream or forget, Mental Attack and Damnum Magnatum/Major Curse used to deliver Century Long Sleep.
Each ability requires the use of moonshine. If her flask is exhausted, then she cannot relieve her companion of these afflictions.
Wormwood can gather 1 moonshine on the first or last quarter, 2 on the half moon and 3 on the full moon. No moonshine can be collected on a night where there is no moon. In addition, the conditions must be right for the production of dew.
At the moment, her flask can only hold 1 moonshine. However, her companion can sacrifice 1 EN to it and increase the amount it will hold to 2. Increasing the flask subsequent doubles the EN cost, so that for it to hold 3 , they must sacrifice 2 EN, for 4 moonshine the sacrifice would be 4, for 5 the sacrifice would be 8 and so on. EN lost in this manner can be bought back in the usual way.

PS: N/A MD: N/A AG: N/A MA: 10 EN: N/A FT: N/A
WP: 9 PC: 9 PB: 21 TMR: 8 NA: None
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
A Winter's Tale Winter 811 The Land of Fable Long living sentient Dreams px50 Jim Arona 021 076 9376

Skymane

Skymane is a short-living non-sentient gryphon from the Lands of Fable.

Natural Habitat
Highlands, Plains
Description
He is a large beast with the body of a lion, the head and wings of an eagle and back covered with feathers. He is about 5 feet long and stands man-high.
Comments
Skymane prefers horse meat to all other aliment.
Abilities
Skymane has no special skills or magical abilities. He is not a magic or tool users.
Movement Rates
Running: 200; Flying: 500
PS: 36 MD: 20 AG: 20 MA: None EN: 30 FT: 35
WP: 16 PC: 16 PB: 12 TMR: 4/10 NA: Hide absorbs 6 DP
Weapons
Skymane may use his beak and both claws without penalty.
Beak: BC 85%, [D + 5], Melee & Close, Rank 0 (max Rank 3).
Claws: BC 80%, [D + 5], Melee & Close, Rank 0(max Rank 4).

Bite and Beak Rank (separately) as Unarmed Combat.

Adventure Season Plane of Origin Aura Value Cursed etc.? GM
A Winter's Tale Winter 811 The Land of Fable Short living sentient 16,000sp px50 Jim Arona 021 076 9376

Abilities

Dwarven Racial Abilities

Bromli has these additional Dwarf abilities
He may subtract 10 from the die roll to dodge the trample attacks of any ogre, giant or troll.
His movement rate or TMR are never penalised for moving over Rough terrain (i.e. ground that is broken or steep). If the terrain is so steep it has to be climbed, he gains no benefit.
He can smell metal and ore at a range of 50 feet (assuming still air) or gems up to 10 feet, by rolling PC + 2 x Merchant Rank. If he rolls 10% or less, he may even recognise currency.
Adventure Season Value GM
A Winter's Tale Winter 811 Quest px50 Jim Arona 021 076 9376

Mental Attack – Mind Blast

Name: Mind Blast
Spell: Mental Attack
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions. The incantation is still a Mental Attack, so Mind Shield provides the usual bonus.
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
A Winter's Tale Winter 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Circle of Protection vs Fire

Name: Enhanced Protection
Spell: Circle of Protection vs Weres
Effects: This incantation protects all people inside the circle from fire that attacks them from beyond its perimeter. The amount of damage the circle absort is equal to the Adept's Rank with this spell. Once this amount is exceeded, fire damage may be inflicted normally. This damage absorption refreshes at the beginning of the next Pulse.
Cost: 1500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
The A Winter's Tale Summer 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Wraithcloak-Wall Walking

Name: Wraithcloak
Spell: Wall Walking
Effects: This incantation of Wraithcloak allows the Adept to pass through solid matter by becoming insubstantial. However, they may not pass through cold iron. The Adept has a TMR of 1 while within solid matter, and may move in any direction, including up and down. The Adept gains no ability to see through solid matter, but may breathe in it. While under the effects of this incantation, the Adept is virtually immune to physical damage except that inflicted by cold iron, but conversely cannot harm anyone in melee unless they use cold iron in return. If the Adept is caught in a solid object when the spell expires, they lose the ability to breathe in solid matter, and are trapped.
Cost: 2500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
The A Winter's Tale Summer 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Ritual of Bone Circle

Range: Special
Duration: Special
Experience Multiple: 400
Base Chance: MA + 5/ Rank
Cast Time: 30 minutes
Actions: Making a circle from bones
Effects: Bone circles allow a Necromancer to transport themselves and Rank other entities with them to any other bone circles which they have visited, have sufficient knowledge (uniquely distinguishable) about, or the source circle's "linked destination".
The Adept can create two types of bone circles.

Permanent
A permanent circle is constructed by the Adept performing the ritual in a graveyard and takes a day per hex to construct. The circle cannot be destroyed unless the cemetery, itself, is destroyed. At the time the circle is created, a "link" destination can be imbued in it. The destination must be a permanent bone circle the Adept has previously visited.
Temporary
The circle is constructed by the Necromancer by building a circle out of bones in a generally circular pattern. This takes half an hour. The circle must be of a size in hexes equal to or larger than that of the number of entities the circle can transport. Temporary circles last 1 week (+ 1 / Rank), unless a Necromancy Special Counterspell is cast into the area, in which case, it will immediately dissipate.

The ritual to create a connection between circles takes half an hour to perform and has a Base Chance of MA + 5 / Rank. If the ritual fails then nothing happens and ritual can be performed again without additional work but a backfire will ruin the entire ritual and a new bone circle will have to be constructed.
The Adept may transport a maximum of themselves and Rank others (multihex creatures count as size, in hexes, entities). Base Chance to transport is MA + (5 / Rank) - (1 / 5 miles). If the ritual is successful, the Adept must spend 1 FT per entity transported. A backfire will only result the expenditure of the Fatigue. Transportation is instantaneous.
All entities passing through a bone circle lose all their Fatigue, in the form of tiredness fatigue.

Adventure Season Nature of Magic Value GM
The A Winter's Tale Summer 811 Weather Quest px50 Jim Arona 021 076 9376

Treasure Distribution

Item # Weight            
 

Experience Awards

Absinthe Bromli Cronos Jessica Saphira
3,712.5 3,600 4,200 3,713 4,125
After racial tax:
3,712.5 5,223 4,250 4,213 4,937.5
Adjusted to account for extra playing time:
8,100 7,397.73 6,800 7,388 7,156.25
Difference (i.e. additional Experience):
4,387.5 2,174.73 2,550 3,175 2,218

Calendar

Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Winter: Frost (7)
Samhain 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 29 30
Winter: Snow (8)
1 2 3 4
5 6 7 8 9 10 11
12 13 14 15 Solstice 16 17 18 Yuletide
19 Days of Chaos 20 2nd DoC 21 3rd DoC 22 4th DoC 23 5th DoC 24 6th DoC 25 7th DoC
26 8th DoC 27 9th DoC 28 10th DoC 29 11th DoC 30 Twelfth Night
Winter: Ice (8)
1 2
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