Seirs Sunday Soiree
Summary
GM: Anne
Season: Summer 823 WK
- Party
- Employer
- Mission
Entertaining Seir by completing the adventure he had created
- Pay
Escaping his attention
Scribe Notes
Unexpected invitation
I was collecting berries from the north field when, in a flash of light, I found myself seated around a table upon which sat a model of a small village and surrounding landscape. There were a number of other adventures that I knew also seated around the table and looking as confused as I felt. A handsome man, with hair the colour of corn and eyes like ice, sat at the head of the table, he smiled at us all and introduced himself as Seir.
Seir explained he was the patron of adventures and has seen some very dull adventures recently, so has created one for his amusement – a princess had been kidnapped by an evil Baron and we had to stop him. He battered away any questions or objections we had and strongly encouraged us to touch a glowing orb that floated above the table. Its very difficult to say no to a demon lord so we all touched it, one by one, and each disappeared in a flash of light.
Village Surprise
The party appeared outside a gate, which we walked, and we found ourselves in a small village. We saw four live-size pictures of people drawn on card, whom all appeared to be "alive" and slowing moving around. They were a milkmaid, blacksmith, actor and retired old man. When we questioned, they all talked briefly, bouncing up and down as they spoke, explaining who they were. When they finished speaking, they became lifeless cards and topped over.
The old man told us he had seen the princess carried away up yonder path by goblins, the evil servants of the Baron. After a quick search we realise the village and buildings were all made of paper so headed up yonder path. As we walked up the long winding path under the bright and sunny sky we hear the booming voice of Seir explain it wasn't exciting enough, the sky became filled with dark and menacing clouds. Large wolves menacingly stepped out from the shadows and combat ensure. We defeated the wolves and as each was killed the disappeared in a blue flash.
Castle confusion
After a short time we reached the castle, entering through large open doors into a courtyard overlook by a balcony. The balcony held two "people" the princess and the Baron. Bouncing away as he spoke, the Baron explains we will never stop him from marrying the princess, he them disappear through a door with the princess. Arcadia spots a chest beneath a set of stairs and, after confirming it has no traps, opens it and a wizard appears (on paper of course). He asks some fiendishly difficult questions but Arcadia, Elidon and Calliope managed to answer a question each and we were reward with a magical scimitar that had bane magic on it.
Vicious Zombies
Wandering through the castle we found nothing of interest, or substance, until we eventually found ourselves in a room with a level in the centre. Remel pulling the lever and several zombies appeared that we fought and vanquished, Boom Boom dealing vicious blows with him flaming glaive. When the zombies were slain they disappeared in a blue flash. Elidon took several vicious blows and was close to death, but the party was able to get him back on his feet after the skeletons were slain. The door on the far side of the room open for us once the fight was over.
Fearsome Chickens
Walking through the door we were all healed, we fought ourselves on a bridge over a ravine, with fog obscuring our vision. At the far side of the bridge was the Baron, he bounced up and down and again explaining, word for word as he had before, that he would marry the princess. After the Baron had run off the far end of the bridge into the fog Calliope, a talented bard, suggested she would have a word to Seir about his script.
Passing across and bridge and into the fog we came out into a valley filled with what looked to be giant nests made of bones. A giant fire breathing chicken popped out and was luckily quickly dispatched by Boom Boom. We expected more combat given the number of nests, and after some planning headed back the room with the lever, cast all magics to empower ourselves. We then then returned to the valley and passing through the door had healed us all. We fought 6 giant fire breathing chickens in the valley, they made for a frightening sight.
Baronial Showdown
We continued down the valley and we eventually found ourselves in a ravine, with the Baron as the very back holding the princess. A dozen goblins blocked our way and Baron gloated he could not be hurt by anything, except a particularly magical sword. This appeared to be true, our attacks on him all failed. With all our magical enhancements we made quick work of the goblins but could not hurt the Baron. Arcadia drew the scimitar she had previously found and after a few practice blows cut through the paper Baron, his paper body falling to the floor. The princess we most relived and thanked us for rescuing her. Before we could ask her any questions we all disappeared in a flash of light.
Escape
We all reappeared around the table with Seir, he exclaimed how amused he was with out adventure and brushed off any suggestions to improve it. As Calliope began asking about pay and we all disappeared in a flash of light and found ourselves all back where Seir had taken us from. I found I was holding a small bag, woven with gold. Opening it I discovered gold sovereigns and a glowing magical sphere, when I picked it up it formed into magical darts what were bane against Barons. I then received a message from Arcadia telling it she had check the bag from traps and it was safe to open. We all had the same idea and met at the guild that evening to debrief.
Daily Activities and Travel
Daily pattern
How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day
Travel Magics
What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time. Can the party eat/sleep/etc on the mode of transport.
Watch Order
Day Watch. Used when stationary, or on a larger transport such as a ship
Matches night watch?
Night watch
Marching Order
Skirmish Formations (Front) | ||
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Double File | Single File |
Combats
Vision
- Snowdrop - racial infravision
- Remel - Witchsight
- Elidon - racial witchsight
- Boom Boom - racial infravision
- Arcadia - Witchsight
Buffs.
General Buff Notes.
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast.
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight.
Weapon Spells which weapon/s it is going on normally should be noted also
Long duration buffs.
Magic | Rk | Effects | Dur | Arcadia | Boom Boom | Elidon | Remel | Snowdrop | Pets? | |
---|---|---|---|---|---|---|---|---|---|---|
Water Breathing (Re) | 18 | Gills. Breath and see under water | 19h | Y | ||||||
Water proofing (Re) | 8 | protects completely from all forms of non-magical water damage. | 29h/45d | Y | ||||||
Buoyancy (Re) | 8 | float at whatever depth they choose. Change depth 21ft/action | 9 hr | |||||||
Cold Resistance (Re) | 8 | protects the target from the effects of temperature down to -16C. -3 from cold based attacks | 9hr | Y | ||||||
Fireproofing (BB) | 11 | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke. | 12 Hours | Y | ||||||
Fire Armour (BB) | 11 | Protecton from 48 points of Fire Damage | 12 Hours | Y | ||||||
Witchsight (AR) | 6 | See invis. Vision in the dark of 150 feet under the open sky, and 75 feet elsewhere | 3.5 Hours | Y | ||||||
Coriscade (AR) | 6 | Defence 14 half in close | 3.5 Hours | Y | ||||||
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Short duration buffs.
Magic | Rk | Effects | Dur | Arcadia | Boom Boom | Elidon | Remel | Snowdrop | Pets? | |
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Waters of Healing (Re) | 10 | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10 | 22min | |||||||
Weapon of Flames (BB) | 11 | +12SC +6DM | 16 Mins | Y | ||||||
Swords of Blazing Light (AR) | 10 | Base damage + extra to creatures of dark | 15 Minutes | |||||||
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Personnel effects and other buffs that the GM needs to know.
Magic | Rk | Effects | Dur | Arcadia | Boom Boom | Elidon | Remel | Snowdrop | Pets? | |
---|---|---|---|---|---|---|---|---|---|---|
Sense danger | ## | sense the presence of a hazard to the Adept's life or wellbeing | Always | 56% | ||||||
Detect Hidden (ranger) | ## | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it | # Hours | 50%/56% | ||||||
Recognise danger (Navigator) | recognise non-magical danger at sea before subjecting the ship to it. | # Hours | 77% | |||||||
Create Fog | 20 | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell. | 126mn | |||||||
Rainstorm | 10 | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target's head (little dark rain cloud, tiny lightning bolts and all). If the target fails to resist, the storm will follow them for the duration (even inside buildings), completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell |
5.5h | |||||||
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Loot and Expenses
SP & other cash value loot
Significant Items
Gifts
Purchases
Minor Items
Calendar
Summer | ||||||||||||||
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Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
Beltane | ||||||||||||||
Meadow (1) | ||||||||||||||
1 | Guild Meeting | 2 | 3 | 4 | 5 | White Lotus | 6 | Seagate Light Festival | ||||||
7 | 8 | 9 | 10 | 11 | 12 | 13 | ||||||||
14 | 15 | 16 | 17 | 18 | 19 | The Castellan Borderers Ball | 20 | |||||||
21 | 22 | 23 | 24 | 25 | 26 | Seagate Crafters Ball | 27 | |||||||
28 | 29 | 30 | ||||||||||||
Heat (2) | ||||||||||||||
1 | 2 | 3 | 4 | Seagate Guildmasters Ball | ||||||||||
5 | 6 | 7 | 8 | 9 | 10 | Seagate Races | 11 | The Duke of Carzala's Summer Ball | ||||||
12 | 13 | 14 | Midsummers Eve (Faerie Day) |
15 | Solstice | 16 | 17 | Seagate Summer Fair Day | 18 | Seagate Summer Fair Day | ||||
19 | 20 | 21 | 22 | 23 | 24 | The Castellan of Brastor's Summer Ball | 25 | |||||||
26 | 27 | 28 | 29 | 30 | ||||||||||
Breeze (3) | ||||||||||||||
1 | 2 | |||||||||||||
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 |