Thin Ice

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Scribe Notes

Summary

Adventure: Thin Ice
GM: Chris
Season: Spring 819 wk
Night: Tuesday
Location: Chez Ellis
Level: Medium

Party
  • Haedric - An Ice Mage - played by Stephen (Scribe) 02
  • Raseri - A Celestial - played by Ciaran 20
  • Aloysious - An Air Mage - played by Nick 19
  • Everan - A White Necromancer? - played by Dean (Mil Sci, PL) 14
  • Lyric - An E&E - played by Michelle 99
  • Mayhem - A Celestial - played by Jim 98
  • Heddi - A female Giant - played by Julia 68
Employer
Davos, The Baron of Bryshande.
Mission
Hired to do a stop the endless winter which is still in the far north and has been for 18 months now, which has caused a number of people to flee south to warmer climates and the law level in the area is degrading as well as the larger than normal number of animal attacks.
Pay
10k each plus bonuses

Notes

This is a follow on adventure from Trouble in the Spine

Scribe Notes

Pack a Keg for Elfheim

Duesday 1 Thaw - Guild Meeting

Young Michael and I have come to the guild to get a crew to deal to the Ice. So, we look for a top shelf hero to slay an ancient Evil Ice Queen and we get a librarian who gets a disturbing gleam when talking about pain and death but it turns out to be not too bad a thing as he then goes off to research for us while we research the local brew and some other essential preparations.

Putting together some details from the Baron, some Astrology and other research:

  • The Keep in the pass that we liberated has been lost again and is now encased in a huge block of ice.
  • Things are getting real shitty. Everyone that can afford to head south is doing so. Wolf packs, raids, looting.
  • The Snow Goblins now have a nasty habit of getting up after you kill them - could be Necros or their new Death Prince.
  • A mid-spring wedding is due between Ice Princess Hnuss (Lady Volkfangr) and Prince of Death Eury Nomus, aka Lord of the Flies (Death Flies).
  • The Ice Queen is Froja (the darkness of Freya) - Goddess of Ice, Love, War and Death. She was imprisoned in stasis her 13 guardians (psycho-killer Elves) have morphed and became great gems over time.
  • Princess Casca is due an untimely death (Astrologers!) 2 days after the above wedding - this would be very bad. But if she doesn't die then wedding won't be 'confirmed' / 'consummated' and the wedding effects would only be trivial rather than embedded and enhanced.
  • A mage made a portal south from Bryshande that stayed open when it should have closed. A volunteer who stepped in fell back out after being frozen solid in Frostfell.
  • We should look for a red door surrounded by gold - it has something we need.
  • Several adventuring mercenary groups (TAC, Sanctuary, Freetown, ex-Argon's Watch, Adjepbar) have arrived looking for work or other opportunities.

We should ensure Casca doesn't die, consider how to disrupt the wedding and generally save the day.

W'nsday

The old boy is still reading so we travel via my cousin's pub to get some enchantments and astrology and potions and beer.

Th'rsday - Heading North-ish

We ask get an invite to visit the Elf library from a Princess' Ambassadors' Aides' friend or some such - Elves! Asking for directions to Elfheim gets us sent to the parsnip closet, through a magic portal (they're bloody everywhere) to this track through a misty swamp and the track almost vanishes and then we find it and there's things in the swamp and not good things tho' we ne'er see 'em and it feels like a lot more than a couple of hours afore we're ooot.

Berglelfin or maybe Elfinberg - they seem a bit confused on the matter - is all right, it's not a swamp but there's a lot of Elves and they're not frivolous or wastrels, a bunch a hard buggers that've seen action so when they say they're Elves it's best not to question it. If we'd had an Elf of our own to ask them they look like the Ice Queen kickin' type but being a Dwarf and an Ice Mage I thought I shouldna bring it up.

They have these big flying ships that look built for action but we get a ponderous luxury barge that's built for the frivolous wastrels it's not half fast tho and we get through the pass in a couple of hours without ever hurryin or hitting the mountains.

Then we get off in a Winter-Garden that's not at all wintery - Elves! And there's Elves who don't understand perfectly good Elven when it's spoken at a decent altitude but the long shanks convince them I'm not invading and they let us through. The tall buggers can take their time but I have to be gone within 3 days - Elves!

We wave our invite around and get put on a flying barge that'll take us to the library through there look to be perfectly good canal barges we could have used but the buccaneer is happy and keeps asking where he can get a flying boat.

Directions seem a bit messed up, trees everywhere, it gets dark before we land outside the library that doesn't really look like a library should. Lots of trees and light and open buildings and breezy courtyards - Elves!

Web Report #1

Keliserae
Mistress of the Western Web,
Station Head: Brastor, sentient humanoid section.
Greetings Lady,
Our infiltration of the Western Kingdom proceeds apace. As I have mentioned to my handler, the much admired and deeply missed 4th poisoner, Atropos Nightsinger, as a consequence of committing myself to the contracts of the Adventurer's Guild, I have acquired some little training in their arcane arts. Even as I pen this missive, my capabilities increase and my power waxes with the passing of each season to the greater glory of the Saenath nation, may the abdomen of the Great Mother swell.
My host has taken a contract north of where I lair, a place called Bryshande, which is run by a local lord whose rank is "baron". I refer you to my previous communication (a miserable and poorly-written message, I cover myself in humility to bring it to your most penetrant attention, knowing that you will immediately deduce that he owes fealty to another of higher rank). As it happens, on a previous contract, my host had managed to establish certain paths of a mystic nature such that he could readily travel there. I opined that, aside from ease of travel there and back again, further inroads into the local infrastructure might be possible.
The messenger sent by the baron is a squire by the name of Michael. As I have mentioned in my previous scrivenings, the Ice Queen is active, and in the area, winter has continued unabated, hindering trade and traffic, quite aside from making it difficult to live there. Indeed, a fort we had taken from frost giants, snow goblins and winter wolves, has fallen back into the hands of the Ice Queens forces and, it seems that some three hundreds of humanoids have died.
And, upon mention of death, Lady, I wonder if you have given thought to the recently vacated position of 4th Poisoner? I draw your attention to my maturing abilities and loyalty to the Great Mother, may Her abdomen increase.
However, to return to the information at hand, the Ice Queen has caused an enormous and apparently hollow block of ice to encase the fort, and, perhaps more alarming, roughly half of the three hundreds slain have risen after death, and, perhaps, indicates necromancy. In yet more alarming news, Lady, we discovered that a "wedding" between an ice princess called "Hnoss" and a Lord of Death called "Eurynomos" is planned. We await further intelligence to decide if these are extra-planar entities, but it may please you to note that we have this as a result of a frost giant unfortunate enough to have been interrogated. Alive, presumably.
One of my host's companion is a human by the name of Everan, who has some passing expertise in interfering with the dead. He also claims to know how to use libraries, although he failed to gather anything of value from local ones so went to look at one the elves (a humanoid with significantly enhanced life expectancy) owned. This involved traveling to Alfheim, and upon doing so, researched the names Hnoss, Eurynomos and Frostfel. Yes, mistress, I know. I have absolutely no idea where that name came from, but according to the necromancer, that is what he did. It turns out that Hnoss is a reference to a Lady Volkfangr, that there is an ice queen by the name of Froja, who was or is a goddess of love, war, death and ice.
It is possible that Everan garnered the name from Vidal, a dragon of his acquaintance, who claims that the untimly death of Casca, the daughter of a king, will negatively affect his own plans, and he advises the necromancer to look for a red door famed in gold. This, apparently, will open to provide something useful. He goes on to say that a statis weapon (sic) was involved at the point of the previous encounter. Once again, the generosity of dragons leave us breathless.
On a more prosaic note, my host discovered that mystic travel to Kanstyn and Course was entirely possible, but not to Bryshande, where there was some kind of resistance. We decided not to push the issue, since we were only intending to get information at the moment. Instead, we interviewed his local contacts.
And so it is, Lady, that I would like to expand upon an observation that I have previously made. I know this information strikes against all that is decent and honourable, but it is clear, Lady, that my host engages in coition with his contacts on every occasion that the opportunity presents, and yet emerges with every appearance of life. Indeed, he seems quite enlivened. I know, great Lady, deeply unnatural, but it is, as I say, completely true. I have taken samples and made measurements. I forward my findings to you under separate cover that the matter may be investigated by those better able to draw the appropriate conclusions.
In any case, as a consequence of talking to his contacts, we discovered that

a group of some two hundreds of refugees were attacked on their way south by a pack of arctic wolves supported by snow goblins near the mountain, and as they neared Kanstyn, another pack of local wolves.
there are five other adventuring groups in the area, from Freetown, Sanctuary, Tac, the Gattar Depression and Adjepbar, each group containing a couple of support mages and an attack caster. It seems that the team from the Gattar Depression was the only one not to worship the local "doxies".

As I uncover more, Lady, I shall send it on. If you have any intelligence that you deem wise to pass on to me, I remain
Your obedient servant,
Hemlock Blackfang, 5th Poisoner

Party in the Elven Library

We settle in, some reading, some drinking, some drugs, time passes...

Heddi zapped by lightning from an unknown Air Rune she put on Aloysious.

Sisters of Perpetual Dissonance also researching, exchange words with Everin and later we have dinner together at the Inn in the tree.

Battle of Winter:

  • Disabled by 137 bolts of gold surrounding slivers of diamond. She was 50' tall at the time.
  • Remaining bolts may be in the Vault.
  • Mace - Firestarter
  • Axe - Frostfire
  • Flail - Flaming Eyes of Kaban
  • Halberd - Flamemaker
  • Haldyr - An Elf who was involved in the battle who is still around, resides in the repository.
  • 13 Guardians:
    1. Aegnor
    2. Beleg the Archer
    3. Egalmoth
    4. Tevildo - had a dark less light side, Proud and confident to a fault.
Frysday 4 Thaw

Another half day of reading, weapons training, etc.

  • Heddi's Runes - Air Blade, ?
  • Casca is an Elven Princess, a Mountain Elf. Probably living in the Dragonspines somewhere near Fessenheim / Jurgenheim, northern Aquila. Her father (Canus Dorxidor) was one of those who trapped the Ice Queen, the last to harm her.
  • Frostfell is/was one of the domains of Freya/Froja - surrounded by Ice.

We get tokens granting permission to enter the Vault, head out the back of the library and enter the vault with directions to the section we need and then on to the repository. Deal to a 20' Ooze, ask vault guardians for permission to use the named weapons.

Get to repository - a room full of Elven brains in jars, one of which is Haldyr. We talk...

  • Guardian (great) gems should be about 50' from the Queen, under the spire. These are not the same as the Galena Cryatals.
  • We get an old Elven Watch Phrase to establish our bonafides to the guardians.

Vaults to the Desert

Most of the weapons we're after are out on loan, one is only out for maintenance, being recharged in Arabie at the library in the capitol. They do have an axe we can have now:

  • Battle Axe of Ice Fire - Cold Iron. Solar Winds.

We exit the vault, library, then head off to Wintergarden and out of Alfheim (half a day).

Then airship down the pass back to Bergelfen (half a day).

The Beltane offer a gem to call them if the Ice Queen turns up.

Mayhem portals us down to Wasyrat where its horribly hot (40-ish + degrees) even by their standards. People dead in the streets from the heat. We stagger down town and find The Great Library of Wasyrat is closed so check into Inn next door (The Ravishing Philosopher).

Web Report #2

Lady,

Just a short note to keep you posted. We traveled to Wasyrat in Arabie for some reason related to charging weaponry borrowed from elves. Sadly, Lady, I did not meet with the elves, since we believed that I might not be able to convincingly dissemble about my race. Something for us to work on at a later date.
On this occasion, we encountered a woman by the name of Serafina who bore every sign of being a trained spy. My host declined her application for employment and marked her for death. We are considering ways to conceal or destroy her remains when the time comes and are trying to find a source of quicklime. Your assistance in this matter would be deeply appreciated.
Your obedient servant,
Hemlock Blackfang, still 5th Poisoner

Reapsday

Early in the morning at 3am we speak to the librarians who direct us to Berys who is at The Cleft of Hell, 4 miles south, top of the escarpment, lava pool, cave leads down to place of power for mana, fire and earth.

Berys is there with 12 guards doing a ritual to charge the mace, we show our papers and take custody of the mace. Then north by shadow portal to Kanstyn.

Kanstyn Pub Crawl

Into the pub we've arrived behind (The Golden Kelpie), drinks, chat, pay too much for rooms. Hear about more recent group of refugees, some are at the Pirates Ale House, we decide to head there to get the latest news.

We find a frozen dead mugging victim (Euchris, a trader in spices) in the street, we check him out and chat to his spirit, all good till his eyes glow and he spouts prophecy:

A path of death lies behind you
Where you tread replays your past
I see renown or riches in your path

His spirit then departs. Heddi insists on reporting the murder, we drag a guard out and make it his problem.

Next distraction is an astrologer called Mystic Mareigh. We have a cunning plan to get the OR changed to an AND but it seems that's not her style of astrology. Heddi gets a palm blood reading:

Many souls weave your destiny but the pattern is scorched
The weapon you hold will be the straw that breaks the Camel's back
When opposed by the worms, silver will not mean second best

Lyric should visit the Seelie court to get wealth AND renown but there will be a cost.

I see a body of water in the highlands, something thrown into the deep but can't make out what it is.

It seems like this is a vision of a lake near Lyric's family's pub and that she should recover it.

Everin, the man of faces:

Your soul shall never rest,
Death shall not ease the pain,
I have not seen darkness burn so brightly,
I fear for us all.

She calls Aloysius the man of the sea.

You will come into a great fortune and then ... O, dear.
Well, easy come, easy go...

Haedric, much older souls live within:

As above and so below,
Ice and fire rage and grow,
Were god and mortal dare not go,
As above and so below.
So tolls the bell of spikes,
Let sunbeams of morning
Break the dawn shrikes,
Thy shadows banish and begone,
So tolls the bell of icy dawn
Seek misery and garner praise,
Descend into the Dragon's maze,
Wrest daylight from its crystal gaze,
Seek misery and garner praise,
When the heat of dawn meets Demon's door,
The dark shall hunger ever more

Raseri:

In Mareigh's crystal, a shadow spreads across a desert floor heading towards an oasis.

The desert looks like the one we went to a few miles south of Wasyrat.

Boris:

A vision of a single wolf being slaughtered by other creatures while the pack watches on.

Enough of talking and visions - the party need a drink and depart with haste heading for The Pirates Alehouse.

Charging on up the street, the pub is nearly in sight when Ice elementals arise around us. 5 Ice Elementals had hibernated ice goblins in their heads, hit hard, froze blood, fired ice shards, exploded in ice shards on death. 10 ice goblins, we take one alive and have a chat. Loot 10 invested, 5 frozen doom and 5 ray of cold.

They were one of 7 groups in towns and passes looking for us. There is a web about 10 miles thick around the border set to detect those of us who were here last summer. This is how they knew we were here. Crystals in the Kanst and Tamsyn Passes (to the west).

We recruit Leon, a snow goblin in a bad position. Asking about his bosses and their people, they have thousands of snow goblins, many winter wolves, scores of frost giants, at least two 50' long frost wyrms (winged, frost-breathing), a witch shrouded in cobwebs.

We head back to our inn, rest and heal.

(Ed. Who knew that Pub Crawls could be so dangerous!)

Web Report #3

Lady,

In Kanstyn, my host's minions discovered the whereabouts of the latest refugees, who, apparently, we could torment for practice information gathering purposes. It later came about that torment would not be a part of the process. Apparently, a stern expression is the most extreme pressure that could be applied. I did practice baring my mandibles aggressively for a bit but I admit that I lost any enthusiasm for the project at that point. Happily, however, we found a corpse in the snow on the way, who became Everan's glove puppet. This involves laying his hand upon the victim. There was some discussion of orifices but I had eaten recently and didn't enquire too deeply. Or at all, really.
Anyway, the spirit of the corpse was disturbed, and one understands why. In any case, he gave us a prophesy (enclosed under separate cover as supporting evidence for my 4th Poisoner application).
It occurs to me that I might not have mentioned the lady Heddi, an hill giantess who works the Runes. And also has an enormous glaive. I have not yet had the opportunity to ask her how many males of her kind she has slain, but the weapon seems well-used. Work for another time, I guess.
We made our way to an Astrologer. She seemed beyond breeding age short of magic. I cannot say, however, that I felt any safer in her presence since she seemed entirely casual about making prophecies and offered them at the drop of a hat. I defer, of course, to your wisdom in this matter, but I believe a travel advisory with respect to "Mystic Mareigh" should be sent to all of our operatives in the area. As before, I have enclosed her prophecies under separate cover.
Interestingly, a vast horde ice of elementals and snow goblins fell upon us. I slew them, Lady and enclose the hand prints of the fallen goblins for your consideration, the enormous army of elementals returning to their plane of origin once they succumbed to my fell magicks.
Unfortunately, my host was injured in the fracas, crippled as he is by a parlous shortage of limbs. He traveled to Seagate to seek the attentions of the Guild Healers, with whom, he claims, he has a special relationship.
I had been under the impression that this special relationship was to treat his venereal diseases at half the normal rate avoiding an outbreak of epidemic proportions, but apparently it extends to groin injuries as well.
As more intelligence becomes available, I will send further missives, and until then, I remain your obedient servant,
Hemlock Blackfang, 5th, that is 5th Poisoner

Into the west

Mayhem and Heddi head to the guild to get M patched up. H. acquires 2 Banishment potions at 6,000sp each.

We return to our Inn to rest.

next day

We fly out and trigger the detection web to the west. And then back to town.

Talk with refugees, similar stories of goblins and wolves. One of them mentions the Elven Princess Casca helped them and she was heading west afterwards towards Jurgenheim.

next day

M & H get back, we fly west towards Jurgenheim. Fly west about 300 miles, land near town of Ornsclaw.

next day

Head to the nearest Inn, the Golden Orn - Innkeeper Geold. 2 adventuring parties passed through yesterday, one group in desert robes (Adjepbar) and one group looking like pirates (Sanctuary). The A crew avoided the S crew and went to a dodgy Inn - The Quickened Doxy.

That afternoon, we leave town and fly South, summon storm for cover then turn west, at storm speed we get to Jurgenheim in 2 hours, another couple of hours and we reach a town (Balataun) to the south west. We check into the Golden Lion, the Sanctuary crew are currently at the Frozen Griddle.

West of here is the March of Sannitierre. The mountain pass (NW) leads to Jurgenmark which is blockaded, nobody allowed in or out for 3 years. It has been overrun by undead and disease.

Casca is meeting up with a group known as The Band of Ravens, they patrol the border.

We prepare to ambush the Sanctuary group in their Inn about 3am.

Ambush at the Inn

Buff, ESP, Bone elevated walkway, remove their Warding Stones, drop through a hole in the roof, break their Rune Ward. We kill 2, capture 3 when they offer ransom and 1 gets away. Mind Mage (got away), E&E, Air, Earth, Rune, Fighter. Say they're working for General ?? to bring the Princess back to Bryshande to help in the war effort. Negotiate: Air, E&E, & Rune? Mage Training. 2 resurrection potions, armour, ... (250,000sp worth).

Take them back to Seagate by shadow portal for resurrections.

Pubs and Passes

W'nsday

Healing and negotiations at the guild then portal back to Balataun.

Th'rsday

A couple of miles west of town then cloud NW about 150 miles to the pass the Ravens are believed to be at. Stay at inn at base of pass, party town for off-duty soldiers.

Frysday

Walk 10 miles up pass with resupply wagons to head of the pass which has been significantly widened and fortified.

Fighting on the walls.

We get cleansed at the gate and sent on to the camp commander. He'll send word to the Ravens, he also tells us that The Drow were here and went south, the Adjepbar crew went north.

Sgt Basos escorts us to the camp inn, The Golden Rock.

They found 3 towers while excavating and kept them intact. The towers go up about 60' and down about 600' and Drom has half dozen doors at the bottom which they can't open, Hest has one door, T3 just has a room without doors.

We explore one tower and see a red door, We one and prod a bit then Everin tries it and it opens. Inside we find a sword and a lot of red velvet. We conceal the sword and report finding the cloth, the locals are impressed.

Back at the Inn, we tell stories, drink and eat but retire early.

Just before midnight the alarms go off, we arm up and head for our designated corner of the wall.

Unnatural mist rolls in with accompanying zombies and a few Vampires. We slay at range, then they get bone ladders up to the wall so we charge, Zombies die, Razer steps up to a vampire and recuces it to mist then send solar winds to finish off the mist, loot clatters to the ground beyond the wall. More Zombies, another vampire...

Vamp, Giant and Wyrm

We clear Zombies, Raseri softens up the Vampire then I finish it off with Skyfall. Zombies climb up behind Aloysious, I charge back to defend. Raseri and Lyric finish off the giant which then collapses all over Mayhem. A 30' undead Wyrm lands on the wall in front of me crushing the zombies then strikes a and breathes a stream of corruption, so I cut its head off.

8 rock trap bone ladders.
Giant club
Giant armour
Giant Morningstar/flail
Giant mattock of offence
Wyrm skull, teeth, claws.
Vampire Estoc (Death Aspect), pack, and stuff.
Pack with potions and scroll.
Pack of charred scrolls.
Rings: Blinking, Mind Shielding, Truth.
Staff of curing.
Wand of fire
Alchemy Jug of liquids
Backpack of Holding
3 stones: weightless (100lbs)
Black cloak of flying, bat wings up to 4 hours per day
Gem of immunity
Bag of holding 

A Mage comes to tell us that he has located the Raven's Band about 15 miles north. After being cleansed and granted permission to fly, we get Air flying cast on us then head north.

Mountains.of Ice and Fire

Flying north, we come to a recent battlefield, signs of a running battle lead into ice caves.

We land and skate into the caves, regular signs of battle then we're met by a couple of ice elementals commanded by an ice wyrm. We engage and destroy them in a blast of fire and lightning that could be heard for miles.

Skating on we come to where Casca and her remaining companions are assailed by an avatar-like deathly projection and a couple of ice elementals. We engage, take a lot of damage but win the day.

Mop-up

Heal the living ravens, carry the bodies of the others, find some loot - bag of stones, seeds, knives, ... Loot the remains of the downed Drow ship - small sail, flag, wheel, 5' of keel, etc. 5 giant ice lances (1 G Spear AC, 2 Spears AC, 1 ice glaive, 2 ice spears), 2 have ancient cancellation. 20' long 200 lbs.

The Beltan are cleaning up at the battle site, until they spot the storm cloud is possessed by the evil ice princess. Their ships gather to attack, we send Casca to Seagate with Mayhem and the ice face retreats.

Reapsday

In the morning we fly down to town to meet Mayhem for our portal to Seagate.

The rest of spring

We hang out at the Elven Ambassador's with Casca, guarding her until the danger has passed and the good beer is thoroughly quality tested.

Places visited and Locations looted

Entities & Creatures encountered

Mil Sci

Watch Order
1 2 3 4 5 6 7 8 9 10 11 12
Aloysious Haedric Raseri Aloysious
Everan Lyric Heddi Mayhem


Skirmish Formations (Front)
Default

1 2
3 4
5 6

Double File

1 2
3 4
5 6

Single File

1
2
3
4
5
6



Long Duration Buffs
Magic Rk Effects Dur Ft / Day Al Ev Ha Ly My Hl Rs Bo He
Resist Cold (Ha) 9 +3 Temp Gauge, -4 Cold Dmg. 5½ hrs 1 FT - - - - - -
Witchsight (My) 12 See in darkness as a human at twilight 150 ft outside, 75 inside, see invisibility up to Rank 12 6½ hrs 1 FT - - - - - -
Healing Shadows (My) 6 When in shadow, Pass Action to Heal 2EN, 2 charges, Rank 1 Healer 3½ hrs 2 FT - - - - - -
Strength of Darkness (Rs) 11 +7 PS 2 hrs 1 FT - - - - - -
Rune Shield (He) 11 +16 Def, ignore 1st Spec.Griev 12 hrs 2 FT - - - - - -
Greater Heart Rune (He) 11 Cures 8 EN immediately when EN damage taken 12 days 5 FT - - - - - -
Smite (He) 10 Resist or take D10+11 & fall prone 11 hrs 1 - - - - - -
Greater Enchantment (Ly) 17 +18 to Resistances(R), Magic(M), Combat(C) &/or Skills(S) End of Season - - - - All R&M - - -R&C


Short Duration / Situational Buffs
Magic Rk Effects Dur Ft / Cast Al Ev Ha Ly My Hl Rs Bo He
Vapour Breathing (Al) 6 3.5 hrs 1 - - - - - -
Ice Traversal (Ha) 12 4 targets, +5 tmr over level ice/snow. 4h 20m 1 - - - - - -
Featherfall (Al) 6 3.5 hrs 1 - - - - - -
Rune Weapon (He) 9 ... ... ... - - - - - -
Enchant Weapon (Ly) 8 ... ... ... - - - - - -
Spectral Weapon 10 +11% +4 damage 15 mins 2 - - - - - -
Enhance Enchant (Ly) 10 ... ... ... - - - - - - - - -
Self Only Buffs
Magic Rk Effects Dur Ft / Cast Al Ev Ha Ly My Hl Rs Bo He
Instill Flight (Ly) 10 Lift 650 lbs, fly 40 mph 5½hrs 2 - - - - - - - -
Ice Armour (Ha) 12 7 hrs 2 - - - - - - - - -
In Combat (Elven speakers)
+5% +1 damage
In combat close to Everin (10') if fighting Evil/Unholy/Undead/Demonic
+30% MR, +4 Spell Armour, +4 Willpower, +2 FT Armour.
Mil Sci Raise Morale
+4 WP
Supplies
Healing Amulets x 7 - double healing rate
Amulet of Ore-Gon
Amulet of Ore-Gon

This amulet amplifies the positive emotional states (connecting with joy while releasing old wounds) and is the conduit to the truth of our essential joy. This Opal is related to the fire element and aids in clearing the emotional body in the auric field, bringing out inner beauty, loyalty and faithfulness. The nature of the Amulet is also that the wearer heals faster than normal depending on the wearer's 'emotional state'. This means they heal at least twice as fast as normal but while in perfect circumstances (GM's whim) they are in a superior healing state which may be as fast a four to five times faster. Things that impinge on the wearer's emotional state will cause relapses back to the base twice healing and will take time to be cleansed away before the superior healing state can be re-achieved.

  • Wearer heals 2 EN every three days so long as they
  • do not take any further EN damage
  • do not use more than half their FT for each day of rest
  • receive adequate nourishment
If the wearer's EN value is 21 - 30, then they recover 3 EN every three days, 4 EN every three days if 31-40 etc.

In an ideal situation of rest (e.g. Guild infirmary, attended by competent healers), then the rate may double yet again. At the DM's discretion, deeming the conditions to be perfect (e.g. royal Elven Grove of Restoration, attended by compassionate angels with particularly warm hands), the healing rate may be multiplied by five instead of four.

Gifted to the party by Elise von Zeiten from Bryshande





Mindcloak Potions rk 16 x 14
Herbalist Potions +2 Willpower
Healing Potions
Restoratives
Beer - Golden Ale nightcap - +1 FT per hour of sleep


Loot

From the Kanstyn Ambush - Snow Goblins

5 x Invested Ray of Cold (Rank 12) Cast Chance 80% D+13 - save for ½
5 x Invested Frozen Doom (rank 9) Cast Chance 35% Resist or Die

Calendar

Spring: Thaw 819 (10)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting 2 Research, Blackshore 3 Bergelfin, Elfheim 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 1 2 3 4
Spring: Seedtime 819 (11)
5 6 7 8 Rites of Thunor A Good day for us?! 9 10 11
12 13 14 15 Equinox Ice Wedding 16 17 Eostre Sacrifice? 18
19 20 21 22 23 24 25
26 27 28 29 30 1 2
Spring: Blossom 819 (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