Die Wiederkehr der Königskleinodien: Difference between revisions

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: [[Henric]] Henrikson
: [[Henric]] Henrikson
; Mission
; Mission
: Henric calls his family and dear dear associates to do a job.
: Henric calls his family and dear dear associates to do a job or two in [[Jurgenmark]].
; Pay
; Pay
: 'significant'
: 'significant'
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The tower is about 80 miles north-east (as the adventurer flies).
The tower is about 80 miles north-east (as the adventurer flies).
But we decide to go by iceberg, taking the scenic route:
But we decide to go by iceberg, taking the scenic route, which is:
South from [[Virehold]] down the river then south-west across [[Lake Haleth]] then up river past [[Jargenhall]] & [[Crasny]] to [[Lake Daering]] then up river past [[Hellsmarch]] to [[Lake Wisborg]] and then to the town of [[Wisborg]].
South from [[Virehold]] down the river then south-west across [[Lake Haleth]] then up river past [[Jurgenhall]] & [[Crasny]] to [[Lake Daering]] then up river past [[Hellsmarch]] to [[Lake Wisborg]] and then to the town of [[Wisburg]]. <br/>


About 3 hours in, we make a brief stop at Jargenhall to collect their reports from Mayor Giles.
About 3 hours in, we make a brief stop at Jargenhall to collect their reports from Mayor Giles.<br/>


As we approach Crasny we enter a storm bank created by Weather Control.
As we approach Crasny we enter a storm bank created by Weather Control.
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We cruise up the lake and land about a mile north of the tower to approach by foot.
We cruise up the lake and land about a mile north of the tower to approach by foot.
As we get close 4 ice creatures emerge from the lake and attack, we take some damage and destroy them. One had a blue crystal embedded that is left behind after we smite it.
As we get close 4 ice creatures emerge from the lake and attack, we take some damage and destroy them. One had a Blue crystal embedded that is left behind after we smite it.


The tower inhabitants emerge once we let them know it's safe, they are foresters, they took refuge when the ice creatures attacked.
The tower inhabitants emerge once we let them know it's safe, they are foresters, they took refuge when the ice creatures attacked.
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The creatures were created about 3 months ago (by an adept with 29 MA and linked to an Ice Devil). Ritual of Creating Frost Sentinels.
The creatures were created about 3 months ago (by an adept with 29 MA and linked to an Ice Devil). Ritual of Creating Frost Sentinels.
Divination indicates there is an Ice Devil/Demon trapped within the lake, '''Gelugon'''.
Divination indicates there is an Ice Devil/Demon trapped within the lake, '''Gelugon'''.
* Crystal with Invested Weather Control, 2 charges remaining, area of effect 7 mile diameter for 7 days.
* The Blue Crystal has Invested Weather Control, 2 charges remaining, area of effect 7 mile diameter for 7 days.


We rest and sleep while Duvon's elementals dig about 5 miles down to near where there are buildings in a deep rift below the lake, about 2.5 miles down.
We rest and sleep while Duvon's elementals dig about 5 miles down to near where there are buildings in a deep rift below the lake, about 2.5 miles down.

Latest revision as of 03:05, 1 February 2026


Scribe Notes

Summary

Die Wiederkehr der Königskleinodien
GM: Chris
Season: Summer 826 wk
Night: Monday
Level: Low/Med +

Party

Potentially turning up later

Employer
Henric Henrikson
Mission
Henric calls his family and dear dear associates to do a job or two in Jurgenmark.
Pay
'significant'

Scribe Notes

Beers, Shows, and Portals

Duesday 1st

The party is briefed at the guild by Darcy von Reinhold, a Herald of the Western Kingdom, who makes an offer of employment to the party.
Henric clearly has something on the king or the herald as the herald is singing his praises on behalf of the king, and offering us 20,000sp each.

15 years ago Jurgenmark was overrun by undead until they were driven back a year ago. It was a dumping ground for crap the Elves didn't want polluting Elfheim, especially under the magical glacier to the north. So lots of magic crap. The Elves have been guilted into doing some clean-up.

Note: The Elves purchased the glacier from the WK, they paid a lot! Guilt money or cover-up?

Basically they want us to go in and poke around to see what we can stir up. If anything is too nasty we blame the Elves and call them in or the church knights who are also hanging around looking for trouble.
We're given writs of passage across the Western Kingdom and a map of Jurgenmark.

Henric is in Virehold as his titled home (Hellsmarch) is mostly rubble, we should go see him about where to poke - not just to taunt him that he's stuck there getting gussied up for the wedding.

  • Finding the lost Regalia of Jurgenmark - 160 pieces or varying value and importance for securing the realm (the Elven crap).
  • Smiting undead and nasty people that like to hang out with undead.
  • Recover regalia from people that might not want to hand it over.

They have arranged portals to northern Aquila for us, Seagate to Newcourt, next to Konigburg, then to a fortress just south of Jurgenmark.

Mavric sorts out some Astrology. Henric is going to tell us what to do, it'll be confusing, our job will be dangerous and we'll need to work together; if we do, we'll come out well.

W'ansday 2nd Meadow

At Newcourt we have breakfast then Charles sends us on to Konigburg, the mages guild.

We wander into town; Duvon, Bodric and Tharlin check out the local temples while the rest of us follow Mavric to The Royal Theatre of Konigburg where she watches a matinee of The Foul Prince Romero while we prop up the bar and sample their food.

Mid afternoon we portal to the fortress at the south end of Alryn's Gap, the southern pass into Jurgenmark where we settle in for the afternoon and evening.

Th'rsday 3rd Meadow

We load up on carpets and fly north, about 4 hours to cover the 150 miles to About an hour through the pass an illusory waterfall (movement magic) appears in front of us, we fly around it and continue.

The land is a lot more wet than it used to be, rivers, lakes, marshes. Things have changed from previous years and the maps are no longer as reliable.

We fly on up a river over a lake to the north-western shore at the foot of some mountains arriving at Virehold around lunchtime. Lots of guards, church knights,

Henric is engaged to Sigrun Jarnhelm, younger sister of Briana, Thane of Iron Fist who we met last year.

Henric briefs the party with the news that if Jurgenmark is not stabilised within the next 10 years (by 835wk) it will degrade and may break off and be adrift in reality. To help stabilise the realm a majority of the regalia must be recovered (the sooner the better) so the boundaries can be reset, reaffirmed and used to keep Jurgenmark as it is. The regalia consists of a number of items such as;

  • 17 Major items
  • 17 Secondary items
  • Civic Items
  • Military Items ...

We could start with an iced up vault beneath this town.

If we find any sigils, we should check them out and report back. There are 8 Great Sigils across the realm, one here, one under the glacier, other 6 unknown.
Henric takes us out back to check out the local one - Jurgenmark Sigil #1, a 13' tall pillar with 3 flat faces, GTN: Pillar of Oaths, they improve stability of the area around them. The pillar speaks to us, he is The Oath Warden. Other sigils could look different.
Previously there were sigils in Hellsmarch, eastern pass, barrows, a tor, ...

The frozen basement

Heinie has some secret stuff that he's discovered: Some Human Count in our ancestry (questionable) got himself magically bound to Jurgenmark which somehow binds us as heirs to the Countship of the place. It seems all of the family have a birthmark in common, and here in Jurgen those marks are 'active' and have depth and stars in them.

Heinie gives Mavric his 'special staff' so she'll have his authority over the regalia.

Heinie heads off to do important stuff, probably fishing.

We head downstairs to a chamber blocked by ice. It's magical and resistant to Ice Shovel. We play with it, having some effect from Mavric touching and using Heinie's stick, we all sing a Dwarven chant together and a passage opens. We head through to a large room and are attacked by half a dozen recently thawed Orcs and an undead Necromancer (Byron). Half a minute later, all but one Orc are dead, we interrogate him. He believes it is still 817 and the necromancers are in charge. He's from Cauldersfield. We hand him over to the guards.

  • 3 Amulets: Aquilegius, Diamond, Detect Life

We go on through the next wall of ice to another similar room, finding 6 dead human women (aligned with Powers of Light - Urielite). They died about 10 years ago from life drain.

In the corner of the room is an altar with a 15' magical area of protection.

  • Damaged Mirror of communication
  • 2 x magic candles
  • Chalice full of blessed red wine

Deeper into the Icy Basement

We head back upstairs for a rest, feast and to collect the others. Baths, drinking, eating, making up embarrassing stories about Heinie - some of them even true.

Frysday 4th Meadow

Some divinations:

  • Communication Mirror: Self-Divination, Cleansing Flame, Mind Speech with Connected Mirrors - other magic mirrors work best, an affinity needs to be established.
  • Chalice: Creates Blessed Wine that Enhances SC & Resistance vs Fear for 1 hour, Weapon Blessing (counts as magical). 7 doses per day.
  • Amulet of Detect Life: ESP like life detection, pierces illusions, must be on the ground.
  • Candle of Truth Smoke - like true seeing
  • Candle of Patient Watch - stay alert

After lunch we head back downstairs. Move the 6 human corpses out. Altar 6' long 3' wide and high, cold stone, 300 lbs. 15' radius consecrated ground, magic resistance bonus based on faith in powers of light (including Embrissa - Dwarven God of Hairy Hugs), damage reduction, repels undead.

We then open the next wall... A 60' wide octagonal room, icy floor, veins of light emitting ice. Volume is magical, perception magic. As we move forward, icy daggers emerge as we move or make noise, recede when we're quiet.

Dwarven Runes show on the far wall when we get to it "Stillness is not surrender, it is readiness."

Wall opens to a long hall with 7 iced-over 5' high stone plinths. Standing near one, the surface changes to show a vision specific to the observer. Each shows something scary in your past or a regret. Pillars of personal reflection.

Next wall opens to a circular room with an icy fissure in the middle. The ice is changeable and unstable, dangerous to cross. Risking a fall into water with something finned swimming in it.

Icy ground fog. Aura of interrogation. As we get closer to the bowl in the middle, it asks what we seek. The bowl contains liquid ice that protects from cold for a minute. We spend some time interrogating the fog to find the rough locations of all of the sigils.

300 long 80' wide cathedral of ice, levitating plinth of frost rings in the middle. Ice elemental/spirit asks if we're worthy and if we'll accept the trials, after some attempts to sidestep, we agree. First we're near frozen, then asked what we (or Heinie) would sacrifice to save the realm. We commit Heinie to giving up his magic if needed and that's accepted. The elemental (Skaelvar) reveals a pile of items while saying: "Winter endures because it yields eventually."

  1. Mail of the Frost Forge - helps against cold and winter. Brings order, inspires allies.
  2. Axe of the Cold Gate - carves through ice locked wood and cold barriers. Revels whether gate shave been reached.
  3. Pike of the Winter Patrol - reliability in cold weather.
  4. Ledger of the winter stores - tracking stores, preparing for winters. Quartermaster.
  5. Still heart diadem (Circlet) - supresses local instability and corruption.
  6. Block of Stone - winter bound keystone. Weighs 300 lbs. - stabilises areas, especially when built into fortifications.

We can return these items here for safe keeping later if we need to.

We head upstairs to hand the items over to the seneschal. Catching an Ice Shark in the fissure room on the way back.

Before we settle for dinner with Sigrin, he tells us of an icy tower to the north that may have regalia.

An Icy River Cruise

Reapsday 5th Meadow

Mavric gets promoted to Herald of the Realm. Bodric gets saddled with being a Constable of the Realm. Lyric gets to be an irresponsible Lady.

The tower is about 80 miles north-east (as the adventurer flies). But we decide to go by iceberg, taking the scenic route, which is: South from Virehold down the river then south-west across Lake Haleth then up river past Jurgenhall & Crasny to Lake Daering then up river past Hellsmarch to Lake Wisborg and then to the town of Wisburg.

About 3 hours in, we make a brief stop at Jargenhall to collect their reports from Mayor Giles.

As we approach Crasny we enter a storm bank created by Weather Control. We get into the Crasny docks about 3pm, they're a bit concerned about the storm and tell us of Dargen's Tower on the eastern edge of the lake, patrols near there have been attacked.

We cruise up the lake and land about a mile north of the tower to approach by foot. As we get close 4 ice creatures emerge from the lake and attack, we take some damage and destroy them. One had a Blue crystal embedded that is left behind after we smite it.

The tower inhabitants emerge once we let them know it's safe, they are foresters, they took refuge when the ice creatures attacked.

The creatures were created about 3 months ago (by an adept with 29 MA and linked to an Ice Devil). Ritual of Creating Frost Sentinels. Divination indicates there is an Ice Devil/Demon trapped within the lake, Gelugon.

  • The Blue Crystal has Invested Weather Control, 2 charges remaining, area of effect 7 mile diameter for 7 days.

We rest and sleep while Duvon's elementals dig about 5 miles down to near where there are buildings in a deep rift below the lake, about 2.5 miles down. We'll head down the tunnel and in the last bit about midday, after Duvon gets some sleep.

Chapter 5

Sunday 6th Meadow
Moonday 7th Meadow
Duesday 8th Meadow
W'ansday 9th Meadow
Th'rsday 10th Meadow
Frysday 11th Meadow
Reapsday 12th Meadow

Buffs & Mil Sci

Buffs and Abilities

Long Term (assumed always on)
Magic (caster) Rk Effects Duration At Bo Du Ha Ma Th Ly Wu
Strength of Stone (Du) 12 +12 EN 13 hrs Y Y Y Y Y Y Y Y
Enchant Armour (Ly) 16 +34% Defence, +1 AP 8.5 hrs
Resist Cold (Ha) 16 +5 Temp Gauge, -5 Cold Dmg. 9 hrs Y Y Y Y Y Y Y Y
Weapon of Cold (Ha) 16 +17 BC%, +6 Dam 21 min ** 4
Ice Traversal (Ha) 12 4 targets, +5 tmr over level ice/snow. 4h 20m Y Y Y Y Y Y Y Y
Vapour Breathing (Th) 11 6 hrs Y Y Y Y Y Y Y Y

Short Term

Short Term/Situational
Magic (caster) Rk Effects Dur At Bo Du Ha Ma Th Ly Wu
Enchant Weapon (Ly) 17 +18 BC%, +6 Dam 22 min
Flying (Th) 7 37 mph 4 hrs
Feather Fall (Th/Wu) 6 3.5 hrs
Fireproofing (Bo) 6 Protection from fire and heat 7
Fire Armour (Bo) 3 16pts of ablative armour vs fire 4
Self Only Buffs
Magic Rk Effects Dur At Bo Du Ha Ma Th Ly Wu
Ice Armour (Ha) 16 26% 4 AP 1 SG 17 Fire 9.5 hrs Y
Mind Cloak +_% vs mental Attack _ hrs 8 10
Senses and other stuff
Capability Rk Effects Dur At Bo Du Ha Ma Th Ly Wu
Sense Danger (%)
Detect Ambush (%) Ranger (-5/rank of opposition) 59% 121% 72% 77% 49%
See Invis (Rk) Effective rank for seeing invisible 16 7 8
Stealth (%) Std / Ranger Outdoors 35 75 / 99% 88 54 / 66% 118 36

** Weapon of Cold Peace-Bound until needed.

Enhance Enchantment
Rk 16 from Lyric
Greater Enchantment
Rk 20 from Lyric
Mil Sci Raise Morale
Brewing
Golden Ale nightcap - +1 FT per hour of sleep
Stoneybrew, Dur 1 Hr - +7 WP
Fighting Ale, Dur 1 Hr - +7 EN, +5 PS, +4 FT, No Stun.
Porter Ale, Dur 1 Hr - +7 PC, Death Aspect, +15% MR vs Charm/Hypnosis, +10% MR vs Illusion, -15% MR vs Necro/Wicca, Fearless.
Herbalist Meals
+3 FT for a Hot Meal, +3 FT for Broth - Bodric

Astrology

Lucky Numbers
Athos Bodric Duvon Haedric Mavric Tharlin Lyric Wundstr
27 35 12 44 31 92 78

Astrology Reading about the mission form the Guild Astrologers

The Prediction of the Uncrowned Realm
“From the ashes of liberation shall rise a kingdom unhelmed,
its throne cold, its sceptre silent.
For the royal regalia, scattered to tombs, glaciers, and cursed ruins,
are not mere tokens of rule but the living chords of divine accord.

Dwarves shall delve where memory sleeps,
knights shall ride through frost-bitten valleys,
and guild mages shall seek truths older than their towers.

Yet shadows of the elder custodians shall stir,
and buried vaults shall whisper that the regalia’s sundering
was no accident, but the first note of an unmaking.

When the lost instruments are gathered once more,
the realm shall stand at a crossroads:
restored in rightful order…
or awakened into the same doom that shattered it.”

Watch Order

Hour: 1 2 3 4 5 6 7 8 9 10 11 12
Wundstr Bodric Tharlin Athos
Mavric Haedric Lyric Duvon

Marching Order

Skirmish Formations (Front)
Default

Athos Haedric
Mavric Bodric
Duvon Tharlin
Lyric Wundstr

Single File

Athos
Haedric
Mavric
Bodric
Duvon
Tharlin
Lyric
Wundstr

Calendar

Summer: Meadow 825 WK
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Beltane Full Moon 1 Guild Meeting 2 3 4 5 White Lotus 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: Heat 825 WK
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
5 6 7 8 9 10 11
12 13 14 15 16 17 18
19 20 21 22 23 24 25
26 Full Moon 27 28 29 30 1 2
Summer: Breeze 825 WK
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 Henric's Wedding Day
24 Full Moon 25 26 27 28 29 30