Falling the way rocks don't: Difference between revisions

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; Party  
; Party  
* [[Amira]] - Mind mage - Jono
* [[Eydis]] - Dwarf Mind Mage - Kelsie
* Quentin - Non-Mage - Sean
* Quentin - Namerish - Sean
* Heddie - Giant Rune Mage - Julia
* Heddie - Giant Rune Mage - Julia
* - Elven Celestial fighter - Nick
* Sol - Elven Celestial fighter - Nick
* - Hobbit Celestial - Chris R.
* [[Lydian]] - Hobbit Celestial - Chris R.
* - Human E&E - Errol
* [[Thom]] - Human E&E - Errol


; Employer & Mission
; Employer & Mission
Line 26: Line 26:


== Scribe Notes ==
== Scribe Notes ==
;Autumn 818wk: Fruit


;'''Duesday'''
:''Guild Meeting''
:Employment offered - investigate dimensional/gravitational/temporal anomaly up north
:if possible: prevent world from destroying itself
:''Acquired:'' 14 waters of healing (2ea, Rank 10) from guild security
:''PAY:'' Standard Guild Rate (SGR)
:''Transport'' Provided: Ship departing - Dawn Next day. 
:''Misc:''
:Dragon attacked the city, recommended not to go outside
:Book about rocks: gave information about various rock types (not useful)
:-- Divination will give more information about properties of the rocks we are investigating.
:--- (use four dimensional pentagram)
;'''W'ansday'''
:Early wake up
:was delayed due to dragon cleanup and castle damage mess.
:boarded ship at last moment.
:Traveled Via deep sea rather than following coastline.
:;''Dusk Attack:''
::several Undead creatures boarded ship.
::(Merconium panicked at this)
::Killed most, but leading necromancer/Lich (thing) and skeleton archers jumped overboard when it become highly apparent we were wining.
::no loot of significance from encounter.
::Attacked by Giant Roc, Ship Mast Damaged.
;'''Th'rsday'''
: Made port mid morning.
: port was very busy with trade, however it lacked sustainable infrastructure
: most merchant groups travelling with hired mercenaries rather than city guards.
: significant crime and impoverishment in the area
: (this could be an interesting area to set up a trade work if sufficient funds were brought in to establish a proper port.)
: outside of city looks like a shanty town full of makeshift tents.
: made a camp in a sheltered valley near some light growth. herbalist acquired some interesting herbs, but no food to forage.
: cured infections from combat with the undead on the ship.
;'''Frysday'''
: Early Start: flying north, height of approximately 500ft.
: spotted small town, landed, talked to locals
: town encouraged us to not head to far out east.
: we continued journey on foot, heading 10 miles east and then 20 miles north following river.
: found another river-town, the rocks we need to investigate on other side of river to the north.
: barge takes us across, camp is set for the night on other side.
;'''Reapsday'''
:;''Midnight beast encounter:''
:: woken in middle of night to rustling by the riverside.
:: Massive 9ft long boar with shiny spines and tusks comes charging at the party once we readied up
:: very keen senses, very fast, very strong, very tanky, resistant to magic, seems to target magic.
:: mainly uses a running trample attack.
:: was killed after successfully casting control animal on it
:: several heart runes were triggered in the incident and the fight was very tiring.
:: Harvested: 2x Star Silver tusks, Massive Leather pelt with star silver spines, Jar of Corrupted blood.
: boar was very hard to skin/harvest from, took us 6 hours to get pelt off it.
: encountered a ship in early morning (8am), who were tracking the boar
: claimed that as a result of the local baron, that all loot and carcass to be given to hunters on "pain of death" for "poaching"
: (this is despite the fact the boar attacks us, and to the victor the spoils!)
: after a light engagement, (where Heddie killed one of the ship men with her Giant Bow.) we fled north away from the river
: I attempted to create a web of darkness between us and the boat but failed miserable and became painfully diseased.
: we fled north away from the river setting up camp in a cave, contained lots of interesting plant and herbs.
: was cured of disease after multiple efforts, however all my hair came out, and was turning silvery (similar to star silver) ( not allowed to collect these)
;'''Sunday'''
: We encountered a near sentient creature after second night watch, using esp and lighting, we could tell it was surprised but not frightened of light and was very stealthy.
: the light attracted some very large mosquito's before it faded (not good). russlign continues from near sentient creature in bushes. 
;'''Stuff'''
: Travel to 'Pub on The Hole' on Rimtown, to Dwarven holding, and exciting trip to middle of the Oddity. Call it a week
;'''Moonday 14th'''
: We work out (via tweaks to rituals learnt from dwarf boffins) that the Oddity is expanding. Started as a globe, but is now more egg-shaped (pointy end down). Eydis has been invaded by a small patch of one of the extra dimensions (??purple??). The ship crew finish patching up the ship well enough to try to get back. The middle is surrounded by rocks of different sizes, grinding against each other has they move about is something like a hollow globe. As we move towards a big patch of ''Orange'' dimension that Eydis spots, it makes a hole/cone just big enough for the ship to get out, which closes behind us.
;'''Duesday 15th'''
:Travel back to Dwarven holding, in a less spectacular fashion than the first trip. All of us very popular as we tell our tale of daring-do, don't have to buy our beers.
:Unfortunately the boffins don't think that we actually went to the centre, and are rude to Heddie, even though she provided egg, beer, and spirit. Go to sleep
;'''W'ansday 16th'''
:Take a ship on a regular ore run back to Pub On The Hole. Leave the boar pelt with tanners, will take 2-3 weeks to treat, will hold for 2 months.
:Go off to find the Tower (per boffin directions from earlier). Take the west Rim road 15miles, then road to Walontaun (48m distant). Crash in hamlet on road, locals proudly outside Walontaun Guilds controlled area.
;'''Th'rsday 17th'''
:Pay road tax 3sp/head on magically-maintained road. Stay at one of the inns by the hamlets spaced out on the road every 10-15m
;'''Frysday 18th'''
:Wander the uplands, camping in a vineyard. Tarps ripped off past midnight, followed by just the right amount of rain.
;'''Reapsday 19th'''
: More wandering in search of Tower, while thinking helpful thoughts. Hear wolves in the night
;'''Sunday 20th'''
:Find a mountain trail along a cliff above a river in the afternoon. Take it up into the mountains about 5 miles - a tower!
:;''Tower''
::No visible door, and ward-things protecting it. These reset quickly, but Quentin reminds us that he is only Namer-ish.
::Quentin  and Heddie set off a tunnelling that Q can't see, and get dumped into the river far below. Back down the trail with Locate, and haul them out before they get too cold and tired.
::Can also see Gaseous Form and Petrifaction ward-things. Try pleading and offering information, get a 'go away' spirit, but eventually some sort of projection of the Sage pops up.
:;''Sage''
::As expected, barely civil to us, even Sol
::An artifact was activated by 'fools' (long courtly name that Sol doesn't know), creating the Oddity and using up the artifact
::Time has been effected by the Oddity/artifact. Will take over our world, not tomorrow, but possibly within our lifetimes.
::Our (party's) best option is to kill to kobolds - they have a construct which is affecting things. Approach with caution, or kill from a distance.
:Bicker our way back down the path to farmed lands, just the overnight rain
;'''Moonday 21st'''
:Buff back up (needed after swim) in nearest inn
;'''Duesday 22nd'''
:easy afternoon to last inn within Guilded zone
;'''W'ansday 23rd'''
:Go North on track around Hole. Stand aside for well-guarded wagon train.
:There is a rough village were the track joins the original road North, a few Oddity ships are here, servicing dodgy trade. Many stories about the kobolds when we ask.
:Various chancers warned off overnight.
;'''Th'rsday 24th'''
:Drizzle in the morning. Go hard so we will get to Rimtown today
:Notice and spring well-planned kobold ambush. Rocks above trail, have undercut Hole edge (Heddy 'falls' through), attacked through thick scrub. Teams of threes working crossbows or javelin and shield hit-and-run. Mental Attack gives us a captive to mind ream. Thinks about a be-gemmed '''construct''', lying in sleeping ferns
:Into Rimtown 8pm after hard march. Told we are lucky it was a small group we encountered. Re-buff
;''lessons learned''
:be careful of zombies trying to maul your face off (they aren't quiet like Spectre)
:looking up maybe dangerous. 
;''Misc:''
:While traveling to boat, passed bakery:
:Party Leader promise #1: Will purchase baked goods next time we pass a bakery while not in a pressing rush.
:during day steering, we suddenly change course to 'avoid significant danger' as sea.
:Personal note: it feels good to be back on the ocean again, there just considerable less chains...
:all of the star silver materials have anti magic properties
:wands/staves made of these materials would increase both cast chance from channelling Mana, but also cause every fail to backfire.


== Logistics ==
== Logistics ==
==Buffs & Mil Sci==
===Long Term (assumed always on)===
{| class="buffs" |
!class="mg" | Magic (caster)
!class="rk" | Rk
!class="ef" | Effects
!class="du" | Dur
!width="25" Title="1" | Ey
!width="25" Title="2" | Qu
!width="25" Title="3" | He
!width="25" Title="4" | So
!width="25" Title="5" | Ly
!width="25" Title="6" | Th
|-
|class="mg" | Gtr Enchant (Th)
|class="rk" | 12
|class="ef" | +13% BC 2 areas
|class="du" | 4 days
|MG+SK<!-- 1 -->
|  <!-- 2 -->
|  <!-- 3 -->
|MG+SK<!-- 4 -->
|MG+MR<!-- 5 -->
|MR+Mg<!-- 6 -->
|-
|class="mg" | Gtr Heroism (Qu)
|class="rk" | 13
|class="ef" | +4% SC, +1 Dam, +7% bonus to reaction and fear rolls
|class="du" | 7Hrs
|{{Yes-I}}<!-- 1 -->
|*<!-- 2 -->
|{{Yes-I}}<!-- 3 -->
|{{Yes-I}}<!-- 4 -->
|{{Yes-I}}<!-- 5 -->
|{{Yes-I}}<!-- 6 -->
|-
|class="mg" | Magic (caster)
|class="rk" | Rk
|class="ef" | Effects
|class="du" | Dur
|<!-- 1 -->
|  <!-- 2 -->
|  <!-- 3 -->
|  <!-- 4 -->
|  <!-- 5 -->
|  <!-- 6 -->
|-
|class="mg" | Magic (caster)
|class="rk" | Rk
|class="ef" | Effects
|class="du" | Dur
|<!-- 1 -->
|  <!-- 2 -->
|  <!-- 3 -->
|  <!-- 4 -->
|  <!-- 5 -->
|  <!-- 6 -->
|}
*Quentin receives from the spell +14% SC, +2 Dam, and +14% bonus to reaction and fear rolls.
===Short Term===
{| class="buffs" |
!class="mg" | Magic (caster)
!class="rk" | Rk
!class="ef" | Effects
!class="du" | Dur
!width="25" Title="1" | Ey
!width="25" Title="2" | Qu
!width="25" Title="3" | He
!width="25" Title="4" | So
!width="25" Title="5" | Ly
!width="25" Title="6" | Th
|-
|class="mg" | Enchant Weap (Th)
|class="rk" | 13
|class="ef" | +14 SC, +5 DM
|class="du" | 18 mins
| {{Yes-I}}<!-- 1 -->
| {{Yes-I}}<!-- 2 -->
|  {{Yes-I}} <!-- 3 -->
| {{Yes-I}} <!-- 4 -->
| {{Yes-I}}
| {{Yes-I}} <!-- 6 -->
|-
|class="mg" | Coruscade (So)
|class="rk" | 8
|class="ef" | +18 Def
|class="du" | 4.5h
|  <!-- 1 -->
|  <!-- 2 -->
|  <!-- 3 -->
|  <!-- 4 -->
|  <!-- 5 -->
|<!-- 6 -->
|-
|-
|class="mg" | Magic (caster)
|class="rk" | Rk
|class="ef" | Effects
|class="du" | Dur
|<!-- 1 -->
|  <!-- 2 -->
|  <!-- 3 -->
|  <!-- 4 -->
|  <!-- 5 -->
|  <!-- 6 -->
|-
|class="mg" | Magic (caster)
|class="rk" | Rk
|class="ef" | Effects
|class="du" | Dur
|<!-- 1 -->
|  <!-- 2 -->
|  <!-- 3 -->
|  <!-- 4 -->
|  <!-- 5 -->
|  <!-- 6 -->
|}
; Mil Sci:
=== Watch Order ===
<css>
table.watches th, table.watches td { text-align: center; }
table.watches th { width: 3em; }
</css>
{| class="watches" |
|-
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12
|-
| colspan="2" | Quentin
| colspan="4" | Eydis
| colspan="4" | Thom
| colspan="2" | Quentin
|-
| colspan="4" | Sol
| colspan="4" | Heddie
| colspan="4" | Lydian
|}
===Marching Order:===
{| width="90%"
!colspan="3" align="center"| Skirmish Formations (Front)
|-
|align="center"| ''Default''
Quentin Heddie Eydis<br>
Thom Lydian Sol <br>
|align="center"| ''Double File''
Quentin Sol <br>
Lydian Thom <br>
Eydis Heddie <br>
|align="center"| ''Single File''
Quentin <br>
Sol <br>
Lydian <br>
Thom <br>
Eydis<br>
Heddie <br>
|}


== Loot and Expenses ==
== Loot and Expenses ==
'''Loot'''
: 2x Star-silver Tusks
: 1x massive boar leather pelt w spines of star silver
: 1x Jar of Corrupted blood (approx 5 uses of rune magic, +20)
: 6x sleeping spiderbug spines
: 1x Jar of liquid "mad metal"


== Calendar ==
== Calendar ==

Latest revision as of 09:44, 13 May 2019

Summary

GM: Stephen
Season: Autumn 819 WK
Night: Monday
Location: New Windsor
Level: Low

Party
  • Eydis - Dwarf Mind Mage - Kelsie
  • Quentin - Namerish - Sean
  • Heddie - Giant Rune Mage - Julia
  • Sol - Elven Celestial fighter - Nick
  • Lydian - Hobbit Celestial - Chris R.
  • Thom - Human E&E - Errol
Employer & Mission
Hyren Scholar, correspondent of Heuros Sage.
Concerned about Heuros' note regarding fracturing the world. Please investigate and preferably stop this.
Excerpt from A study of rocks by Heuros, Sage Haguar
In conclusion, my study of the recent world anomaly near my old tower indicates the nature of rock to attract other matter based on relative mass and distance has been altered such that the attraction has one of 13 opposing polarities, each of which has an elemental aspect structured according to the principals of a fourth order pentacle.
Clearly this indicates the postulation of five celestial elements should not have been dismissed so quickly and the prevailing theory of five base elements has limited our understanding of magic as some of the oldest Elven writings have previously indicated.
I shall be voyaging immediately to follow up on a lead on the other orders of elements. Your thoughts on this matter shall reach me if delivered by moonlight as usual.
P.S. The anomaly is spreading and is likely to fracture this world when it reaches its heart and you may want to reconsider your investments in Walontaun.

Scribe Notes

Autumn 818wk
Fruit
Duesday
Guild Meeting
Employment offered - investigate dimensional/gravitational/temporal anomaly up north
if possible: prevent world from destroying itself
Acquired: 14 waters of healing (2ea, Rank 10) from guild security
PAY: Standard Guild Rate (SGR)
Transport Provided: Ship departing - Dawn Next day.


Misc:
Dragon attacked the city, recommended not to go outside
Book about rocks: gave information about various rock types (not useful)
-- Divination will give more information about properties of the rocks we are investigating.
--- (use four dimensional pentagram)


W'ansday
Early wake up
was delayed due to dragon cleanup and castle damage mess.
boarded ship at last moment.
Traveled Via deep sea rather than following coastline.


Dusk Attack:
several Undead creatures boarded ship.
(Merconium panicked at this)
Killed most, but leading necromancer/Lich (thing) and skeleton archers jumped overboard when it become highly apparent we were wining.
no loot of significance from encounter.
Attacked by Giant Roc, Ship Mast Damaged.
Th'rsday
Made port mid morning.
port was very busy with trade, however it lacked sustainable infrastructure
most merchant groups travelling with hired mercenaries rather than city guards.
significant crime and impoverishment in the area
(this could be an interesting area to set up a trade work if sufficient funds were brought in to establish a proper port.)
outside of city looks like a shanty town full of makeshift tents.
made a camp in a sheltered valley near some light growth. herbalist acquired some interesting herbs, but no food to forage.
cured infections from combat with the undead on the ship.
Frysday
Early Start: flying north, height of approximately 500ft.
spotted small town, landed, talked to locals
town encouraged us to not head to far out east.
we continued journey on foot, heading 10 miles east and then 20 miles north following river.
found another river-town, the rocks we need to investigate on other side of river to the north.
barge takes us across, camp is set for the night on other side.
Reapsday
Midnight beast encounter:
woken in middle of night to rustling by the riverside.
Massive 9ft long boar with shiny spines and tusks comes charging at the party once we readied up
very keen senses, very fast, very strong, very tanky, resistant to magic, seems to target magic.
mainly uses a running trample attack.
was killed after successfully casting control animal on it
several heart runes were triggered in the incident and the fight was very tiring.
Harvested: 2x Star Silver tusks, Massive Leather pelt with star silver spines, Jar of Corrupted blood.
boar was very hard to skin/harvest from, took us 6 hours to get pelt off it.
encountered a ship in early morning (8am), who were tracking the boar
claimed that as a result of the local baron, that all loot and carcass to be given to hunters on "pain of death" for "poaching"
(this is despite the fact the boar attacks us, and to the victor the spoils!)
after a light engagement, (where Heddie killed one of the ship men with her Giant Bow.) we fled north away from the river
I attempted to create a web of darkness between us and the boat but failed miserable and became painfully diseased.
we fled north away from the river setting up camp in a cave, contained lots of interesting plant and herbs.
was cured of disease after multiple efforts, however all my hair came out, and was turning silvery (similar to star silver) ( not allowed to collect these)
Sunday
We encountered a near sentient creature after second night watch, using esp and lighting, we could tell it was surprised but not frightened of light and was very stealthy.
the light attracted some very large mosquito's before it faded (not good). russlign continues from near sentient creature in bushes.
Stuff
Travel to 'Pub on The Hole' on Rimtown, to Dwarven holding, and exciting trip to middle of the Oddity. Call it a week
Moonday 14th
We work out (via tweaks to rituals learnt from dwarf boffins) that the Oddity is expanding. Started as a globe, but is now more egg-shaped (pointy end down). Eydis has been invaded by a small patch of one of the extra dimensions (??purple??). The ship crew finish patching up the ship well enough to try to get back. The middle is surrounded by rocks of different sizes, grinding against each other has they move about is something like a hollow globe. As we move towards a big patch of Orange dimension that Eydis spots, it makes a hole/cone just big enough for the ship to get out, which closes behind us.
Duesday 15th
Travel back to Dwarven holding, in a less spectacular fashion than the first trip. All of us very popular as we tell our tale of daring-do, don't have to buy our beers.
Unfortunately the boffins don't think that we actually went to the centre, and are rude to Heddie, even though she provided egg, beer, and spirit. Go to sleep
W'ansday 16th
Take a ship on a regular ore run back to Pub On The Hole. Leave the boar pelt with tanners, will take 2-3 weeks to treat, will hold for 2 months.
Go off to find the Tower (per boffin directions from earlier). Take the west Rim road 15miles, then road to Walontaun (48m distant). Crash in hamlet on road, locals proudly outside Walontaun Guilds controlled area.
Th'rsday 17th
Pay road tax 3sp/head on magically-maintained road. Stay at one of the inns by the hamlets spaced out on the road every 10-15m
Frysday 18th
Wander the uplands, camping in a vineyard. Tarps ripped off past midnight, followed by just the right amount of rain.
Reapsday 19th
More wandering in search of Tower, while thinking helpful thoughts. Hear wolves in the night
Sunday 20th
Find a mountain trail along a cliff above a river in the afternoon. Take it up into the mountains about 5 miles - a tower!
Tower
No visible door, and ward-things protecting it. These reset quickly, but Quentin reminds us that he is only Namer-ish.
Quentin and Heddie set off a tunnelling that Q can't see, and get dumped into the river far below. Back down the trail with Locate, and haul them out before they get too cold and tired.
Can also see Gaseous Form and Petrifaction ward-things. Try pleading and offering information, get a 'go away' spirit, but eventually some sort of projection of the Sage pops up.
Sage
As expected, barely civil to us, even Sol
An artifact was activated by 'fools' (long courtly name that Sol doesn't know), creating the Oddity and using up the artifact
Time has been effected by the Oddity/artifact. Will take over our world, not tomorrow, but possibly within our lifetimes.
Our (party's) best option is to kill to kobolds - they have a construct which is affecting things. Approach with caution, or kill from a distance.
Bicker our way back down the path to farmed lands, just the overnight rain
Moonday 21st
Buff back up (needed after swim) in nearest inn
Duesday 22nd
easy afternoon to last inn within Guilded zone
W'ansday 23rd
Go North on track around Hole. Stand aside for well-guarded wagon train.
There is a rough village were the track joins the original road North, a few Oddity ships are here, servicing dodgy trade. Many stories about the kobolds when we ask.
Various chancers warned off overnight.
Th'rsday 24th
Drizzle in the morning. Go hard so we will get to Rimtown today
Notice and spring well-planned kobold ambush. Rocks above trail, have undercut Hole edge (Heddy 'falls' through), attacked through thick scrub. Teams of threes working crossbows or javelin and shield hit-and-run. Mental Attack gives us a captive to mind ream. Thinks about a be-gemmed construct, lying in sleeping ferns
Into Rimtown 8pm after hard march. Told we are lucky it was a small group we encountered. Re-buff


lessons learned
be careful of zombies trying to maul your face off (they aren't quiet like Spectre)
looking up maybe dangerous.
Misc:
While traveling to boat, passed bakery:
Party Leader promise #1: Will purchase baked goods next time we pass a bakery while not in a pressing rush.
during day steering, we suddenly change course to 'avoid significant danger' as sea.
Personal note: it feels good to be back on the ocean again, there just considerable less chains...
all of the star silver materials have anti magic properties
wands/staves made of these materials would increase both cast chance from channelling Mana, but also cause every fail to backfire.

Logistics

Buffs & Mil Sci

Long Term (assumed always on)

Magic (caster) Rk Effects Dur Ey Qu He So Ly Th
Gtr Enchant (Th) 12 +13% BC 2 areas 4 days MG+SK MG+SK MG+MR MR+Mg
Gtr Heroism (Qu) 13 +4% SC, +1 Dam, +7% bonus to reaction and fear rolls 7Hrs *
Magic (caster) Rk Effects Dur
Magic (caster) Rk Effects Dur
  • Quentin receives from the spell +14% SC, +2 Dam, and +14% bonus to reaction and fear rolls.

Short Term

Magic (caster) Rk Effects Dur Ey Qu He So Ly Th
Enchant Weap (Th) 13 +14 SC, +5 DM 18 mins
Coruscade (So) 8 +18 Def 4.5h
Magic (caster) Rk Effects Dur
Magic (caster) Rk Effects Dur
Mil Sci

Watch Order

1 2 3 4 5 6 7 8 9 10 11 12
Quentin Eydis Thom Quentin
Sol Heddie Lydian

Marching Order:

Skirmish Formations (Front)
Default

Quentin Heddie Eydis
Thom Lydian Sol

Double File

Quentin Sol
Lydian Thom
Eydis Heddie

Single File

Quentin
Sol
Lydian
Thom
Eydis
Heddie

Loot and Expenses

Loot

2x Star-silver Tusks
1x massive boar leather pelt w spines of star silver
1x Jar of Corrupted blood (approx 5 uses of rune magic, +20)
6x sleeping spiderbug spines
1x Jar of liquid "mad metal"

Calendar

Autumn 819wk: Fruit (4)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Lugnasad 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 1 2 3 4
Autumn 819wk: Harvest (5)
5 6 7 8 9 10 11
12 13 14 15 Equinox 16 17 18
19 Harvest Moon .. 20 21 22 23 24 25
26 27 28 29 30 1 2
Autumn 819wk: Vintage (6)
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 Blood Moon 18 19 20 21 22 23
24 25 26 27 28 29 30 Beerfest