Suspicious Voices: Difference between revisions

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===Session 1===
===Session 1===
It’s been a while since I was on a mission and this one seemed extremely suitable for my talents, involving diplomacy, and sneaking around trying to be subtle. We were visited by a merchant called Sir Andrij Petruk who was suspicious of his business rival, a person called Akekchu Running. Recently this rival had been swimming in money and Andrij couldn’t figure out how this rival was doing it. I didn’t seem to be accounted for by just normal trading. Both of them trade between South Riding and the cities east of the Sea of Grass. This rival only uses horses for transport and also has warehouses in Upper and Lower Seagate. We were being paid in a rather heavy bag of silver, so heavy that I couldn’t even lift it. It tipped over and lots and lots of silver coins spilled onto the floor. There were so many coins that I was sure it would take over an hour to pick them all up, let alone count them.
There wasn’t much else he could tell us so we organised ourselves. For some reason, it was decided that I should be the party leader. So I planned to do what all good leaders do, delegate to the underlings. I was also appointed the scribe and Minerva being the Military Scientist.
Next thing we did was to get Greaters. Minerva and I already had one but I decided to accompany the others as they went to get Greaters from Aaron, mainly because I hadn’t seen Aaron and his mother for a while. Meanwhile Minerva set off to visit her merchant uncle and, after being stopped by the guards for wearing an illusion. She then discovers that her uncle isn’t home, nor at the Sulis warehouses. She was rather concerned about this as this was rather unusual.
Sabastian also checked with his contacts which confirmed that the person is making a huge profit but the numbers don't add up - such as the turnover don't account for it. So Sabastian and I went to have a look around the warehouses. It turned out he had two. One was a stand alone building by the docks which had a barndoor entrance that was securely padlocked and chained shut as well as having few visible windows. The other turned out to be a complex of three buildings surrounded by fences and gates.
We all met up afterwards in a nearby tavern, and after a bit of a wait, we managed to obtain a private room. Once we had settled in, we attempted to scry the warehouses with Crystals of Vision. To be honest, I wasn’t too surprised when we discovered they were all scry shielded.  We then enquired about places where merchants usually go to conduct business and were given two locations, the Wagoneer and the Velvet Lounge.
At the Wagoneer after enquiries, we discovered, they had heard of him there, describing him as a short thin man with dark skin, black hair, dark eyes and a thin face. He wears strange armour from the east called Hatanga. He was last seen in Spring and it was thought he was heading back east. It was also speculated that he carried his goods in several bags of holding.
Day 2.
It was 2am by the time we reached the Velvet Lounge and it was closed. So we headed back to the Guild and slept for most of the morning in the barracks. After that, we headed back into Seagate to look over the warehouses. There were signs of invisible or unseen people on one of the roofs., plus there were magical defences scattered about such as wards on the gates that were triggered by unauthorised entry. We figured that an item was required plus something else, probably a pass phrase. The walls were warded with Necrosis.
Next stop was the Velvet Lounge. The place was very upper class but not quite up to royal court standard in my opinion. Sabastian ended up talking silver mines with the Dell family of halflings from Ranke who passed him on to a human called Brigit whom the Dells sell to. She also knew Aketchu. Meanwhile I was wondering if the nearby elves were from Alfheim and whether they were wine merchants. Maybe they could obtain the rather expensive fey wine I like.
====Activity 1====
====Activity 1====
====Activity 2====
====Activity 2====

Revision as of 09:18, 28 December 2024

Scribe Notes

Summary

GM: Bernard
Season: Summer 825 WK
Night: Tue
Location: Online
Level: Med/High

Party

Sabastian
Eugene
Aurora
Vargr
Minerva
Lizette

Employer


Mission


Pay

To Be Discussed

Scribe Notes

Session 1

It’s been a while since I was on a mission and this one seemed extremely suitable for my talents, involving diplomacy, and sneaking around trying to be subtle. We were visited by a merchant called Sir Andrij Petruk who was suspicious of his business rival, a person called Akekchu Running. Recently this rival had been swimming in money and Andrij couldn’t figure out how this rival was doing it. I didn’t seem to be accounted for by just normal trading. Both of them trade between South Riding and the cities east of the Sea of Grass. This rival only uses horses for transport and also has warehouses in Upper and Lower Seagate. We were being paid in a rather heavy bag of silver, so heavy that I couldn’t even lift it. It tipped over and lots and lots of silver coins spilled onto the floor. There were so many coins that I was sure it would take over an hour to pick them all up, let alone count them.

There wasn’t much else he could tell us so we organised ourselves. For some reason, it was decided that I should be the party leader. So I planned to do what all good leaders do, delegate to the underlings. I was also appointed the scribe and Minerva being the Military Scientist.

Next thing we did was to get Greaters. Minerva and I already had one but I decided to accompany the others as they went to get Greaters from Aaron, mainly because I hadn’t seen Aaron and his mother for a while. Meanwhile Minerva set off to visit her merchant uncle and, after being stopped by the guards for wearing an illusion. She then discovers that her uncle isn’t home, nor at the Sulis warehouses. She was rather concerned about this as this was rather unusual.

Sabastian also checked with his contacts which confirmed that the person is making a huge profit but the numbers don't add up - such as the turnover don't account for it. So Sabastian and I went to have a look around the warehouses. It turned out he had two. One was a stand alone building by the docks which had a barndoor entrance that was securely padlocked and chained shut as well as having few visible windows. The other turned out to be a complex of three buildings surrounded by fences and gates.

We all met up afterwards in a nearby tavern, and after a bit of a wait, we managed to obtain a private room. Once we had settled in, we attempted to scry the warehouses with Crystals of Vision. To be honest, I wasn’t too surprised when we discovered they were all scry shielded. We then enquired about places where merchants usually go to conduct business and were given two locations, the Wagoneer and the Velvet Lounge.

At the Wagoneer after enquiries, we discovered, they had heard of him there, describing him as a short thin man with dark skin, black hair, dark eyes and a thin face. He wears strange armour from the east called Hatanga. He was last seen in Spring and it was thought he was heading back east. It was also speculated that he carried his goods in several bags of holding.

Day 2. It was 2am by the time we reached the Velvet Lounge and it was closed. So we headed back to the Guild and slept for most of the morning in the barracks. After that, we headed back into Seagate to look over the warehouses. There were signs of invisible or unseen people on one of the roofs., plus there were magical defences scattered about such as wards on the gates that were triggered by unauthorised entry. We figured that an item was required plus something else, probably a pass phrase. The walls were warded with Necrosis.

Next stop was the Velvet Lounge. The place was very upper class but not quite up to royal court standard in my opinion. Sabastian ended up talking silver mines with the Dell family of halflings from Ranke who passed him on to a human called Brigit whom the Dells sell to. She also knew Aketchu. Meanwhile I was wondering if the nearby elves were from Alfheim and whether they were wine merchants. Maybe they could obtain the rather expensive fey wine I like.

Activity 1

Activity 2

Mil-Sci

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’’
First - ??
Second - ??
Third - ??

Night watch
First - ??
Second - ??
Third - ??

Vision

  • Sabastian; R18 Nightvision (230ft), Hobbit infravision 100ft, Witchsight R6/R20
  • Eugene
  • Aurora
  • Vargr
  • Minerva
  • Lizette

Marching Order

Skirmish Formations (Front)
Double File Single File

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 Sa Eu Au Va Mi Li
Linking Lifeforce (Sa) 4 This ritual allows the Adept to bind an object to the life-force of an entity. The object will reflect the entity’s physical condition if they are within 500m Permanent
Shadowform(Sa) 9/15 +20/32% defence melee/ranged and 10/16% in close 5/8 Hours
Witchsight (Sa) 20 see objects or entities which are invisible. see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere. 10.5 Hours
Strength of Stone (Va) 8 The target of this spell has their Physical Strength or Endurance 9 Hours
Shadow Wings (Sa) 14/20 The target of this spell receives wings comprising Dark and will carry the target, and anything that the target can carry, at a speed of 16-44mph/0-60mph. Can change speed with a magical pass action. 7.5/10.5 Hours
Coruscade (Mi) 17 Adds 36 defense 9 Hours
Resist Cold (Au) 6 7 Hours

Short duration buffs

Magic Rk Effects Dur Sa Eu Au Va Mi Li
Blending (Sa) 11/17 While remaining still the target is not able to be seen by non-magical means (i.e. as for invisibility). 11/17h
Walk Unseen(Sa) 6/12 The target of this spell may move unnoticed, not invisible. This means that it will not transmit light. 7/13h
Witchsight (Sa) 20 see objects or entities which are invisible. see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere. 10.5 Hours
Creating Rune Weapon (Va) 9 The Adept may create a magically poisoned weapon by inscribing a Rune of Acid on a weapon and activating it with the Rune Weapon spell. 14 Mins
Durability (Sa) 10 One object weighing up to 22 pounds may be made more resilient and less susceptible to damage. Armour protected by this spell will have 3 extra Protection to a maximum of the equivalent Steel armour.

Note that the added Protection replaces (rather than adds to) any other Protection bonuses due to a material’s strength (eg Armourer bonuses). If the item is broken, or armour suffers damage from a Specific Grievous, the magic is dispelled

110 Mins
Resistance to Light (Mi) 12 130 minutes
Light Sword (Mi) 8 Adds +9 Strike Chance +3 damage 13 minutes

Self only buffs

Magic Rk Effects Dur Sa Eu Au Va Mi Li
Charismatic Aura (Sa) 20 +25% to reaction rolls (conditional) 105m
Heroism(Sa) 15 +15% to fear checks for friendlies in line of sight. Permanent
Other

Wand(Sa) - can increase all aspects of a spell/talent, except BC, by 6 ranks. Prevents doubles, triples. Only for the colleges; Earth, Water, Celestial (star, light, dark), Solar, Air, Life (i.e., wiccan), Rune, Fire. Fiddly to use

Loot and Expenses

SP & other cash value loot

Significant Items

Gifts

Purchases

Minor Items

Calendar

‘’Insert correct month here’’