Darkness Falls: Difference between revisions
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*Take two off die rolls when roll is to strike or cast vs undead (stackable with lesser enchantment | *Take two off die rolls when roll is to strike or cast vs undead (stackable with lesser enchantment | ||
;Korinia Depot | ;Korinia Depot | ||
[[Image:JustaBlimp.jpg|thumb|fight|300px|Green Guys in control]] | |||
Voodoo guy opens a portal (some sort of rune based magic) and we step through (after the mandatory power-up - just in case). It is an airship depot - infested by half-drunken goblins - including '''Razzy''', which turns out to be the boss of the airship we're going to be flying in for the next two days.<br> | |||
L'roy gives Sooty a dark sphere - clutched by a desiccated hand. He'll contact us through it once a day in the evening to a progress report - or we can trigger it and he'll get back to us as soon as he can. Makes me feel real safe. Razzy gets a bag of coins - and leaves us with a few final words of wisdom | |||
L'roy: the spirit plane is dangerous. Try to stay out of it. | L'roy: the spirit plane is dangerous. Try to stay out of it. | ||
;Goblins in Control | ;Goblins in Control | ||
Two years ago, one Captain Kree of Heliopolis and his Roc troops troops where good allies, so we pay to send a message to the good Captain - asking for whatever assistance he can give (20sp!). Basically: ''The Liche is back/We're back/There's gonna be a rumble/Get there is you can''.<br> | |||
We get into a cabin slung under a long hot air balloon (heated by long term heat metal magic). | |||
*Ballistae mounted forward and aft. That's good. | |||
*Goblins carrying on cylinders of highly flamable alchemical liquids. Not so good - we make sure all our flame protection is in place - and wonder about the more serious fate of an explosion - falling! We buy some experimental parachute-things (@5sp!) and put our trust in the goblins (''ha!'')<br> | |||
Take-off is explosively fast (strapped into our seats), but settles down to a fast, high transport<br> | |||
Dusk comes below and the lands go dark. We maintain double watches. | |||
==Thaw 4 - Frysday: The Orc Saves the Party== | ==Thaw 4 - Frysday: The Orc Saves the Party== |
Revision as of 04:46, 16 September 2013
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- GM: Miles Jackson
- Time: Spring 813 WK
- Day: Wednesdays
- Level: Medium/High
Return to Korinia - scene of Where Have All The Dragons Gone?, Six go mad on mescaline, Little Girl Lost in the Woods and Lessons in Enlightenment and Respect. A loose end to tidy up - a powerful drow lich necromancer named Eeallice.
Diary
Thaw 1 - Duesday: Voodoo Hoodoo at the Guild
- A Dude with a Deal
As happens at this time of the year, a motley collection of scarred and feathered adventurers meet up with a dude with a deal. This time it is a tall, dark skinned man called L'roy from the plane of Korina. He carries a cane and wears a cutlass - with a strong aura of Voodoo Magic (whatever that is). Justing by the skull mounted atop his ebony cane (a cane so powerful it stunned a DAer) it looks like he knows some necromantic type enchantments. Typical employer really.
As some of those present remember fondly, a couple of years ago, a powerful drow liche necromancer called Eeallice was finally driven off that plane - disrupting all sorts of carefully laid plans (the usual - taking over the whole plane etc etc). Well, she's back, quite a few thousand miles south of her last attempt. Pretty sure she's going for the 'take over the plane' plan again.
- The Party
Six Seagaters stay for further briefing
- Sooty – Elven healer & ash mage (leader)
- Dwork - Orc fire blast mage
- Theodonna - A not quite human namer
- Dirk - Dwarf warrior with a remarkable constitution
- Hamish - Human wiccan with great restorative powers
- Zanak - Warror priest of Ahura Mazda, shining light of the party
- Briefing
Way down south, down beyond the Gaterville bayous and swamplands there is an ocean - where evil is stirring. Necromancers & bands of undead and pirates of all sorts. A group of secretive powerful beings have divined that it is Eealice again - and they want to counter that evil. They've sent L'roy to make that happen.
He can provide a significant advance (let's us buy greaters, potions, amulets and vials of holy water) and will share a drink with us before opening a portal and putting us on fast hot air balloon from Heliopost Depot to Gaterville Depot. Then we're on our own.
- Pay
20,000sp advance.
30,000sp on surviving to return.
Additional gifts for success.
Thaw 2 - W'ansday: Research and Preparation
Researchers scurry and get down dusky books - as we seek out powerful mages to cast protective magic over us, and Seagate alchemists chortle over their mass sales of potions (100 healing potions - and the rest). Easy come, easy go.
- Gaterville is surrounded by swamps and inhabited by shady characters (Hamish should fit right in)
- We discover that the port south of Gaterville is callled Port Charles - and is run by the League of Freebooters (a bunch of pirates I imagine)
- The southern ocean has many islands, any one of which could be Eeallice's base of operations (on that plane a least)
- In case we have forgotten it, the plane of Korinia is only thinly separated from the spirit plane. Past work by the guild have stopped powerful beings from the spirit plane breaking through and taking over.
Thaw 3 - Th'rsday: A Quiet Drink and Noisy Goblins
- L'roy Buys a Round
Would you drink a goblet of liquid with dark purple mist rising from it's murky surface? Well Theo and Zanak tried a DA first and got stunned for their trouble. The rest of us gulped it down - not bad. Tasted liked it looks really.
Was a bit of a test from the big man really - those that drank got a season's boon of:
- Two less points of draining damage (stackable with other draining resistance)
- Take two off die rolls when roll is to strike or cast vs undead (stackable with lesser enchantment
- Korinia Depot
Voodoo guy opens a portal (some sort of rune based magic) and we step through (after the mandatory power-up - just in case). It is an airship depot - infested by half-drunken goblins - including Razzy, which turns out to be the boss of the airship we're going to be flying in for the next two days.
L'roy gives Sooty a dark sphere - clutched by a desiccated hand. He'll contact us through it once a day in the evening to a progress report - or we can trigger it and he'll get back to us as soon as he can. Makes me feel real safe. Razzy gets a bag of coins - and leaves us with a few final words of wisdom
L'roy: the spirit plane is dangerous. Try to stay out of it.
- Goblins in Control
Two years ago, one Captain Kree of Heliopolis and his Roc troops troops where good allies, so we pay to send a message to the good Captain - asking for whatever assistance he can give (20sp!). Basically: The Liche is back/We're back/There's gonna be a rumble/Get there is you can.
We get into a cabin slung under a long hot air balloon (heated by long term heat metal magic).
- Ballistae mounted forward and aft. That's good.
- Goblins carrying on cylinders of highly flamable alchemical liquids. Not so good - we make sure all our flame protection is in place - and wonder about the more serious fate of an explosion - falling! We buy some experimental parachute-things (@5sp!) and put our trust in the goblins (ha!)
Take-off is explosively fast (strapped into our seats), but settles down to a fast, high transport
Dusk comes below and the lands go dark. We maintain double watches.
Thaw 4 - Frysday: The Orc Saves the Party
- Rumours of Illegal Eagles
- Goblins out of Control
Thaw 5 - Reapsday: Gaterville
...
Summary
SGT Summary
People met
Places of Note
Organisation
Loot and Expenditure
- Cash Advance
- 20,000 sp
Each
- Rank 20 Greater: Lucius @8,000 sp
- 20 x 10 pt Guild Healing potions @ 650 sp
- 5 x Water of Healing @ 1,200 sp
- 3 x Vials of Holy Water (free from Zanak's Church)
Buffs
Magic | Rk | Effects | Dur | So | Dw | Th | Di | Ha | Za | P7 |
---|---|---|---|---|---|---|---|---|---|---|
Daily buffs | (dawnish) | |||||||||
Corruscade (1Ft ea., Za) | 20 | +42/21 Defence/Close | 31 hours (Enh.Enc.) | Y | Y | Y | Y | Y | Y | |
Ash Armour (1 Ft ea., So) | 15 | 80pts ablative vs Elemental damage | 26 Hours (Enh.Enc.) | Y | Y | Y | Y | Y | Y | |
Twice Daily buffs | (Dawnish & duskish). Ritual with Orb | |||||||||
Rune of Willow Healing (2 Ft, Za) | 6 | 3 End a pulse for 8 | 12 Hours | Y | Y | Y | Y | Y | Y | |
Mind Shield? (1 Ft, Ha) | 6+? | Immunity to Telepathy | 13+ Hours? | Y/Pos. | Y/Pos. | Y/Pos. | Y/Pos. | Y | Pos. | |
Quarterly refresh | as needed with restoratives/Enh.Enc. | |||||||||
Ash Shroud (2 Ft ea., So) | 6 | 4 End Armour (No stacking) | 6.5 Hours | Y | Y | Y | Y | Y | Y | |
Fire Proofing? (1 Ft ea, Dw) | 6 | Protection from normal fires | 13 hrs | Y | Y | Y | Y | Y | Y | |
Wings of the Phoenix (2 Ft ea., So) | 7 | 37mph flight, Dark ash trailing wings. | 7.5 Hours | Y | Y | Y | Y | Y | Y | |
Quietness (1 Ft ea. Za) | 6? | +11? Stealth | 6.5 Hours | Y | Y | Y | Y | Y | Y | |
Combat Buffs. | ||||||||||
Weapon of Flames (2 Ft ea. Dw) | 13 | +14% S.C. +7DM(+13 vs Undead) | 18/28 minutes (Enh.Enc) | 2? | 6? | 5? | 1? | 3? | 4? | |
Breathing (1 Ft ea., So) | 11 | Can breath | 3 Hours | 1 | 4 | 3 | 2 | 5 | 6 | |
Holy Light (So/Za) | 10? | Drain protection + AoE Drain protection | 21/33 Pulses | Y | N | N | N | N | Y | |
Spell name | rk | effects... | 99 minutes | Y | Y | Y | Y | Y | Y |
- Other Buff Notes
Enchanted Area: When down, recipient pays Ft cost rather than caster. Morning buffs cost 2 Ft each. Ritual buffs only cost caster, Quarterly buffs cost 5 Ft per round. Pets/Primary allies will be included in buffs.
Restoratives needed dawn & dusk to keep party at high Ft levels as a result.
Restoratives: Hamish
Healing: Sooty/Zanack (Via Healer)
- Times to buff.
- Dawn/Dusk Rituals 1 hour + 15 mins for other spells + restoratives/healing. But full/almost full fatigue.
- Midday/Night < 1 min to buff but everyone down 5 Ft.
- Amulets of Jasper.
Purchased (12,000sp): Dwork, xxxx, xxxx.
Loaned (8,000sp on loss): xxxx, xxxx, xxxx.
- Party Skills
- Mil Sci: Dirk (6), Sooty, Zanak (2)
- Ranger: Dirk, Hamish
Watch Orders
- Normal
- Hamish, Zanak
- Sooty, Dwork
- Theodonna, Dirk
- High Alert
- Hamish, Zanak, Dwork
- Sooty, Theodonna, Dirk
Marching Orders
- Standard
- Dirk.
- Dwork, Hamish.
- Theodonna, Sooty
- Zanak.
- Single file.
- Dirk, Dwork, Hamish, Theodonna, Sooty, Zanak
Calendar
Spring: Thaw (10) 813wk | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
Candlemansa | 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 | ||||||||
Spring: Seedtime (11) | ||||||||||||||
28 | 29 | 30 | 1 | 2 | 3 | 4 | ||||||||
5 | 6 | 7 | 8 | Rites of Thunor | 9 | 10 | 11 | |||||||
12 | 13 | 14 | 15 | Equinox | 16 | 17 | Eostre | 18 | Seagate Spring Ball | |||||
19 | 20 | 21 | 22 | 23 | 24 | 25 | ||||||||
26 | 27 | 28 | 29 | 30 | 1 | 2 | ||||||||
Spring: Blossom (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
|