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
<wip>
[[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.
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 get progress reports - or we can trigger it and he'll get back to us as soon as he can. Makes me feel real safe.
;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

Return to Scribe notes

  • 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
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.
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