East Hindia TC: Difference between revisions
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* there was an influx of foreigners to Mahratta around 800wk (approx the time King Don Carlos of [[Destiny]] died). | * there was an influx of foreigners to Mahratta around 800wk (approx the time King Don Carlos of [[Destiny]] died). | ||
* they transformed the city into a trading port with vigor and created the EHTC. | * they transformed the city into a trading port with vigor and created the EHTC. | ||
* the EHTC has no complete control of the | * the EHTC has no complete control of the port and likely the entire Mahratta confederacy as they now control the leadership. | ||
* there are 100 'families' that rule the confederacy and those 100 families nominate a ruling class of 10 'nobles' who in turn nominate a Mahratta to rule the confederacy. | * there are 100 'families' that rule the confederacy and those 100 families nominate a ruling class of 10 'nobles' who in turn nominate a Mahratta to rule the confederacy. | ||
* We come to understand that the Mahratta Confederacy wants to expand northwards into the decaying empire of Vijayanagara so they actively ‘encourage’ its decline. Perhaps through very active and pointy means! | * We come to understand that the Mahratta Confederacy wants to expand northwards into the decaying empire of Vijayanagara so they actively ‘encourage’ its decline. Perhaps through very active and pointy means! | ||
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Manaia has secured us a contract to escort a treasure hunter into the Sandahara wastes and bring back some riches. We plan, pack and then go to meet our employer. | Manaia has secured us a contract to escort a treasure hunter into the Sandahara wastes and bring back some riches. We plan, pack and then go to meet our employer. | ||
=== Day 19 - 'Clouding away' === | |||
=== Day 20 - 'More Clouds' === | |||
=== Day 21 - 'Clouds then some walking' === | |||
=== Day 22 - 'Back on Terror Firma' === | |||
We get up and start a grid pattern search around the area and just after midday come across a sand dune with a stone wall poking out which has a window space in it. We are clearing it away when a sandworm catches up with us and a one way combat ensues where we only survive as Motley commands the worm to spit out the unpleasant thing in its mouth ( me and necromancer in a bone construction sheltering from gnashing nasty teeth) and then it flees from the nasty creatures. IN the meantime some of the party have got inside the structure and beaten off a number of nasty scorpions from nipping any further at our poisoned party employer. | |||
== The Henrikson Scale (TM) == | == The Henrikson Scale (TM) == |
Revision as of 05:33, 9 July 2020
Summary
GM: Stephen
Season: Winter 820 WK
Night: Thursday (some Wednesdays)
Location: Zoom / New Windsor
Level: Low-Med
- Party
- Henric - Dwarven Mind Mage - Chris C
- Mavric - Dwarven Thespian-Wicca - Lisa
- Lyric - Dwarven Enchantress - Michelle
- Everan - Human Necro-Researcher - Dean
- Aloysious - Human Air Mage - Nick
- Motlie - Human Earth Mage- Paul
- Mindi - Human Fire Mage - Audrey
- Employer
- Luiz, an honest merchant of Ebola.
- Guild Security informs you he is actually Don Luiz, Consul of Southern Trade, an important noble of Destiny. But you should all play along with the pretense he is Ebolan.
- Mission
- This is an infiltration/spy mission into a relatively unknown foreign civilisation. It is acknowledged that an entire party of spies skilled in societal infiltration is unreasonable to expect, we have a cover we believe you should all be able to maintain.
- You are to travel to Hindia as mercenaries looking for work. Engage in such work and potentially earn some bonus income.
- In parallel, discover who is behind the EHTC, what they really want, and who could be used to bring them disadvantage.
- Gather general info about Hindian political and mercantile structures, and any potential perils less magically apt & robust spies will need to be aware of in the future.
- For those that are skilled in the craft, some reliable contacts and informants would also be useful.
Pay: 30,000sp plus bonuses of up to 60,000sp depending on the quality of your success.
Rapid Transport to Ebola and discrete transport to Hindia will be provided.
We are advised to avoid Dakhini province as its filled with Beastmen and mad gods.
Scribe Notes
Day 0 - Guild Meeting day
We met with our ‘employer’ the ‘Ebolan’ merchant Luiz who asks us to infiltrate or spy mission on a relatively unknown foreign civilisation – namely that of Hindia. Our suggested cover is that of a band of mercenaries looking for work whereby we could then travel around ‘working’ and discover what we can and then report back. While there and pertaining to matters of trade which Luiz is especially interested in we are tasked to discover who is behind the EHTC (East Hindia Trading Company), what they really want, and who could be used to bring them disadvantage. Additionally we are also to gather general info about Hindian political and mercantile structures and any potential perils less magically apt & robust spies will need to be aware of in the future.
We undertake party introductions with Everan being Military Scientist & Party Leader and I being scribe after my delightful sister Mavric begged off due to composing her new screenplay based on our adventures.
We are advised to accompany the Count of Ebola on his flying ship when next he goes home and are told we can find him in the guild bar as he is none other than the famous Aryan. We go and make introductions and agree to accompany him on his vessel on the morrow and in the meantime gather supplies and keep him happy (some more so than others he means you Lyric) for the day/night.
<Night Passes>
Day 1 - Travel to Ebolo (Ebola)
A new day dawns and we take flight on the aeirship that Aryan owns and travel most expeditiously to Ebola, only almost dying a few times. We land in Ebola late afternoon outside the port town of Ebolo.
We leave Aryan and plan to separate ourselves from him so walk away into some hills and then loop back around to travel along the trail into Ebolo looking like other dust covered sweaty travelers (albeit better equipped ones) and we find some accommodation to stay in which is The East Wind Inn. We stay the night and play some tunes which brings in huge crowds to see the travelling players and the Innkeeper gives us free food, drink and accommodation for the night.
<Night Passes>
Day 2 - 'One night in Ebolo'
We depart the Inn heading down to the vessel we have had organised for us and are told they are expecting us and they will be ready to depart the next day.
The vessel is the Sambilaya which is a Sambuk type vessel (crew @60)which was freed from pirate possession by the Ebolan Navy during Hire-A-Hubby (See Day 31 of the adventure) and has been contracted by our employer to drop us off in Hindia to start our ‘adventure. We return to The East Wind Inn and establish the same deal again with the Innkeeper. The day passes and we play to a packed house (and into the street) that night. Local royalty attends in the person of the local princess (accompanied by some guards) which pleases all concerned. Another long night and we fall to sleep easily and without incident.
<Night Passes>
Day 3 - 'sailing away'
We've agreed to the name of our Mercenary band which shall be 'Brawling Bluebell Bruisers' or the Tripe B's with everyone as fighters except for Everan who will be our Leader type and research specialist. We get up and break fast with a hearty meal and just before midday we arrive at the vessel we’re taking across to Hindia, alight and take our cramped quarters after admonishments by the officer not to touch anything and keep crew interactions to a minimum. We set sail and are soon bored.
<Night Passes>
Day 4 - 'one day on a leaky dhow'
We are sailing, we are sailing, home again, cross the sea... (reckon we could make a song out of this Everan?)
<Night Passes>
Day 5-9 - 'landlubbers lament'
We are sailing North and then East towards the main port of Hindia.
<Many nights pass>
Day 10 - 'landfall at last in Kanchi'
The morning tide sees us travel a small way up a wide river to a port on the western bank which is Kanchi.
we walk off the boat and feel the weird non moving land beneath us and being seasoned travelers we quickly recover our land legs. We seek out and are advised of some accommodation and we proceed to 'Imran's, 'place of welcome' where we take most of the rooms in the place and have some rest.
Day 11 - 'A quick tour'
Day 12-17 - 'Tourists in a foreign Land'
We continue our tour of the city guided by Dhruv and we get to meet a VÄniyÄ (merchant with a royal licence) who will act as our factor to procure mercenary work contracts for us - he is known as Manan. He will look around and come back to us in a few days with some work. He discusses the types of work usually available which are;
- Guarding travelers while they undertake pilgrimages and the like
- Prospecting in the Sandahara wastes to the NE of Kanchi
- Herb Gathering in the Jungles of Perdia for rare and valuable herbs
Manaia says there is much wealth buried beneath the shifting sands of the wastes and in old ruins there and in the jungles now overgrown over the last few centuries.
- Several days of skillcraft (Spy, Courtier, Troubadour, Merchant, Navigator) and snooping...
We ask questions about the other local trading ports and such and learn information about the 'East Hindia Trading Company' or EHTC. They are based across the river on the east bank where they have taken over the Mahratta city. Details are as follows;
- there was an influx of foreigners to Mahratta around 800wk (approx the time King Don Carlos of Destiny died).
- they transformed the city into a trading port with vigor and created the EHTC.
- the EHTC has no complete control of the port and likely the entire Mahratta confederacy as they now control the leadership.
- there are 100 'families' that rule the confederacy and those 100 families nominate a ruling class of 10 'nobles' who in turn nominate a Mahratta to rule the confederacy.
- We come to understand that the Mahratta Confederacy wants to expand northwards into the decaying empire of Vijayanagara so they actively ‘encourage’ its decline. Perhaps through very active and pointy means!
We continue our tourist activities
NB Maps as we know them are not to be found. Master Navigator Aloysious puts together a rough map of the region based on art from various regions, travel stories and merchant schedules we gather for him. He wouldn't want to sail a ship based on these but they should be good enough for cloud-based navigation.
<night passes>
Day 18 - 'Off we go'
Manaia has secured us a contract to escort a treasure hunter into the Sandahara wastes and bring back some riches. We plan, pack and then go to meet our employer.
Day 19 - 'Clouding away'
Day 20 - 'More Clouds'
Day 21 - 'Clouds then some walking'
Day 22 - 'Back on Terror Firma'
We get up and start a grid pattern search around the area and just after midday come across a sand dune with a stone wall poking out which has a window space in it. We are clearing it away when a sandworm catches up with us and a one way combat ensues where we only survive as Motley commands the worm to spit out the unpleasant thing in its mouth ( me and necromancer in a bone construction sheltering from gnashing nasty teeth) and then it flees from the nasty creatures. IN the meantime some of the party have got inside the structure and beaten off a number of nasty scorpions from nipping any further at our poisoned party employer.
The Henrikson Scale (TM)
A guide to quality accommodation found throughout the realms
Each Entry here will consist of
- The Establishment's Name,
- The Establishment's Location,
- The Establishment's Cost (Inclusive per night all up) exc drinking costs,
- The Establishment's Beverage score aka Stein (out of 10 with 0 being the worst and 10 the best),
- The Establishment's Accommodation score aka Shield (out of 10 with 0 being the worst and 10 the best),
- The Establishment's Food Score aka Bread (out of 10 with 0 being the worst and 10 the best),
- Notes about the Establishment.
The Aim of this guide is to promote quality establishments and detail less than desirable establishments for avoidance or frequenting (depending on your taste and needs) for adventurers to begin with and then others in the future when this is turned into a very successful travel guide ;-)
Name | Locale | Cost | Stein | Shield | Bread | Notes |
---|---|---|---|---|---|---|
East Wind | Ebolo (Ebola) | Cost | 6 | 5 | 5 | Innkeeper 'Dave' who runs a reasonable establishment with OK food and accommodation. The Innkeeper knows to keep traveling troupes happy to entertain the clientele. He keeps the good stuff for quality people and revenue making entertainers. |
Imran's | Kanchi | Cost | Stein Score | Shield Score | Bread Score | Imran's 'My place of welcome'. seems nice enough and he has a plenty of 'cousins' |
Name | Locale | Cost | Stein Score | Shield Score | Bread Score | Note |
Name | Locale | Cost | Stein Score | Shield Score | Bread Score | Note |
Name | Locale | Cost | Stein Score | Shield Score | Bread Score | Note |
Name | Locale | Cost | Stein Score | Shield Score | Bread Score | Note |
Name | Locale | Cost | Stein Score | Shield Score | Bread Score | Note |
Name | Locale | Cost | Stein Score | Shield Score | Bread Score | Note |
Logistics
Buffs & Mil Sci
Long Term (assumed always on)
Magic (caster) | Rk | Effects | Duration | He | Ma | Ly | Ev | Al | Mo | Mi |
---|---|---|---|---|---|---|---|---|---|---|
Strength of Stone (Mo) | ? | +? EN | ? hours | |||||||
Vapor Breathing (Al) | 10 | 10.5 hours | ||||||||
Defense spell? (?) | ?? | ? | ?? |
Short Term
Magic (caster) | Rk | Effects | Duration | He | Ma | Ly | Ev | Al | Mo | Mi |
---|---|---|---|---|---|---|---|---|---|---|
Mind Speech (He) | 10 | + 11 targets within 330ft | 110 min | Y | Y | Y | Y | Y | Y | Y |
Weapon spell? (??) | ?? | ?? | ?? | |||||||
xx | xx | ?? | ?? |
- In combat close to Everan (10') if fighting Evil/Unholy/Undead/Demonic
- +30% MR, +4 Spell Armour, +4 Willpower, +2 FT Armour.
- Mil Sci Raise Morale
- +4 WP
Watch Order
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|
Aloysious | Everan | Motley | Aloysious | ||||||||
Henric | Mavric | Lyric | Mindi |
Marching Order:
Skirmish Formations (Front) | ||
---|---|---|
Default
1 |
Double File
1 2 |
Single File
1 |
Loot and Expenses
Calendar
Winter: Frost 820 (7) | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
Samhain | 1 | Guild Meeting Seagate | 2 | Flying South | 3 | Ebolo | 4 | Sailing North | 5 | Sailing North | 6 | Sailing North | ||
7 | Sheltering from Storm | 8 | Sailing East | 9 | Sailing East | 10 | Sailing SE | 11 | Kanchi | 12 | Kanchi | 13 | Kanchi | |
14 | Kanchi | 15 | Kanchi | 16 | Kanchi | 17 | Kanchi | 18 | 19 | 20 | ||||
21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
28 | 29 | 30 | 1 | 2 | 3 | 4 | ||||||||
Winter: Snow 820 (8) | ||||||||||||||
5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
12 | 13 | 14 | 15 | Solstice | 16 | 17 | The Duke of Carzala's Winter Ball | 18 | Yuletide | |||||
19 | Days of Chaos | 20 | DoC2 | 21 | DoC3 | 22 | DoC4 | 23 | DoC5 | 24 | DoC6 | 25 | DoC7 | |
26 | DoC8 | 27 | DoC9 | 28 | DoC10 | 29 | DoC11 | 30 | Twelfth Night | 1 | 2 | |||
Winter: Ice 820 (9) | ||||||||||||||
3 | 4 | 5 | 6 | First Plough | 7 | 8 | 9 | |||||||
10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
17 | 18 | 19 | 20 | 21 | 22 | 23 | ||||||||
24 | 25 | 26 | 27 | 28 | 29 | 30 |