The Lost Forge: Difference between revisions
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Revision as of 06:17, 30 September 2020
Summary
GM: Bernard
Season: Spring 820 WK
Night: Wednesday
Location: Online
Level: Medium-Highish, please use the 1.4 level assessment or consult with GM if unsure.
GM is unlikely to be around for Guild Meeting due to work, please Email or use alternative contact at or after Guild Meeting time.
If there is not a party of this level, may be possible to do a different level adventure with different plot.
- Party
- Aaron L - Military scientist
- Sabastian D - Party Lawyer and scribe
- Pierre_the_Halfling D - breakfast cook and responsible user of magic
- Rayne L - Cloud summoner
- Grizelda D - Dinner cook
- Jaycey D - Food taster
- Employer
- Belgond du Beorht. A travelling dwarf
- Mission
- To follow up on clues Belgond has discovered to an old dwarven stronghold in Thonia in the hopes of recovering some family & cultural artefacts.
- Payment
- 10,000sp each, reasonable preparations covered before leaving by negotiation, a fair share of recovered artefacts & value.
Scribe Notes
Summary
The mission is to recover dwarven smiths research from a lost Dwarven hold in Thonia. The party fly to Thonia and obtain caliphants as transport to the hold.
Travel through the desert for a week and discover valley with lost hold. Find small settlement of Jackal tribe and notes about downfall of hold
Details
Getting started
Belgond , and his two companions Astroc and Jorga, meets us in the guild tavern. As Pierre picks up a second wheel of cheese form the mound of food Belgond explains, after years of researching, he believes he has located a lost Dwarven hold and is seeking to recover the works of three famous master smiths, whom he has familial and clan ties. His research has not identified the layout of the hold or where the workshops are located within the hold.
The party, through mouthfuls of food, show great interest in the mission and Jayce even stops eating her third loaf of bread to approve. Sabastian, over the next hour, masterfully negotiates a contract with Belgond. Belgond has rights over the notes and specialist items from the master smiths and the party can obtain the rest. The party may negotiate to obtain copies of notes or prototypes. The Dwarven party depart once the deal is agreed in order to conduct some trading. Pierre, Jayce and Sebastian create a mountain of empty plates as the party we complete the guild paperwork and planning. Over the rest of the day supplies are purchased, spells and rituals cast and other preparations completed.
Thonia excitement
The bleary eyes party and the Dwarves depart on Reynes Cloud the next morning. The three days of cloud travel pass without incident, other than Sabastian flying through lighting, and the party arrive in the lands of Thonia and land outside a tent city that is many miles wide, various birds (some clearly illusions) fly up from the market to briefly examine the party. Belgond explains the market is neutral ground for the local tribes, where they trade, negotiate and exchange information. Belgond leads the party through the bustling market, different languages fill the air as the seller hawk their huge variety of wares, and we eventually meet our desert guide at the centre of the camp in the Sharmen tents. The Shamen tents are surrounded by a strange magical field and we learn the Sharmen have recently completed their ritual of Spring. The party sensible don’t play with the unknown magic but another foolish member of the camp accidentally summons a hell hound, which is welcomed by a camp. The party shake their heads in disappointment, none more outraged that Pierre with the irresponsible magical experimentation. The shamen use their magic to duplicate Jayces desert goggles, so all the party have a set.
Our guide explains the land warps and changes, so we much travel on land and at low speeds. The route is precarious; there are rumours of dragons in the mountain and vicious goblin tribes that roam the planes. It will taken about a week to get to our destination and we will be travelling on caliphants, monstrous creatures that are a cross between and elephant and camel, that large enough for a platform and tower to be build upon their backs – anyone threatening the caravan will have a fight on their hands. We make ourselves comfortable on the platforms as the caliphants are lead to the river to drink, for over an hour, before we depart.
Desert Travels
We travel the desert trails for week, passing through sandstorms and avoiding various creatures, including a dragon and sand worm. Fortunately, our guides are prepared, and we avoid the dangers. We do pass a Wyvern tribal village, but they are simple and ignorant people, so our visit is brief.
At the end of the week we travel off the trail and encounter many distance distorting folds, and a few days later we locate a wide valley mouth blocked by an enormous serpentine wall, it looks heavily besieged and sand dunes rest against the wall. The doors of the 100 ft wide gatehouse are open, with one hanging off. There is a small trail of smoke rising up behind the wall (inhabitants) and we can see a 70 ft tower rising behind the walls. The corridors of the gatehouse are layered in sand and all the iron work rusted, the masterwork traps we encounter are broken.
Past the wall there an abundance of plant life in the valley and a small settlement of people, the Jackal Cry tribe who are masters of illusion, live there. The valley is filled with a noxious iron thorn bushes, the vicious spikes are sharp enough to pass through most armour. The tribe welcome us in and explain they have lived there for many generation, as they are in the deep desert they don’t travel much due to the dangers, and the valley allows them to be grow what food they need. They have very few visitor, some Adventurers arrived many decades ago and went up the valley, but never returned. Sabastian spends the evening mending their broken goods and Pierre examines the nasty plant life.
Golem Tower
The next day the party decide to explore the tower. There are two 6 ft iron golems guarding the entryway that block our passage. Fortunately, Pierre is fluent in Dwarven and explains our mission, the mention of Belgond and the dwarven master smiths obtains us entry. The building, like the rest of the structures, is masterfully made, and we later discover it’s a non sentient golem. The basement is empty, anything there has long perished. Higher in the tower we locate an office and, after disarming some masterwork traps, discover a few remaining notes. It talks of the troops retreating and the release of the Destroyers(!). The walls at the top of the tower have been made transparent and the walls offer a magnificent view in all directions. Rayne discovers the spirit of a dead guard and we learn that the Destroyers are dwarven constructs that seek out and destroy anything offensive; siege weapons, people in armour with weapons, mages etc. Most of them don’t discriminate between friend and foe, however the guards on this building do.
Grizelda and Sabastian spend the rest of the morning divinating the golems on the gate and we learn they are immensely powerful constructs that would be fearsome in combat. They can also be possessed, but this is a skill that is granted by a power/avatar. These golems have also been effected by elemental chaos (not part of the original construction) and now contain powerful elemental magics
People and places
- Belgond - dwarven employeer
- Astroc - companion of Balgon
- Jorga - companion of Balgon
Lost Dwarven hold
Situated in valley, vast wall protects valley entrance. Everything we encounter is masterwork level.
Dwarven Masters
- Master Helecia (f) - master armoursmith
- Master Bostnal (m) - master armoursmith, not fond of plate
- Master Hadmac - master weaponsmith
Tower of Waygeth the Giant form
A huge tower and military post, that is also a non sentient golem. A high mana zone
Destroyers
Iron Golems that are dwarven constructs that seek out and destroy anything offensive; siege weapons, people in armour with weapons, mages etc. Most of them don’t discriminate between friend and foe, the guards on this building do. Have weapon of destruction - amalgamation of shatter (bard), Disintegrate (binder) and disruption (mind) that do massive damage and break through most things, including walls.
Effected by elemental chaos after creation (an accident?) that provides them every elemental beneficial spell permanently.
Mil-Sci
Daily pattern
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’
Aaron needs at least 2 hrs to renew any enchant armour/weapon spells usually I do over night.
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.’’
- Rapid Road (Pierre) + 17Mph road speed, 390 minutes, approx 130 miles per cast
- Thigh high club (ogre club) (Aaron) travel 30 mph use plus Milsci rk squared followers
- Shadow Wings (Sabastian) - R14 44mph 7.5 hrs
Watch Order
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’
First - Grizelda, Pierre
Second - Jaycey, Sebastian
Third - Aaron, Rayne
Night watch
First - Grizelda, Pierre
Second - Jaycey, Sebastian
Third - Aaron, Rayne
Marching Order
Skirmish Formations (Front) | ||
---|---|---|
Double File
Rayne, Grizelda |
Single File
Grizelda |
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 | A | S | P | R | G | J | ? |
---|---|---|---|---|---|---|---|---|---|---|
Disguise (Pierre) | 16 | ???? | 17H/ 8 Days | ? | ? | Y | ? | ? | ? | ? |
Enchant Armour (Aaron) | 14 | 30 def +1 Armour | 7.5 Hours or 21
days |
Y | ? | Y | ? | ? | ? | ? |
Enchant Weapons (Aaron) | 10 | 11 SC +4 dam | 15 min or 21 days | Y | ? | ? | ? | ? | ? | ? |
Greater (Aaron) | +15 per area | Seasonal or 21 days | Y | ? | Y | ? | ? | ? | ? | |
Vapour Breathing Ra?) | 9 | ???? | 5/9.5 Hours | ? | ? | Y | ? | ? | ? | ? |
Waterproofing (Ra) | 8 | ???? | 27 Hours | ? | ? | ? | ? | ? | ? | ? |
Rune Shield (Grizelda) | 12 | +17 def +2 FT protection +2 EN protection and small round shield of force | 13 Hours | ? | ? | Y | ? | ? | ? | ? |
Greater Heart Rune (Grizelda) | 6 | Heals 6 EN | 7 days | ? | ? | Y | ? | ? | ? | ? |
Willow Healing (Grizelda) | 7 | Heals 3 EN per pulse for 9 pulses | 14 Hours | ? | ? | Y | ? | ? | ? | ? |
Name (??) | ## | ???? | ? Hours | ? | ? | ? | ? | ? | ? | ? |
Short duration buffs
Magic | Rk | Effects | Dur | A | S | P | R | G | J | ? |
---|---|---|---|---|---|---|---|---|---|---|
Invisibility (Pierre) | 17 | Invis | 90 Mins | ? | ? | ? | ? | ? | ? | ? |
Witchsight (Sabastian) | 20 | 10.5 h | ? | ? | N | ? | ? | ? | ? | |
Strength of Darkness (Sabastian) | 11 | 7 str | 2 hr | ? | ? | Sit | ? | ? | ? | ? |
Scales (Aaron) | 12 | 44 pt ablative physical | 22 Mins (32 enhanced) | Sit | ? | Sit | ? | ? | ? | ? |
Smite (Grizelda) | 12 | One D10 counts as 10 for 5 attacks or casts | 17 Mins | ? | ? | ? | ? | ? | ? | ? |
Shadowform (Sabastian) | 9 | 20% | 5 hr | ? | ? | N | ? | ? | ? | ? |
Invisibility (Jaycey) | 10 | ???? | 55 Mins | ? | ? | ? | ? | ? | ? | ? |
Heroism (Jaycey) | 10 | 11% Def on Target, 11 to fear checks in line of sight | 100 Mins | ? | ? | Sit | ? | ? | ? | ? |
Arrow Flight(Rayne) | 6 | +7% SC, +2 DM, 5 Targets, Weapon must have an R(##) use. | 11 Mins | ? | ? | ? | ? | ? | ? | ? |
Create Rune Weapon (Grizelda) | 6 | Additional D-5+2 acid damage for D10 pulses | 11 Mins | ? | ? | ? | ? | ? | ? | ? |
Enhance Enchantment | 10 | up to 10 ranks to.... | 60 sec | ? | ? | ? | ? | ? | ? | ? |
?? (??) | ?? | ?? | ?? Mins | ? | ? | ? | ? | ? | ? | ? |
Loot and Expenses
Party Carrying Capacity
‘’How much loot can each person in the party carry, and by what means’’
Strength of Darkness R11 - +7 str
Pierre-- With Itemisation and cart building a few substantial pieces. Otherwise 20 or 30lbs
Sabastian - 14 str. Also has itemisation
Aaron - leather bag of holding plus a handy haversack probably got 100 lbs spare.
Jaycey - Handy haversack (100lbs spare space), Small cart plus 5 horse's (350lbs each) and a donkey (250lbs)
Grizelda - Handy Haversack
SP & other cash value loot
Significant Items
Gifts
Purchases
Minor Items
Calendar
Spring | ||||||||||||||
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Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
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Candlemansa | |||||||||||||
Thaw (10) | ||||||||||||||
1 | Guild Meeting | 2 | Cloud travel to Thonia | 3 | Cloud travel to Thonia | 4 | Cloud travel to Thonia | 5 | Desert Travel | 6 | Desert Travel - spot dragon | |||
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7 | Desert Travel - sandstorm | 8 | Desert Travel - sandstorm | 9 | Desert Travel - Sandworm, Wyvern village | 10 | Desert Travel - off trail, many folds | 11 | Desert Travel - off trail, many folds | 12 | Desert Travel - off trail | 13 | Desert Travel - find valley |
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14 | Examine tower | 15 | 16 | 17 | 18 | 19 | 20 | ||||||
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21 | 22 | 23 | 24 | 25 | 26 | 27 | |||||||
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28 | 29 | 30 | |||||||||||
Seedtime (11) | ||||||||||||||
1 | 2 | 3 | 4 | |||||||||||
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5 | 6 | 7 | 8 | Rites of Thunor | 9 | 10 | 11 | ||||||
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12 | 13 | 14 | 15 | Equinox | 16 | 17 | Eostre | 18 | The Seagate Spring Ball | ||||
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19 | 20 | 21 | 22 | 23 | 24 | 25 | |||||||
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26 | 27 | 28 | 29 | 30 | |||||||||
Blossom (12) | ||||||||||||||
1 | 2 | |||||||||||||
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3 | 4 | 5 | 6 | 7 | 8 | 9 | |||||||
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10 | 11 | 12 | 13 | 14 | 15 | 16 | |||||||
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17 | 18 | 19 | 20 | 21 | Floralia | 22 | 23 | ||||||
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24 | 25 | 26 | 27 | 28 | 29 | 30 | Walpurgisnacht |