Down in the Deep Blue Sea: Difference between revisions

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The party sets off the next morning, energized by a hearty breakfast. After several relaxing hours flying along the coast and venturing out over the sea, north of Calydon, and overfly the general area where the old base once stood. Sabastian uses the power of Visitation to search miles of ocean until he finally spots some ancient ruins and notices a strange light in the distance.
The party sets off the next morning, energized by a hearty breakfast. After several relaxing hours flying along the coast and venturing out over the sea, north of Calydon, and overfly the general area where the old base once stood. Sabastian uses the power of Visitation to search miles of ocean until he finally spots some ancient ruins and notices a strange light in the distance.


The party descends to the ocean floor and cautiously approaches the source of the light, only to be ambushed by undead Sahuagin and large skeletal sharks. Sabastian holds the line on one flank, engaging a massive shark and nearly a dozen undead creatures, while the rest of the party battles fiercely on the other side. Aqualina unleashes powerful water bolts, delivering devastating damage and quickly thinning the ranks of their enemies. In less time than it takes to eat a slice of cake the battle is won.
The party descends through the shifting, azure waters to the ocean floor, where a strange and mesmerizing glow beckons them forward. The adventurers proceed with care, their instincts sharp—yet danger strikes with no warning. From the murky depths surge undead Sahuagin, accompanied by skeletal sharks that prowl like silent sentinels of death.
 
Sabastian holds firm on the flank, locking in mortal combat with a monstrous skeletal shark, while battling nearly a dozen undead at once. His resilience buys time as the rest of the party fights fiercely on the opposite side. Aqualina stands at the heart of the chaos, her hands weaving through the water as she unleashes devastating bolts of energy. With every spell, enemies dissolve into bursts of sea-foam and bone fragments.
Before long, the eerie battlefield is silent once more. Victory is swift, leaving the water thick with the remnants of the undead horde.
 
===A Pillar of Mystery and Lost Souls===
 
Exploring the aftermath, the adventurers search the fallen creatures, finding nothing but mundane remains. They press on toward the source of the glow, discovering two concentric stone rings embedded in the seafloor. At their centre stands a weathered pillar, inscribed with ancient symbols worn down by time. The water within the rings is curiously pristine, clearer than the surrounding ocean.
 
With practiced precision, Sabastian sketches the carvings and inscriptions for later study. A divination spell reveals the true nature of the pillar—it is an ancient artifact dedicated to Apollo, its enchantments worn but still faintly pulsing with divine purpose. The ancient magic cleanses the surrounding water and serves as a gateway, although its power has long since waned.
 
In the silt around the rings, the party uncovers two long-forgotten bodies. Their tattered clothing bears the marks of adventurers from Greyhawk—victims who ventured through the portal decades earlier and met a tragic fate. Among their mundane belongings are two items of note: an amulet bearing the symbol of St. Cuthbert and a pair of enchanted backpacks.
 
===A Strategic Retreat and a Plan of Deception : A Deadly Game Begins===
 
With their discoveries in tow, the party surfaces and soars back toward the Professor's research station. He is enraptured by Sabastian's detailed sketches, recognizing the academic importance of the ruins. Yet the mystery of the Sahuagin’s whereabouts remains unsolved.
The adventurers convene to plot their next move. Sabastian proposes a daring plan—using their ship as bait to lure the Sahuagin into the open. He will mark the creatures' souls upon their attack, allowing the party to track them to their lair. With the strategy agreed upon, the group rests, preparing for the challenge ahead.
 
At dawn, the party sets sail, their vessel conjured by Aqualina's magic. Cloaked in cunning disguises, they glide silently across the bay, waiting for their prey to strike. Each adventurer knows that beneath the tranquil surface, dangers lurk—silent predators with ancient grudges, waiting to claim their next victims.


== People and Places ==
== People and Places ==

Revision as of 00:37, 19 October 2024

Scribe Notes

Summary

GM: Jacqui
Season: Spring 824 WK
Night: Tuesday
Location: Online
Level: Highish

Party
  1. Aqualina
  2. Lizette
  3. Vargr
  4. Sabastian
  5. Mayhem
  6. Lim
Employer

Aqualina

Pay

Scribe Notes

Prologue

Following a meeting at the Guild, Aqualina returned to her home in Pasifika, where she was immediately approached by worried locals. Known for her reputation as a skilled adventurer, they requested her help in investigating the mysterious disappearances of several villagers.

Adventurers Assemble

Returning to Seagate, Aqualina had the Guild put out a call for assistance, and a group of talented and skilled adventurers quickly assembled to aid her on this urgent mission. With limited information about the abductions, the party needed to travel to Pasifika to gather more details from a local contact, Bob.

Before setting off, the party filled out the necessary Guild paperwork. During this time, the group unanimously agreed that no one else possessed the unique blend of brilliance, charisma, and vision quite like Sabastian. His unparalleled ability to lead and navigate complexities, which would baffle the average mind, made him the obvious choice. Initially, Sabastian modestly declined the position, but after much pleading from the group, he graciously accepted, which was met with spontaneous applause. As true Renaissance hobbit, he humbly took on the additional roles of military strategist and scribe.

Discussion then turned to how to best reach Pasifika. Mayhem suggested using his shadow points for travel, but none were conveniently located near Pasifika. It was agreed that the party would travel via the portal situated in the Sea of Grass, near a creepy, undead-infested lake. Aqualina generously offered to fund Greater Enchantments for the journey, and fortunately, Aaron was available at the Guild to provide them. The party then dispersed to finalize their preparations, agreeing to reconvene at dawn the following day.

Getting there

At dawn, the party set off and spent most of the day flying to the Sea of Grass, arriving just before sunset. Once there, Mayhem established a new shadow point, and the group passed through the portal to Pasifika. Although it was still daylight upon arrival, the next leg of the journey would take most of a day. Opting for a night's rest, the party stayed at the Trading Post. Sabastian and Mayhem, ever the responsible ones, retired early, while others stayed up late, enjoying fancy drinks. Lim boasted that he could make similar drinks, though they often lacked the characteristic fruit chunks and umbrellas. Aqualina chose to stay with her family for the night.

Crabs

Crab attack

The following morning, after a refreshing breakfast, the party cast their protective spells and began a long, cautious flight over the island. Some hours later they land on the sandy beach and are promptly greeted by one of Professor Henneberg’s staff, who welcomes us with enthusiasm. We’re led off the beach, through a grove of palm trees, and towards a magnificent building where the Professor awaits. Upon arrival, introductions are made, and the Professor begins explaining the nature of his team’s work. They have been collaborating with the Fey to study and restore the ancient ruins of Apaloni. However, he reveals a troubling issue: several villagers have mysteriously disappeared over the past month.

Midway through the Professor's explanation, Sebastian suddenly interrupts, his senses alert to innocent lives in peril. Without hesitation, he rallies the party, and they sprint toward the beach, where the distant cries for help grow ever louder. Upon arrival, they find chaos—giant crabs are crawling out of the ocean, their massive claws snapping as terrified locals scatter in all directions. Sebastian quickly takes command, issuing military orders with precision. Under his guidance, the children are safely ushered away from danger, while Aqualina, Mayhem, and Vargr rush forward to confront the monstrous creatures.

The crabs deliver deadly blows with their powerful claws, but Sebastian’s masterful tactical instructions allow the party to outmaneuver the beasts. Mayhem disappears due to a contingency. In the midst of battle, Lim spots figures fleeing into the sea and summons a mighty waterspout that tears them apart. Venturing out to investigate, the party discovers the bodies of Sahuagin—fiendish creatures believed to have been driven out years ago, now seemingly returned.

Revelations

Fleeing Sahuagin

With the threat neutralized, the locals begin harvesting an enormous amount of crab meat from the beach, and a grand feast is held that evening in the party’s honor. The townsfolk praise Sebastian and his group for their bravery in defeating such a deadly foe. As the celebration continues, messengers from neighbouring islands arrive with news of similar attacks, reporting that some islanders were taken captive.

Aqualina shares the local history of the Sahuagin, recounting how these creatures once inhabited the region and the great battles that drove them away. Resolving to investigate further, the party plans to search the old Sahuagin bases the following day.

Ambush

The party sets off the next morning, energized by a hearty breakfast. After several relaxing hours flying along the coast and venturing out over the sea, north of Calydon, and overfly the general area where the old base once stood. Sabastian uses the power of Visitation to search miles of ocean until he finally spots some ancient ruins and notices a strange light in the distance.

The party descends through the shifting, azure waters to the ocean floor, where a strange and mesmerizing glow beckons them forward. The adventurers proceed with care, their instincts sharp—yet danger strikes with no warning. From the murky depths surge undead Sahuagin, accompanied by skeletal sharks that prowl like silent sentinels of death.

Sabastian holds firm on the flank, locking in mortal combat with a monstrous skeletal shark, while battling nearly a dozen undead at once. His resilience buys time as the rest of the party fights fiercely on the opposite side. Aqualina stands at the heart of the chaos, her hands weaving through the water as she unleashes devastating bolts of energy. With every spell, enemies dissolve into bursts of sea-foam and bone fragments. Before long, the eerie battlefield is silent once more. Victory is swift, leaving the water thick with the remnants of the undead horde.

A Pillar of Mystery and Lost Souls

Exploring the aftermath, the adventurers search the fallen creatures, finding nothing but mundane remains. They press on toward the source of the glow, discovering two concentric stone rings embedded in the seafloor. At their centre stands a weathered pillar, inscribed with ancient symbols worn down by time. The water within the rings is curiously pristine, clearer than the surrounding ocean.

With practiced precision, Sabastian sketches the carvings and inscriptions for later study. A divination spell reveals the true nature of the pillar—it is an ancient artifact dedicated to Apollo, its enchantments worn but still faintly pulsing with divine purpose. The ancient magic cleanses the surrounding water and serves as a gateway, although its power has long since waned.

In the silt around the rings, the party uncovers two long-forgotten bodies. Their tattered clothing bears the marks of adventurers from Greyhawk—victims who ventured through the portal decades earlier and met a tragic fate. Among their mundane belongings are two items of note: an amulet bearing the symbol of St. Cuthbert and a pair of enchanted backpacks.

A Strategic Retreat and a Plan of Deception : A Deadly Game Begins

With their discoveries in tow, the party surfaces and soars back toward the Professor's research station. He is enraptured by Sabastian's detailed sketches, recognizing the academic importance of the ruins. Yet the mystery of the Sahuagin’s whereabouts remains unsolved. The adventurers convene to plot their next move. Sabastian proposes a daring plan—using their ship as bait to lure the Sahuagin into the open. He will mark the creatures' souls upon their attack, allowing the party to track them to their lair. With the strategy agreed upon, the group rests, preparing for the challenge ahead.

At dawn, the party sets sail, their vessel conjured by Aqualina's magic. Cloaked in cunning disguises, they glide silently across the bay, waiting for their prey to strike. Each adventurer knows that beneath the tranquil surface, dangers lurk—silent predators with ancient grudges, waiting to claim their next victims.

People and Places

map
map









  • Blue arrow - Professor Henneberg is living here, researching old ruins with the locals
  • Red Circle - old Sahuagin bases

Missing people

  • Reported by Professor Henneberg
    • A month ago - Two people went out fishing and didn’t come back. Their bodies were not found, however their waka washed up.
    • A few weeks ago - Ranganui went out fishing and went missing. Neither the body or boat were located.
    • One week ago - Two more went missing on the beach. Their bodies were not located.

Buffs & Mil Sci

Vision

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


Buffs and Abilities

Long Term (assumed always on)
Magic (caster) Rk Effects Duration Aq Li Va Sa Ma Lim
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
Lesser Enchantment (Va) 6/12 2w/3m
Shadowform(Sa) 9/15 +20/32% defence meele/ranged and 10/15% in close 5/8h Nighttime.
Coruscade (Lim) 12/18 +26/38% defence melee/ranged and 13/19% in close 6.5/9.5h Daytime.
Heat Shield (Lim) 11/16 48 / 68 protection against cold/ice. 12h / 18h -
Healing Shade 12 3 healing shadows, requires a Pass Action, heals 4 damage, acts as Rk 2 Healer 6.5 hrs
Strength of Stone (Va) 8/14 The target of this spell has their Physical Strength or Endurance (Adept’s choice) increased by 8/14 points 9/15h EN EN EN EN EN
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. 10.5h


Short Term/Situational
Magic (caster) Rk Effects Duration Aq Li Va Sa Ma Lim
Blending (Sa) 10/16 While remaining still the target is not able to be seen by non-magical means (i.e. as for invisibility). 11/17h
Walking Unseen(Sa) 6/12 The target of this spell may move unnoticed, not invisible. Although the target is not invisible, it may be detected using any magical means for detecting invisible entities (e.g. witchsight). If the target of the spell, or the target’s possessions, are touched by another entity, or that entity’s possessions, then the spell is broken. 7/13h
Quietness 12 +17% to Stealth 6.5 H
Shadow Wings(Sa) 14/20 Travel between 16-44mph/10-60mph. Can change speed as magical action 7.5/10.5h
Strength of Darkness(Sa) 13/19 +8/11PS 140/200m
Creating Rune Weapon (Va) 9 The Adept may create a magically poisoned weapon by inscribing a Rune of Acid on a weapon. If at least one point of effective damage is inflicted on a target, they will take [D - 5] +3 damage per pulse for D10 pulses. 14m


Self Only Buffs
Magic (caster) Rk Effects Duration Aq Li Va Sa Ma Lim
Charismatic Aura 20 +25% to reaction rolls (conditional) 105m
Heroism 15 +15% to fear checks for friendlies in line of sight. Permanent
Shadowform* 16 +26 Def, +17 Stealth, reduces non-silver, non-magical damage by 4 9 hrs


Senses and other stuff
Magic (caster) Rk Effects Duration Aq Li Va Sa Ma Lim
Infravision 10 -
See Invis (Rk) Effective rank for seeing invisible 20
Nightvision 15 290ft 110ft
Stealth (%) 0 Std / Ranger Outdoors 210% 205%
Danger Sense / Sixth Sense Chance of getting alerted before danger/ambush/stepping on trap/discovery. Penalties may apply. 116%
Tracking Tracking chances. 76%


Magic for going underwater
Magic (caster) Rk Effects Duration Aq Li Va Sa Ma Lim
Water Breathing (Aqualina / Lim) 20 Gills Lots
Buoyancy (Aqualina / Lim) ?? 5+2*Rank up/down. Some hours.
Water Proofing (Aqualina / Lim) ?? Ignore harmful effects of water. Lots of hours.
Cold Resistance (Aqualina / Lim) ?? Handle cold temperatures and reduce all cold damage by X. (X = 1 + 1/5 ranks) Lots of hours.
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

Greater Enchantment
+18% all areas. Provided by Aaron.
Mil Sci Raise Morale
+1 WP

Watch Order

Hour: 1 2 3 4 5 6 7 8 9 10 11 12
Std Watch Sabastian Lizette Vargr
Std Watch Lim Aqualina

Marching Order

Skirmish Formations (Front)
Double File

Vargr Aqualina
Sabastian
Lim Lizette

Single File

Vargr
Aqualina
Sabastian
Lizette
Lim

Calendar

Spring: Thaw 824 (10)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting 2 Party assemble 3 Fly to Sea of Grass, through portal and stay at Trading Post 4 Fly to Professor's. Fight crabs. Feast. 5 Search for old base. Shark attack 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 1 2 3 4
Spring: Seedtime 824 (11)
5 6 7 8 Rites of Thunor 9 10 11
12 13 14 15 Equinox 16 17 Eostre 18
19 20 21 22 23 24 25
26 27 28 29 30 1 2
Spring: Blossom 824 (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