Invitation To The Skies: Difference between revisions
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Kurt DA'ed Greg to see if he was under a spell or just really enthusiastic, apparently no spell in effect. | Kurt DA'ed Greg to see if he was under a spell or just really enthusiastic, apparently no spell in effect. | ||
Making our way to the Unusual Smell the city starts to look more developed with a plan, the housing fading to more storefronts and businesses it looks like there might be 20,000 people living in Sky Cairn. Entering the Inn it looks to be bustling, 200 or so people drinking and eating. The barkeep has one entire arm covered and looks more of an alchemist. | |||
Arcadia lets us know luna, her direwolf companion, smells something off in this place, as does Kurt. The mugs look less filled with ale and instead something thick and syrupy. We have a quick chat to the barkeep and get ourselves a round of some interesting cocktails. | |||
* Very strong single shot for kurt - very poisonous apparently | |||
* Sparkles in a cup for Arcadia - she stars seeing sparkles quickly | |||
* Boiling hot for Boom Boom - he starts sweating a ton, didnt know he could haha | |||
* winter cold for myself - my joints started to ice up | |||
Pretty sure this was drugs, not drinks now i think of it. | |||
We resign for the night and ask for a room, the barkeep Logan is happy to sell us one and wants to chat with us in the morning. | |||
====New Day==== | |||
Logan pulls us into a side room to chat, and gives us a breakdown of how Sky Cairn operates. Floating islands appear nearby every few months or so. the locals fly out on spelljammers (flying ships) to claim the resources of the new islands and bring them back to trade in a massive market. Most islands have flora and fauna but some even have dungeons full of loot to explore. | |||
We'll have to find a crew heading out and fly with them, there are a few crews he recommends, and he gives us a few passphrases to use at the docks to find the right people. "lizardclaw". Most important rule is don't fall off the islands, theres a possibility of being recovered but its hard. | |||
The islands sail by over time, bringing new things to Sky Cairn, but they all keep a special look out for a super expensive and rare amber gem substance that comes in solid or liquid forms. There are blacksmiths and healers a few streets over from us closer to the ports in a district called "longarm". We thank him and head to the ports to look for a crew to join. | |||
Entering the longarm district we spot the massive tradehouse where most of the citie goods are exchanged, we go in to have a look around and chat to an amber dealer to learn more about it. Apparently it has a shelf-life and the sooner we can bring it back here the more money it's worth. | |||
It seems the market only operates when the crews return otherwise it's closed, it's a first in first served situation. | |||
We headed to the docks and spoke to a few crews gauging their vibe and using the passphrase given, we're left with 4 options: | |||
* hunting crew - they hunt animals we explore dungeons | |||
* tree felling crew - they harvest the trees and we explore dungeons | |||
* adventuring crew - we all explore dungeons and split the loot | |||
* scout crew - we pick an island and get dropped off, no support | |||
We debate for a while and end up deciding that the tree felling crew seems best as they'll have the best camp setup and we don't have to share loot we find. We sign a contract with them stating we wont harvest any trees and they get first pick of magical items that may help them work faster harvesting. they have a rank 7 healer aboard but they cannot resurrect us, we'd have to come back to Sky Cairn for that. | |||
==Mil-Sci== | ==Mil-Sci== |
Revision as of 23:18, 18 December 2024
Summary
GM: Sam
Season: Summer 825 WK
Night: Saturday
Location: Birdlands
Level: Medium
- Party
- Arcadia – Played by Kita
- Boom Boom – Played by Ian
- Elidon – Played by Michael
- Kurt – Played by Bernard
- Kaitva – Played by Anne
- Callie the bard – Played by Helen
- Employer
Daifa
- Mission
"to adventure"
- Pay
LOOT!
Scribe Notes
Session 1
To The Skies
Our adventure began with Ted from Guild security placing a massive and chaotically magical, bedazzled scroll of parchment the size of a table, in front of us as our contract to sign. The DA'ers of the party got headaches even trying to decode it. The new power who has taken control of the plane we intend to explore Daifa seems friendly enough.
Guild security lets us know that the parchment is a teleporting device once we touch it and agree to the terms written, difficulty is the words are written in all languages, and shift as we read it.
Through research its found to say something akin to; "Invitation to Skyhaven, come look what i found" written in a childlike way. The guild says it's "within reason, safe enough to go" as the're sent a person or two aheda and they've returned without issue giving a rough idea what we're walking into.
They let us know what they've found so far:
- There is a portal home available
- The city of Sky Cairn is where we arrive
- Sky Cairn is a floating island with smaller islands around it
- There are people all over the plane, even in the wilderness
- The environment can be hostile outside of the city
- Most people are capable of fighting and are self sufficient
Katvar and Kurt both DA the invitation and get overwhelmed by childish babbling, unable to get a read on its aura strength.
"Negative effect on me on use" - "Infectious enthusiasm" "power level of creator" - "being of creation, the universe" "duration left" - "unknown" "mental age of creator" - "imbalanced"
Arcadia and Calliope mention they have means to fly, wings and a flying carpet which sounds useful for a flying island, we cast our buff spells and Kurt is the first to accept and vanishes into the invitation with the rest of us following suit.
Arrival
We apperated in a circular amphitheater and got hit by the smell of rain, a druidic portal wrapped in vines behind us and walkways above head with people paying us no mind. Kurt DA's again asking where the portal goes - to Alusia
Climbing out and up the stairs we entered a shanty-like town hugging the edge of a mountain and plains. The building we can spot seem to be a bit chaotic in their construction as if there were no rules in place for how they should look. Arcadia is spotted by a human male in his 20's, Greg.
Greg lets us know there's tons of adventure here in a very excited and energetic tone, pointing us to the town center for a place to stay as most of the land around us is claimed by others. He points us to the Unusual Smell inn and to the ports on the edge of the island for travelling to others nearby for adventures.
Kurt DA'ed Greg to see if he was under a spell or just really enthusiastic, apparently no spell in effect.
Making our way to the Unusual Smell the city starts to look more developed with a plan, the housing fading to more storefronts and businesses it looks like there might be 20,000 people living in Sky Cairn. Entering the Inn it looks to be bustling, 200 or so people drinking and eating. The barkeep has one entire arm covered and looks more of an alchemist.
Arcadia lets us know luna, her direwolf companion, smells something off in this place, as does Kurt. The mugs look less filled with ale and instead something thick and syrupy. We have a quick chat to the barkeep and get ourselves a round of some interesting cocktails.
- Very strong single shot for kurt - very poisonous apparently
- Sparkles in a cup for Arcadia - she stars seeing sparkles quickly
- Boiling hot for Boom Boom - he starts sweating a ton, didnt know he could haha
- winter cold for myself - my joints started to ice up
Pretty sure this was drugs, not drinks now i think of it. We resign for the night and ask for a room, the barkeep Logan is happy to sell us one and wants to chat with us in the morning.
New Day
Logan pulls us into a side room to chat, and gives us a breakdown of how Sky Cairn operates. Floating islands appear nearby every few months or so. the locals fly out on spelljammers (flying ships) to claim the resources of the new islands and bring them back to trade in a massive market. Most islands have flora and fauna but some even have dungeons full of loot to explore.
We'll have to find a crew heading out and fly with them, there are a few crews he recommends, and he gives us a few passphrases to use at the docks to find the right people. "lizardclaw". Most important rule is don't fall off the islands, theres a possibility of being recovered but its hard.
The islands sail by over time, bringing new things to Sky Cairn, but they all keep a special look out for a super expensive and rare amber gem substance that comes in solid or liquid forms. There are blacksmiths and healers a few streets over from us closer to the ports in a district called "longarm". We thank him and head to the ports to look for a crew to join.
Entering the longarm district we spot the massive tradehouse where most of the citie goods are exchanged, we go in to have a look around and chat to an amber dealer to learn more about it. Apparently it has a shelf-life and the sooner we can bring it back here the more money it's worth.
It seems the market only operates when the crews return otherwise it's closed, it's a first in first served situation.
We headed to the docks and spoke to a few crews gauging their vibe and using the passphrase given, we're left with 4 options:
- hunting crew - they hunt animals we explore dungeons
- tree felling crew - they harvest the trees and we explore dungeons
- adventuring crew - we all explore dungeons and split the loot
- scout crew - we pick an island and get dropped off, no support
We debate for a while and end up deciding that the tree felling crew seems best as they'll have the best camp setup and we don't have to share loot we find. We sign a contract with them stating we wont harvest any trees and they get first pick of magical items that may help them work faster harvesting. they have a rank 7 healer aboard but they cannot resurrect us, we'd have to come back to Sky Cairn for that.
Mil-Sci
Daily pattern
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’
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.’’
Watch Order
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’
First - ??
Second - ??
Third - ??
Night watch
First - ??
Second - ??
Third - ??
Marching Order
Skirmish Formations (Front) | ||
---|---|---|
Double File | Single File |
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 | Arcadia | Boom Boom | Elidon | Kurt | Kativa | Calli | Luna | Gunnar | ? |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Strength of Stone (Ca) | 11 | +11 to str or En | 12 hrs | ? | ? | ? | ? | ? | Y | ? | ? | ? |
Armour of Earth (Ku) | 10 | +22% defence | 5.5 Hours | ? | ? | ? | Y | ? | Y | ? | Y | ? |
Cat Vision (Ku) | 11 | See in the dark 160' | 12 Hours | ? | ? | ? | Y | ? | Y | ? | ? | ? |
Animal Growth (Ku) | 10 | Double animal size, some effects. | 11 Days | - | - | - | - | - | - | ? | Y | ? |
Name (??) | ## | ???? | ? Hours | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Name (??) | ## | ???? | ? Hours | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Name (??) | ## | ???? | ? Hours | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Dance of Swords (Ca) | 7 | -7 from AG check dice roll (+16 def) | 4 Hours | ? | ? | ? | ? | ? | Y | ? | ? | ? |
Quietness (Ca) | 7 | +12 to stealth | 4 Hours | ? | ? | ? | ? | ? | Sit | ? | ? | ? |
Short duration buffs
Magic | Rk | Effects | Dur | Arcadia | Boom Boom | Elidon | Kurt | Kativa | Calli | Luna | Gunnar | ? |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Trollskin (Ku) | 10 | Recover 1 EN a pulse, do not die from damage. | 80 Secs | - | - | - | - | - | - | - | - | ? |
Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Slumber Song (Ca) | 7 | +2 FT more per-hours sleep | Sleep | - | - | - | - | - | - | - | - | ? |
Self Buffs & Skills
Magic / Skill | Rk | Effects | Dur | Arcadia | Boom Boom | Elidon | Kurt | Kativa | Calli | Luna | Gunnar | ? |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Detect Hidden & Traps (Ranger) | ?? | ???? | ? Mins | ? | ? | ? | 99% | 47% | 38% | ? | 99% | ? |
Sixth sense (thief) | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | 62% | ? | ? | ? |
Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Loot and Expenses
SP & other cash value loot
Significant Items
Gifts
Purchases
Minor Items
Calendar
‘’Insert correct month here’’