Just Deserts: Difference between revisions

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; Seer - Irfan
; Seer - Irfan
: Blind, but able to see, blackness where his eyes and eyelids should be.
: Blind, but able to see, blackness where his eyes and eyelids should be.
: In-tune with the desert, senses disturbances/changes in it. Able to explore in his spirit form (an eagle). Magic seems to be a mix of Rune, Wicca, Earth, Fire, Air, and Astrology.
: In-tune with the desert, senses disturbances/changes in it. Able to explore in his spirit form (a buzzard). Magic seems to be a mix of Rune, Wicca, Earth, Fire, Air, and Astrology. (GM Note - Irfan is a Shaman Desert mage. The Shaman side offers such things as spirit travel, prophecy, divinate, totem spirit. The Desert college is elemental in nature and concerned with sand and/or heat manipulation)


=== Places ===
=== Places ===

Revision as of 22:02, 18 July 2013

Summary

Scribe Notes

Adventure: Just Deserts
GM: Dean Ellis
Session: Winter 813wk
Night: Tuesday
Location Chez Ellis
Level: Low/Medium
Party:

  • Definitely Tsayoi - Giant Fire Mage (Chris)
  • Hypothetically Rahne - Human (f) Warrior E&E (Stephen) Scribe Mil Sci
  • Surely Lyric - Dwarf E&E (Michelle) Party Leader
  • Freshly Quentin Ulysses Ash Orc Warrior (Sean)
  • Randomly Lila - Dark Celestial and Air Human (Kelsie)
  • Barely Prue Human (f) Water Mage (Julia)
  • Possibly Elgar Elven Mind Mage (Neil)

Employer: Rais Haytham of the Taghlib tribe

Summary: The guild has received a visitation from a powerful shaman (Raytharm) of the Taghlib tribe named Irfan. He asks on behalf of his glorious leader that the guild send a party of luminous individuals to find that of the desert, that is not of the desert. There may be some translation issues. They offer echoes of the desert waste as payment. There may be some translation issues. They hope many powerful woman of the north come to be sacrificed on the green altar. There may be some translation issues.

As far as the guild can tell the tribe is based in the Five Sisters just south of the Gatar Depression

Scribe Notes

South by South East

In Winter the Desert calls
Sacrifice needed
By which hand is blood spilled?

Duesday 1st Frost 813wk

We are gathered by guild administrators as the offer of employment was delivered by a form of rune visitation. We introduce ourselves, organise roles and review the available information. In addition to the brief notes above (which they admit may have been mistranslated) they believe that the unknown thing in the desert has relevance to or will be a danger to us in 'the north' and will pay us 200sp per week to investigate (plus reasonable travel costs). We are concerned about the references to sacrificing northern women and ask the guild to commission astrology readings as to the meaning of the sacrifice and whether this tribe intend us harm. After some discussion we agree to fly via Brastor and the Gatar Depression, partly because we are already familiar with most of the route, and we hope the Taghlib tribe or someone who knows them will be near the old trade road. Also of concern is language, none of us and few in the guild speak Five Sisters Trader, we split up to try different solutions.

I head to the guild library to copy or borrow scrolls with the basics of the language. Most of the others head to town to find a native speaker among the merchants, sailors or diplomats in Seagate. Tsayoi finds a local factor who has a worker from the Five Sisters in his employ and negotiates for his services for the afternoon. Ferzil knows of the Taghlib tribe, they are usually near the southern edge of the Gatar Depression, midway between the coasts. He teaches us a few basic phrases and gives us some instruction in etiquette. Prue, Elgar, and Lyric gather the necessary components for Lyric to create language potions.

Guild Astrologer Visions
  • A sea of broken glass
  • High Towers
  • A mage in a red turban on a high spire
Do our employers intend us harm?

They seem tough but fair, something hungers for Prudence

What is the meaning of the sacrifice on the green altar?

A pile of cushions within rounded silk walls

W'nsday 2nd Frost 813wk

Up before dawn to cast wings, we fly south east towards Brastor as the sun comes up. We reach the foothills west of Brastor around lunch and land to eat, Prue hurts her ankle on landing so we make our way to a nearby village to shelter for the afternoon and evening while the ankle is healed.

Th'rsday 3rd Frost 813wk

Up before dawn again and then flying on towards the Inn at Fort Gryphon in Gryphon Pass which we reach in the early afternoon where we are welcomed by Lyric's brother Henric. Also at the inn is Albrecht of Grymeron and a couple of his guards. We catch up on news since we last saw him. At my request he creates some of his language potions for us to speak Five Sisters for the season.

Frysday 4th Frost 813wk

Setting out early again we fly east to the barrier mountains, through a gap into the Gatar Depression then further east to the trade road and south following the road to Sumaldi. As we approach Sumaldi we bear west, land and walk to the western edge to set up a discrete camp.

Depression to Desert

Local monkeys come to check us out, we convince them we're not dinner.

Reapsday 5th Frost 813wk

Starting well before dawn we fly south maintaining at least 15 miles from Argon's watch and counting on the darkness to conceal us and our wings, after dawn when we're south of Argon's Watch head south-east to pick up the trail again and continue south.

Camping that afternoon and evening in a deep gully that conceals our rainstorm during the day and our small fire at night.

Sunday 6th Frost 813wk

Further south, near midday the ground starts gradually rising and at some point becomes the Five Sisters Desert. Rolling sand dunes, occasional rocky areas. Locating the feather indicates our employers is south so we fly on.

A solitary figure crests a dune to the east, stumbles and falls down the other side, we divert to investigate. Approaching cautiously and splitting to approach the figure from both sides, it turns out to be a trap by life/water draining heat hazes. Prue is nearly killed as her Life and Water aspects make her more vulnerable and attractive to the Hazes but we prevail. The stumbling figure is a Haze-possessed mummified corpse, beyond saving but we note identifying tattoos.

Camping for the rest of the afternoon and evening, we recover from our injuries.

Moonday 7th Frost 813wk

Flying on south at dawn, after a couple a couple of hours we approach a camp guarded by a 5' high ring of shattered glass.

The locals are not surprised to see us, nor are they troubled by our dark wings, once we identify ourselves they raise a solid sand bridge over the glass and invite us in.

Employment, celebration and first excursion

We are invited into Rais' tent to meet with him and Irfan. Curved silk walls billowing in the wind, mounds of green cushions.

Irfan can walk the desert in a spirit-vision/dream state, over the last 9 months he has become aware of things within the desert that are not of the desert, he can sense them in spirit form but they have no visible presence there. They sent scouts to one of the locations but they didn't come back. Irfan can sense that they have significance for the northerners so they sent for us to investigate. There are other tribes in this region and other seers, Irfan has not consulted with them.

The not-desert things occur seemingly randomly:

  • Mostly 'nearby' (within 100 miles)
  • Sometimes more than one location at once
  • In all compass directions but less directly north than in other directions.
  • Unknown duration and timing - he is not always searching for them and they are not always there. But no discernible pattern from what he has sensed.

We also discuss Hazes, which are of the Desert, there are others much bigger than the ones we encountered. Irfan identifies the functioning Haze crystals and explains how they work.

We come up with a plan to find a non-desert thing, Irfan will visit it in spirit and leave his feather physically there - as he did to contact us at the guild. We will then locate the feather and fly to the location.

The afternoon is spent preparing for tomorrow, the party tonight, and dealing with flirtatious tribesmen.

Duesday 8th Frost 813wk

We make use of the Haze crystals to help prepare ourselves and cast more spells in the morning. The additional casting leaves Tsayoi with black skin and a flaming fist, looking more like a Desert Djinn than a mountain warrior.

Flying NNE to the location just over 40 miles from the tribe is uneventful, we find the feather but nothing else. Flying out in a spiral search pattern we see nothing for some time until we spot something that is not sand about 20 miles north, probably too far from the feather but we investigate.

It is the ruins of an ancient city that was probably on the border of or within the Gatar Depression but is now mostly covered by encroaching desert sands. A small tent is concealed within the ruins, cautiously investigating we find three men excavating among the ruins beneath the sand. While they admit to little we are reasonably sure they are treasure hunters, they have seen strange things in the desert, a couple of weeks ago, people walking in the desert that were obviously not desert dwellers - they didn't move correctly.

Flying back to where the feather was left, we land and investigate the area, beginning another spiral search from the ground. It is getting hot on the ground, we decide to abandon the search when we are on the last hour of our wings so we can fly back to the tribe. Just as we are about to leave a swirl of sand vanishes as it passes within an invisible barrier, an effect we presume is similar to Illusionary Terrain.

Three Towers

After poking it a few times we step into the obscured area and see 3 tents on a packed circle of sand. The circle is high mana, the tents are magical and only appear to be tents.

Experimenting with one of the tents, Opening and a bit of brute effort gets one of the tent flaps open, looking inside we see a small stone tower no more than 30' across. Inside is also high mana.

Level 1 is storage.
Level 2 is living, cooking, and dining area.
Level 3 is sleeping and a humanoid sized empty crate.
Roof access through a trap door on level 3, not much on top apart from a flag pole and a pennant we don't recognise. A good view over the area from a concealed position.

We close the front door and settle in to wait for the occupants to return. Soon after noon one of the other 'tents' disappears, about half an hour later our tower relocates to the ruined city we visited this morning. One of the treasure hunters enter the tower and we grab him.

Lyric's charming ways get him talking, he's a dim young demonic minion/construct. He 'woke' in this tower, reports to his master (who we talked to this morning), he digs and practices his tower magic. They're on a 6-hour break and he is supposed to be sleeping now.

We let him sleep and rest ourselves, preparing to ambush the others this evening.

As the others emerge from their tent-towers we charge out and restrain them. Lyric's charm is applied to the boss, we find out he is a 'brother' of a mercenary cult, employed to supervise the tower-demonic as they train their tower magic. The location was his choice as somewhere remote and the excavations are a potentially profitable sideline. There are others who check up on him from time to time. The towers must be summoned to a new location which must be a high mana zone. He has an item that creates temporary high mana zones - we requisition that and his other interesting stuff.

We want to move the towers to a location of our choosing so we fly our prisoners to about 10 miles south of the Taghlib tribe, use a charge to create a high mana circle and have our cultist command the minions to summon their towers.

Ambushing the Dark

We take our prisoners back to Taghlib to consult with Irfan and Rais. They identify one of the symbols on the pennant that looks like the one used by The Red Mage in Saktekorum. They appreciate what we have discovered so far but want to know who is behind it and mostly why they are a danger to the tribe.

Irfan divines them and confirms the tower minions are some form of construct like flesh golems.

W'ansday 9th Frost

We ride the sand back to the towers with Irfan for him to examine and divine them.

After some discussion, Lyric decides we should go after Nerith's master before going to Saktekorum.

Coming up with a plan we fly back to Taghlib, part from Irfan, collect Nerith and two of the tower minions then fly on to the ruins.

That night, Lyric charms and Elgar hypnotises Nerith into believing he has found the plate his master is after, we then give him his invested Wind Speech and he follows the suggestion to report his success to his master and not mention us.

Then we leave Nerith manacled and slept in his dig tent and set up in ambush around it.

About three and a half hours after midnight we see wings occluding the stars and quickly cast our last minute spells. The master, two bodyguards and one tower minion land in the high mana circle about 60 feet from us, the master releases 3 hounds from his cloak and sends them coursing towards the camp. We wait while the master and his guards get 20 feet closer but then one of his hounds starts reacting to our scent so we need to act.

The hounds are dispatched or controlled fairly quickly, one of the body guards goes down fairly quickly and the other is controlled. The master swaps his tower minion with Nerith then pulls his sleep from him and throws it at Tsayoi, fortunately missing. Prue's fog and rainstorm are similarly gathered and thrown at us as magical grenadoes. Quentin's celestial counterpsell interferes with some of the masters abilities so he gathers it and switches places with his tower minion in the dig tent just we we had him surrounded.

Chapter 6

NB Put another Celestial counterspell under Nerith and the tower minion then bring the controlled dog and bodyguard over to the CS area to hopefully stop any more castling and damage transfer. NB2: the astrology reading also points to the Red Mage: "A mage in a red turban on a high spire"

Reference

Buffs

Magic Rk Effects Dur Ts Ra Ly Qu Li Pr El
Shadowform (Li) 13 +28% Def 13.5 hours* Y Y Y Y
Enchant Weapon (Ra) 8 +9% +4 Dam 13 minutes
Shadow Wings (Li) 6 36 mph (234 miles) 6.5 hours*
Waterproofing (Pr) 6 39 hours*
Water Breathing (Pr) 6 13 hours*
Waters of Strength (Pr) 7 [D-2]+7 PS/MD 40 mins MD PS PS
Fire Armour (Fire Spirit) 10 44 ablative fire 21 hours*
Fire Proofing (Tsayoi) 6 Prot from fire 13 hours*
Enhance Enchant (Lyric)
Rk 10 (* indicates enhanced duration)
Greater Enchntment (Rahne)
Rk15 +16% on Magic & Combat

MilSci

Skirmish Formations Watches
Default

Rahne Tsayoi
Lyric Lila Prue
Quentin Elgar

Double File

Rahne Tsayoi
Lyric Lila
Prue Quentin
Elgar

Single File

Rahne
Tsayoi
Lyric
Lila
Prue
Quentin
Elgar

3-4 Hrs per Watch

A. Lyric & Elgar
B. Lila & Quentin
C. Tsayoi & Prue
D. Rahne

Loot

  • Echoes of the Desert - essence of magic/knowledge distilled from the Deseet.
  • 1,000sp each for travel costs and advance on guild rates
  • Scroll of 'Beginners phrases in Five Sisters Trader'
  • 21 Haze Crystals - absorb fire damage storing it as mana (available as FT for casting).

People

Ferzil
Junior trader from Five Sisters, our language tutuor for an afternoon in Seagate. Blood donor.
Albrecht
Goblin Alchemist and Merchant from Grymeron. Met by chance in Gryphon Pass, provided language potions (rk 8 Five Sisters for 1 season).
Entropy Monkeys
Enchanted creatures, small animals (lemur sized). Known/suspected magical affect is that they stop movement and cause creatures who stare at them or stay near them (conjecture both) to freeze and suffer stasis effects - probably to their detriment.
Hazes
Greater Undead, light/heat based. Semi-substantial, near invisible whirling heat haze with tentacles. Drain life/water on contact. Increased damage to Water/Life aspected/aligned. Fire Armour protects against their touch, normal armour doesn't. They are more active during the day than at night. They vary in size and strength.
They sense and are attracted to life and water. Prue being a life-aspected water mage carrying an artefact of water is about 4 times as visible to them as an average person, a shroud of bound-fire reduces this to about twice as visible.
Treasure Hunters
Mixed backgrounds, secretive.

Taghlib Tribe

The shattered glass walls, moving silk, charms and dream catchers are primarily to protect and hide their camp from the Hazes. Loose or no marital bonds.

Chief - Rais Haytham
Big, strong, older.
Seer - Irfan
Blind, but able to see, blackness where his eyes and eyelids should be.
In-tune with the desert, senses disturbances/changes in it. Able to explore in his spirit form (a buzzard). Magic seems to be a mix of Rune, Wicca, Earth, Fire, Air, and Astrology. (GM Note - Irfan is a Shaman Desert mage. The Shaman side offers such things as spirit travel, prophecy, divinate, totem spirit. The Desert college is elemental in nature and concerned with sand and/or heat manipulation)

Places

Brastor
border village,
Gryphon Pass
Fort Gryphon
Gatar Depression
Sumaldi, a jungle oasis, ruined city, on old trade route south, near Argon's watch. Known / Rumoured denizens - A couple of dozen Size 8 goblin shock troops, half a dozen hobgoblin weapon master NCOs, handful of very swarthy spell caster orcs (swarthy, even by orc standards), perhaps a hag, one or two minor deaths, more dates than you can shake a stick at. Also a large number of Entropy Monkeys.

Calendar

Winter: Frost 813 (7)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Samhain 1 Guild Meeting

Seagate

2 ABC

Fly to Brastor

3 CAB

Fly to Gryphon Pass

4 BCA

Fly to Sumaldi

5 ABC 6 CAB
7 BCA 8 ABC 9 CAB 10 BCA 11 ABC 12 CAB 13 BCA
14 ABC 15 CAB 16 BCA 17 ABC 18 CAB 19 BCA 20
21 22 23 24 25 26 27
28 29 30 1 2 3 4
Winter: Snow 813 (8)
5 6 7 8 9 10 11
12 13 14 15 Solstice 16 17 18 Yuletide
19 Days of Chaos 20 21 22 23 24 25
26 27 28 29 30 Twelth Night 1 2
Winter: Ice 813 (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