Duskfalls demise: Difference between revisions
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Branching of tunnel with choice of 3 games, participate to proceed. We choose checkers and make it with some serious wounds that we are able to heal. | Branching of tunnel with choice of 3 games, participate to proceed. We choose checkers and make it with some serious wounds that we are able to heal. | ||
Dark room of fear, fight with Lyric's haughty Elves. | Dark room of fear, fight with Lyric's haughty Elves. <br/> | ||
=== Session 4 === | Steep ascending tunnel, camp for night part way up. Dreams. Gather copper ore (10k) and malachite (3k). | ||
=== Session 4 - We see the light - 3rd of Meadow === | |||
The night passed uneventfully in a physical sense but several of us have had disturbing dreams. <br/> | |||
I dream of a necromancer (evil of course) living under the earth. He stands over a large evil looking egg which I see cracks in and .. <br/> | |||
Mayhem dreams of 3 women knitting a tapestry. The tapestry is tapering and the women start to cackle and <br/> | |||
Mario dreams of a bright star, gates being sundered and a great smoke pouring forth from there … | |||
Once we awaken somewhat rested we are determined not to sleep down here again if we can possibly avoid it. We breakfast and then set off again up the rough path. <br/> | |||
We emerge into alpine valley. Squabbling young dwarves (seekers sent before us) including Namer and Rune mages. | |||
Find and talk with Oracle. Visions, dreams, plans. | Find and talk with Oracle. Visions, dreams, plans. | ||
Revision as of 19:04, 16 February 2015
Summary
Adventure: Duskfalls demise
GM: Julia
Season: Summer 815 wk
Night: Tues in Onehunga
Level: Medium
- Party
- Bromli - (m) Dwarven Fighter-Namer - Nick
- Henric - (m) Dwarven Fighter-Mind Mage - Chris - Scribe
- Lyric - (f) Dwarven Charmer (E&E) - Michelle
- Mario - (m) Human Lothario-Mind Mage - Dean - Party Leader
- Penni - (f) Elven Healer-Namer - Lisa
- Thaeuss - (m) Elven Binder - Stephen - Mil Sci
- Mayhem - (m) Halfling Shadow Weaver - Jim
- Employer
- Special Dwarven Consul to Duke Leto of Seagate - a position that is currently vacant.
- Mission
- 'Find' the Special Dwarven Consuls and then complete various tasks that are the responsibility of the office... Meet with deep Dwarves and sort out whatever they want so they'll go home.
- Consult the Dwarven Seer about the Death Walkers
- Investigate reports of the Death Gatherers/Walkers on the surface.
- Pay
- A very reasonable donation to the Duke for his appointment of a position with income
- A donation to the joint-race task force from the deep Dwarves
Scribe Notes
Session 1 - Guild Day and party that night
We have a party consisting of three dwarves (my lovely sister Lyric, the stoic Bromli and I – Henric), a dark-aspected Halfling named Mayhem, Thaeuss the infamous elven binder and 2 humans with Mario the fine upstanding merchant lothario and Penni the beautiful republican.
The Duke of Carzala has a problem to do with some dwarves and he’s willing to appoint some of us a Special Consuls to the dwarves (for a one off payment of 2,000sp) to get it sorted.
Some of us consider this a good idea and so 5 of us volunteer to pay the dauke for this honour while Thaeuss and Penni decide against it. We are invited to the evening soiree at Castle Chilton that night where we distinguish ourselves in many ways before we meet the Duke where we get a quick overview of the issue and some of us swear fealty before being passed on to his steward Sir Bryn.
The gist is: There’s a nice square off to one side of the castle and some dwarves recently arrived and dug it up claiming it to be a sacred meeting ground for the peoples and they were there to meet with others. Now because these seemed to be capable and high ranking members of the dwarves who couldn’t be persuaded to stay in an inn like most others, the duke decided to deal with it using his local fixers – aka the Seagate Adventurers Guild – aka us! We are to discover what the dwarves want and solve it to their satisfaction and enable the square to be repurposed once more or some other similar civil construction issue to be resolved. We agree to the duke’s terms and set about having a good time that night.
I had gleaned some tips on how to find a female companion from my fellow party members and while Mayhem said just pay them, Mario said talk with them, feign interest in whatever they say, let them talk (especially about themselves) and keep them happy and entertained. I went with Mario’s advice!
I met nice dwarven lass named Morlar who was very keen on me, so much so that she let me walk her home. I found out later that my sister in her stunning blue formal gown had shadowed us home and lurked in the alleys while I took her to her door, introduced myself to her kin and walked off as a gentleman should.
Meanwhile an older dwarf came up to Lyric hiding on the corner alley and asked if she was ok and needed somewhere safer. She replied “yes, of course†and pulled a small stick out of her cleavage and crushed it to become her war-hammer. He went away mumbling that she had a fine weapon rack for a young dwarf.
The night otherwise passed uneventfully into hangovers and regrets.
Session 1 - the next day - 1st of Meadow
We arose the following day and from various locales rendezvoused at the guild where we got our hangovers cured and became slightly more presentable. We get the results of some research we had commissioned yesterday which revealed that yes the square they have taken over was a historical meeting location between Elves, Dwarves and humans some 200 years ago.
We go down to the square and discover it’s more like a dwarven field camp with pits, tunnels and the like. There are a lot of runes about and looks like they have some very useful and unique magic at their disposal.
We hail the workings and take ourselves and our alcoholic beverages down into the ‘camp’ and start to talk over a few drinks. The elder dwarves welcome us as ‘Seekers’ who have come to the meeting place. They have blackskin w flecks in it and we greet one as Oakenbark from ‘The Strong Mountain’.
We consume beverages and he explains that they have some seers who never fail to be right and when they say the sky will fall then the sky will fall.
The seer is very old and has been mumbling about the dark circle rising, death constructs, missing people, the herald of darkness, death-walkers wandering the land in an undead clump and more.
We are tasked to talk with the seer and investigate what is being prophesied
Session 2 - Off we go - 2nd of Meadow
We consume a great deal of seeker food and we awake from their effects (and the Rune portal travel) inside the Great Mountain within the Dragonspine Mountains on top of a mithral dias festooned with runes of travel. We are deep under the mountain in a nice cold chamber hewn from the rock of this interesting mountain. The 100ft tall roof above has a mossy which emanates a dull light.
We meet some dwarves named Darina, Dree (f), Kildree and Dwon.
We are given Fungballs to help recover our lost fatigue.
Its around noon and we are shown whats been assembled here by the farsighted dwarves and we review the prophecy made a month ago by the seer.
We are shown the direction to the seers chamber but informed that each must travel a new path to get there and so without a map but with a great group of adventurers we head on down into the depths which get more and more dark and forbidding to those used to sunlight and open air.
We come to a chasm and are attempting to negotiate its passage when we are ambushed by spiders and other nasty types. Combat ensues ....
Fight with giant spiders (non-sentient). Abilities to cast webs as strong as steel, paralyse, poison. Kill several, capture one of the biggest, take some eggs.
Session 3 - In the depths - 2nd of Meadow
Heal wounds, eat, rest a couple of hours and harvest silk and stuff.
Branching of tunnel with choice of 3 games, participate to proceed. We choose checkers and make it with some serious wounds that we are able to heal.
Dark room of fear, fight with Lyric's haughty Elves.
Steep ascending tunnel, camp for night part way up. Dreams. Gather copper ore (10k) and malachite (3k).
Session 4 - We see the light - 3rd of Meadow
The night passed uneventfully in a physical sense but several of us have had disturbing dreams.
I dream of a necromancer (evil of course) living under the earth. He stands over a large evil looking egg which I see cracks in and ..
Mayhem dreams of 3 women knitting a tapestry. The tapestry is tapering and the women start to cackle and
Mario dreams of a bright star, gates being sundered and a great smoke pouring forth from there …
Once we awaken somewhat rested we are determined not to sleep down here again if we can possibly avoid it. We breakfast and then set off again up the rough path.
We emerge into alpine valley. Squabbling young dwarves (seekers sent before us) including Namer and Rune mages. Find and talk with Oracle. Visions, dreams, plans.
Dwarven Oracle Plan: Gather samples from the leaders of the races in the 'western kingdom' area, make a poultice from them, apply it to the ancient Elven throne in Confederation Bay to enhance the lifeforce of the represented races so they'll survive the coming darkness.
Spend the night - more dreams. Send the seekers to report back to the elders.
Fly west to near the ice road then south parallel in hops until Lyric locates the smaller Death Gatherer she dreamed of. With emerald wings we fly close to the broken ground towards the DG, spot a good crevasse to lure it into then land and start to prepare our ambush.
Session 5
Walls, Golems, Wards, Weapon of Flames, and a traditional layer of leaves and sticks over the dead-fall. Thaeuss and Penni fly out to harass and lure the DG which works. It flings Spectral Vultures as it charges after them but they're too slow to keep up.
DG goes into the pit as planned though it vomits putrescence over as as it goes in, golems lay into it, we assault it with thrown magical weapons from above. The DG vomits at us, throws more spectral Vultures but we shelter in Necro counterspells, then it throws parts of itself (undead horses) up to engage us, then throws a different horse that seems to be its original/central body. The central body merges with another part of itself and tramples us, we assault it and Penni gets the death blow to finish it off. Mayhem is caught outside of the counterspells and killed by the Spectral Vultures.
Finishing off the remnants, patching of wounds, resurrecting Mayhem, counterspelling the Vultures, gathering the Dark Phoenix feather that was the 'heart' of the DG, then fleeing out of the war zone.
Camp in a safer area, away from settlements. Divining and examining the Feather, we think the Dark Phoenix it came from is bigger than a Roc. It was corrupted in the egg by Phenex and Naberius. It's feathers can be used to create DGs. The feather will drain the living on contact.
Session 6
Fly north and east, back to the Dwarven oracle. Report on the findings and then wait while he divines the feather himself and tells us what we already know. We question her (turns out the Oracle is a woman - who can ever tell with Dwarves) further on her plan to protect the people of the west and then agree to attempt it.
Fly back to the guild, commission a philosopher to gather what they have on the Kingstone, stay the night.
Early morning portal to Tycho, have breakfast, some shopping, arrange a discrete ship for departure on the evening tide.
Once at sea we fly from the ship north towards the Temple of Fate. After a few hours we are intercepted by a dusky beauty of a Titan, she points out we are heading for the Gryphon Mountains, redirects us towards the temple and requires us to deliver a message (that the Demons are necessary) to the fates in return for her inconvenience. She would also like us to remove the Calimar from the gates of Hell, if they remain they may succeed in their goal.
On approach a light Titan flies up to meet us, declares Bromli (in his flying form) is an abomination and kills him. We land, recover Bromli (back in Dwarven form), resurrect him then proceed on foot. Three Light Titans are sitting with one Dark Titan at the foot of the stairs engaged in intense discussion, one of the Light Titans discretely waves us on, we take the hint and walk quickly.
At the temple we are met by the mother, we deliver the message, ask the question we thought we should ask (is the Oracle's plan a good thing) and then after hinting we ask for help and guidance with our task. Agreeing to place ourselves in fates' hands we receive further advice and help.
The coming darkness is now a certainty, events have progressed too far for other outcomes to be likely. In their focus on the way on hell, the Elements of Fire have been remiss in maintaining the balance of the elements, this has placed the sun at risk. Someone should chastise them and get them back to their duties. It is not too late to stop the Dark Phoenix. In gathering the hair for the life poultice, we should not gather too much or from those that are too powerful, nor should we gather too little. Success and the ideal duration of effect depend on the right balance.
Session 7
Calendar
| Summer: Meadow (1) 815wk | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Beltane Full Moon | 1 | Guild Meeting | 2 | 3 | 4 | 5 | 6 | |||||||
| 7 | 8 | 9 | 10 | 11 | 12 | 13 | ||||||||
| 14 | 15 | 16 | 17 | 18 | 19 | 20 | ||||||||
| 21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
| 28 | Full Moon | 29 | 30 | 1 | 2 | 3 | 4 | |||||||
| Summer: Heat (2) 815wk | ||||||||||||||
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
| 12 | 13 | 14 | Midsummer Eve (Faerie Day) | 15 | Solstice | 16 | 17 | 18 | ||||||
| 19 | 20 | 21 | 22 | 23 | 24 | 25 | ||||||||
| 26 | Full Moon | 27 | 28 | 29 | 30 | 1 | 2 | |||||||
| Summer: Breeze (3) 815wk | ||||||||||||||
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| 3 | Day of Death | 4 | 5 | 6 | 7 | 8 | 9 | |||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | 18 | 19 | 20 | 21 | 22 | 23 | ||||||||
| 24 | Full Moon | 25 | 26 | 27 | 28 | 29 | 30 | |||||||
Reference
People
- Duke Leto of Carzala
- Sir Bryn of Carzala - A steward with Duke Leto
Life Poultice Donors
As leaders/representatives of their races, the following have donated hair to be used in the life-enhancing poultice:
- Regs - Dwarven Oracle
- Boulder - Giant
- Mordrin - Dwarf
- Amelia - Halfling
- Engalton - Human
- Sabrina - Elves
- Grobbenbonk - Goblinoids
- Grobbenbonks Guard - Ogre
- Grilsh - Orc (of Orctown)
- ? Lady Nicola - Shapechangers
- ? Lady Cher - Saurime
And the party.
Places & Locations
Loot
(and expenses)
| Item | Qty | Effects | Br | He | Ly | Ma | Pe | Th | My |
|---|---|---|---|---|---|---|---|---|---|
| Purchased | |||||||||
| ... | 1 | ... | |||||||
| stuff | |||||||||
| ... | 1 | ... | |||||||
Logistics
Buffs
| Magic | Rk | Effects | Dur | Br | He | Ly | Ma | Pe | Th | My |
|---|---|---|---|---|---|---|---|---|---|---|
| Greater Enchantment (Ly) | 12 | +13% | Season | Y | Y | Y | Y | |||
| Durability (Th) | 10 | +3 AP, Unbreakable, 22lb limit | 110 mins | +2 | +2 | +2 | Y | |||
| Modify Aura (Th) | 6 | +/- 3 Levels | 7 hrs | |||||||
| Instil Flight (Th) | 10 | 40mph 650 lbs limit | 5.5 hrs | - | - | - | - | - | Y | - |
| Linking Lifeforce (Th) | 13 | Reflect health within 1400 miles | Perm | P | ||||||
| Heroic Aura (Ma Self) | 10 | Allies:+3 SC,+1 Dmg,+6 Reaction and Fear ; Enemies:-3 SC,-1 Dmg,-6 Reaction and Fear | 5.5 hrs | - | - | - | Y | - | - | - |
| Witchsight (Mhm) | 6 | See invisible etc | 3.5 hrs | - | - | - | - | - | Y | |
| Weapon of Flames (Ma) | 7 | +8% +4dmg | 12 mins | |||||||
| Enchant Weapon (Ly) | 7 | +8% +43mg | 12 mins |
MilSci
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Mario | Henric | Bromli | Mario | ||||||||
| Mayhem | Thaeuss | Penni | Lyric | ||||||||
| Default
Bromli Mario Henric |
Double File
Bromli Henric |
Single File
Bromli |