Into the Dark Continent: Difference between revisions

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Will not be at guild meeting,<br>
Will not be at guild meeting,<br>
Weird & extreme abilities preferred
Weird & extreme abilities preferred
* [[Alandis]] Assassin, thief and Fire Mage
* ?
* ? - Stephen
* ? - Stephen
* [[Bromli]] - Nick M
* [[Bromli]] - Nick M

Revision as of 19:32, 8 December 2016

Return to Scribe notes

Summary

Adventure: Into the Dark Continent - Nualis
GM: Jim
Session: Summer 817
Night: Monday
Location: New Windsor
Level: Medium

Party:
Will not be at guild meeting,
Weird & extreme abilities preferred

  • ?
  • ? - Stephen
  • Bromli - Nick M
  • Cronose - Ciaran
  • ? - Mike H
  • ? - Clare

Employer: Giovanni di Crescenti, a nobleman of Tarquinia

Mission:


Reward:'
Papal indulgences for theft, adultery and murder.
A map to the Black Library of Alexandria.

Diary

Scribe will receive an EP bonus if the notes are up to date more than 24h before the next session, and the in game dates are correct.

Initial Brief:

Chapter One:


People

Places

Mil Sci

Mil Sci will receive an EP bonus for ensuring Combats run smoothly and quickly

Daily Pattern

  • Sleep/Camp 11 Hours (4/3/4hr)
  • Travel 10 Hours
  • Meals 2 Hours
  • Rituals 1 Hours

Travel Magics

Caster & Spell

  • Total speed:
  • Duration:
  • Ft cost per duration:
  • Effective travel distance:

Watch Order

1st
2nd
3rd

Marching Order

Scout:
Main body front:
Main body rear:
Tail Guard:

Buffs

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.

General notes.


Long Duration Buffs

Magic Rk Effects Dur A B C D E F
- - - - - - - - - -
- - - - - - - - - -

Short Duration Buffs

Magic Rk Effects Dur A B C D E F
- - - - - - - - - -
- - - - - - - - - -


Map

Loot

SP

Items

Gifts

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


House Rules
I write this because I prefer that people know up front how my game works. This is not an exhaustive list of the way I run my games because, well, life is too short..Players are encouraged to ask for clarification where they are uncertain, for as long as my patience lasts.

  1. Non-human characters have their Experience divided by the Racial Modifier in the book. If you're not human and you play in my game, you get less Experience. I do not countenance reducing Racial Experience Divisors. The only advantage humans have is that they do not attract this penalty, and I will police this strictly.
  2. Natural Armour is the same as Protection, but stacks with it in general. Unless specified otherwise. it is neither Damage Reduction nor Endurance Armour.
  3. Spell Armour reduces incoming damage from spells. Protection comes from armour or Natural Armour and reduces the physical damage of blows and certain magical attacks. It may be penetrated by a quality hit (i.e. possible Specific Grievous injuries or blows directly to EN). Endurance Armour reduces the damage component of a quality hit but never protects against the special damage of a Specific Grievous injury. Damage Reduction reduces damage from each attack, whatever the quality of the hit. However, if ANY of the damage gets past Damage Reduction, all of the special damage of a Specific Grievous injury is applied.
  4. Unless carrying capacity is specified (e.g. Instill Flight) a flying entity can carry themselves and Encumbrance calculated on their own PS or a flying PS of 5 + the Rank of the flying Magic, whichever is less (E.g. if you have PS of 13, and are flying on Rank 10 Shadow Wings, your Encumbrance is calculated on PS of 13, not 15 ). This may incur AG penalties and FT costs but has no effect on eligibility for wielding weapons, etc.
  5. If you move faster than your TMR, your Magic Resistance and Defence are reduced to zero, except against ranged attacks, in which case Def is calculated as 5 per hex moved through.
  6. Featherfall creates an inertial volume of air around the subject/victim. It can be counterspelled by the Adept or dispelled by a Namer, at which point falling resumes. Or flying. Any standard form of flying will be inconvenienced by Featherfall.
  7. When flying, a steep climb is 30 degrees, or 1 hex up for 2 travelled horizontally. This is as fast as a character can climb, generally speaking. Again, generally speaking, the rate of climb is a maximum of 1/3rd of your flying TMR. Similarly, the shallowest ballistic arc a character can travel is 1/3rd of the horizontal distance traveled. If you leap thirty feet horizontally in a tunnel 8 feet high, they're going to be scraping you off the ceiling.
  8. I use a slight variation on the Repulsing a Charge attack. If you are wielding an A Class Hafted weapon in 2 hands, then you roll for Unengaged Initiative. If you lose, you attack just before your opponent's Strike Check, if you win, you attack then AND just before your opponent. Roll 5 + Rank or less on a D10. If you succeed, roll a Strike Check. If you miss, it is a hit directly to EN ignoring Protection, if you hit, it is a possible Specific Grievous injury.
  9. I expect players to submit an electronic copy of their character sheet and their write ups to me before the game starts. If there has been little change since the time I last DMed you, then I do not mind if it is only an update. I reserve the right to exclude certain abilities and gear from my game. For reaons known only to the vast otherworldly intelligence that underpins the worlds we play in, Assassin abilities do not stack with Warrior abilities and Warrior abilities do not synergise with spell-casting. To reduce the amount of work I have to do, I expect players whose gear includes Arcane Items, provide me a write up of it, explaining what it does, what base item it derives from and when it expires. I will let you know if I will allow it.
  10. By convention, rather than as a rule change, when in close, add your modified PS to your Strike Chance and Defence, since this is what I do for my NPCs.