Blood & Ice: Difference between revisions
| Line 79: | Line 79: | ||
We discussed various standard and less familiar SUPPORTS, specifically, including … | We discussed various standard and less familiar SUPPORTS, specifically, including … | ||
* Rahne offered a tweak to our luck <BR> | * Rahne offered a tweak to our luck <BR> | ||
* [[Rahne#Enchanted_Hair_Braids|From Rahne: Enchanted hair charms]] that endows each wearer (additional) resistance to draining if wearing more that 5pts of armour & over50 MR | :GAME MECHANIC: player rolls d100 — whenever player actually rolls their number exactly in the game, they may nominate what number they want it to be (perhaps an 01 or a specific critical result). E.g., SF’s player can nominate any desired number whenever he actually rolls an unmodified 51 or 57. Did anyone generates any really lucky numbers? e.g., 100 | ||
* [[Rahne#Enchanted_Hair_Braids|From Rahne: Enchanted hair charms]] that endows each wearer (additional) resistance to draining if wearing more that 5pts of armour & over50 MR <BR> | |||
* See also the Buffs section '''(PLEASE ADD ANYTHING RELEVANT)''' | * See also the Buffs section '''(PLEASE ADD ANYTHING RELEVANT)''' | ||
Revision as of 05:47, 21 December 2020

Summary
Adventure: Blood & Ice
GM: Jono
Season: Summer 821 WK
Night: Starting Monday the 14th of Dec 2020 in Albany
Area: Ivinia & north
Level: High
Info: Information from players for Jono
Playtest
Please note - Lowered specialisation to 1 per rank (from 3). See change log on last page of each doc.
Adventures related to this adventure are A Cold return, Northern Summers, Okla is missing and Half a crisp spring.
- Dramatis Personae
- Silverfoam Elven(m) Namer - Michael. Mil Sci & Scribe
- RagnfrÃðr Yngvarrsdóttir Human(f) Priestess - Kelsie. PL
- Anooke Hobbit(m) Ice Mage - Michael
- Lady Cher, Saurime Binder - Sean
- Rahne Human(f) Warrior/E&E/Dreamer - Stephen
- Jessica Human(f) Mind Mage - Rhys
Employer
- Two friends of the Elemental Lords - known as the Elemental twins (Duncan & Charm) wish some assistance of protection.
- Mission
- See some ghosts in the ruins of the village Lip, west of Seagate.
- Head to the northern lands to the area where the Fire Salamanders roam to hunt some Salamanders Tears.
- Head to the dangerous mountain of Qwal-Macca in the Elemental Plane of Earth to replenish some items and to stop some bad folks from doing the same.
- Minions of a Titan (Matt Tumbledown) - Now Allies in the Expedition
- Drow thieves - a follower of Loki reports they have an un-crossable river and plan to charge a toll to access the Mt.
- Giants and others - maybe, unsubstantiated rumour from Giant in Tycho.
- Payment
- They can sneak us to the Block in Lunar to inscribe our names.
- Thanks of the twins, resulting in training of special skills, by them and their allies.
- Gems to the value of 10,000 sp each.
- The shaping of an item each (given things to work with) - combining the properties of two items into one. OR An Amulet (Jasper & Gold), Ring (Protection) and Bracer (East Wind).
Scribe Notes
Will be split by Night
To Lip and Back Again
IN BRIEF
After General Preparations, PARTY met their employers (code-named TET). Party was advised of the Mission (as above) and completed the usual Guild formalities.
Party did brief research and further more appropriate “Preparations†— Beyond the Northern lights weird stuff happens! Then some checked the harbour, apparently meeting members of TET’s allegedly potential rivals* (in various ways).
TET & party went to the first place (The Ruins of Lip) on TETs’ list, for an important discussion with a late relative.
Complications and setbacks arose. Whereupon the party variously withdrew to the Guild.
After healing and other ministrations, party-members met associates of Mat Tumbledown. And, after clearing up some misunderstandings, the Party & employers intend to voyage to the North with Mat Tumbledown and his crew.
The Employers
The elemental twins (relatively attractive, tanned “humansâ€) — Duncan (m) & Charm (f), wish to employ us. To go North to Ivenia, then … (as per mission and payment above)
HOWEVER TET did list some “known complications†— Primarily that they are NOT the only interested parties at this Solstice Renewal... Historically, some of their would-be RIVALS have viciously attacked TET and rapaciously stolen TET’s loot. Obviously TET reciprocated! (possibly anticipatively).
- It is understood by the Janx that TET are at odds with them.
- There’s a seven-masted ship in the harbour (probably belonging to a Titan?). On board are persons that ALSO wanting to reach the dangerous mountain of Qwal-Macca in the Elemental Plane of Earth to recharge exhausted magics.
- Some “Elves of the Dark Ward†(Drow?) are probably going to rob us.
- A follower of Loki has a river that cannot be crossed that will wrap around the mountain and prevent passage (or retreat).
- There was a “giantâ€(?! we think they mean Titan, but won't push it, yet) from the Lunar Empire some time ago, in Tycho, who said there were some giants and other people planning on travelling there too (but hasn’t heard any more about it).
- However, if some Senators (of Decay?) turn up its an immediate truce.
But first, the employers wish to visit some giants in the village of Lip Guild rep said it’s probably “Lip Ruins†to the West of the guild.
Initial Preparations
We discussed various standard and less familiar SUPPORTS, specifically, including …
- Rahne offered a tweak to our luck
- GAME MECHANIC: player rolls d100 — whenever player actually rolls their number exactly in the game, they may nominate what number they want it to be (perhaps an 01 or a specific critical result). E.g., SF’s player can nominate any desired number whenever he actually rolls an unmodified 51 or 57. Did anyone generates any really lucky numbers? e.g., 100
- From Rahne: Enchanted hair charms that endows each wearer (additional) resistance to draining if wearing more that 5pts of armour & over50 MR
- See also the Buffs section (PLEASE ADD ANYTHING RELEVANT)
ASIDE: Working list (To be delete these when listed) … Rank 10 strength of stone. R12 Resist cold 4 gages for 13 hrs (Anouk). Cube of ice (can bite as a free action ….heals half the Dmg you’ve take upto 40 pts (Anouk). Wraithcloak (Ragna). Frost & snow. +20 pts to resistance Enchant armour from (Rahne). Cher can throw bomb that does weird shit.
… and research
SF was shown a nasty poem (Astrology Reading?) by RagnfrÃðr Yngvarrsdóttir. Consulting the notes from the previous parties in the area, She accused suggested:
EITHER SF broke his promise to assist Matt Tumbledown
AND/OR SF broke his geas to release the Elvan Queen
As per scribe notes (A Cold return, Winter 813),
…as well as that same Astrology reading, there was a passage.
{quote}
ALSO, Not actual "employment", but near-to-future obligations include:
B.Silverfoam & Grendel WILL be summoned to help the Titans repair their ships when attacked by void cruisers
E.Michael, Grendel, & Silverfoam Geased to ourselves to return in the next 4 years with a party to release the Elven Queen. (DONE).
Obviously SF did NOT break his promise to Matt Tumbledown — would never do that, and besides M.T. never summoned SF
Item E is marked as “DONE†… even though SF can’t remember actually doing anything. (As the opera says, “Remove the cause, but not the symptom!â€) Poops-a-daisy! So presumably “DONE†meant just the Geas, which is still in effect!
Technical details
Checking all the other scribal notes for:
Queens (especially Elvish, Dark, Drow, or Eldar);
And, for good measure Frozen or Undead or Palace or Dream.
Working backwards (in the pitiful hope that the problem had been fixed already!) that meant:
- Summer 820 WK Okla is missing; —Fae Queen, whom we helped, Grateful & Generous! Still seems delightfully enchanting, and unfrozen
- Spring 819 WK Half a crisp spring; —just a Vampire Qn; and Qn of Glissom elves’ agent; Oh, that’s who the (chaos-magic using) Janx are and why TET understandably dislike them.
- Summer 819 WK Northern Summers (Employer: RagnfrÃðr Yngvarrsdóttir), no details
- Autumn 817 WK Northern Lords; —Fae Queen, whom we helped, Grateful & Generous
- Spring 816 WK Ivinia Darkness; — just VERY pleasant, human (1st & 3rd) Queens … No other real Queens worth mentioning, not at all, not even dead ones in another country.
- Winter 816 WK Chelemby Northern Darkness;— No Queens, No elves
- Winter 814 WK Copper Sands and Broken Dice; Not relevant
- Summer 816 WK Chateau Haut-Brion; Not relevant
- Winter 813 WK A Cold return; --- where ALL the trouble started
Reaching Lip Ruins
TET said they have ancestors they need to talk. Guild maps put Lip Ruins a mere 20 miles WSW from the Aventurers’ Guild. TET suggest flying. So, with fresh Greaters on (etc) TET & Party fly West. SF used his Spyglass the confirm that the 7-master is definitely the East Wind of Tycho i.e., Matt Tumbledown’s ship.
On approach, we saw a Large Wicker Man and other signs of Activity at the hill, people carrying sticks & brush. Interestingly the single road from its neighbouring towns no longer go through it (as the old guild map suggests), but around the Remains of Lip. Indeed, the County Road is in good order.
The lands around the Ruins are still being harvested (if not actively farmed) and there were some renovated dwellings amid the ruins. We started to scout through Lip Ruins. As we reconnoitered the area we noticed patches of brambles on the ground and several walls. The derelict, former road meandered through the ex-town and its empty gibbets, but dead foxes that were hung in cages.
Because we were no long flying, quiet conversation was possible.
TET advised “The people scrying us work for the giant from the boat.â€
And while we searched, they gave more background on the rivalry of the various groups: “The bracelets we brought were actually bought 4th-hand and might well have originally belonged to them. There may still be some ill will.â€
We found an apparently intact, decently built building — with good thatching; walls made of river stones. That would make a good House for TET to use to speak to their ancestor(s). Some party-members reconnoitered inside while TET started preparations.
Someone else spotted what appeared a wounded boar (it wasn’t); and SF, hovering towards there, to DA/talk to it, spotted 3 circular pools of bubbling water (VERY similar to transportation pools!) — now overgrown by Brambles … Definitely worthy of further investigation but w hen the alleged Brambles on a wall near the good House were DA-ed, the GTN came back as “boar†and the party was attacked. …Scribe will continue later today
Fleeing Lip Ruins
Then some something went wrong as TET were preparing to contact their ancestor using a bowl, or rather a chalice, of Blood. The party was adjacent.
Three(?) Crystaline-like, bloody, stone-shafts shot out of the Chalice and the ground by it. SF dropped a Exsanguination Special Counterspell, but two attacks managed to get through ... dealing 57 points searing through Cher and 26 through SF, while the house’s front violently crumbled. (Very BIG crumbs!)
One hand, holding a bone orb, sticking out of the Rubble & stone that otherwise covered Ragna; and that Hand/orb was malevolently reaching out with snaring, black tendrils, wrapping around the base of the stone, partially sapping it.
Rahne dragged SF back to safety (& gave back 25 to 10 EN); and Anouk (in White Ape form) sneezed up a Wall of Ice to protect Ragna. Bless you! Two Crows flew in and perched on (what remained of) the house.
SF, after his third 3rd potion, finally had enough fatigue to start healing Cher … who was also stuck to the outside of the wall. Rahne tried Telekinesis, aiming to push the rock away and a pile of ruble impacted Cher who, when she felt a bit better, destroyed much of the ice. Meanwhile SF started a Hymn of Harmony and Purpose, since he was still partly trapped in the house.
Suddenly a Titan (not a giant!) appeared with his hand around Silverfoam’s neck and straightaway disappeared with him.
TET warned (belatedly) that “This place is exceedingly haunted. Apparently it will get more haunted as we approach the solstice.â€
Anouk asked “What was that thing?†— Reply: “Some sort of greater shade.â€
“Why did he give … ?†— Reply: “The shade owed us two favours.â€
The party regrouped while Rahne Located Silverfoam, and all flew towards SF’s location, with Lady Cher trailing a stream of dark ichor droplets. Flying above light woods, the party reached the guild, without further interruption, and sought Healers and boffins.
One Guild Rep obscurely explained that “Yeah! We had a couple of papers written on her (meaning Lady Cher) in the past. It’s a rift/portal between her & the Elemental plane of Blood Magicâ€.
Cher was give an elixir (gravity fed through a tube) and the Party was warned, “We’ve worked out what’s wrong with Cher. Some sort of undead infection. It’s in a bottle; Don’t let her see it!â€
Rahne was writing a letter to the Master of the Winds of Tycho, when SF meets up with the rest of the party at the guild.
Matt Tumbledown & The East Wind of Tycho
We concurred with Rahne’s plan to parley with Matt Tumbledown. Flying to the harbour, we saw The East Wind of Tycho by a pier … With an audience of Dwarves and well-dressed Merchants are on that pier. The Elemental Twins decided to come with, because we’re clearly contacts with the “other lotâ€.
A Tricorned merchant/messenger-type bowed before Lady Cher. Actually, he was Richard (Matt’s Associate) and he offered her “Congratulations on Leading the party that will restore the fractured live of Silverfoamâ€. (No, we didn’t understand it either.)
There was talk about the Archer Elves (meaning T-- & Sh--), and the perils of other gangs. And, with a minimum of pussy-footing, between the two factions, Richard then proposed “An Alliance, that’s what we’ll have. Everyone marching up a godforsaken hill trying to protect their back.â€
It was said very deliberately … but a fair point and to the advantage of all. The Elemental Twins agreed. (Apparently, Richard was pleased that the twins have a way of accessing the plane of earth.)
I believe it was then decided that the swiftest safe way to Reach the Far North was on Matt Tumbledown's most excellent ship.
Loot and Costs
Buffs & Mil Sci
Long Term (assumed always on)
| Magic (caster) | Rk | Effects | Duration | Rg | An | Je | Si | Ch | Rn | Tw |
|---|---|---|---|---|---|---|---|---|---|---|
| Greater Ench. (Rn) | 20 | +21% to Res, Mag, Com, and S&S. | 6 days | Y | Y | Y | - | Y | Y | |
| Witchsight (Rn) | 21 | 12 hrs | Y | Y | Y | Y | Y | Y | Y | |
| Ench Armour (Rn) | 16 | +34% Def +1 AP 14 DR vs Phnt/Nmare. | 8.5 hrs | Y | - | Y | Y | - | Y | 2 |
| Wraith Cloak (Rg) | +14% -2 Damage | hrs | ||||||||
| Str of Stone (Tw) | 10 | +10 EN | 11 hrs | Y | Y | Y | Y | - | - | 2 |
| Resist Cold (An) | 12 | 4 Gauges, -4 Cold Dmg. | 13 hrs | Y | Y | Y | - | - | Y | |
| Ice Cubes (An) | 20 | Heal 1/2 dmg up to 40 | Weeks | Y | Y | Y | Y | Y | Y | |
| Mind Special Counter (Si) | 20 | +90% MR | Y | Y | Y | Y | Y | Y | Y | |
| Water Breathing (Si) | 20 | Breathe in water | 41 Hrs | Y | Y | Y | Y | Y | Y | ? |
| Wind & Water Proofing (Si) | 20 | 63 Hrs | Y | Y | Y | Y | Y | Y | ? | |
| Self Only | ||||||||||
| Ice Armour | 16 | 24% 4 AP, SG, Fire Armour | 8.5 hrs | Y | ||||||
| Mind Shield | +10+2/rk% vs M.Att. | 1+2/rk hrs | ? | 11 | 8 | |||||
| Sense Danger | ? | 66% | ||||||||
| Navigation | Extra Navigator ranks as listed and safer travel | 1+rk Hrs | ? | 3 | ||||||
Enhance Enchantment (Ra) rank 11: 70 seconds
Healer Buffs
| Ability(healer) | Rk | Effects | Duration | Rg | An | Je | Si | Ch | Rn | Tw |
|---|---|---|---|---|---|---|---|---|---|---|
| Soothe Pain () | 10 | additional resistance to pain or agony type magical effects | 10 Hrs | Y | Y | Y | Y | Y | Y | |
| Dampen Pain () | 10 | +20 to amount needed to stun | 12 hrs | Y | Y | Y | Y | Y | Y | |
| Fortify Other (Si) | 10? | Y |
- Cher Morning Dance
- 1 MR% re-roll (or stun recovery) per day.
Short Term
| Magic (caster) | Rk | Effects | Dur | Rg | An | Je | Si | Ch | Rn | Tw |
|---|---|---|---|---|---|---|---|---|---|---|
| Weapon of Ice (An) | 18 | +19% +7 dmg | 23 min | Y | Y | Y | ||||
| Enchant Weapon (Ra) | 12 | +13 BC%, +5 Dam. +7 vs Phn/Nm | 18 min | Y |
Watch Order
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Jessica | Silverfoam | ||||||||||
| Anooke | Cher | Ragna | |||||||||
| Rahne | |||||||||||
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Default
Anooke Rahne |
Double File
Anooke Rahne |
Single File
Anooke |
Astrology
| Ragna | Anooke | Jessica | Silverfoam | Cher | Rahne |
| 82 | 45 | -- | 51 & 57 | 91 | 00 |
Calendar
| Summer: Meadow 820WK | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Beltane Full Moon | 1 | Guild Meeting Lip Ruins, Seagate Harbour. | 2 | 3 | 4 | 5 | White Lotus | 6 | Seagate Light Festival | |||||
| 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 821WK | ||||||||||||||
| 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 Qual-Macca | 16 | 17 | 18 | ||||||
| 19 | 20 | 21 | 22 | 23 | 24 | 25 | ||||||||
| 26 | Full Moon | 27 | 28 | 29 | 30 | 1 | 2 | |||||||
| Summer: Breeze 821WK | ||||||||||||||
| 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 | |||||||