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Revision as of 01:49, 26 October 2022
Summary
GM: Anne
Season: Spring 822 WK
Night: Wednesday Starting 21st September
Location: Birdlands
Level: Bunny- Low
Anne will not be at the guild meeting as she has to work that morning, please shoot me a message with any questions
- Party
- Calliope Mercer - Human - Bard
- Elidon Elf - Ice
- Katya Elf - Necromancer
- Boom Boom Orc - Fire
- Flayre Human - Celestial
- Argus Ramhammer (Hummper) Dwarf - Binder And his Owner Muffin the Ram
- Vitruvius Human - Celestial
- Employer
Marcel, An Experimental Herbalist/Alchemist
- Mission
To cource and collect a rare herb he needs to complete an experiment
- Pay
5,000sp each plus a potion if it works
- Notable NPC's
Dust, A Budding Master Alchemist in Southgate
Scribe Notes
Session 1
Day 1 - New Quest
We all meet each other in the halls of the guild and get to know each other before we enter the meeting room. Katya is designated the party milsci with myself (Elidon) being the scribe and Flayre being the party leader. We meet our employer, a scraggly looking alchemist named Marcel, they tell us the details and offer to brew some potions if we needed before leaving, as this quest is not very time limited and they only require the Wortle berries before the season ends.
Marcel lets us know they only need the berries, nothing more and that we can experiment with a few if we want. Boomboom suggests we try pickle a few and Marcel agrees it could be a fun idea to mess with when we return.
We learn that there are usualy a number of beasts where we are heading and a Bear (three claw) roaming around that a previous party did not deal with, Marcel will not be following us there, and we'll meet back at their alchemy lab in seagate when we've got the berries.
We get on our way to pick up some horses and food before we leave, Argus bought us 6 ponies and a mule to carry the berries back with a few empty barrels on the mule's side. (3000sp with an offer to buy them back at half cost) After some discussion we determine that we should all as a party know how to work with Grenados as they seem to be a really common weapon and not everyone can use them (myself included). One week of training later and all party members have at least rank 0 Grenado training.
Day 8 - Journey Begins
We set out on our journey on the morning of the 8th day, heading towards the border of Rank and Tuscana, near the wild forests of Kazalah. Its a peaceful trip for the first day, nothing happening other than some squirrels roaming around, we setup camp for the night and begin our watches.
Session 2
Day 9 - Route finding
The Navigators realise there is no direct route there, and we have to avoid a mountain range during our journey, We can either go north-north-east, author, rank, mordeoux, tuscana. Or south to brasta and then to tuscana. Callie mentions that brasta is full of undead and goblins, and that Rank is full of dangers and death. It's likely to be foresty.
After some discussion we decided to go north into rank, exiting through seagate, towards southern rank. We're gonna stop at Luck for the first night of travel for a safe place to rest. The first day of the journey went well as we're still in kazalah before entering Luck.
Day 10 - Easy travels
the next day goes fine and we arrive in Rank by the end of the daytime and we camp in the wilderness
katya finds us a lovely tree to shelter us for the night, the rangers and navigators realise it'll take longer to travel this route back and forth than our other choice, but oh well.
Day 12 - Duck Inn
We continue down south road (actually to the north) and arrive at a town 4 hours before sunset, it seems heavily fortified, surrounded by river flats and has a ford nearby where the road crosses the river, and decide to stay at the town.
Argus and Kaitya walk up to approach the entrance and see the guards wearing purple plate armour with symbols of scales on their plates, they're Urieleites. Argus DA's and find the armour is true silver and is coloured purple. We also see michalites behind the gate, I'm told they hate necromancy so we have to make sure Kaitya isn't seen using spells.
Entering through the gate, we are now in Southgate, its quite large and fortified being on the edge of goblin territories. We go looking for stables and a tavern and find one quickly. The horses stay in the stables as we spot a vacancy sign out the front that has a cute duck symbol on it.
upon entering we see what looks to be a crowded room of 50+ patrons and shoulder our way to the bar where an orc with a broken large tusk is running the place, looks to be a brawler. We go up and ask about rooms.
"I could always sleep with the sheep, wait not like that!" - Argus
It'll be 8 silver per large room, including animals in the stables, or 14 silver including animals for 2 rooms, we opt for 2 rooms so we can keep watch, but realise after the payment that we could have fit in one room...
Vitruvius, Callie and boom boom share 1 room so Callie can have her dark vision, kaitya, flaire, argus and I share the other.
"Does your teeth grow back?" - Argus to the barkeeping orc with a broken tooth
we go to bed, Argus and Vitruvius on the first watch, argus hears scratching on the outside of the building, he looks out the window and sees a dog scratching at the walls in the alley but it's nothing of note. the second watch sees nothing, the third watch hears the sound of distant horns and they smell a faint smoke, but can't find a source.
Day 13 - Shopping
we wake up with nothing missing, and get some breakfast porridge before heading out to the markets for some supplies and looking for fun items, Argus and I find an antiques store and enter, it looks like an explosion went off, things everywhere. We're greeted by a table with 5 bells, and we ring the many bells over and over because why not. An elderly elf greets us, she looks ancient, easily 6 thousand years old and a bit loopy.
Argus buys a magical ventriloquism puppet, red and blue quilted cloak and magical hand mirror for 4500 sp.
flaire, kaitya, boom boom and argus enter a store called the serpents fang, which seems to be an alchemy store, they meet dust the goblin alchemist who also seems a bit quirky, but normal for a goblin. We all spend a while becoming friends with dust as they make custom grenados based on spells spent in casting. We're gonna make some custom grenados in our downtime. We travel into dust's backroom/lab under the store, its quite large and looks to be a master alchemist's lab. Dust is a budding master, who's grandfather, Ash, taught them before they died.
We begin the process and give our essence for some area of effect spells, we will lose 2ft for a whole day, per spell, and be tired for 24 hours, it's going to take 4 days of time to get them made, and we'll be able to buy them for 600sp each, and can give what we don't buy back to the store for a credit.
Session 3
Day 14 - Alchemical Downtime
The process of making our spell grenados begins, this is day 1 or 2 for the non-alchemist downtime. I start to play with the ventriloquism puppet and make it walk and talk like its own creature, this seems a little off. At the same time, Vitruvius and Kaitya visit the local armorsmith. They both meet a burly orcish woman named Eyeless, and are presented with the armourer's works and things they found, so blue scale dragon armour catches Vitruvius's eye however its 40 thousand silver pieces and way outside of the budget. Kaitya wants a reduction in armour weight for their enchanted chainmail (which I also have a set of) and gets the weight factor reduced by 1, from 7 to 6, costing 500sp.
They make their way back to the rest of the party, and Callie and I go to check out the armorsmith, with Callie picks up some enchanted cloth armour that acts as steel plate without the weight penalty, for 1500sp and I get the same enchantment for my armour for a further 500sp.
Day 15 - New Grendaos
The grenados are complete! We obtain:
- 3x water to ice
- 2x adhesion
- 4x spectral warriors
- 2x noxious vapours
- 4x extinguish flames
- 8x fire burp
- 8x black fire
- 3x healing
We spend some time DA'ing and learning from the various alchemists what they think the grenados will do, it should be very interesting! As we worked to figure out what they'll do and what to keep, Argus, hearing about the dragon scale armour wanders off to buy it for the 40k sp (apparently he's quite rich). All of the grenados have unique alterations to the spells we used in the creation, some seem very dangerous such as the healing, water to ice and spectral warrior grenados they all are far more lethal than the normal spells.
Talking to dusk they let us know we'll get store credit for giving up the grenados we made, which we spend some time organising.
We trade in:
- 2x adhesions grenados
- 1x noxious vapours
- 2x spectral warriors
- 4x fire burp
- 2x black fire
for a 6600sp credit, towards 19500sp of other items we wanted from Dusk. Spending 12900sp from the party fund.
Day 16 - Travel
We leave in the morning and camp for the night, nothing eventful happens
Day 17 - Orchard Hamlet / Babe in Arms
We travel through the next day to a hamlet surrounded by plum and apple orchards, it sits on a fork in a river. The road goes through this town so we travel through it labrouxgaire, we arrive at the town an hour before sunset and ask around in town for a place to stay, there are 3 inns, one in the main square, called the babe in arms, or alternatively, the green plum or the 5 wheeled wagon. We stay at the babe in arms, the town has the usual suppliers, there is a ford north where there is a ferry service that runs upriver, heading where we need to go (down goes to ocean) It crosses in the morning once every other day.
We think it’ll take about the same time to walk and the party is keen for a fight to test our new gear, so we decide to walk
Day 18 - Crossing the Streams
Walking through the day and night go well, and we continue north
Day 19 - North to Alcazar
We continue our trek to Alcazar, Rank City as muffin notices something in the bushes ahead of us ((session end))
Session 4
Day 19 Cont. Muffin Spots Something
We encounter a goblin roadside ambush as we walk down the roadway, which looks to be about 10 or so, one hits boom boom really hard and manages to stun him in between us dispatching everyone else.
Flaiyre uses one of the ice grenados on one of the goblins, and it works better than planned, almost freezing them solid. After realising that a few goblins aren't dead, just unconscious from our blow, we get a healer to heal a couple so we can interrogate, and test the effects of our healing grenado.
Boom boom interrogates/intimidates the goblins asking: "Where is your camp?" - "Nearby" "Overnight camp?" - "crazy, only over day camp" "Over day camp?" - "all packed down, with us"
We figure out that the goblin is an outcast from his group, as were the whole lot we killed, they were never fed and were looking for food. They attacked us so we don't feel too much empathy, except for Flayre who wants to keep it.
We gather another goblin and tie them up, and restore them to consciousness so we can begin testing, argus volunteers to be our test subject with boom boom being the one to throw the grenado (in hindsight we could have just had argus headbutt the thing, but oh well) Boom Boom goes to throw at argus, and misses, striking a goblin instead. it's immediately restored to full endurance as the other withers away, so it seems to transfer nearby health to the target (we hope)
As we try to figure out what to do with the goblin, flayre wants to keep it and beings asking it questions. Its name is Dirt. Boom boom starts to take a shine to it, and wants to look after it too. They want to use him as a guide to the camp he was exiled from, which seems to be in the same direction we're heading. We scoop up some bits of the other goblin as a snack for dirt and head off continuing north.
We rest for another night, chaining Dirt up so he doesn't try to kill us, none of the watches sees anything.
Day 20 - TDB
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
Argus + Elidon |
Single File
Argus |
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 | CA | El | KY | BB | Fl | AR | V | MF |
---|---|---|---|---|---|---|---|---|---|---|---|
Fire Armour (BB) | 10 | 44 Points Ablative | 11 Hours | ? | Y | Y | Y | ? | Y | Y | Y |
Fireproofing (BB) | 10 | Protection vs non magical fire | 11 Hours | ? | Y | Y | Y | ? | Y | Y | Y |
Name (??) | ## | ???? | ? Hours | ? | ? | ? | ? | ? | ? | ? | Y |
Short duration buffs
Magic | Rk | Effects | Dur | CA | EL | KY | BB | FL | AR | V |
---|---|---|---|---|---|---|---|---|---|---|
Weapon of Flames (BB) | 9 | +10SC +5DM | 14 Mins | ? | ? | ? | Glaive | ? | ? | Broadsword |
Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? |
Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? |
Loot and Expenses
SP & other cash value loot
Significant Items
Gifts
Purchases
Seagate
- 6x ponies (3000sp - Argus)
- 1x mule (free?)
Southgate
- 2x rooms at the Inn (14sp)
Southgate - Antiques Store
- 1x magical ventriloquism puppet
- 1x magical cloak, red and blue
- 1x magical hand mirror, shows illusions
(4500sp total - Argus)
Southgate - Serpents Fang
- TBD
Minor Items
Calendar
Spring | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
Candlemansa | ||||||||||||||
Thaw (10) | ||||||||||||||
1 | Guild Meeting | 2 | 3 | 4 | 5 | The Carzalan Generals Ball | 6 | |||||||
7 | 8 | 9 | 10 | 11 | 12 | 13 | ||||||||
14 | 15 | 16 | 17 | 18 | 19 | 20 | ||||||||
21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
28 | 29 | 30 | ||||||||||||
Seedtime (11) | ||||||||||||||
1 | 2 | 3 | 4 | |||||||||||
5 | 6 | 7 | 8 | Rites of Thunor | 9 | 10 | 11 | |||||||
12 | 13 | 14 | 15 | Equinox | 16 | 17 | Eostre | 18 | The Seagate Spring Ball | |||||
19 | 20 | 21 | 22 | 23 | 24 | 25 | ||||||||
26 | 27 | 28 | 29 | 30 | ||||||||||
Blossom (12) | ||||||||||||||
1 | 2 | |||||||||||||
3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||||
10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
17 | 18 | 19 | 20 | 21 | Floralia | 22 | 23 | |||||||
24 | 25 | 26 | 27 | 28 | 29 | 30 | Walpurgisnacht |