The Night of the Comet: Difference between revisions
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* restoratives 6xR6 | * restoratives 6xR6 | ||
* One +10, +1 cold iron tulwar | |||
* One +5SC, +1DAM cold iron tulwar | * One +5SC, +1DAM cold iron tulwar | ||
* Four +5SC tulwars | * Four +5SC tulwars | ||
Revision as of 06:45, 17 October 2023
Summary
Adventure: The Night of the Comet
GM: Jacqui Smith
Session: Spring 823
Night: Tuesday?
Location: Online
Level: Low (Four to Eight adventures)
Party
Employer: Professor Tycho
Mission: Observe a comet from the island of Hutheng, in the Far North
Plane: Alusia
Pay: A weekly stipend, a gift each from the professor and looting rights.
Days on Adventure: We'll know when we get back
Scribe Notes
Introductions

Professor Nicola Tycho, a talented astronomer and retired adventure, met us in meeting room nine. She explained she requested some assistance to travel to Hutheng, a volcanic island located thousands of miles to the far north on the edge if the northern ice, to observe a comet rarely seeing in the skies. She has a way of travelling there so we would not need to worry about transport. There is some persecution of mages from the Western Kingdom, and some goblins. The Professor was offer some gifts, a weekly stipend and looting rights to the party.
Once the guild paperwork was completed, Elidon, the party leader, lead the discussion about preparing for the adventure. Professor Tycho kindly assisted with enchantments and potions, while the party prepared winter clothing and Remel, the party cook, obtain some ingredients for a week of cooking. We all had an early night as we would be meeting the Professor at the guild gates the following morning.
Flying boat
After a filling breakfast of eggs, cheese, ham and fresh bread the party was lead by the Professor down to the river. She pulled out a tiny model dinghy, which astonished us when it turned into a 45ft long boat when placed in the river, and cast star wings on the boat itself. We would fly to Hutheng!
The first night we land in a bay in Brandenburg and camp on a beach. Snowdrop is excited about the trip and wants to talk to the Professor all evening. I'm interested in the stars and wanted to learn more. I even got some peeks through her telescope. She didn't seem to mind.. The second evening finds us on a beach near farmland in Flugelheim. The weather turns on the afternoon of the third day and we are forced to land early near the Gargoyle Islands, we are unsurprisingly attacked by three gargoyles. Grimmucks fire bolts causes significant damage and the part finish them off. His axe is lost overboard, but Remel is able to retrieve it. I got tossed in the water as well.
Smugglers
The next day passed uneventfully, and we find ourselves camping on a beach in Destiny. The night is, unfortunately, not uneventful. As dawn approaches Grimmuck raises the alarm as five bandits attack the camp. The bandit captain delivers a series of deadly blows and Elidon and Snowdrop are almost left unconscious. Luck swings the parties way and some well-time firebolts and blows by Elidon swing the fight in the parties favour. The bandits moral breaks and they attempt to flee, only to be cut down by the party.
With out attackers all dead or unconscious, Remel prepares some healing potions and those of us that were not on guard get into our armour. With the prisoners are tied up we have a long conversation with the Captain, Domingo, he explains they are smugglers that operate this beach who were send down to chase us off. Their boss is in their cave hideout, not far from here, and there are few smuggles remaining there. We talk and decide deal with the remaining smugglers. We leave the prisoners with the Professor while we head to the cave.
The have guards perched high above the cave enterance with large crossbows. We sneak past them and Snowdrop opens the locked door to provide us access to the cave interior. While sneaking around we stumble across some guards and a fight commences. They are highly trained and difficult to hit difficult to hit, however Grimmuck casts waves of devastating firebolts and four smuggles are defeated.
We head further into the cave, in the direction of voices we heard during the fighting. There are two remaining bandits hiding in a smoke-filled room. Elidon grapples with one while the other sneaks though a hidden tunnel and attempts to flee behind us. Grimmuck peruses him out of the cave and onto the beach, cutting him down with fire bolts as he flees down the beach.
We search the caverns, locating some healing potions, restoratives, whisky, a large collection of recreational drugs and a prisoner. MacTavish was an enslaved alchemist who had been forced to make them various illegal concoctions for them. He resided from Caledonia, which was only a few hundred miles away. After some discussion we decided to return him to Caledonia, along with the prisoners, which made for a very packed trip in the boat. Arriving in Caledonia later in the day we hand over the prisoners, wave goodbye to MacTavish and trade away many of the good retrieved from the smugglers.
The following days pass uneventfully as we are able to fly through Destiny, Elemerene, Chilimby, Swenway before arrive at Mengala. Our long journey ends at Husang, a small costal town on the island of Hutheng.
Arrival in Hutheng

The Professor lead us through the snow, off the port, into a warm longhouse bustling with people. The Professor is given a friendly welcome, obviously well known by the locals. The night passes uneventfully are we spend the first night in many with a solid roof over our head. The next morning we eat our full of a porridge before departing the village on a wagon, pulled by shaggy horses. Fridar, the dwarven driver, explains Father Langmar send him and our journey will take some hours. Elidon notices that many plants thriving in the snow, keep alive though Ice magics.
Info
People
- Professor Nicola Tycho- party employer. Celestial mage. Skilled in astrologer and philosophy. A retired adventurer.
- MacTavish - (Destiny/Caledonia) a talented alchemist imprisoned by bandits. Rescued and returned to Caldedonia, his home.
- Fridar - (Hutheng) dwarven cart driver. Sent by Father Langmar
- Father Langmar- ???
Places
- Hutheng - a volcanic island in the far North, in the Kingdom of Menglana
- Husang - a small costal town in Hutheng
Loot
From bandits in Destiny
- Healing potions 10x10pt
- restoratives 6xR6
- One +10, +1 cold iron tulwar
- One +5SC, +1DAM cold iron tulwar
- Four +5SC tulwars
- Four large round shields
- Two cross-bows
- Five sets of 5-point brigandine armour
Mil-Sci
Daily pattern
- Cooking; Remel
With magic kitchen 8FT/2EN
Otherwise 5FT/2EN
Travel Magics
Snow Shovel (Elidon) R6?
Watch Order
Snowdrop
Remel
Elidon
Grimmuck Groz'Gronack
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Double File
?? |
Single File
?? | |
Vision
- Elidon - racial witchsight
- Snowdrop - racial infravision
- Remel - Witchsight (talent)
- Grummuck - racial/college infravision
Long duration buffs.
| Magic | Rk | Effects | Dur | GR | EL | RE | SD |
|---|---|---|---|---|---|---|---|
| Water Breathing (Re) | 18 | Gills. Breath and see under water | 19h | Y | |||
| Water proofing (Re) | 8 | protects completely from all forms of non-magical water damage. | 29h/45d | Y | |||
| Buoyancy (Re) | 8 | float at whatever depth they choose. Change depth 21ft/action | 9 hr | Y | |||
| Cold Resistance (Re) | 8 | protects the target from the effects of temperature down to -16C. -3 from cold based attacks | 9hr | Y | |||
| Fireproofing (GR) | 6 | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke. | 7 Hours | Y | |||
| Fire Armour (GR) | 6 | Protecton from 28 points of Fire Damage | 7 Hours | Y | |||
| Correscade (Professor) | R16 | +34% defence | 9.5 hr | Y | Y | Y | Y |
Short duration buffs.
| Magic | Rk | Effects | Dur | GR | EL | RE | SD |
|---|---|---|---|---|---|---|---|
| Waters of Healing (Re) | 10 | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10 | 22min | Y | |||
| ?? | ?? | ?? | |||||
| ?? | ?? | ?? |
Talants, Skills, other buffs
| Magic | Rk | Effects | Dur | GR | EL | RE | SD |
|---|---|---|---|---|---|---|---|
| Sense danger | ## | sense the presence of a hazard to the Adept’s life or wellbeing | Always | Y | 66% | ||
| Detect Hidden (ranger) | ## | In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it | # Hours | Y | 50/56% | ||
| Recognise danger (Navigator) | recognise non-magical danger at sea before subjecting the ship to it. | # Hours | Y | 77% | |||
| Create Fog | 20 | In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell. | 126mn | Y | |||
| Rainstorm | 10 | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). If the target fails to resist, the storm will follow them for the duration (even inside buildings), completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell |
5.5h | Y | |||
| ?? | ?? | ?? | Y |
Calendar
| Spring: Thaw 823 (10) | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Candlemansa | 1 | Guild Meeting Seagate | 2 | Fly to Brandenburg | 3 | Fly to Flugelheim | 4 | Fly to Gargoyle Islands - fight Gargoyles | 5 | Fly to Destiny - bandits fight | 6 | Fly to Caledonia - return MacTavish | ||
| 7 | Fly to Destiny | 8 | Fly to Elemerene | 9 | Fly to Chilimby | 10 | Fly to Swenway | 11 | Fly to Mengala - stop at Husang | 12 | 13 | |||
| 14 | 15 | 16 | 17 | 18 | 19 | 20 | ||||||||
| 21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
| 28 | 29 | 30 | 1 | 2 | 3 | 4 | ||||||||
| Spring: Seedtime 823 (11) | ||||||||||||||
| 5 | 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 | 1 | 2 | ||||||||
| Spring: Blossom 823 (12) | ||||||||||||||
| 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 | |||||||