Blood across the Seas

From DQWiki
Revision as of 06:07, 30 September 2024 by Stephen (talk | contribs) (→‎Cave Fight)
Jump to navigationJump to search


Scribe Notes

Summary

Adventure: Blood across the seas
GM: Chris
Season: Spring 824 wk
Location: Chez Ellis
Night: Monday
Level: Low/Med

Party
  • Cassandra - Human Celestial (f) played by Michelle
  • Celeste - Elven Barbarian (f) played by Dean
  • Peter Smith - Human Warrior (m) played by Mandos
  • Ariane Porter - Human Namer/Soldier (f) played by Stephen Co-Scribe PL
  • Zardoz - Halfling Celestial (m) played by Martin Co-Scribe
  • D'Artagnan - Halfling Bard (m) played by Alex Mil Sci
  • Wundstr Brownbeard - Dwarf Air Mage (m) played by Sean
Employer
Master Joss Myrlyn
Mission

Master Joss Myrlyn is looking for help to recover lost ships and/or their goods. A guild party is required to help with some possibly tricky situations that guild parties are known for. Tasks to include;

  1. Assisting with wreck locating, surveying and salvage
  2. Negotiations
  3. Sourcing Supplies
  4. Camp protection
  5. Ship protection
  6. Investigation
  7. Information Gathering (Reading etc)
  8. Establishing Businesses
  9. "Other duties as required"

This will involve some sea travel but plenty of land action too!

Pay
10,000sp per month + Loot

Scribe Notes

Salvage Crew, Not Pirates

Duesday 1st Thaw

Two of their ships (Celestial Breeze & Silver Phoenix) will be arriving in Seagate tomorrow around noon to take us south later in the afternoon to find wrecks and business opportunities in the south.

We exclude Piracy, Slavery, or other outright illegal or evil acts - we'll have no part in that.

We get 10% of salvage from any land wrecks.

After introductions we split up to organise supplies, enchantments, potions, astrology.

3,600sp for Greater Enchantment.
1,400sp for Astrology.
  500sp ea for healing potions.

A good quantity of decent food is loaded into Ari's tent.

W'ansday 2nd Thaw

We make our way to the port midafternoon where we're assigned hammocks in a section of the hold.

The Celestial Breeze has 28 Passengers, including: 4 Sisters of Mercy on their way to Raniterre and a Family of 12 (parents & 10 kids) on the way to Ebola to reclaim some family lands.

Sailing south we anchor for the night near The Rookeries.

Th'rsday 3rd Thaw

Sailing east we stop at Blackshore for a few hours offloading and loading supplies, hunting in the hills, then on to Novadom for the night.

Bare knuckle fights in the bar for Celeste & Ari with Zardoz managing the bets. Peter spends the night at the local (large) Powers of Light cathedral.

Frysday 4th Thaw

The next morning we set sail south and east towards Saktekorum.

A Desert Diversion

As we clear the westward side of the island south of Novadom, we fall into line a few miles behind a Destinian Galley, Sword of Mercy.

Reaching Saktekorum just before dusk we disembark and explore the town.

Reapsday 5th Thaw

Bassil Al Sharif, a trader with a shipment of Crocus (Saffron flowers) and other desert spices coming overland from the north west is overdue. The captain asks us to go seek them out. Bassil has a trading flag, sand dunes under two moons. Usually wears a red turban.

Once we leave town we start flying, stopping to talk to a couple of caravans we pass they haven't seen our quarry. 2 hours (about 60 miles) NW we come to an oasis amongst some hills where we see signs of combat and tracks leading NE. Celeste follows them about 1 mile NE towards some other hills while we fly above.

In the hills we call for the ambush to surrender, they try to bluff it out. I fly past some concealed archers in caves on the cliff, taunting them into revealing themselves and giving me some arrows. Celeste charges, looting more arrows. We engage the Orc bandits and their hounds, calling for their surrender then killing them when they decline.

Then we head towards the ones in the cave on the hillside.

Cave Fight

Under cover of missile fire the not-insane flier half of the party charge up to the cave, then the insane flying half charge in. Bloody fight in enclosed quarters against Orcs, Hobgoblins, and juvenile Goblins takes a while but we eventually kill all the adults and the remaining juveniles surrender.

Exploring we find several rooms, some messy, others cleaner. Hot pool. Waterfall & well with steps on the inside, going down 900' to a cavern and jetty over a pool leading to an underground river leading southwest. A sand filled room, clearing it we find stairs leading to a trapdoor which Peter senses evil beyond.

  • Hobgboblin's Plate 19/2 Size 6 -?AG
  • Weapons for 40 people
  • Various trade goods
  • Satchel with 4 x 10pt Healing Potions
  • Statuette of Fertility & Sleep Goddess, gold plated, 2,500sp
  • Deck of Cards - Minor Illusions
  • Crystal Pendant - Protection from Charm/Fear
  • Coin, gems & jewelry.

In cells we find and release:

A Goblin brood-mother chained to a wall.
Bassil and six of his people. 4 were killed in the attack, 2 died later.

Dart recites the story of what is beyond the door, a temple associated with an evil goddess. Opening the doors, we head downstairs to a 20' high vaulted room, 30' wide, 80' long. Carvings, statues, painting of Drow women with writing: "Rashak will return". An enchanted sword and relics on an altar.

Chapter 4

Sunday 6th Thaw
Moonday 7th Thaw
Duesday 8th Thaw
W'ansday 9th Thaw
Th'rsday 10th Thaw
Frysday 10th Thaw
Reapsday 11th Thaw
Sunday 12th Thaw
Moonday 13th Thaw
Duesday 14th Thaw
W'ansday 15th Thaw
Th'rsday 16th Thaw

People and Places

Joss Myrlyn

Merchant, of the Flowing Shipping Company of Ranke (6 ships). Bears letters of marque (permission to salvage) from The Western Kingdom and Elfheim, but not Destiny. Their 'legal backing' costs the company 20% of the value of ships and goods salvaged.

Sisters of Mercy

4 Michaelines on their way to Ranniterre.

Celestial Breeze

120' Galleon under a Ranke Flag, Flowing Shipping. Ballistae fore and aft.

Silver Phoenix

150' Elven Carrack under a Ranke flag, Flowing Shipping. Crew includes a Necromancer/Shipwright.

Buffs & Mil Sci

Buffs and Abilities

Long Term (assumed always on)
Magic (caster) Rk Effects Duration Ar Ca Ce Da Pe Wu Za
Shadow Form (Za) 15 +32% Def 8 hrs Y Y Y Y - Y Y


Short Term/Situational
Magic (caster) Rk Effects Dur Ar Ca Ce Da Pe Wu Za
Witchsight (Za) 6 See Invis 3½ hrs - Y - - - Y Y
Featherfall (Wu) 6 3½ hrs -
Vapour Breathing (Wu) 6 3½ hrs -
Fire Proofing (Ce) 4 3½ hrs -
Fire Armour (Ce) 6 3½ hrs -
Shadow Wings (Ca) 16 46 mph 8.5 hrs -
Weapon of Flames (Ce) 10 +11 BC%, +5 Dam 15 min Y Y -
Inspirational Song (Da) 6 3 targets, -2 dice modifier. 90 secs -
Self Only Buffs
Magic Rk Effects Dur Ar Ca Ce Da Pe Wu Za
Senses and other stuff
Capability Rk Effects Dur Ar Ca Ce Da Pe Wu Za
Detect Ambush (%) Ranger (-5/rank of opposition) 35 79 44 49
See Invis (Rk) Effective rank for seeing invisible 7 (6) 13 9 - (6) (6)
Stealth (%) Std / Ranger Outdoors 72 83+ 128 / 143 93 40 36 / 51 154
Greater Enchantment
+21 on one area each
Mil Sci Raise Morale
+2 WP
Herbalism/Cook
3 FT Meals/Broth

Watch Order

Hour: 1 2 3 4 5 6 7 8 9 10 11 12
Std Watch Zardoz Wundstr Dart Cassandra
Peter Celeste Ari Peter
Peter Devotions Zardoz Wundstr Dart
Cassandra Celeste Ari Cassandra

Marching Order

Skirmish Formations (Front)
Default

Dart Celeste
Peter Wundstr Ari
Cassandra Zardoz

Double File

Dart Celeste
Peter Ari
Wundstr
Cassandra Zardoz

Single File

Peter
Ari
Dart
Wundstr
Zardoz
Cassandra
Celeste

Astrology

Lucky Numbers
Ari Cass Celeste Dart Peter Wundstr Zardoz
79 75 67 52 26 53 36

Calendar

Spring: Thaw 824 (10)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 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 29 30 1 2 3 4
Spring: Seedtime 824 (11)
5 6 7 8 Rites of Thunor 9 10 11
12 13 14 15 Equinox 16 17 Eostre 18
19 20 21 22 23 24 25
26 27 28 29 30 1 2
Spring: Blossom 824 (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