Pointed Diplomacy

From DQWiki
Revision as of 04:16, 26 September 2013 by ChrisC (talk | contribs) (→‎Logistics)
Jump to navigationJump to search

Return to Scribe notes

Summary

Adventure: Pointed Diplomacy
GM: Paul S.
Session: Spring 813
Night: Thursday - starting 19th Sept
Location TBA
Level: High to Extreme.
Not a full season game, a few sporadic sessions to engage in some pointed diplomacy

The Party
Employer & Mission

As reports from the front indicate yet more bad news for the Western Kingdoms, Elvish spies report yet more bad news:

The Drow artificer and chronomancer Daalgish the Angle Taker, is reported to have opened the Navel on Cthon, a dread portal closed aeons ago by both Elvish and Drow casters over 30 millennia ago.

It is believed that the Drow intend to use the Navel to “Open a New Front” in their current war.

Elven seers regard the opening of the Navel as “total insanity” given the Navel holds the cursed Elven city of Halophiles, believed to imprison the Horror known as ‘Skoll, the Waiting Between”.

The mission:

1. Discover how opening the Navel will support the Drow ‘logistically”

2. Kill Daalgish

3. Close the Navel

4. Defeat the Horror (if necessary)

5. Loot Halophiles if possible – several Elven artefacts, possibly valuable to the war may be present.

When asked by the Drow high Command, exactly what he had intended to accomplish for the war by opening the Navel, Daalgish is alleged to have said “Well it, it’s been 30 thousand years since anyone used the…... what could possibly go wrong?”

Daalgish has opened the portal near a small river village near Luring.

Payment

Scribe Notes

Chapter 1

We meet, discuss the issues and promptly depart the guild via Cloud bound for the village of Luring in Destiny.

We arrive around 3pm and land a mile away after seeing signs of jungle in the area which we take as a bad sign as the jungle seen is native to Terranova.

We move with stealth into the village and time starts behaving strangely which we can't control so we bear with it and press on - being somewhat aware of the issues of rifts/portals/dimensional problems associated with Rune/Chronomancers and how time is almost always of the essence. We leave some supplies behind under the dock and note 3 Drow Dromon vessels (big enough for around 200 drow each) anchored there on the shore which gives us an idea of the quantity of drow nearby.

We press on and come across a Drow hung in the air on a hook, still alive but with neck and limbs separated from his body very slightly - we choose to move on and away from the screams, which if we affected might tell others of our presence.

The area turns fully Terranovan and we come to a central area with a number of stepped pyramids with the largest in the centre and many smaller ones around it.

We identify tracks leading to a smaller pyramid and come across a number of dead drow that died from blows/blades and other ways. We also see a drow body still twitching caught under a rock deadfall at the entrance of a tunnel heading into a smaller pyramid. We scout around and create an alternate way into the pyramid while assessing the Drow inside the Pyramid. They seem to be fortifying the entrance way to stop others/something coming in after them and also through various other places in the Pyramid.

We enter the Pyramid subtly and proceed to track the chronomancer Daalgish. Deep inside the pyramid we hide and espy several hundred drow in a central room, but around 100 drow are being strung up around the walls while the others string them up. Daalgish is heard to be saying that he hopes they hold it long enough for them to get away. We note a number of boxes being loaded up for transport outwards soon and judge that the purpose of the navel might be logistical transfer of specific goods to the Drow over in the Western Kingdom from Terranova.

We plan what to do next and it seems like a snatch and grab of Daalgish is the best option so we scheme what to do next. The current plan is wait till he and his men are moving out of the central room heading upwards while weighed down with heavy boxes and other such encumbrances. When he is in the most auspicious location we will grab him by putting walls down around him, taking him and near associates out and make a hasty retreat along our preplanned exit route. Once we have him dead or alive then make haste to flee or act to close the portal ourselves.

Calendar

Spring: Thaw (10) 813wk
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
Spring: Seedtime (11)
28 29 30 1 2 3 4
5 6 7 8 Rites of Thunor 9 10 11
12 13 14 15 Equinox 16 17 Eostre 18 Seagate Spring Ball
19 20 21 22 23 24 25
26 27 28 29 30 1 2
Spring: Blossom (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

Information

Logistics

Buffs

Magic Rk Effects Dur Ft Dalran Kilroy Serendipity Sasha Lath
Feather Falling 9 Float downwards 5 hours 1 Y Y Y
Enchanted Armour 24 +50% def, +1AB, +24pts of spell armour 24 hours 1 Y Y Y Y Y
Vapour Breathing 16 Can breath any gas 8 1/2 hours 1 Y Y Y
Barrier of Wind 21 +52% Defence (stacking with Eddy). 11 hours 2 N Y
Flying 13 Air Mage flying spell at 43 mph. 7 hours 2 Y Y
Resist Heat & Cold 16 5 steps better on weather table & 5 less damage. 17 hours 2 Y Y Y
Fast as the Wind 16 +6 TMR up to a max of 16. 44 mins 2 Y Y Y
Wind Walking 18 Travel (as air) at 140 mph (~13 miles range) 9 1/2 mins 2 Y
Eddy (Ritual) 16 +3 steps better on weather table and +4 effective ranks on BoW, protection from Whirlwind Vortex. 17 hours 2 Y Y Y
Runeshield (Spell) 20 +25 Def, +5 AP, absorb 2 Spec Grevs then dissapate 21 hours 2 N
Runeweapon (Spell) 20 Acid dmage of (D-5)+7 for D10 pulses on effetive damage 25 mins 2 Y
Smite (Spell) 20 On succesful strike, opponent resists or takes D+21, stuuned and prone 21 hours 2 Y Y
Tea (Item) N/A +10 SC, +10 IV, +2 FT, +2 WP, All Spells +1 Rank, Mana +1 level 20 hours 2 Y Y Y Y Y

Loot