Of Marsh and Marble

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Scribe Notes

Summary

Adventure: Of Marsh and Marble
GM: ChrisR
Session: Spring 822
Night: Mondays 7:15pm start - First session date: 19, SEP
Location: Online - Role20
Level: med - lower end (4-6 adventures)

Party


Employer: Cecile
Mission: Locate and bring back Weiss, assuming he is functioning, and/or bring back his remains.
Plane: Valmi
Ideal Adventures: Mix of outdoor rough terrain survivalists and urban ruins/dungeon explores. Having atleast one proficient sailor and/or navigator would be an advantage.
Pay:

  • Customisable armor (To be completed in 6 months time and delivered by Autumn 823 guild meeting)
  • Pre-Payment of tax for custom made armor.
  • Assuming successful recovery of Weiss, possibility of up to three modifications to spells that you know each, new possibilities for celestial casters.
  • All loot and valuables found on adventure

Days on Adventure:
Guild Security Notes:

  • Valmi's magnetic and true north are off by about 35* from each other
  • Flying is highly unrecommended unless you seek a quick but painful death.
  • Use of magical abilities tend to have wild results. any non-damaging spells that targets entities or objects have potential to target multiple viable targets within maximum range of said spell. when such spells require concentration, or the magic is only intended to target a single entity (such as a control spell) commands or effects will only be sent randomly to one of the affected objects/entities at a time.
  • Use of the spell preparation ritual can be used to exert greater control on the wild magic allowing complete control over additional potential targets (E.G: what is specifically targeted) including choosing not to use any potential additional targets. Minute casting will allow you to disregard unwanted additional targets but not allow specific extra targets.
  • Double/triple effects can also be used to generate additional targets of any such spell(as detailed) or/(and in case of triple) control targeting as if the spell preparation ritual was used.
  • Invested items seem to be unaffected
  • Records in Cecile's workshop made a pass note that during the end of the Alluvian Desert Elf empire, occupied territory was often "infested" by gargoyles and occasionally became lairs of other dark beasts making territory difficult to retake effectively.

Scribe Notes

Summary Notes

  • Meeting Cecile for adventure briefing. Travel to Tyco.
  • Fight kidnappers, through portal.
  • Sail to island and travel on canoe

Full Notes

Cecile

We meet our employer, Cecile a sentient stone golem, in meeting room five. She is employing the party to retrieve a member of her family, another golem, Weiss. Weiss was hear from thousands of years ago an island across the sea, he has talents with magic and was working on their teleportation rings, he is damaged, but alive, his indicator changed to orange when an earthquake occurred. The island is covered in marshes so Cecile cannot travel across it herself to rescue Weiss. Its currently autumn in her world, Cecile lives in a tropical zone as is warm but the island its to the south so it might be colder there.

Cecile would like us to leave tonight so we complete the guild paperwork, buy assorted potions an obtaining lesser and then travel via portal to Tyco, staying the night in one of her merchant houses overnight.

Preparation

The next morning Cecile provides us a map of the city of Ranule, on Galfine, as it was 9,200 years ago. Buildings were up to six stories back then, and the sea level was much lower. As the sea level has risen the fertile island has become marshy. Ranule had magical defences, these may not have survived the war. Gargoyles and other dark creatures from the war may still be on the island. There was an earthquake two years ago and Weiss’ linking life force changed to orange. Cecile visited the island but much of it was accessible as it had become marsh, although the stone dock on the island was still intact.

We spend a few hours shopping for supplies they head to Hoise Sulis training school, its is a few hours out of town, we travel there on a car pulled by the stone bear. About an hour out of Tyco we are attacked by 5 heavily armed Orcs and their two dwarven employees. We quickly overwhelm them, in part due to Grimmuck devastating fire attacks. The captured Dwarves explain they are competitors who have lost trade to House Sulis and wanted to kidnap Celie. We take the captors back to Tyco, the dwarves are handed over to the authorities and the Orc ransomed at their guild.

A few hours later we reach the House Sulis mansion where we receive out greater enchantments and head through the portal to Valmi. We seem to travel through the portal for around 10mins and we find ourselves on a sunny beach, it seems to be about six hours later here.

Sailing

We seem to travel through the portal from House Sulis and travel for around 10mins, we then find ourselves in the edge of the town of Velm, under the noonday sun overlooking sunny beach. The town still shows some unrepaired damage from the earthquake two year ago, Cecile takes us to a tavern for lunch.

We head to the port and board a trimaran, spending the next two days sailing to Ceciles home. We spend five days there as Cecile makes some enchanted boots for us that lets us walk in the marsh. Three days are spend sailing to the island, four sailors and a mermaid join as crew to assist us sailing given most of the party done have sailing experience. On the second day we see enormous fins a miles from the boat, but they don’t bother us. We circumnavigate the island when we arrive and some of the coast line has been lost, deciding to sail up the outlet on the south eastern part of the island.

Under the power of mage current we navigate the canoe up the river, we need to occasionally disembark to get past marsh, making about 40 miles that day. We tie up while its light at copse of willow trees and make camp.

Info

Places

Valmi

Ranule (old map)
  • Galfine - and island 84 miles across, roughly circular. There was a city, Ranule, at the north side of he island, Weiss was working here. The ports around the north side are surrounded by razor sharp rocks.

The Ranule map is 9,200 years old, from before the invasion and sea level rise. \The notable features known from that time are below, these may have change;

  • A slate wall ran around most of the island
  • The Portal Assembly area was on the ground level of the city. This is likely to have been destroyed.
  • The Portal Research area was in basements, and may have survived. Weiss was working here.
  • Sewer Tunnels ran through the city
  • Iron Mines outside the city may have been connected to the sewers
  • A renowned Alchemy shop was near the portal research area

People

  • Cecile - The One who Designs. A skilled crafter and offers weapons, armour or items bound with celestial or binder magic.
  • Weiss - The One who Analyses. A skilled magical researcher, may be able to offer magical alterations.

Things

Purchased/acquired in Tyco

  • Get some insect repellent.
  • Get some spade and basic mechanical equipment.
  • Rope, tarp etc to build raft, oars x2, folding poles x4, axe (Valmidia) , nails, hammer, saw
  • Food stock

5,500sp - ransom for Tyco guild for the Orc mercenaries

Mil-Sci

Daily pattern

‘’How much time does the party spend sleeping, eating, travelling, 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

First - ???
Second - ???
Third - ???

Marching Order

Skirmish Formations (Front)
Double File

???

Single File

???

Vision

  • Snowdrop - racial infravision
  • Remel - Witchsight (talent)
  • Ash - racial witchsight
  • GG- Fire Mage Infravision
  • Vargr -

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 RE SD AS GG VA
Water Breathing (Re) 18 Gills. Breath and see under water 19h Y Y Y Y Y
Water proofing (Re) 8 protects completely from all forms of non-magical water damage. 27h Y Y Y Y Y
Buoyancy (Re) 8 float at whatever depth they choose. Change depth 21ft/action 9 hr Y Y Y Y Y
Cold Resistance (Re) 8 protects the target from the effects of temperature down to -16C. -3 from cold based attacks 9hr Y N* Y Y Y
Waters of Healing (Re) 10 neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10 22min Y Y Y Y Y
Name (??) ## ???? ? Hours ? ? ? ? ?
  • - Snowdrop's Cold Affinity Talent gives her the equivalent of a Rank 10 permanent Cold Resistance

Short duration buffs

Magic Rk Effects Dur RE SD AS GG VA
Weapon of Cold (Snowdrop) 8 +9 BC +3 D 13 Mins ? Y ? ? ?
Armour of Ice (Snowdrop) 6 6 AP, wgt 5, -2 AG 210 Mins ? N ? ? ?
Name (??) ## ???? ? Hours ? ? ? ? ?
Armour of Earth (Ashe) 11 24 def 1 NA 6 Hours ? ? ? ? ?
Strength of Stone (Vargr) 9 +9 to St or EN 10 Hours ? ? ? ? ?

Other effect

Magic Rk Effects Dur RE SD AS GG VA
Sense danger ## sense the presence of a hazard to the Adept’s life or wellbeing Always ? ? ? ? ?
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 ? ? ? ? ?
Recognise danger (Navigator) recognise non-magical danger at sea before subjecting the ship to it. # Hours ? ? ? ? ?
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 ? ? ? ? ?
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
If the target is waterproofed the effects will be minimal and if they are a Water Mage they will suffer no ill effect, but will have their Base Chances increased by 5%.

5.5 hr ? ? ? ? ?
Name (??) ## ???? # Hours ? ? ? ? ?

Calendar

Summer

  Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Beltane
Meadow (1)
  1 Guild Meeting Meeting Cecile and head to Tyco 2 Fight with Orcs. Portal to Valmi 3   4   5 White Lotus
6 Seagate Light Festival
7   8   9   10   11   12   13  
14   15   16   17   18   19 The Castellan Borderers Ball 20  
21   22   23   24   25   26 Seagate Crafters Ball 27  
28   29   30    
Heat (2)
  1   2   3   4 Seagate Guildmasters Ball
5   6   7   8   9   10 Seagate Races 11 The Duke of Carzala's Summer Ball
12   13   14 Midsummers
 Eve
 (Faerie Day)
15 Solstice 16   17 Seagate Summer Fair Day 18 Seagate Summer Fair Day
19   20   21   22   23   24 The Castellan of Brastor's Summer Ball 25  
26   27   28   29   30    
Breeze (3)
  1   2  
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   25   26   27   28   29   30