Winter Mystery
Summary
Adventure: Winter Mystery
GM: Bernard
Session: Winter 823
Night: Tuesday
Location: Online(Roll20/Discord)
Level: Low/Medium+
Party
- Snowdrop - desert maker
- Remel elderly cook + "Cat" - scribe/mil sci
- Elidon - talented archer
- Boom Boom - clumsy alchemist
- Arcadia - good talker - PL
- Malga - Goblin warrior
Employer: Mayor of White River
Mission: People are going missing from local villages and farms, and some animals are behaving strange
Plane: An Alternate Alusia
Pay: TBC
Days on Adventure: We'll know when we get back
Scribe Notes
Summary
- Meet Frederic. Head to Alternate Alusia. Walk for two days. Malga receives "blessing"
Details
Getting Started
A few hours after the Guild meeting security rounded up those of us still around and asked us to meet in the pub. As we sip our beers, Boomboom his orange juice, the black clad security member explained they someone from Alternative Alusia had arrive at the guild, he was a “ghost†and difficult to communicate with. They had learnt he was from up north, near Rank, from a place called White River. People are going missing from local villages and farms, and some animals are behaving strange. He has been send by the Mayor, and we will needed to negotiate with them for payment, so the guild will underwrite this if there is not sufficient payment.
Security explains that we can travel to Alternative Alusia by travelling throught the guild gates and can return back the same way. We need to stay at the guild until we depart, if we leave it may not work. We agree on party roles and sign the paperwork, and start planning. We arrange for supplies to be send to the guild, food and winter clothing, as well as arranging for potions and greaters.
Heading off
We meet with the Frederic and his mule the next day in the guild courtyard and indicate to him we are ready to leave. As we toward the gates a bubble appears, the closer we move the more prominent the bubble becomes. We step into the bubble and find ourselves in a cold frigid environment with 3ft snow on the ground, our winter clothes and cold resistance make things bearable. Our employer is now solid and as we look behind us the guild is now a few simple buildings. Boombooms and Snowdrops wings have become flowing cloaks.
Frederic explains it took two weeks for him to walk here, however with ice mages it should take significantly less time to get back. He explains we need to hear north until the mountains meet the coast, head east until we hit the castle on the rolling hills then north again until we find White River. If the geography is the same as our Alusia we think it will be about 200 miles walk.
Malgas Blessed
The first day passing without incident, at some point we have lost the road, but with suck deep snow it makes little difference. The second day as evening approaches we notice smoke to the east, probably a camp fire. We keep moving and find a copse of trees to camp that would protect us from the elements.
As we setup camp we find what looks to be an inactive fey circle at the centre of the copse. The circle seems to belong to “The Sloughtâ€. The name seems to inspire Malga and he immediately sacrifices most of his life energy to them, after the blood stops he is weak as a small child. The party are surprised by his conviction, and I council Boomboom that Malga may not be an appropriate role model for him. We examine Malgas “blessing†to leave what his sacrifice means and then camp for the night.
Info
People
White River
- Frederic - from the White River. Send to the guild by the Mayor to hire people
The Slought
Found at a Fey circle a few days walk from the guild.
Malgas “Blessingâ€
- time till death: Indeterminant
- Nature of magic in affect: Bestowing Blessing
- Nature of blessing: Bestowing abillities of chaos harm kidnapping and undeath
- Duration of Blessing:Potentially permanant
- Power Pacted with: associated with The Slought
- Nature of obligations: causing chaos harm kidnapping and undeath
- Method of restoring endurance: time and training
Places
Alternate Alusia
Information from Frederic
- The guild on his place is the Seagate mercenary camp
- There is no western kingdom anymore.
- As there is no central power there is no central power structure. Not a lot of wealth or services
- The dark circle was not properly defeated, it broke up rather than banished.
- Its is cold all year around, its winter there now so its especially cold.
Guild security observations
- The plane is drab
- Some items may change when travelling here. They might be permanent when we return. Things will appear functional.
- Standard magic should translate fine. Things will be more drab, things are not bright.
- Cannot banish from Alternate Alusia, as its still Alusia.
Mil-Sci
Daily pattern
- Cooking; Remel
With magic kitchen 8FT/2EN
Otherwise 4FT/2EN
Travel Magics
Snow Shovel (Elidon) R6?
Watch Order
First - Arcadia, Elidon
Second - Boom-Boom, Remel
Third - Malga, Snowdrop
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Double File
Arcadia, Elidon |
Single File
Arcadia | |
Vision
- Arcadia- ???
- Elidon - racial witchsight
- Snowdrop - racial infravision
- Remel - Witchsight (talent)
- Malga- ???
- Boomboom - racial/college infravision
Long duration buffs.
| Magic | Rk | Effects | Dur | AR | BB | EL | RE | SD | MA |
|---|---|---|---|---|---|---|---|---|---|
| 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 | ||||||
| Cold Resistance (Re) | 8 | protects the target from the effects of temperature down to -16C. -3 from cold based attacks | 9hr | Y | |||||
| Fireproofing (BB) | 11 | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke. | 12 Hours | Y | |||||
| Fire Armour (BB) | 11 | Protecton from 48 points of Fire Damage | 12 Hours | Y | |||||
| Witchsight (AR) | 6 | See invis. Vision in the dark of 150 feet under the open sky, and 75 feet elsewhere | 3.5 Hours | Y | |||||
| Coriscade (AR) | 6 | Defence 14 half in close | 3.5 Hours | Y | |||||
| Rune Shield (MA) | 12 | Defense 17 absorption 3 | 13 Hours | Y | |||||
| ?? | ?? | ?? | |||||||
| Rune of Willow Healing | 6 | On activation Heals 3 endurance for 8 pulses | 12 hours |
Short duration buffs.
| Magic | Rk | Effects | Dur | AR | BB | EL | RE | SD | MA |
|---|---|---|---|---|---|---|---|---|---|
| Waters of Healing (Re) | 10 | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10 | 22min | ||||||
| Weapon of Flames (BB) | 11 | +12SC +6DM | 16 Mins | Y | |||||
| Swords of Blazing Light (AR) | 10 | Base damage + extra to creatures of dark | 15 Minutes | ||||||
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Talants, Skills, other buffs
| Magic | Rk | Effects | Dur | AR | BB | EL | RE | SD | MA |
|---|---|---|---|---|---|---|---|---|---|
| Sense danger | ## | sense the presence of a hazard to the Adept’s life or wellbeing | Always | 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 | 50%/56% | |||||
| Recognise danger (Navigator) | recognise non-magical danger at sea before subjecting the ship to it. | # Hours | 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 | ||||||
| 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 | ||||||
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Calendar
Winter | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Samhain | ||||||||||||||
| Frost (7) | ||||||||||||||
| 1 | Guild Meeting | 2 | Depart for Alternative Alusia. Walk for a day | 3 | Walk for another day. Malga sacrifices to The Slought | 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 | ||||||||||||
| Snow (8) | ||||||||||||||
| 1 | 2 | 3 | 4 | |||||||||||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
| 12 | 13 | 14 | 15 | Solstice | 16 | 17 | The Duke of Carzala's Winter Ball | 18 | Yuletide | |||||
| 19 | Days of Chaos | 20 | DoC 2 | 21 | DoC 3 | 22 | DoC 4 | 23 | DoC 5 | 24 | DoC 6 | 25 | DoC 7 | |
| 26 | DoC 8 | 27 | DoC 9 | 28 | DoC 10 | 29 | DoC 11 | 30 | Twelfth Night | |||||
| Ice (9) | ||||||||||||||
| 1 | 2 | |||||||||||||
| 3 | 4 | 5 | 6 | First Plough | 7 | 8 | 9 | |||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | 18 | 19 | 20 | 21 | 22 | 23 | ||||||||
| 24 | 25 | 26 | 27 | 28 | 29 | 30 | ||||||||