The Wicked Witch of the Wet
Summary
Adventure: The Wicked Witch of the Wet
GM: Keith Smith
Session: Winter 813wk
Night: Tuesday
Location: Villa Fabrorum
Level: Medium High/ High
Party:
- Starflower - Elven Sorceress of the Mind (Jacqui)
- Arwen Valenta - Nubile Earth Mage (Simon)
- Bishop Velcanthus - Human Priest (Jim)
- Thorn - Human Weapons Master (Helen)
- Sir Wojer - Elvish Knight and Air Mage - what am I doing here?(Ian W)
- Other
Employer: Some watery bint Princess Ariel of Pasifika, sponsored by Aqualina.
Summary: Your mission, should you choose to accept it, is to totally smeg over the Sea Witch and make off with all of her loot. As usual, if any of your team should be caught or killed, the Guild will disavow all knowledge. This rag & string golem will run amok and cause the blame to fall upon you unless you destroy it in five seconds.
Good luck.
Salient Points:
- Get the Sea Witch off the throne
- Retrieve the Trident of Power
- Find the King
- Figure out how to let the merfolk use the Pasifika/Perelandra Portal
As a side note - what does the following prophecy mean:
When the Orb of Fire and the Orb of Ice pass in front of the Red Eye of the Giant – then the Elders that Sleep will Awaken to Regain Their Place in the Cosmos
Scribe Notes
Session one: The dreadful Pirates
Arwin, Starflower, and Thorn meet guild security, for a briefing.
A note has been received from Pasifika asking for the guild to send help, and signed ‘A’. Guild security's belief is that ‘A’ is Aqualina, who has returned to the area after her mission there was completed this autumn. ‘A’ will pay 10,000sp for the help although she doesn’t say if this is shared or each.
Princess Ariel of Pasifika (not ‘A‘ as Princess’s sign things properly) may also be offering a Item from the Pasifikan Adventurers Guilds vault, but as the Seawitch holds the capitol where the vault is collecting this maybe somewhat of a problem .
Aqualina’s information is now a week old; she reports that Ursula the sea witch is trying to over thrown the undersea kingdom, she has captured the capitol and the Trident of Power. The king is missing, his daughter is holding out in a city to the south of Rangiwhero, and to top it all off Pasifika is now under the effect of something similar to that of the dark circle.
Ursula used an army of undead to capture the capitol Skeletons and Zombies skilled with weapon. (Zombies don’t normally have any weapon skills).
Guild information on Ursula the sea witch patchy it knows she is pacted to a demon and that he turned her into a Mer-octipus /squid. It is not known if she has learned to take other forms since her transformation. She has 2 familiars and also has a litch working for her.
The Trident of Power is extremely powerful and we are told its wielder can do anything they want as long as they know how and are of royal blood; apparently it only works for those of royal blood.
We discuss how we will travel to Pasifika, and how any further help the guild might send can join us.
The Guild are concerned that there may be undead hiding in the lake, and guarding the portal in the sea of grass so Arwin teleports herself out there to scout it. She find no undead, no bones, no fish, nothing there at all but a few mosquitoes, and the faint traces of the powerful magics (a force field bubble and levitation) used to scoop out the earth and form the lake.
To give others a chance to catch up with us in Pasifika the three of us decide to take a slow boat ride down to the islands. Arwin has magical boat that travels around a thousand miles a day, so we estimate is will take us 4 days to travel to Pasifika and we can look for Pirates on the way.
On the third day at sea in Arwin’s floating rock coracle we sight sail. They seem to have sighted us too as they turn their ship towards our tiny boat carrying only 3 women. As they get closer we make out their pirate flag, note the crew numbers and mark who the ships captain is.
Too late he realises it’s a trap and tries to turn away, as Thorn flies in to board the ship at the bow. Teleporting astern Starflower sends most of the crew tumbling to the bow where they promptly surrender to Thorn and then captures the captain. Mean while Arwin appears and quells any resistance a mid ships. The ship is taken in under a minute with the loss of only a few lives.
While Thorn guards the crew Arwin and Starflower loot the ship and question the Captain; the captains hat, coat and boots are magical, they find a small chest with about 3000sp worth of gold gems etc. and a fairly in a cage. A magical life saving ring and a treasure map are also recovered.
Arwin teleported off to the location of the treasure on the map and returned with a huge sea chest full of pearls, presacious stones and metals (approx 150,000sp worth). Taking the magic items, chests and the pixie who is named Iradessa, we sent the pirates back their own plane; apparently we are worse than ‘that boy’ in Neverland.
As we approached the northern tip of Rangiwhero heading for the enchanted forest to return Iradessa, a second pixie Prilla popped in to collect her. So with an IOU from the Iradessa for the rescue we sped down the west coast of the island to its southern tip and found Aqualina and Princess Ariel of Pasifika on a beach.
Loot from the sea voyage ;
Small chest 3,000 sp worth of silver, gold, jewels etc.
Huge chest 150,000 sp worth of pearls, gold, jewels etc.
Ring, that on contact with water expands to a life preserver with Buoyancy on it.
Fancy Hat, with Milsci bonuses and Bardic voice.
Boots, with AG mod & windstorm Protection.
Fancy Jacket, with 5pt Armour, water proofing, & adjusts the weather gauge by 2 for comfort.
Reference
MilSci
| Skirmish Formations | Watches | ||
|---|---|---|---|
| Default | Double File | Single File | 3-4 Hrs per Watch |
| Thorn Sir Wojer | Thorn Sir Wojer | Thorn | Rowan |
| Rowan | Rowan | Sir Wojer | Sir Wojer |
| Starflower Arwen | Starflower Arwen | Rowan | Arwen |
| Arwen | Starflower | ||
| Starflower | Thorn | ||
Buffs
The Bishop
- The Bishop always has these personal defences in place
- Circle of Protection: absorbs the first 20 DP per Pulse, adds 5 to attacker's die roll
- Soul Shroud: mind or pact cannot be read, +30 to resist effects that Charm, Compel or Bind.
- When dangerous
- Hex Field (min of (5 blows or 5 ½ hrs))
- Solar Protection (+14 vs light/solar efect, -1 damage vs light/solar, 70 mins)
Also, various shapes if things look as if they're about to turn to custard.
| The Bishop's Spell Rack | |||
| Incantation | Rk | FT | Constraints |
|---|---|---|---|
| Hedge Maze | 10 | 2 | Unracks |
| Hellfire - Spell Magazine | 18 | 3 | Unracks |
| Hex Field | 10 | 2 | Unracks |
- Morning Routine
- Purifiy if needed 1 hr
- rack Mind Cloak - Minor AoE 1 hr
- rack Spell Magazine 1 hr
- Bind Air 1/2 hr
Arwen
- Arwen always has these personal defences in place
- * Her personal Armour of Earth forces attackers to add 5 to their die rolls when attempting to strike her.
- * Is always in contact with the Earth.
- * Can attempt to resist Fear that cannot normally be resisted.
- * Immune to Kidney strikes / damage and Agony (the spell).
- * Has a special resistance roll (in addition to any other allowed resistance roll) for damage against the Chest, Abdomen, groin including the organs there in (be it from physical damage, including SpecGrevs or Spells that specifically target the area, such as necromantic "Hand of Death").
- * Can ask the GM to re-roll Spec Grevs against her, the second roll in this case will stand.
- * Has Enhanced Vision (Rank 16) See Invisible, Illusions, Through obscurements.
- * Has Coloured Dark Vision (Rank 11) (standard plus can DA in the dark).
- * Detect Aura functions as per Namer DA.
- * If damaged to zero or less endurance will turn into an Earth Elemental.
- * If melee striking using her Rapier will quicken herself and her primary target (the one being strike by the Rapier - old style)
| Arwen's Spell Rack | |||
| Incantation | Rk | FT | Constraints |
|---|---|---|---|
| Weapon of Magma | 8 | Does not unrack | |
| Grounding | 4 | Does not unrack | |
| 3 alternatives | 20,20,16 | 2,0,0 | Unracks |
- Routine is Stone Ward just before bed, then Rack StrOfStone AOE, use in morning, rack AoEarth AOE and use
Thorn
Sense Danger 88%
Enhanced Vision -(Rank 20) See invis, though fog etc. Range 210 ft.
Mind Shield - 25hr per cast, renewed each morning.
DA (namer) 100% out to 10-11ft
Infravision - when using item range 85 ft.
Thorn's Swords glow softly in the dark. The glow discomforts demons or undead and if they are within 50ft the glow will increase to Illuminate them.
Thorn would like an hour at/after noon to ritually renew a spell effect on a sword, and she needs to rebind the will of her dagger every 5 days.
Thorn normally doesn't Purify.
Loot
People
Places
Calendar
| Winter: Frost 813 (7) | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Samhain | 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 | ||||||||
| Winter: Snow 813 (8) | ||||||||||||||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
| 12 | 13 | 14 | 15 | Solstice | 16 | 17 | 18 | Yuletide | ||||||
| 19 | Days of Chaos | 20 | 21 | 22 | 23 | 24 | 25 | |||||||
| 26 | 27 | 28 | 29 | 30 | Twelth Night | 1 | 2 | |||||||
| Winter: Ice 813 (9) | ||||||||||||||
| 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 | ||||||||