Brave new world

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Summary

Adventure: Brave new World
GM: Jim
Session: Spring 819
Night: Thursday
Location: Discord
Level: Tangerine

Party*

  • The Cardinal - a man of the cloth
  • Pierre - dabbles with Runes
  • Sebastian - a hobbit of action

* warning: May contain nuts.

Notes

The author assures the reader these notes are at least 70% correct.


In the beginning

Cardinal, Pierre and Sabastian meeting in the Isenkirk city, in the county of Palentine. It’s a large bustling metropolis with much to offer and part of the Holy Empire. The city contains many competent magicians and many interesting goods. Sabastian discovered they sell bronze which is at strong as steel, and after some enquiries meets with the smiths guild. One must apprentice with them for some years to learn the techniques, but there are exception if a tasks if perform the guild master – and there is one looking for rubies from the chest of pagan idols located in the north.

Dastardly Ogres

After some discuss, and the purchase of red glass, accompany a trade wagon north, and pass through the dangerous wastelands. Arriving the wooded north we talking to the locals we learn of horrific Orge raids, led by a fearsome Orgress, that are raising villages far and wide to steal children. Being great heros we set off to put an end to these raids. Many weeks later, having searched a small amount of the enormous forest, we finds ourselves on the coast having found no sign of the ogres. We camp of a hill for some days and look for signs of habitation. We summoning some owls, which are clueless, but have greater luck with some foxes, once Sabastian assures them he is an authorised hunter.

The foxes have an organised network through the forest and direct us to three small villages in the bay to the north. Some days later we arrive to the sight of a burning village, it has been raised by the ogres on skiffs. The reason we couldn’t locate the ogres is they are on boats, which are anchored far from shore. We talk to the inhabitants of the remaining villages, they are enthusiastic for us to stop the Ogres, but too terrified to help. We concoct a cunning plan!

The cunning plan

A few evenings later we are being pulled by a giant squid (Hook), under Pierres darkness, toward the ogre vessels anchored some distance off shore. There are three connected boats, one fancy looking and two skiffs. As we are closing the fancy boat disconnects and sails away at an astonishing speed (magic). We spot the heraldry of a Krenchenti (three crescent moons on a shield) a merchant family from Kendrin, the, on the departing boat. They are behind the Ogre raids!

Once we are close, we hear the “grunting” sounds of celebrations. We are revolted. Hook carries Sabastian the rest of the way and he stealthily deposits time delayed grenados on the two boat. There is much panic when the grenados explode and the Ogres cannot extinguish the spreading fires, two Orgres in light armour (mages) leap overboard, into the maw of Hook. The Cardinal begins peppering them with fire bolts, which adds to the chaos. The ogres abandon one boat and all pile onto the other, which is in the better condition. There are many ogres are in the water and Hook begins a feed frenzy.

The large Ogress takes command and they starts pursuing us, even burning they are faster then us and we begin worrying they’ll catch us. Spells and weapons are exchanged until the Ogres are forced to abandon the chase and head to shore before they sink. Some well-placed darts final slay the Ogress and she falls into the sea. The remaining Ogres (about 10) make it to shore and flee into the forest. We pick up the bodies of the mages and head to shore.

Celebration and new plans

We head to the village and tell them of our success, they are overjoyed and much celebration takes place. Sabastian has to fend off the ladies. Pierre is able to identify some of the items we recovered.

Over the next few days we plan. We want to find and slay the remaining Ogres as they are still dangerous creatures. Summoning some wolves we learn they have no seen any Orgres, but their pack is fleeing a fearsome creature. Divining the stars, after a few drinks, Sabastian learns it is a vampire. Talking to the locals about the terrain the Cardinal decided the stars were wrong as there was lots of flowing water the vampire would have needed to cross. Checking the tea leaves we see it’s a were-badger, and well see it in the area again in about 22 days.

Ogre Loot

Potions

Restorative Potion Rk 8 x 6

When drunk, inflicts 10 EN and restores 20 FT.

Love Philtre Rk 12 x 7

When drunk, Resist or fall in love with the first entity you gaze upon. Effects lasts for 8 weeks.

Fertility Potion Rank 18 x 11

When drunk, a female entity must Resist or have their fertility increased by 85% for 19 weeks.

Toadsweat Potion Rank 13 x 7

When drunk, an entity can remove 14 blemishes. This may increase their PB if it has been detrimentally affected by the blemishes.

Ales & Beers

Pint of Red Beer x 6

This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day's march, it leads to a state of satisfaction lasting 15 minutes. In this time, anything other than conversation and eating is too much trouble. All perentile values have 20 added to the result on the die inside this period. Those who retire within an hour of drinking this beer will recover 1 point of EN per hour of sleep to a maximum of 8.

Pint of Pale Ale x 6

This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It has a strong, yeasty taste, and makes whoever drinks it more alert, adding 15 to their PC checks until they would likely have their next meal (i.e. no more than 4 hours). In addition, upon first drinking the ale, they take 7 EN damage, restoring 15 FT.

Pint of Dark Ale x 7

This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It is quite bitter, tastes strongly of molasses and hops and increases EN by 4. This lasts until they would likely have their next meal (i.e no more than 4 hours). This will not stack with Strength of Stone, but while duration remains it will immediately heal 3 EN when the first EN damage is taken.

Witch Skins

The underside of the witch skin must be held against an entity for 30 seconds before the transformation will take effect.
The user of the skin may use any Skill or Ability that the form would naturally allow. While this includes most Talent magic, unless the form is human-like, spells and rituals may not be performed. If an animal has a range of Ranks next to one or more of their natural weapons, then the user may apply their Unarmed Combat up to the maximum listed.

Little Mary Sixpence

PS: 6 MD: 14 AG: 16 MA: User EN: 8 FT: User
WP: User PC: User PB: 18 TMR: 5 NA: None

Little Mary Sixpence is 8 years old and the very picture of cheery innocence. She has blond curls that hang in ringlets, blue eyes and the kind of freckles little girls get for being good-hearted and friendly.

Harry the House

PS: 23 MD: 18 AG: 18 MA: User EN: 23 FT: User
WP: User PC: User PB: 11 TMR: 6 NA: None

Harry the House is a particularly hairy, 6ft 6in tall man of hulking presence. His hair is dark brown and it grows down his back in great, masculine tufts. He smells of sweat and honest labour.

Asp

Description
The asp measures up to 2½ feet in length. It has a triangular head, flattened towards the rear, and a short, thin tail.
Abilities
Asps have no talents, skills or magic.
Movement Rates
Crawling: 150
PS: 2 MD: None AG: 16 MA: User EN: 1 FT: User
WP: User PC: User PB: 8 TMR: 3 NA: None
Weapons
Asps may bite. Poison occurs after effective damage.
Bite: BC 65%, [D – 3] penetration only, Close, Rank 0.
Poison: 2 DP per pulse.

Eel

Description
Eels are long, thin, grayish fish up to 7 feet in length.
Abilities
Eels have no special talents, skills, or magic.
Movement Rates
Swimming: 300
PS: 18 MD: None AG: 14 MA: User EN: 8 FT: User
WP: User PC: User PB: 6 TMR: 6 NA: Skin absorbs 3 DP
Weapons
Eels may bite.
Bite: BC 50%, [D + 2], Close, Rank 0.

Red Stag

Description
Stags are wild creatures, like thin, agile horses with large racks of antlers.
Abilities
Stags have no special talents or skills and use neither tools nor magic.
Movement Rates
Running: 750
PS: 20 MD: 19 AG: 22 MA: User EN: 15 FT: User
WP: User PC: User PB: 12 TMR: 15 NA: Hide absorbs 3 DP
Weapons
Stags may either use their antlers or kick into their rear hex.
Antlers: BC 30%, [D + 5], Melee & Close, Rank 1-4.
Kick: BC 50%, [D + 3], Melee Rear, Rank 0.

Raven

Description
Ravens are large black birds, standing two foot high, with a 5 foot wingspan..
Comments
A sentient in raven form can use any language they are familiar with.
Abilities
Ravens may fly upside down for up to a mile.
Movement Rates
Flying: 800
PS: 6 MD: 18 AG: 17 MA: User EN: 6 FT: User
WP: User PC: User PB: 8 TMR: 16 NA: Feathers absorb 2 DP
Weapons
Ravens may attack with beak or two talons without penalty. They will Close in great numbers, or attack the eyes if alone.
Beak: BC 45%, [D – 3], Close, Rank 0.
Talons: BC 75%, [D – 2], Close, Rank 1-4.

Ginger Tom

Description
Ginger Tom is 24 inches long and weighs 12 pounds. He is a large, muscular, somewhat disreputable tom cat, who holds the world in cynical disregard.
Abilities
Ginger Tom's Stealth is 120% (+ 5 per User's Rank).
Movement Rates
Running: 450
PS: 4 MD: 21 AG: 24 MA: User EN: 5 FT: User
WP: User PC: User PB: 7 TMR: 9 NA: Fur absorbs 1 DP*
Weapons
Ginger Tom cannot Melee, but he will happily enter Close where he gets 1 Bite and 4 Claw attacks.
Bite: BC 45%, [D10+1], Close, Rank 0.
Claw: BC 40% [D10-1], Close, Rank 0-4

Mouse x 12

Description
Mice are small brown, white or grey rodents. They are shy of almost all creatures, most especially cats, dogs and men.
Abilities
Mice have no special talents or skills, and they are not tool users.
Movement Rates
Running & Climbing: 150
PS: 1 MD: 12 AG: 18 MA: User EN: 1 FT: User
WP: User PC: User PB: 4 TMR: 3/3 NA: Fur absorbs 1 DP
Weapons
Mice may bite.
Bite: BC 20%, [D – 7], Close, Rank 0.

Weapons

Dagger Set of Okhers

The daggers in this set are varied, although they have the same base Strike Chance of 57%. Warrior Rank does not help with these weapons, although Troubadour Rank will, if juggling is taken more than once. The wielder's Initiative Value is the same, regardless of whether they are delivering a Melee, Close or Ranged attack.
The following schedule is consulted when considering the wielder's Rank:

Rank Ability
3 Wielder may summon a dagger to their hand from up to 12 hexes away, requiring a Free Act.
5 Wielder may make two attacks per Pulse with prepared daggers against one or two targets within range
9 Wielder may make three attacks per Pulse with prepared daggers against one, two or three targets within range

Excess PS may only be employed when wielding a dagger in close or melee, and may be added to bonuses from Skills and Weapon Ranks. The daggers have no chance of breaking unless the PS is in excess of 37.
The wielder's Player must call out each dagger's name as they strike or summon them, and no dagger may be thrown more than once a Pulse.

Opener

Opener is a heavy mithril dagger with a dragonbone hilt. It weighs 1 1/2 lbs. It inflicts 2 rollup D10 A Class damage and may be thrown without penalty up to 12 hexes.

Special Ability
The first time Opener hits a target, it reduces the Protection value of their armour by 1/2 (round up) the wielder's Rank in Dagger. This only applies to attacks from daggers and lasts for 12 Pulses. If Opener hits the same target again, this will end the effect.

Witch Bite

Witch Bite is a silver dagger with a stag horn hilt. It weighs 14 oz.It inflicts 1 rollup D10 + 2 A Class damage and may be thrown without penalty up to 12 hexes.

Special Ability
If damage is taken, the wielder rolls a D10 and consults the table:
D10 Result
1 Wasting disease causes -1 Strength and -1 Endurance per day until stopped by Cure Disease. The Strength and Endurance lost will be recovered at 1 point per day, or by being treated by Repair Muscles.
2 Recurring migraines cause a loss of 2 Magical Aptitude and 2 Willpower. Each minute of concentration requires a 4 * Willpower concentration check. The effects can be treated by Soothe Pain and cured by Repair Vital Organs.
3 & 4 Creeping senility will cause a loss of 1 Magical Aptitude every two days until treated by Regenerate Vital Organs.
5 & 6 Arthritis causes -4 Dexterity, -4 Agility and increases by 1 per hour the Fatigue loss due to exercise, until treated by Repair Tissues.
7 & 8 Enfeeblement causes -4 Strength, -4 Endurance and doubles the Fatigue loss due to exercise, until treated by Repair Muscles.
9 & 10 Asthma causes TMR to be halved, doubles the Fatigue loss due to exercise, and the target cannot perform strenuous exercise until treated by Repair Vital Organs.

Wraith Blade

Wraith Blade is a leaf-shaped dagger made from the scraped bone of a elven wraith's thigh and weighs 9oz. It may be thrown up to 12 hexes without penalty. It inflicts 1 rollup D10 A & B Class damage, and entirely ignores the Protection value of armour. This damage is also considered undead drain and may only be repaired by the arts of a Healer.

Special Ability
It inflicts 3 rollup D10 A & B Class damage against insubstantial creatures but this will drop to 1 rollup D10 damage the next Pulse.

Tinker's Folly

Tinker's Folly is a crescent shaped dagger of white metal with an ivory hilt and weighs 12 oz. It inflicts 1 rollup D10 + 3 A & B Class damage and may be thrown up to 12 hexes without penalty.

Special Ability
If effective damage is taken, the target's Defence is reduced versus daggers by 30. This lasts until the target takes a Pass Action (+1 for every three Ranks the wielder has in dagger).

Serpent's Tooth

Serpent's Tooth is carved from the pale green fang of a sea serpent, and has been attached to a bronze hilt. It weighs 1lb, inflicts 1 rollup D10 + 5 A Class damage and may be thrown up to 12 hexes without penalty. It inflicts a blow directly to EN on 20% of the modified Strike Chance and a Possible Specific Grievous Injury on 10% of the modified Strike Chance.

Special Ability
When it is anointed with blade venom from a snake or reptile, a roll greater than 70 + MD is a miss, any other miss is a hit, a hit is a blow directly to EN, a blow directly to EN is a possible Specific Grievous Injury, and on a possible Specific Grievous Injury, 2D10 are rolled and summed to generate one. Blade venom is applied as appropriate, and this will wipe Serpent's Tooth clean.

Armour

Ogre Skin x 17 sizes

This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective.
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.

Kobold Chain Mail of Buoyancy

This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer's MA bonus.

Kobold Chain Mail of Swimming

This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.
The wearer's Swimming Rank is increased by 3, and they are considered to have the Aquatic Affinity Talent at Rank 11.

Witch Robes

These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer's PB by 3 to a maximum of 19, but only with respect to male humanoids.
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.

Miscellaneous

Wand of the Ogress

This wand is made from the thigh bone of a hill giant and is 30 niches long. It is dry but has been preserved so that it is as strong as oak. It weighs 4lbs. A hobbit may treat this as a quarterstaff.
In the hands of a witch, it is a spell rack that will hold three one use spell matrices at no cost.
In the hands of a wizard, mage or sorceror, it is a spell rack that can hold a single one use spell matrix, which must be a General Knowledge attack spell. If the spell does not have range, then it will gain range of 15 feet (+5 feet for every 2 Ranks in the spell). The spell matrix resets at midnight except on nights of the new moon.

Book of Vile Darkness

This large tome is 18 inches x 12 inches by 2 inches and weighs 4lbs. It has wooden covers and the pages are made from baby vellum.
If a Dark Celestial reads this book, the book will crumble into a pale dust and their General Knowledge magic will be changed in the following way.

Speak to Creatures of Darkness (T-1)
Range: 10 feet + 10 / Rank
Duration: Immediate
Experience Multiple: 50
Resist: None
Effects: This talent allows the adept to communicate non-sentient creatures of darkness. The reaction of the targeted creature is improved by 5 (+1 per Rank).

Fear (G-2) replaces Light (G-2)
Range: 15 feet + 15 / Rank
Duration: 15 seconds + 15 / Rank
Experience Multiple: 250
Base Chance: 20%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: The target of this spell is seized by uncontrollable fear and must roll on the Fright table. At the time of casting, the Adept may choose to modify the Fright Table roll up or down by an amount up to the rank of the spell. On a double or triple effect this modification may be doubled or tripled respectively.
This spell does not need be Prepared before it is Cast.

Armour of Darkness (G-4) replaces Shadow Form (G-4)
Range: Self
Duration: 30 minutes + 30 / Rank
Experience Multiple: 150
Base Chance: 10%
Resist: None
Storage: Investment, Ward, Potion
Target: Entity
Effects: The Adept is enveloped in dark, fearsome, baroque armour which increases their defence versus physical Melee or Ranged attacks by 2 (+ 3 for every 2 Rank) and their Prot value 1 point for every 4 Ranks.

Eye Worms (G-5) replaces Wall of Starlight (G-5)
Range: 15 feet + 15 / Rank
Duration: Special
Experience Multiple: 200
Base Chance: 20%
Resist:' Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: Unless successfully resisted, the Adept summons nightworms to infest the victim's eyes and blind them. They will remain blind until they take 2 Pass Actions (+1 per 5 Ranks) to clear their vision. If the spell is successfully Resisted, the target must spend a Pass Action to shudder before they can do anything else.
This spell does not need to be Prepared to be Cast.

Binding Darkness (Q-1) replaces Reading the Night Sky (-1)
Experience Multiple: 150
Base Chance: MA + 4% / Rank
Cast Time: 1 hour
Effects: The Adept may gain control of a volume of darkness by using this ritual. They may bind all darkness within a 10 foot radius (+ 15 feet / Rank). They may do anything with it except form an elemental. This ritual may not be used over an area occupied by an elemental and cannot be used in any way to control an elemental

Amulets

Amulet of Amethyst

Wards bad dreams and assists the wearer in achieving a restful sleep. Increases the wearer’s Fatigue recovery during sleep periods by 10% (round down).

Amulet of Beryl

Increases the wearer’s ability to detect traps and ambushes by 5.

Amulet of Betony

Decreases the Base Chance of infection by 15.

Amulet of Bloodstone

Prevents miscarriage and decreases Base Chance of infection by 20

Amulet of Carbuncle

Decreases damage done by poison by 2 points of damage per pulse or day.

Enhanced Amulet of Chalcedony

This amulet, when it is worn openly around the hilt of a dagger, will glow with a pale blue light that only the wielder can see when they are within 25 feet of the lesser undead. This light makes it possible to see in total darkness out to a range of 3 hexes, but is too dim and indistinct to make out colours or normal text.

Amulet of Diamonds

Increases all of the wearer’s Strike Chances by 2

Amulet of Elder Flowers

Makes the wearer proof against the Evil Eye

Amulet of Hypericum

Increases the wearer’s Magical Resistance by 10 to any magical act performed by a Demon or Daemonic being

Enhanced Amulet of Iron

This amulet, when it is worn openly around the left wrist, will grow warm when the wearer is within 25 feet of a half devil or imp. Wearing this amulet prevents the wearer from using non-racial magic.

Enhanced Amulet of Jade

This green jade amulet, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the undead. In addition, any Cast or Strike check vs the undead that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.

Enhanced Amulet of Jet

This polished jet amulet, when it is worn openly around the neck increases the wearer's Initiative by 8 versus demonic or diabolic entities from any plane. In addition, any Cast or Strike check vs these entities that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.

Amulet of Luck

Made from tiger’s or alligator’s teeth. It increases the wearer’s Magical Resistance by 3 and adds 2 to the wearer’s defense

Amulet of Black Amber x 2

This amulet when it is worn openly in the left ear increases the wearer's Initiative Value by 7.

Other Stuff

Eisenkirche - a large city in the County Palatine
Centrum Orbis - a metropolis many leagues south of Eisenkirche
Eternal city - ???