A Golden Eye on the waves

Summary
Adventure: A Golden Eye on the waves
GM: Jono
Season: ~Summer 822 WK
Night: Starting Monday the 13th of December 2021 in Lynfield (Jono's place).
Area: Carzala and some tropical wilds.
Level: High
Info: Information from players for Jono
House Rules: Jono Quickness and Slowness
Playtest
Please note - Lowered specialisation to 1 per rank (from 3). See change log on last page of each doc.
- Four or five guild party members -
- Mungo - Warrior played by Michael McFadden.
- Boris - Necromantic Mage played by Michael Haycock.
- Lila - Celestial/Air Mage played by Kelsie.
- Rhiain - Ice Mage Human played by Chris R.
- Cher - Binder Human played by Sean
Employer
- Syrene a friend of the guild.
Mission
Background - A Golden Eye in the deep.
- Part 1. Deal with issues about the Air Spirit & the forgotten city (outstanding from A Golden Eye in the deep).
- Part 2. Free the missing water mages, deal with the pirates.
Payment
Syrene will financially back a commissioned sea voyage to the area to a value of 35,000sp.
- Spell training for Thaumaturgies 5,000 sp each member.
- Spell training for Elementals 10,000 sp each member.
- Spell training for Entities 5,000 sp each member.
Part 2 - I can't remember much of part one...
Part 2 of a might epic adventure featuring a band of heroic shield companions against the most perilous unknown foe this side of the gates of Hel or even a barber - to rescue enslaved water mages from the pirates
We are at Turf’s home. A number of items found this far are- a sword, an axe, bolt of cloth which are identified by the spell of something or other The cloth will affect the morale of troops in the hands of a military leader this depends on the wood. e.g. Maple -x 10 mil sci rank Tulwar does 2 d10 damage + can have spells on it Axe – enchanted to not rust & can cut through things underload & of course a Genie bottle which contains…. Lila ? Anyway, in addition to the rescuing the Sea mages; Syrene wants us to take the bottle to the plain of air… yawn.. I prefer pickups to deliveries….
– We learn the pirate are a cunning bunch of knaves , rumoured to have bribed one of the snivelling enchanters who work for the merchant’s guild –like most mages s(apart from my worthy companions) he has a strong streak of yellow running through him and has now legged it & not to be found. Not to worry, Syrene knows the location of 2 of their hideouts, so we can plan our conquest.
We can track down the mages by tracking down some magic reference books which will have information use of the enchantment known as “locateâ€.. Syrene knows an enchanter who can help.
Our mission is first we need to obtain a copy of the master reference books which has some important magic powers.. We will take an enchanter with us who can use a locate spell. We get a bonus for bringing him back alive. He is nervous weak & frail. A ship full of fighters and healers has already been sent out to rescue the Sea Mages. They encountered six pirate ships – were sunk and suffered many casualties
We decide to use my mighty Knarr “The Sea urchin†to get to out to the location. The Sea Urchin will return in 4 days from a successful raid by my fearless crew. We know some cargo is located in Kirkle. West of Kirkle there is a well-known pirate port of the coast of Palestrina.
We return to the guild for a debrief. Syrene equips us with strength of stone armour of earth spell
I notice an old scallywag acquaintance of mine – can’t quite place him- he is called Eric as are most of men in the North - but I am sure we once stood together drenched in blood with the bodies of our enemies heaped before us… or possibly we were in tavern surrounded by empty ales mugs covered in spilt ale.. but any way he is a recruiter for a three ship Armada who plan to seek vengeance for some murdered sailors. & rescue a particular water mage related to someone. A few shady types lurk also - they have the look of spies about them – shifty eyes (hooded cloaks in the broad daylight --first They try to recruit us but then we talk about joining forces. The selling point is that have enlisted a mermaid to show the way
First we will find the for the enchanter Ernest Black is his name – apparently hiding in fear of his life in some cellar of tavern in old Seagate town..
We go incognito to avoid attracting attention (that is we pull our hoods over our heads & cultivate an innocent look) . On the way into town we see four horses tied on the side of the road = might be spies or an ambush but we are not attacked. Cher and I note 6 guarding the road armed with bows…a mix of orcs and humans… not that that means anything – some of my best friends are orcs – well I mean Boris.
We make it to the new constructed area & head to old Seagate – heading to toward which Ernest is staying … we pass an old horse in the process of being slaughtered in the street - it’s a rough area – the inn is well battered – and has recently been scorched by a fire. The place is damp & smoke filled. A doxy gives me the eye and I return her a special look so as to not attract any attention - you have to play the part when in disguise, Downstairs in the inn a game of cards is in progress and a combat between two armed men with clubs are being cheered on by a small crowd,,, We ignore them& head toward the sub-basement
I encounter a woman who says I have rescued her in the past .. can’t recall but there are quite a few I’ve rescued - anyhow she warns me of a few bad uns in the area. Not really news – it is old Seagate Outside the door are three scurvy thugs with their backs to us about to visit Ernest – up to no good. Look like our timing was right for Ernest. I grab tow by the neck and bang their heard together (this from the side technically & not behind just in case any detractors are reading). They die….whoops. A third is rendered unconscious, by ablow from Boris. We drag the dead bodies inside. Ernest is a weedy old guy who is drinking an ;clearly the worse for wear. The two dead people are hidden –
We visit Syrene and explain what has happened. We debate forming and alliance with the mermaid and the scallywag The enchanter (due to his frail health and so he won’t run away )is itemised by an evil Binder spell & placed in an unbreakable container only openable by a palm impression.
We talk t Syrene about rewards for completing the quest – there was some rubbish about magic training which seems of little worth so I ignored the details but more importantly she offers warrior training.
Four days later the Sea Urchin arrives .. with several Brandenburg customs men who my crew mistook for pirates... I’m all for taking the pirates / customs men back out to sea & giving them a first-class trial followed by a sea burial but am talked around by the party fearful of inciting war with all of Brandenburg (don’t know how all of Brandenburg would find out) … uh oh – anyway I have to pay a 10,000 bribe to shut them up – I reluctantly pay with an instruction to my crew that pirates are not to be brought back to shore in the future. Better to have a trial by combat at sea followed by a sea burial…
We meet my companion Eric whose crew has had a disagreement with some brigands. Many of his men lie around with broken limbs and teeth - the brigands are dead he swears but I dont see too many bodies. Turns out the spies were from rival merchant families who wanted to rescue the watermages / didn't want them rescued - so we invite him to meet at turfs place with Syrene - & to wear his best furs – we will discuss forming a super Armada
At the party we are approached by a dwarf merchant who wants us to transport some grain stones made by dwarves – 20 foot across & two foot high - but with magic can be squeezed into the Sea Urchin’s hold I am told by Boris & Cher.
My first mate negotiates transport for the stones to Adjutbar. or 13,000 up front and a 3,000 bonus on arrival.
Syrene has put on a banquet – 3 dwarves, two elves, and some courtiers also attend. It is a great feast food & drinks-wise at least though tame by northern standards - no fights, or blood feuds created - the dwarves are even friendly toward Boris the Orc…. I skald a little & fine ales are drunk. Syrene strikes a deal with Eric & his companions to work under our directions for 10,000
Cher (who is now in a human form rather than the sneaky lizard I know her to be, though still a valued fearless shield companion of course) slopes off with a mincing codpiece sporting courtier for a tryst, hmm I think if only he knew what lurks beneath that skin – I am asked outside by a woman called Gertrude who I also apparently I rescued - by Loki's pustulant bollocks this is happening too often. I need to get a notebook to keep track of them - can't have just any one claiming I reduced her. Seems she wants to show her gratitude… can’t blame her really.
Later the Dwarves tell me that the millstone is prepared on one side to remove magic – (this removes impurities from grain) so the sea Urchin will need to be re-magiced everyday. I'll leave that task to those who deal with administrative nmatters like demagicing ships. More importantly some Ogremages are rumoured to be looking for these mill stones for some strange reason - an air, a fire and a rune mage – they alike all of their kind are cowardly knaves and don’t hesitate to use nasty poisons… this is good news - great blessing from Odin indeed who has kindly arranged for some intra-voyage pre-pirate entertainment to be coming our way…
Eric has 55 men & three ships & mysteriously 25 oar slots (eventually they will go around in circles), 2 x rank two water mages. We arrange to meet Syrene at certain waypoints, island stops, on our voyage. She marks 8 locations on the chart for the end of each day of travel. She will remagic us all & Eric's crew can be healed from their brigand wounds as we travel.
My water mage (rk 7) confirms that their ships are poor and that the other water mages have limited skills… so he strengthens the other ships
We prepare to leave
Buffs & Mil Sci
'A = Always on.
Long Term
| Magic (caster) | Rk | Effects | Dur | Bor | Lil | Cher | Mun | Rhi |
|---|---|---|---|---|---|---|---|---|
| Shadowform (Li) | 15 | +32 def melee, ranged; +16 def close | 8 hrs | |||||
| Ice Traversal (Ch) | 20 | Travel over ice and/or snow without slipping or sinking in. (+7 TMR on flat ice) | 7 hrs | |||||
| spell (caster) |
- Cher Morning Dance
- 1 MR% re-roll (or stun recovery) per day.
Short Term
| Magic (caster) | Rk | Effects | Dur | Bor | Lil | Cher | Mun | Rhi |
|---|---|---|---|---|---|---|---|---|
| Strength of Darkness (Li) | 12 | +7 PS | 130 min | Y | ||||
| Feather Falling (Li) | 6 | Fall no more than 5'/pulse | 5.5 hrs | N | ||||
| Shadow Wings (Li) | 6 | 36 mph, 126 miles range | 3.5 hrs | |||||
| Witchsight (Li) | 7 | 4 hours | ||||||
| Lightning Strike (Li) | 5 | [D-4]+7, save for 1/2 | 5hrs | |||||
| Barrier of Wind (Li) | 4 | 20 def vs missiles, 15 in melee or close | 150mins | |||||
| Walking Unseen(Li) | 6 | 7 hrs | ||||||
| Weapon of Cold (RH) | 10 | +11 SC, +4DM Cold Damage(doubled vs fire enemies) | 15 minutes | |||||
| spell (caster) |
Senses
| Magic (caster) | Rk | Effects | Dur | Bor | Lil | Cher | Mars | Rhi |
|---|---|---|---|---|---|---|---|---|
| Sense Danger % | 30% | |||||||
| Ranger Detect Ambush % | Base %, -5*OppRk, SpecArea +6% | 50% | ||||||
| Thief/Assassin Sixth Sense % | BC 10+2xPC+5xRk |
Misc Buffs
Watch Order
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|
| Boris | Cher | Rhiain | |||||||
| Marseille | Lila | Boris | |||||||
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Double File
Cher |
Single File
Cher | |