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 -, known as the Humble - So Named by Odin Himself and also Blessed of Freya - A Northern 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...
Session 1
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 which is well fitted out. A number of items have been found thus far on the adventure- a sword, an axe, bolt of cloth which are identified by the spell of something or other by one of the spell casters, The cloth will affect the morale of troops in the hands of a military leader this depends on the wood used as a pole. e.g. Maple -x 10 mil sci rank The Tulwar does 2 d10 damage + can have spells on it The 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 pirates in question are a cunning bunch of knaves - which is not always the case as where I come from the term pirate is misused to refer to just about anyone who hops in a longboat and goes raiding - which is just about anyone under 95 years old - its all relative you see - how do you tell the pirates from the rest or is anyone under 95 simply a pirate? Anyway these knaves are 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 - anyway he has now legged it & is not to be found. Not to worry, Syrene knows the location of 2 of their hideouts, so we can plan our conquest.
It is explained we can locate the water mages by tracking down some magic reference books which will have information; through use of the enchantment known as “locateâ€.. Syrene knows an enchanter who can help.
Our mission after we have located the enchanter and sailed to where we think the book is, to then find a copy of books which has some important magic powers.. We will get a bonus for bringing Syrene's enchanter back alive. He is nervous weak & frail...arent they all though. A ship full of fighters and healers has already been sent out to rescue the Sea Mages - to huge unsucess. They encountered six pirate ships – were mostly sunk - and suffered many casualties. So its our turn now.
We decide to use my mighty Knarr “The Sea Urchin†to gsail to the islands. The Sea Urchin is scheduled to return to Seagate in 4 days from a successful raid by my fearless crew.
We know some cargo is located in somewhere called 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
On the way 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 while the bodies of the uncurious covered in spilt ale lay on the floor - must be one of the two.. but anyway he is representing family members of the slain crew members & is recruiting for a three ship Armada. They plan to sail across the seas to seek a bloody vengeance from the foul scum & oath breakers (bound to be) who have the cheek to call themselves pirates.
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 | |