An Unknown Onslaught
Summary
GM: Anne
Season: Autumn 822 WK
Night: Wednesday
Location: Online
Level: Low-Medium
Will be trying out Foundry paired with Discord as an alternative to Roll20 for online, will be a setup learning curve
Acceptable characters should come out with one medium and one low between mage and fighter in the 1.4 Assessment Excel Program
- Party
- Grimmuck Groz'Gronack-Orcish Fire Mage Played by Beth
- Seraph - Human Namer Played by Connor
- Arcadia - Elf Celestial Played by Kita
- Remel - an elderly cook with bad knees
- Elderan - Elvish cloud mage
- Employer
The Boatmen and Independent Traders of Sandspit
- Mission
To stop the monsters coming through the maze
- Pay
15,000sp for investigating and another 10,000sp on success.
Scribe Notes
Summary Notes
- Meet employer and sail to the Sandspit. Head into the Maze and prepare for a fight.
Full Notes
Adventurers Assemble
The party assemble in meeting room six, the one with the wobbly chairs, and make introductions. Theo, our employer, so appears - a young man who is dressed like a sailor, he explains he is from Sandspit and there have been dangerous aquatic incursions from a nearby portal called “The Maze†and he would like to stop these incursions. He has arranged transport on a boat that is leaving on tomorrow mornings tide, we can negotiate payment for our adventure with the locals at the Sandspit.
Under the menacing gaze of guild security we completed the mandatory paperwork with Arcadia volunteering as party leader, and Remel as both scribe and military scientist (and cook). The party then heads to casting chamber eight and the demonstrate unusual magics that have to each other; Elderan snowballs and lightning, Remels fog and Grimgrunks firebolts. Greaters and lesser are then arranged and we agree to meet for predawn breakfast before we head to the boat the next morning.
An expected Journey
Theo meets us at the docks and we all clamber into a row boat which moves by itself at high speed out to the awaiting ship. Looking over the side Remel see the watery face of an elemental staring back. We climb onto the boat and meet captain Jack, who has us taken to our rooms , and we head off. Splashy, the elemental, is propelling the boat and a two week journey only takes three days. Remel and Splashy spend much of the time talking about water.
Arriving at the harbour at Sandspit, Splashy guides the boat through a very unusual route, avoiding defences around the port. Sandspit is a thriving fishing village, the party are lead to the Donkeys Haven Inn, a prominent tavern, and introduced to the a mix of people from the Sandspit and Lake Town (The Boatmen). Edward, the assistant mayor, explains there are incursions into both the Lake Town and Sandspit, they occur every 4-6 hours end up in one of the two towns, that they are fighting off. The creatures are all aquatic, so far they have seen Merfolk, undead, squids, surigren and elementals. They would like us to go into “The Maze†and stop the creatures at the source.
Arcadia negotiates 15k for us to investigate and another 10k upon a successful outcome, as well as Greater Enchantments of R15. We need skill as sailors to help make our way through The Maze, and Theo provides us a special beer to enhance our skill.
Maze Runners
All the party awake the following morning wither hangovers, the previous night is a blur but we all know have skill as a sailor. Following a fulling breakfast from Remel the party head off on a skiff with one of The Boatmen, who will train us to navigate The Maze. We travel to the inlet, with cliffs towering on each side, and into a narrow misty ravine. The route we take defies logic, taking turns that should exist and travelling back on our route to find new waterways. At one point we hear Destinian voices in the distance , and the Boatman explains they wont return back to the Sandspit, having been told how, so they are been left without aid. We eventually find ourselves on a very narrow branch that The Boatman believed all the invaders originate from, and decide to wait to verify this is the right bath to investigate.
Info
Places
- The Maze – a nexus point near Sandspit that can be entered by traveling into an inlet that is surrounded by high cliffs. The nexus leads to many other planes and its is easy to get lost in the maze and end up in one somewhere you didn’t expect.
- Sandspit – a costal village near the five sisters. There is an establish trade route between Lake Town and Sandspit via The Maze.
- Laketown – a costal town in the Valley of Trinity. There is an establish trade route between Lake Town and Sandspit via The Maze
People
- Splashy – a friendly holy water elemental that lives in the sea around the Sandspit.
- The Boatmen - guild of navigators from The Laketown, they know how to navigate the maze.
Mil-Sci
Daily pattern
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’
Travel Magics
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’ ‘’Can the party eat/sleep/etc on the mode of transport.’’
Watch Order
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|
Remel | Grimmuck Groz'Gronack | Elederan | |||||
Seraph | Arcadia |
Marching Order
Skirmish Formations (Front) | ||
---|---|---|
Double File
Seraph Arcadia |
Single File
Seraph |
Vision
Seraph
Arcadia - Witchsight
Grimmuck Groz'Gronack - infravision 150ft
Elederan - Witchsight
Remel - Witchsight
Buffs
General Buff Notes
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast.
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight.
Weapon Spells which weapon/s it is going on normally should be noted also
Long duration buffs
Magic | Rk | Effects | Dur | GG | SE | AR | RE | EL |
---|---|---|---|---|---|---|---|---|
Water Breathing (Re) | 18 | Gills. Breath and see under water | 19h | ? | Y | ? | ? | ? |
Name (??) | ## | ???? | # Hours | ? | ? | ? | ? | ? |
Name (??) | ## | ???? | ? Hours | ? | ? | ? | ? | ? |
Short duration buffs
Magic | Rk | Effects | Dur | GG | SE | AR | RE | EL |
---|---|---|---|---|---|---|---|---|
Water proofing (Re) | 8 | protects completely from all forms of non-magical water damage. | 27h | ? | ? | ? | ? | ? |
Buoyancy (Re) | 8 | float at whatever depth they choose. Change depth 21ft/action | 9 hr | ? | Sit | ? | ? | ? |
Cold Resistance (Re) | 8 | protects the target from the effects of temperature down to -16C. -3 from cold based attacks | 9hr | ? | N | ? | ? | ? |
Waters of Healing (Re) | 6 | neutralise vemon and heal 1 EN. If no venom then heal [D-5]+6 | 9hr | ? | Y | ? | ? | ? |
Fireproofing (GG) | 6 | Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke. | 7 Hours | Y | N | ? | ? | ? |
Fire Armour (GG) | 6 | Protecton from 28 points of Fire Damage | 7 Hours | ? | Sit | ? | ? | ? |
Name (??) | ## | ???? | # Hours | ? | ? | ? | ? | ? |
Other effect
Magic | Rk | Effects | Dur | GG | SE | AR | RE | EL |
---|---|---|---|---|---|---|---|---|
Sense danger | ## | sense the presence of a hazard to the Adept’s life or wellbeing | Always | ? | ? | ? | 49% | ? |
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 | ? | ? | ? | 66% | ? |
Recognise danger (Navigator) | recognise non-magical danger at sea before subjecting the ship to it. | # Hours | ? | ? | ? | 57%/71% | ? | |
Name (??) | ## | ???? | # Hours | ? | ? | ? | ? | ? |
Loot and Expenses
SP & other cash value loot
Significant Items
Gifts
Purchases
Minor Items
Calendar
Autumn | ||||||||||||||
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Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
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Lugnasad | |||||||||||||
Fruit (4) | ||||||||||||||
1 | Guild Meeting | 2 | Sail to Sandspit | 3 | Sail to Sandspit | 4 | Sail to Sandspit | 5 | Head into Maze | 6 | ||||
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7 | 8 | 9 | 10 | 11 | 12 | 13 | |||||||
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14 | 15 | 16 | 17 | 18 | 19 | 20 | |||||||
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21 | 22 | 23 | 24 | 25 | 26 | 27 | |||||||
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28 | 29 | 30 | |||||||||||
Harvest (5) | ||||||||||||||
1 | 2 | 3 | 4 | |||||||||||
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5 | 6 | 7 | 8 | 9 | 10 | 11 | |||||||
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12 | 13 | 14 | 15 | Equinox | 16 | 17 | Seagate Autumn Fair | 18 | Seagate Autumn Fair | ||||
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19 | Harvest Moon | 20 | 21 | 22 | 23 | 24 | 25 | ||||||
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26 | 27 | 28 | 29 | Michaelmas | 30 | ||||||||
Vintage(6) | ||||||||||||||
1 | 2 | |||||||||||||
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3 | 4 | 5 | 6 | 7 | 8 | 9 | |||||||
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10 | 11 | 12 | 13 | 14 | 15 | 16 | |||||||
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17 | Blood Moon | 18 | 19 | 20 | 21 | 22 | 23 | ||||||
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24 | 25 | 26 | 27 | 28 | 29 | 30 | Beerfest |