Menglana revenge
Summary
Adventure: Menglana's Revenge
GM: Jono
Season: ~Summer 824 WK
Night: Starting Monday at 6:30pm on the 20th of November 2023 at Jono's place (dress warm).
Area: The Kingdom of Ibanvaal in the region of Ivinia.
Level: High
Info: Information from players for Jono
House Rules: Jono Quickness and Slowness
Party
- RagnfrÃðr Yngvarrsdóttir (Ragna) played by Kelsie.
- Boris the Minotaur by Michael Haycock.
- Mungo the humble played by Michael McFadden. - Party Leader
- Hagan played by Michael Parkinson.
- Morgan Lafayette played by Michael Young. - Scribe and Military Scientist
- One space available.
Current events
- An unnatural alliance of Ice Giants, faithless rogues & warriors from Menglana, Men of the Sea, Destinian's, Southern Pirate's led by a powerful band of Fae, has won a battle outside of Harling, and captured Jaro son of King Osidar and other significant clan members.
- This was done by turning many brave warriors into pigs and making many others fall asleep.
- Runes read by Arngerth Gythja of Hel show many things -
- It whispers of Dagenborg falling to this horde, without the aid of Heroes.
- The Gythja gates are closed and barred from the inside, by the heroes of the Order of the V'hirahn.
- A non-human creature with skills and the arts of Gythja, with no previous given loyalties will come to aid.
- Ragna will return.
- The night sky speaks of many things -
- The return of the Great Heart's blood kin will turn the waters of hate.
- The titan of unnatural size has many faces.
- Those behind these troubles wish for a free Menglana, and have the blessings of the Order of the V'hirahn (Loki's servents).
- Those that rule the southern tides wish with all their heart & minds that Queen Isabella will hold the Don's to account. Let blood rule the waves.
Employer
Arngerth Gythja of Hel - Agent of King Osidar Dagen of Kingdom of Ibanvaal.
Payment
- 10,000 gold pennies (120,000sp) in coin of the Western Kingdom realm.
- Training in rare magic or melee
Mission
- Rescue RagnfrÃðr Yngvarrsdóttir
- Defeat the army of Queen Isabella.
- Secure the release of captured clan members.
- Rescue Jaro son of King Osidar
Preparations
After meeting our party employer Arngerth Gythja, a young priestess of Hel we learn that Guild Member RagnfrÃðr Yngvarrsdóttir is trapped in Hel by closing of The Gythja Gates so the first task will be her rescue or recovery. Due to his local knowledge and race Mungo is the natural choice as Party Leader (Primary Melee). Morgan is Military Scientist and Party Scribe. Morgan to swap between his Primary Melee and Blast/Support spell casting roles as required. Boris's role is Healer/Secondary Melee, Hagan's is Blast/Support Mage and Ragna in Healer/Support role???
Assorted discussion, planning, rumour mongering and twiddling of thumbs.
We spend a week obtaining scrolls, invested items buffs and rituals.
- Fire Armour and Fireproofing from Lady Flamis
- Strength of Stone, Lesser Enchantment, Tunnelling and Trollskin from Lady Callis
- Quickness from ????
- Greater Enchantment from Rodrego the Mayor of Seagate
And so it begins
We head to Turf's Seagate residence to ask for his aid in contacting Lady Syrene the Keeper of the Great Heart. Turf isn't home however his servants are able to facilitate our arrival at Lady Syrene's encampment. We are now somewhere in the Kingdom of Ibanvaal near Pelby. Lady Syrene's camp is busy with assorted factions including some of Lady Syrene's allies and various factions of Queen Isabells's unnatural alliance. I recognise several Destinian Dons or their diplomats indicating that several Destinian factions are present. I attempt to remain disguised so open warfare does not erupt between myself and the Destinian's. There may well be Destinian factions here that will assist us provided we are not forced to kill them before we can identify them.
We have a brief meeting with Lady Syrene where we learn that she is being blackmailed into supporting the attack on Dagenburg and the Kingdom of Ivanvaal as her niece has been kidnapped by Queen Isabella, her agents or string pullers. No one is quite sure who is charming whom and who the puppet masters are in this unnatural alliance bearing down on Dagenburg. Mongo assures Lady Syrene that he will rescue her niece and save the day. Upon such assurances Lady Syrene agrees to rescue Ragna from Hel despite the Gythja gates being closed. Some buffs are cast upon us.
A number of Lady Syrene's captains escort us to various rendezvous with her allies and attempt to persuade us to confront the Destinians. However it's too early to reveal our hand and we decline their requests at this time. Matt Tumbledown the Titan turns up with Ragna who he has had recovered from Hel and loans her to us. We attempt to bring Ragna up to date with what's going on. Some buffs are cast upon us.
We agree to escort a Seer and her son to Dagenburg where she will seek to identify Queen Isabella's spies. The Seer also persuades us to go see the Dragon Orm the unwise, an ally of King Osidar Dagen of Ibanvaal. While in Dagenburg we will set up some Bone Circles (Boris's Necromantic Portals) in a local graveyard for future use. We Shadow Wing to Dagenburg were the Seer and her son set off into town while we do Bone Circles. Guards turn up and escort us into Dagenburg to meet King Osidar Dagen as we complete Boris's Bone Circle. The fortress is busy preparing for the arrival of Queen Isabella's invading army. Dozens of Hel priestess greet Ragna, soldiers practice their weapon skills while assorted tradesmen and citizens make equipment or strengthen fortifications. We see the Seer and her son talking to people in Dagenburg. A short audience with King Osidar to inform him of our arrival and our upcoming visit to Dragon Orm the Unwise. He welcomes my suggestion to attempt to destroy the fleet of ships being built by Queen Isabella's army nearby which should delay the siege and attack on Dagenburg or make supply of Queen Isabella's army more difficult.
As expected the visit to the metallic dragon is largely unwise. He likes King Osidar, dislikes Jaro (kings son), gives us crystal to resurrect the Seer whom apparently has been killed in our absence. While the dragon dreams the party rests after I counterspell 3 exploding Spectral Warriors (who were they targeting...) lurking outside the dragons lair (hillside of iron). Dragon Dream reveals beatiful men and women to attack us.
We plan
After resting the party discuss our next move.
- Resurrect Seer
- Destroy the enemy fleet
- Rescue Lady Syrene's niece from Brogar Island, the fortress of Pelyn
- Assassinate enemy leaders
The "Tusks of Edrolyin" rumoured to have done bad things to people who attack the Island through magic.
We decide to use the nearby Bone Circle to return to Daenborg to check if they are working. Ground mist covers everything other than the dragons hill. Two layers of cloud above the mist. Suspicious. As we shadow wing towards the graveyard where our Bone Circle lies we spot various troop movements around the village where we set up our Bone Circle and groups heading towards the dragons hill. Scouts, main force travelling under 4 canopies (probably Vampires or the like), prisoners (some look familiar) with guards and baggage train. We return to the dragons hill and drop a crystal ball onto the prisoner group. Some of the prisoners are allies of Ragna and Mongo, others are dwarves (likely allies) and humans (potential allies). It seems likely that they are coming here to attack us, the dragon or both. We look at the nearby sacrificial alters and decide the prisoners days are likely numbered. We quickly decide to attempt their rescue and buff up. A quick strike in the mist under Darkness, kill the guards, shadow wing or carry the prisoners away before reinforcements arrive.
First Strike
As we fly in I notice signs that we are not alone up here. Their is something flying in the vicinity, however I don't spot it (likely invisible and out of Witchsight range). We approach the prisoner group from the rear, I drop Darkness onto as many as I can and Mongo and I land in the Darkness and start attacking. Ragna and Boris attack outside the Darkness. It's immediately apparent that there are more guards here than we had spotted previously including a gryphon, clearly they were outside our Witchsight range and shrouded from our sight. We have surprise and are attacking from their rears however a number of automatic attacks attempt to Entangle us in chains. Fortunately we resist entanglement at this stage. Each guard has a chain around their waist linked to three prisoners. Doesn't bode well, sure enough our attacks get banded off to the prisoners. Mongo and I both drop a prisoner in our Surprise Attack. Boris attacks the gryphon but even with rear and surprise fails to hit it. All our opponents have massive Defence. Clearly we aren't going to win this fight through melee. Time to improvise. I trigger Smothering Darkness while Mongo cuts the chain from his opponent to 3 prisoners. Time to bug out and attack from the air. One of the Entangle attacks against me gets lost in the darkness. My opponents attacks narrowly miss me as I withdraw into the air. We all get airborne safely. A number of guards and prisoners drop into unconsciousness in the Smothering Darkness.
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
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’
First - ??
Second - ??
Third - ??
Night watch
First - ??
Second - ??
Third - ??
Marching Order
Skirmish Formations (Front) | ||
---|---|---|
Double File | Single File |
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 | ? | ? | ? | ? | ? | ? | ? |
---|---|---|---|---|---|---|---|---|---|---|
Name (??) | ## | ???? | # Day | ? | ? | ? | ? | ? | ? | ? |
Name (??) | ## | ???? | # Hours | ? | ? | ? | ? | ? | ? | ? |
Name (??) | ## | ???? | ? Hours | ? | ? | ? | ? | ? | ? | ? |
Short duration buffs
Magic | Rk | Effects | Dur | ? | ? | ? | ? | ? | ? | ? |
---|---|---|---|---|---|---|---|---|---|---|
Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? |
Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? |
Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? |
Loot and Expenses
SP & other cash value loot
Significant Items
Gifts
Purchases
Earth Door Potion Rank 12 (On Morgan) @14000sp/potion
Earth Door
Range Special
Duration One pulse
Experience Multiple 700
Base Chance 1%
Resist Passive only
Storage Potion
Target Self
This spell will transport the Adept and Rank / 3 other entities with her up to 1 mile + 1 mile / 3 or fraction
Ranks through the Earth. At Rank 20 the range is increased to 21 miles. The Adept must be able to see their
hoped for destination or have previously visited or seen it. The other entities must be in physical contact with the Adept and all of the aspiring travellers must be in contact with the ground, although they may be on, say, the second or third floor of a building rooted in the earth. Time to travel by Earth Door is one pulse. This spell always Backfires on a roll of 100, regardless of Base Chance. If the Adept wishes to travel to a point that she cannot see or has never visited, then 30 is added to the die roll when she casts. Should the spell backfire the result is entirely up to the GM
11 pieces of Waybread, each will restore 24 Fatigue. Five minutes after eating wafer, FT will be restored as determined by Rank. The waybread will restore FT lost any means except curses. Waybread is very filling, and may be used to replace a meal without penalty. Weight is 1 oz. (2 each, balance Morgan)
- 6 rings of Trollskin- Rank 15, 118%, 55 feet range, 105 seconds, 6 charges (1 each, balance Morgan) @1875sp each/charge
- 4 rings of Tunneling- Rank 12, 99%, 17 feet range, 90 seconds duration, 3 charges (all but Mongo) @1200sp each/charge
- 2 rings of Smoking Magma- Rank 10, 90%, 75% range, 110 seconds, 6 charges (Mongo and Hagan) @1500sp each/charge
- 1 ring of Wall of Iron- Rank 10, 88%, 120 feet range, 10 minutes, 3 charges (Morgan) @1250sp each/charge
- 6 Scrolls of Armour of Earth- Rank 20, 133%, 10 feet range, 10.5 hours (1 each, balance Morgan) @1000sp each/scroll
- 20 Scrolls of Strength of Stone- Rank 20, 133%, 10 feet range, 21 hours (3 each, balance Morgan) @1000sp each/scroll
Minor Items
Calendar
Summer | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
Beltane | ||||||||||||||
Meadow (1) | ||||||||||||||
1 | Guild Meeting | 2 | 3 | 4 | 5 | White Lotus | 6 | Seagate Light Festival | ||||||
7 | 8 | 9 | 10 | 11 | 12 | 13 | ||||||||
14 | 15 | 16 | 17 | 18 | 19 | The Castellan Borderers Ball | 20 | |||||||
21 | 22 | 23 | 24 | 25 | 26 | Seagate Crafters Ball | 27 | |||||||
28 | 29 | 30 | ||||||||||||
Heat (2) | ||||||||||||||
1 | 2 | 3 | 4 | Seagate Guildmasters Ball | ||||||||||
5 | 6 | 7 | 8 | 9 | 10 | Seagate Races | 11 | The Duke of Carzala's Summer Ball | ||||||
12 | 13 | 14 | Midsummers Eve (Faerie Day) |
15 | Solstice | 16 | 17 | Seagate Summer Fair Day | 18 | Seagate Summer Fair Day | ||||
19 | 20 | 21 | 22 | 23 | 24 | The Castellan of Brastor's Summer Ball | 25 | |||||||
26 | 27 | 28 | 29 | 30 | ||||||||||
Breeze (3) | ||||||||||||||
1 | 2 | |||||||||||||
3 | Day of Death | 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 |