A combined GM Game

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This game will be run with two GM's to a combined storyline. The GM's are William and Mandos and the games are Save A Prayer and Flute Interlude both played on Thursday nights.

Game Info

A delegation of Dwarves from Isles of Freedom require a flute recovered and the appropriate player found and recovered. After recovery the flute and player will need to be brought together and defended while the flute is used to destroy a Kyonite mine.

The flute is believed to have been last seen in in the hands of Rashak and her minions while the player is possibly a wandering priest of the Balai religion somewhere on the isles.

Loot List Selections

Everyone has picked. ***SORRY, just saw this (MP, 11/12)
--Million apologies to everyone, forgot about the list-I will accept public beatings at the Guild Meeting. Brundar(IH)
Lizette 05

  1. Robes of Lightning

Anooke 31

  1. waters of strength
2 more of the waters of strength
3 of waters of healing

Kirgoth 50

  1. Paralytic poison
Unless taken previously Kirgoth's loot choices will be in order
  • The naked blood-soaked human wench :)
  • Soporific poison
  • Any waters of strength available
  • Any waters of healing available

Baron Logan 56

2 x Waters of Strength
Waters of Healing until gone
Darts of Transformation until gone

Silverfoam 60
As many Waters of healing as I can get.
MDK 80

Blade of the infirm
Waters of Strength x2
Any Waters of Healing until all gone

Kit 84

Unless taken previously Kit's loot choices will be in order
  • The Blade of the Infirm, for agility fighters everywhere
  • Any waters of strength available

Brundar 90

Mattock of Destruction

Menolly 92

When it gets to me I'll take some of the waters of healing and waters of strength. If any of the grenadoes are left, I am interested in 1 purely for studying how it is made, so I can learn the recipe for recreating something similiar.

Father Brock 100

Mattock of Destruction
Naphtha Grenadoe
Any Waters of Healing until all gone
Any Waters of Strength available

A Pile of Loot

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Healing Rank 12 Value 120 sp

This 2 lb potion will cure (D-5)+12 points of damage when drunk. It can also be used to cure one natural poison and heal 1 pt of the poison damage

GM William DJ

Waters of Strength Rank15 Value 150 sp

This 2 lb potion will increase the drinker's strength by (d-2)+15 for 80 minutes.

GM William DJ

Waters of Strength Rank15 Value 150 sp

This 2 lb potion will increase the drinker's strength by (d-2)+15 for 80 minutes.

GM William DJ


Waters of Strength Rank15 Value 150 sp

This 2 lb potion will increase the drinker's strength by (d-2)+15 for 80 minutes.

GM William DJ


Waters of Strength Rank15 Value 150 sp

This 2 lb potion will increase the drinker's strength by (d-2)+15 for 80 minutes.

GM William DJ


Waters of Strength Rank15 Value 150 sp

This 2 lb potion will increase the drinker's strength by (d-2)+15 for 80 minutes.

GM William DJ


Waters of Strength Rank15 Value 150 sp

This 2 lb potion will increase the drinker's strength by (d-2)+15 for 80 minutes.

GM William DJ


Waters of Strength Rank15 Value 150 sp

This 2 lb potion will increase the drinker's strength by (d-2)+15 for 80 minutes.

GM William DJ


Waters of Strength Rank15 Value 150 sp

This 2 lb potion will increase the drinker's strength by (d-2)+15 for 80 minutes.

GM William DJ


Waters of Strength Rank15 Value 150 sp

This 2 lb potion will increase the drinker's strength by (d-2)+15 for 80 minutes.

GM William DJ


Waters of Strength Rank15 Value 150 sp

This 2 lb potion will increase the drinker's strength by (d-2)+15 for 80 minutes.

GM William DJ


Waters of Strength Rank15 Value 150 sp

This 2 lb potion will increase the drinker's strength by (d-2)+15 for 80 minutes.

GM William DJ


Dart of Transformation Value 2000 sp

This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.

Wt ½ lb D D+2 CL A

GM William DJ

Dart of Transformation Value 2000 sp

This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.

Wt ½ lb D D+2 CL A

GM William DJ


Dart of Transformation Value 2000 sp

This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.

Wt ½ lb D D+2 CL A

GM William DJ


Dart of Transformation Value 2000 sp

This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.

Wt ½ lb D D+2 CL A

GM William DJ


Dart of Transformation Value 2000 sp

This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.

Wt ½ lb D D+2 CL A

GM William DJ


Dart of Transformation Value 2000 sp

This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.

Wt ½ lb D D+2 CL A

GM William DJ


Dart of Transformation Value 2000 sp

This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.

Wt ½ lb D D+2 CL A

GM William DJ


Dart of Transformation Value 2000 sp

This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.

Wt ½ lb D D+2 CL A

GM William DJ


Dart of Transformation Value 2000 sp

This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.

Wt ½ lb D D+2 CL A

GM William DJ


Dart of Transformation Value 2000 sp

This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.

Wt ½ lb D D+2 CL A

GM William DJ


Dart of Transformation Value 2000 sp

This magical dart will transform into a javelin mid flight. On a hit it will lodge and impair the target by reducing their AG by 5. Requires either javelin or dart to use. The darts have a 25% chance of being rendered useless on any throw.

Wt ½ lb D D+2 CL A

GM William DJ


Naphtha Grenadoe Value 500 sp

This grenado contains a highly volatile substance that will ignite on shattering. It will splatter everywhere in a mega hex. Those not directly hit and not in the target hex may make a 2xAG check to avoid being splattered. A direct hit will do 2D damage per pulse (splash does D+2). While armour counts against this damage for every 5 full points suffered in a pulse reduces the armours PR by 1. Note this is not so much destruction of the plates or pieces as the bindings, fastenings and other bits that hold it in place.

Wt 2 lb GM William DJ


Naphtha Grenadoe Value 500 sp

This grenado contains a highly volatile substance that will ignite on shattering. It will splatter everywhere in a mega hex. Those not directly hit and not in the target hex may make a 2xAG check to avoid being splattered. A direct hit will do 2D damage per pulse (splash does D+2). While armour counts against this damage for every 5 full points suffered in a pulse reduces the armours PR by 1. Note this is not so much destruction of the plates or pieces as the bindings, fastenings and other bits that hold it in place.

Wt 2 lb GM William DJ

Hydra Venom Value 1000 sp

This vial contains 4 doses of Hydra venom, When properly used it inflicts 2 damage per pulse. The venom is particularly nasty and reduces cure/delay chances by 10.

Dose 1 2 3 4

Wt 1 lb GM William DJ

Hydra Venom Value 1000 sp

This vial contains 4 doses of Hydra venom, When properly used it inflicts 2 damage per pulse. The venom is particularly nasty and reduces cure/delay chances by 10.

Dose 1 2 3 4

Wt 1 lb GM William DJ


Paralytic Poison Value 300 sp

This vial contains 2 doses of a R7 Paralytic Poison. It will reduce AG and MD by D+2 for 5 minutes.

Doses 1 2

Wt 1 lb GM William DJ

Soporific Poison Value 600 sp

This vial contains 4 doses of a R7 Soporific Poison. It will reduce PS by 1 per pulse for EN check times three pulses. The effects last for an hour.

Example The victim makes a 2 times EN check. The poison lasts 6 pulses.

Doses 1 2 3 4

Wt 1 lb GM William DJ


Robes of Lightning Value 10,000

These Blue and Silver robes are enchanted to shock any physically attacking the wearer. They do D+10 damage per strike, those taking damage must resist (vs Air Special) or be stunned. A successful resistance results in ½ damage. Only affects those striking in melee or close. Will automatically zap all in close once a pulse regardless of actions. Theses robes count as armour

WT 5 lbs AG - Pr 2

GM William DJ


Mattock of Destruction Value 15,000 sp

This single headed mattock has been enchanted to strike harder and faster and as well does double damage to any target wearing hard armour (eg plate type). It will not accept a weapon spell.

Wt 8 lbs SC 70 D+10 CL C

GM William DJ


Dwarven Battle Armour Value 80,000 sp

Humans would classify this as Jousting Armour and regard it as impractical for use in the actual field. Dwarven culture begs to differ regarding such weight as a sensible precaution against thins that go bang in the dark. This armour has been silvered for use by a mage (-10 to all magic chances).

Wt 36 lbs AG -4 Pr 12 Stealth -30 Size 4

GM William DJ

Chain Armour of the Witch Lord Value 75,000

This armour gives the appearance of being blood stained and battered at all times. It is particularly effective against C class injuries, halving the damage of all such blows. It counts as silvered armour reducing magic chances by 10.

Wt 30 lbs AG - Pr 7 Stealth -10 Size 6

GM William DJ


Blade of the Infirm Value 22,000 sp

This Magical Hand and a half blade causes all struck by it to resist (vs Necro Gen) or be affected by Rigor Mortis. This reduces cast and strike chances by 20 and AG by 5. Only affects those things which can get old and frail.

Wt 5 lbs SC 60 D D+6 CL B

Loot total 230,070