The Quest for Fire and Water
Summary
GM: Keith
Season: Autumn 826 WK
Night: Sunday 7pm (by request)
Location: In House - Mangere Bridge (first half), Online (second half)
Level: Medium/High
- Party
- Lizette - Healer and namer. No longer the avatar of death. (at least 95% less pacted to death) Scribe
- Keshah - Michael Haycock
- Engalton - Jono Bean (first half only)
- Vargr - Connor
- Flamis - Jacqui Military Scientist
- Remel - Cook (second half only)
- Party Employer(s)
- Arch Magus Spica Capella - the person holding the purse strings ((Actually, her wife is))
- Phaeton - holder of background knowledge and spelljammer helmsman
Preamble
The Key to the Elemental Earth Stone was found last year, hidden in the underground caverns of Pellucidar. It is believed that the Keys to Fire and Water are on Thunor and Freya respectively as told by the following astrology readings made when Freya was at Greatest Elongation at Sunset and Thunor was passing the Meridian during Opposition.
The readings were:
Earth will be found Under Sky Under Earth in the Third Sphere
Fire can be found under the tallest mountain on the Fourth Sphere
Water can be found in the Submerged Depths of the Second Sphere
Air and Aether require the first three to be found
But they will help guide you when to the Void you are bound.
It is hoped that both can be found this season.
Scribe Notes
The employer wanted us to find 2 keys. One was a fire key and would summon the fire stone he needed. The other was a water stone and would summon the water key. They already have the first key(Earth) and fire and water would apparently guide us to the next 2.They had to wait till a certain time to get our prophecy. The relevant parts are:
Fire can be found under the tallest mountain on the 4th sphere (Volcano?) water can be found on the second sphere.
We got rank 20 greaters for all who need them and 3 month lesser.
Talk about rogue stars and planets moving to other realities which I hope wasn't relevant.
Thunor the fourth planet. we can get to via the portal system. Olympus Mons is the name of the mountain we are going to. Spica Capella comes with us.
Instead of the first portals we use Keshah's air boat to get to the last portal and then to Pacifica (trilithon with a circle above it) Then down to the harbor and take the void ship to Thunor. During this time we practice and rank the names Lizette asked for since we'll likely run into those things on Thunor.
We get relatively good accommodations given what's here in the archaeologists camp. Nice beds. Engleton's reputation precedes him. Talk about the people who used to be live here a long time ago and Leviathan. At one point philosopher king cities come up. There was one on Thunor. Thunor is visible in the early morning. Flight might take a few weeks.
Talk about a fire mage with blue fire. Spandex.
We get a tour of the ship and simple explanation of the ship. The chair drains your fatigue as you go. Line up on a guide star. Takes about a fatigue an hour. We strap in for takeoff. We get a rank 20 resist light cast on us. A few of us are keen and learn how to fly the ship.
After about a week of relatively uneventful travel we are dropped at the top of the mountain. Gravity is lower. We can jump surprisingly high.
We enter the mountain. We have fire armor and temperature resistance. The walls are made of things interesting to our geologist(Keshah). We find piles of crystals which we determine to be the waste of some creature. We come across some lava with creatures in it which Engleton can detect via esp even though we can't see them. When the surface they turn out to be lava lurkers. Instead of fighting them Engleton controls them and tells them not to hurt each other or us and instead to help hold up the bridge over the lava which we then cross.
As we continue onwards. We check that the air isn't poisoning us. Then going on ahead we send Flamis to look and she finds something throwing swords at her. Then a Grey Render comes up and the rest of the party goes to intercept it. The Render has quite good armor. The thing Flamis is fighting is a shard slag. The Gray Render insists it is guarding something. Combat moves around a bit more than normal. There are multiple hits on the Gray Render but it seems to be able to take it although we do start to chip it. Flamis kills the shard slag. A small dragon comes out of the lava near the Xorn that seems to be trying to eat a giant green stone we can see out in the lava. The dragons GTN is magma dragon. We defeat the magma dragon and take the whole thing as loot.
We find another magma dragon. Its in the water on a large pile of treasure. There is a petrified magma ooze that is serving as a wall holding the water to one side of the room. After the zombie Gray Render breaks the "glass" the water drains away and runs down the stairs. We had retreated away from it and back up the other stairs so the boiling water doesn't hurt the rest of us. Then we kill the magma dragon and obtain its loot. There appears to be another piece of dylithium in the piles of loot and gem fragments.
The loot is many many coins. A magical strength belt. A token that grows a tree. A cursed beserking sword. Petrified magma ooze.
we went down the stairs and found mephitis and salamanders. The mephitis plane of origin is the fire plane. We went through a ward and currently we can't draw mana. We move through the map for a while with firebolts being shot at us by the mephits. Soon we get surrounded by salamanders and mephits. We manage to fire arc out and I put up a wall of forbidding to stop the salamanders coming at us. We end up between 3 fire elementals and in a rank 20 hellfire. Our fire armor protects us. The larger bigger one challenges us. We get him to take us to to his boss. The boss is quite friendly and gives us the fire key. He had an idea that we were coming after the a guild party came for the earth key. He tells us he'll put in a good word for us. Queen Annelsie in Perelandra on Freya. (The second planet) He gave us 12 beers. They were actually quite cold. But they heat up like you've eaten a chili. He tells us about someone he has a relationship with named Pele from Pasifika.
We go to Malachandra also on the Thunor and take a portal to Perelandra. We arrive on a small island about 10 paces across. There are reptile birds. We go back through the portal looking for a place to rest.
Market place in Malacandra. Pumat Sol. He is a Firbolg.(Long lived sentient. Plane of origin is Exandria, A type of giant). Looks like another spelljammer has shown up and it seems to be elven. To them this is a new plane. Hence many traders showing up here looking for opportunities. Other races are also turning up.
We continue shopping.
The merfolk city on the water planet is close to the portal. You dive in and follow the light. Its only about half a mile. Maybe 400ft down. Flamis gets a vision of deep dark water. A feeling that its the deepest part.
There are supposed to be sahuagin and other bad things down there. Engalton leaves back to the guild at this point.
We head back to Perelandra. Its warm and humid. Lots of clouds. There is water leading from the Pasifikan portal that seems to be magically recirculated.
When we get to the city the guards meet us and tell us we are expected. The city is on a ledge. There appears to be a force wall/dome around the city. We go in through the bottom. We go through checkpoints. The check our weapons and ask us about drugs. They make sure we're not Sahuagin or Malenti. (Sahuagin who look like elves)
Phaeton's Diary
1st of Harvest
Guild Meeting Day. I had been asked to assist Archmage Spica Capella in her gathering of adventurers to search for the Elemental Keys for Water and Fire. Spica already had the Earth Key, retrieved from the Pellucidar Cavern but we had no idea where the Air, or Aether keys would be - assuming the Aether Key even existed. Fortunately we had already deduced that the Fire key was somewhere under Olympus Mons on Thunor and the Water key, somewhere on Freya. It is hoped that the Perelandrian Royalty might know where that was. So far, we had not received an answer to our message.
It was also hoped we could get both Fire and Water this season but I was surprised when the adventurers turned up in the meeting room. One of them was Count Engalton [Order of Merit]. He hadn't been seen or heard from since Liessa's Ascension. Still, given all the rumours around him, I felt confident that we could indeed get both fairly easily. The rest of the party also looked very competent and experienced.
So the ArchMage explained the problem with the Horrors in the trench between Zeyland and Pasifika and what we needed to deal to them. Four, or Five pure elements, the Song of the Spheres and a Blast of Harmony. Wasn't sure how this would go together yet, but we had the Song and one of the Keys required to summon the Elemental Platonic Solids that we needed to restore Balance - or something like that. An injection of Order to remove the excess Chaos.
Anyway, I had to go down to Pasifika to help the Gentlefolk Exploration Society test fly their spelljammer to Thunor and back so we could test out our upgraded propulsion systems and do an orbital survey of the planet. The party had the choice of going to Freya or Thunor first and voted on Thunor. Spica was bankrolling this expedition and provided the Greaters before we left by Keesha's flying ship. We had two extras on board too, Aqualina and a halfling named Snowdrop, also heading for Pasifika. That was after Lizette assured Aqualina that she (Lizette) was no longer Pacted to Death. I was also surprised to learn that Engalton had access to not one but two Calimar Voidcrusers - well one and a half actually - one that actually worked and one that was used for spare parts. I'm not sure that a Void Cruiser's helm would be compatible with our dylithium crystal but I did offer to check that.
Once at the trilithon portals at Bethsalem, Keshah bottled his boat - in much the same way TDP did, and we went through to Pasifika. It was late afternoon local time and, after Aqualina, Snowdrop, and left for the Pasifikan Trading Post, we spent the night, courtesy of the Gentlefolk Exploratory Society. I was expecting Engalton's team to go through the trilithon portal to Malachandra bit, instead, they decided to hitch a ride with us.
Arrangements were made and, next morning we took off. Being the most experienced helmsman, I handled the ascent out of the atmosphere and into Alusian orbit. We did two orbits of the planet (only needed to do one - but we had passengers) before doing the trans-Thunor-injection maneuver before firing up the dylithium crystal, now embedded in the helm and shot off in the direction of Thunor at, what I like to call, warp speed. Much faster than our old speed where it took weeks or months to get anywhere. Now we were doing just over 6.7 million elven miles per hour. (0.62c)
The trouble with those speeds is that someone has to be sitting in the helm 24/7 and that someone has to be a mage as their spellcasting potential is turned into propulsion energy. And also, the helmsman is basically 'one with the ship'. If something hits the ship, it actually hurts. So, during our flight, the other mages were taught how to fly the ship so we could take turns. Fortunately, the trip was mostly routine. The only time we dropped out of warp was when we detected another ship on the edge of our sensor field. Through the spyglass, it looked like a smallish Calimar nautiloid but, fortunately it didn't detect us and we were able to slip back into warp. I had to point out to Engalton that we just don't have the firepower on board to take one of those on - at least not yet.
5th Harvest
Arrived in Thunor orbit and discussed how we were going to get the team down. Landing wasn't a problem but Olympus Mons is huge, roughly 26 elven miles high and around 600 elven miles wide, easily visible from orbit, a few hundred miles from Malachandra. The mountain is so high that the atmosphere doesn't quite reach the peak so Keshah ended up binding air around the team then just hopping off the ship. We had landed near a cavernous hole which we suspected led down to the magma chamber.
Once they were off the ship, we took off again and settled into a pole to pole orbit to map the planet. We also stopped off at the orbiting base on the orbiting moon 'Terror', the smaller but slower moving moon since it's further out than 'Fear'.
Buffs & Mil Sci
Long Term (assumed always on)
| Magic (caster) | Rk | Effects | Duration | E | F | K | L | V | R |
|---|---|---|---|---|---|---|---|---|---|
| Greater Enchantment (Spica). | 20 | All Areas. | 3 months | Y | |||||
| Strength of Stone (V) | 10 | Add 11 to PS or EN | 11 Hours | Y | Y | ||||
| Armour of Earth (V) | 10 | Add 22 Defense | 3 1/2 Hours | Y | |||||
| Greater Heart Rune (K) | 20 | The rune will heal the target 13 Endurance, imme-diately, or when the target next takes endurance damage. The rune can be washed of easily with water.
The Adept can make the rune semi-permanent by tattooing the Rune onto the target. This reduces the target’s Endurance by 3 points until the rune is used or the spell ends. |
21 Days | Y | |||||
| Rune Shield (K) | 20 | The Adept must inscribe a Rune of Protection onto the target. The magic will create a shield of protection around the target, giving 25% defence and absorbing 5 points of physical damage. Any Grievous Blow to the target will disrupt the shield but, in that case, the specific grievous injury will not be applied to the target. | 21 hr | Y | |||||
| Willow Healing (K) | 8 | The Adept first paints The Rune of Healing over the heart of the target. The rune will heal the target 3 endurance damage per pulse for 10 pulses then fades. | 16 hr | ||||||
| Rune of Truth (K) | 13 | Prior to casting this spell the Adept must draw a Truth Rune on the forehead (or equivalent) of the target. The Rune of Truth causes the target to be unable to speak a falsehood for the duration of the spell. The target must not knowingly say anything false, but may refuse to answer a question put to them.
In addition, the bearer of the Truth Rune may attempt to see the true nature of all things with a (PC + 26)% chance of noticing deceptions, such as illusions, invisibility, shape or skin changing, traps, and any other deception the GM sees fit. Only one attempt may be made per object. The Truth Rune does not necessarily help the target see through the deception, for example, an Illusory Wall will still be opaque, but the target will know it is an illusion. |
130 min | Y | |||||
| Smite (K) | |||||||||
| Fire Armour (F) | 14 | 60 pts ablative versus fire | 15 hours | Y | Y | ||||
| Fireproofing (F) | 10 | protection versus nonmagical fire | 11 hours | Y | |||||
| Heat Shield (F) | 11 | 48 pts ablative versus cold | 12 hours | Y | |||||
| Immolation (F) | 11 | 18 pts defense, 5dam per pulse 5ft | 6 hours | ||||||
| Cold Resistance (R) | 16 | Protection to -32C. Cold protection 5 | 17 hours | Y | |||||
| Water Beathing (R) | 18 | This spell forms a set of gills in the subject’s neck and covers their eyes with a transparent film. This allows the target to breathe and see equally well under water as on land. The target may cast spells subject to the restrictions of their College. The spell does not affect the target’s ability to operate on the surface. This spell allows vocal communication to a range of the target’s perception in hexes. | 19 hours | Y | |||||
| Water Proofing (R) | 8 | This spell protects any affected entity or object completely from all forms of non-magical water damage. | 27 hours | Y | |||||
| Buoyancy (R) | 8 | Alter depth by 21ft | 9 hours | Y | |||||
| Self Only | |||||||||
| Navigation (R) | 12 | Increase navigation skill by 4 ranks | 13 hours | Y | |||||
| Eye of the Fae (R) | 9 | Noticing any illusion or glamour in an area | 63% | ||||||
Short Term
| Magic (caster) | Rk | Effects | Duration | E | F | K | L | V | R |
|---|---|---|---|---|---|---|---|---|---|
| Weapon of Radiance (F) | 14 | +7 dam +14 sc | 19 min | Y | |||||
| Trollskin (V) | 10 | Regen 1 EN per pulse | 80 Seconds | Y | |||||
| Rainstorm (R) | 10 | The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). If the target fails to resist, the storm will follow them for the duration (even inside buildings), completely soaking everything not waterproof in 10 seconds . The distraction caused by the storm will add 20% to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls. All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell. If the target is waterproofed the effects will be minimal and if they are a Water Mage they will suffer no ill effect. | 5.5h/24h | ||||||
| Waters of Healing (R) | 11 | This potion will immediately neutralise the effects of any venom, plus it will cure 1 point of Endurance loss due to the venom. Or, if there are no venoms present, the Potion will cure [D - 5] + 11 damage | 22min | ||||||
| Waters of Strength (R) | 7 | Increase strength by Str bonus [D-2] + 7 | 22min | ||||||
| Walk of Water (R) | 6 | The target is able to walk on the surface of water as if it were solid and non-slip. They may travel at their normal TMR. Reduce TMR by 1 for every foot above 3 in wave height. In rough waters, agility rolls may be deemed necessary (unless crawling). | 35 min | ||||||
| Create Fog (R) | 20 | This spell allows the Adept to create 1000 cubic feet (+500 / Rank) of fog entirely within range. The fog must be continuous and connected to the surface above which it is conjured. In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell. | 126 min |
Misc
- Flamis has the loan of Keshah's Ring of the Field Commander It adds 10% Defense and 10% IV to all whom are under the Military Scientist's command
- Flamis has the loan of Keshah's Banner that adds two ranks to a Military Scientist.
Travel:
Wildfires - Rank 11 - 6hrs at 42mph
Other:
Fire Arc - 5 entities - 375 feet
Cleansing Light - Rank 12 - 65 seconds
Watch Order
| 8pm | 9pm | 10pm | 11pm | 12am | 1am | 2am | 3am | 4am | 5am | 6am | 7am |
|---|---|---|---|---|---|---|---|---|---|---|---|
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Default
(10' or so gap per rank/person usually) |
Double File
... |
Single File
... |
Things for Sale from Pumat Sol's Shop on Malachandra
- Aeon (Ioun) Stones. Need to orbit around your head or placed in wayfinders to work.
- Dull Grey - useful for casting object targetable spells on - 2000sp
- Clear Spindle - negates the need to eat or drink - 4000sp
- Amber Spindle - +5 nonstackable bonus to MR - 10,000sp
- Dark Green Rhomboid - Detect poison within 5ft - 8,000sp
- Deep Brown Sphere - tells you your exact altitude/depth above/below local sea level - 10,000sp
- Iridescent Spindle - negates the need to breathe - 18,000sp
- Western Star - Rank 10 disguise self - 10,000sp
- Grey Sphere - protect from aging and aging effects- 10,000sp
- Dusty Rose - +5 nonstackable bonus to defense - 5000sp
- Pearly White - Regenerate 1 point of damage per ten minutes (EN first) - 20,000sp
- Amulets
- All standard wiccan amulets at book price
- Amulet of Jasper - resistance check to undead and abomination drain - 8000sp
- Amulet of Pearl - +10MR resistance to mind control and domination (+20 if from an Aboleth or a Horror) - 1800sp
- Amulet of Sobriety - avoid getting intoxicated and hungover - 4000sp
- Potions/Elixirs
- Potion of Banishment - 5,000sp
- Elixir of True Form - 6,000sp
- Potion of Rainbow Trail - Doubles flight speed but leaves a rainbow trail behind - 2,000
- Invested Items
- Wand of Restoration (7c) - 14,000sp
- Tokens of Feather Fall (1c, r1) - 100sp
- Sigil Runes (Shaper runes)
- Rune of Armour Potency (+1AP) - can only have 1 active on a set of armour - 2000sp
- Rune of Shield Potency - +5 to defense, can only have one active on a shield - 2000sp
- Rune of Raiment - makes armour look like clothing, needs a potency rune on the armour to work - 2000sp
- Extradimensional containers
- Handy Haversacks - weighs 5lbs but can hold a lot more. The thing you want is always on top - 6000sp
- Portable Hole (6x6x10ft) - 20,000sp
- Sheath of several sharp weapons (Can be attached to belt or wrist. Holds weapons and a weapon spell) - 25,000sp
- Miscellaneous magical items
- Shiftweave - can be programmed with five different non magical outfits - 2,000sp
- Wizard hat (+1 MA) - 3,000sp
- Laundry Bag - Used for cleaning clothes which are inside it at a 1FT cost - 1000sp
- Aerial Cloak (once per day rank 1 feather fall) 1,000sp
- Healer Gloves (+5 to apprentice and journeyman healing skill checks) 1,000sp
- Lesser Metamagic Extend Rod. - 2ft long. Spells cast through it last twice as long (3 times per day) 3,000sp
- Cuddly Toy - helps a child (or adult) go to sleep when cuddled - 5000sp
Available Goods: - Cranville Quincey's Magical Junkshop in Perelandra
- Standard Amulets - book price
- Amulet of Pearl - 1800sp
- Amulet of Natural Armour - 10,000sp
- Amulet of Sobriety - 4000sp
- Amulet of Might - 10000sp
- Potions of Darkvision - 2000sp
- Wand of Cure Light Wounds - 5000sp [10c 10points/c]
- Wand of Hydraulic Push - 3000sp [5c]
- Masterwork Trident - 168sp [r10 +5SC +1D]
- Masterwork Coral Hilted Shortsword - 840sp [r10 +5sc +1d]
- Masterwork Dagger - 210sp [r10, +5sc +1d]
- Journeywork Dagger - 170sp [r6 +1sc +1d]
- Somewhat Magical Dagger - 2210sp
- Somewhat Magical Trident - 2168sp
- Sahuagin Bane Trident - 4168sp [extra D10 v sahuagin]
- Darts of Returning - 2400sp
- Somewhat Magical Quiver (Arrows) - 3200sp
- Somewhat Magical Quiver (Bolts) - 3200sp
- Efficient Quiver - 4500sp
- Crystal of Vision - 1000 + 500/r
- Traveller's Crystal Ball - 7000 [r12]
- Belt of Armouring - 5000sp
- Belt of Buoyancy - 5000sp
- Figurine of Wonderous Power - Pearl Dolphin - 6000sp
- Belt of One Mighty Blow - 6000sp
- Pearly White Spindle Ioun Stone - 20,000sp
- Ivory Comb of Disentanglement - 1000sp
- Dragonturtle Scale - 1000sp
Significant Items & Loot
Income
- Thunor - Caverns under Olympus Mons
- 8000cf
- 12000sp
- 289gs
- 2890sp worth of gems*
- An elixir of fire breath
- A tree feather token
- Belt of Strength (+5 PS when worn)
- Orange topaz - 2500sp
- Uncut Diamond - 2000sp
Expenditure
- Engleton
- Handy Haversack - 6000sp
- 12 x Rank 16 Blessing of the Unborn Child Potions - 48,000sp
- Wand of Extension - 3000sp
- Flamis
- Iridescent Spindle Aeon Stone - 18,000sp
- Belt of Buoyancy - 5000sp
- Keshah
- Iridescent Spindle Aeon Stone - 18,000sp
- Armour Potency Rune - 2000sp
- Raiment Rune - 2000sp
- Portable Hole - 20,000sp
- Lizette
- Armour Potency Rune I (+1AP) - 2000sp
- Raiment Rune - puts on a Disguise Illusion on armour - 2000sp
- Shield Potency Rune I (+5 DEF +5 v breaking) - 2000sp
- Laundry Bag - 1000sp
- Mages Hat (+1MA) - 3000sp - [doesn't stack with items of spells that give similar effects]
- Aerial Cloak (grants feather fall when falling once/day) - 1000sp
- Healers Gloves (+5 to Apprentice and Journeyman Healing checks) - 1000sp - [doesn't stack with items of spells that give similar effects]
- Handy Haversack - 6000sp
- Portable Hole - 20,000sp
- Iridescent Spindle Aeon Stone - 18,000sp
- Wand of Extension - 3000sp
- Belt of Buoyancy - 5000sp
- Vargr
Calender
Autumn | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Lugnasad | ||||||||||||||
| Fruit (4) | ||||||||||||||
| 1 | Guild Meeting | 2 | 3 | 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 | ||||||||||||
| Harvest (5) | ||||||||||||||
| 1 | 2 | 3 | 4 | |||||||||||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
| 12 | 13 | 14 | 15 | Equinox | 16 | 17 | Seagate Autumn Fair | 18 | Seagate Autumn Fair | |||||
| 19 | Harvest Moon | 20 | 21 | 22 | 23 | 24 | 25 | |||||||
| 26 | 27 | 28 | 29 | Michaelmas | 30 | |||||||||
| Vintage(6) | ||||||||||||||
| 1 | 2 | |||||||||||||
| 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | Blood Moon | 18 | 19 | 20 | 21 | 22 | 23 | |||||||
| 24 | 25 | 26 | 27 | 28 | 29 | 30 | Beerfest | |||||||