More than damp
Summary
GM: Ian A
Season: Spring 826 WK
Night: Wednesday
Location: In person
Level: Lowish
- Party
- Employer
- Mission
Find some missing people.
- Pay
Magic water
Scribe Notes
More Than Damp Sarge! - Scribe Notes
Session 1: The Talking water and the Kurf Dealer.
Day 1:
We have been hired by Bowl of water to look for missing people.
They want Koishi, Teddy, Vath, Storm, Cally and Persephone to help.
The Fossergrim water Fey are missing people they want us to find. Sarge and the missing ones are Orc like Koishi. Mean water bowl say they are more pretty than Koishi. This is not nice. They say Orcs are missing in Orcland. They have gone missing slowly. Bit by bit. Maybe 20 we need to find. They might be in forest.
Need to talk with Sarge to learn more.
Payment is water, which seem strange but guild seem sure this is normal, so okay Koishi guess.
Teddy has bought dog to ride, but it look suspiciously like sick cat… I think scam.
[Vath - 4 area Greater for party- rk7 (8%)]
[Guild lessers for the party]
I hear rumour Teddy try to buy Kurf from dealer and control him but it not work and he get kick to his nethers. Hehe. I start to like dog more than Teddy.
Day 2:
We meet back at guild and water mage makes the talking water bowl move and it reached out and swallow us whole. Suddenly we splash down in a big room full of water. We follow a goblin named Johnny to go see Sarge. We entered a barracks storeroom full of crates with a door on the other side. Storm take some jars of relish. We enter to find Sarge who Pays Johnny who promptly ran away. He is missing 24 people over 4 weeks who were on patrol and would like them back. The northern patrols are the ones going missing in the valley. There are human and barbarian in the valley. Sarge will give us map of their patrol path. He also gave us a deck of playing cards with a unique design and told us to say Sarge sent us, so the missing know we are friends of Sarge. Sarge says Teddy made of cream buns.
Session 2: The stripey blur snacks on a Teddy.
Day 2…
Sarge led us outside. The terrain is very rough. Ahead there is a worn path that heads north in the direction Sarge told us other Orcs went.
We discussed marching order:
Persephone and teddy as front scouts, (She was not happy with this)
Storm and Koishi are our middle front lines. I like the scary Halfling.
Cally and Vath are at back.
Teddy climb tree with spyglass but not see anything. We start to follow north path. Teddys ‘dog’ finds some shit and roll in it while Teddy still riding it. Koishi likes this dog. We detect something nearby we not quite see. Teddy did ESP and find weary animals all around us. Persephone find goat and bear tracks. Looks like bear find lunch. We choose to have lunch also. Cally make fun of Koishis warning rocks. Teddy notice something and ESP. Suddenly there is no Teddy, as big striped blur tackle Teddy off path. Vath make the tiger float after it almost eat Teddy. Vath made it sleep and push it next to tree so it can hold on when it wakes up. I heal Teddy. After few hours of travel we find place to make camp near stream. I find big amount of old blood. Vath say blood taste like humanoid. Persephone follows the blood through the bushes to find clear trail that looks like dozen orcs carrying a kill.
We pick our night watch order:
1st watch: Vath and Cally.
2nd watch: Persephone and Storm.
3rd watch: Koishi and Teddy.
I make unlit campfire so I can ignite if we have problem. Cally put loud sticks around us. The night went by with no problem.
Mil-Sci
Daily pattern
Camp rituals.
- Warding with Runes. (Variable success).
- Implanting Sounds. (Non-Alusian sentient.)
Meals.
- Fried foods (Flatbread, Fried meat and Veges, etc.) - 3? Ft per meal.
Travel Magics
The magic of boots.
Watch Order
Night watch
First - Vath, Cally
Second - Persephone, Storm
Third - Koishi, Teddy
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Double File
Teddy, Persephone |
Single File | |
Buffs
Slumber Song (Cally) Lullabys played for up to 4 people increase fatigue recovery by 2 per hour. (Must be woken or let wake naturally).
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 | Cally | Koishi | Persephone | Storm | Teddy | Vath | ? |
|---|---|---|---|---|---|---|---|---|---|---|
| Greater Enchantment | 7 | +8% to Combat, Magic, Resistances, Skills & Stats. | Season | Y | Y | Y | Y | Y | Y | ? |
| . | . | . | . | ? | ? | ? | ? | ? | ? | ? |
| Strength of Stone | 11 | 11 to STR or EN | 12 hours | EN | ? | ? | ? | ? | ? | ? |
| Dance of swords | 7 | 16 to def while moving, 1//2 if not or None in close (or stunned). -7 from dice for AG checks. | 4 Hours | Sit | ? | ? | ? | ? | ? | ? |
| Rune Sheild | 12 | 17 extra defence and + 3 protection | 13 Hours | Y | Y | Y | Y | Y | Y | ? |
| Name (??) | ## | ???? | # Hours | ? | ? | ? | ? | ? | ? | ? |
| Name (??) | ## | ???? | ? Hours | ? | ? | ? | ? | ? | ? | ? |
Short duration buffs
| Magic | Rk | Effects | Dur | Cally | Koishi | Persephone | Storm | Teddy | Vath | ? |
|---|---|---|---|---|---|---|---|---|---|---|
| . | . | . | . | ? | ? | ? | ? | ? | ? | ? |
| Inspirational Song | 7 | +5 SC +8 vs fear for 4 targets within 50 ft. | 55 Sec (11 pulses) | 1 st | 2 nd | ? | ? | ? | ? | ? |
| Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? |
Loot and Expenses
SP & other cash value loot
Significant Items
Gifts
Purchases
Minor Items
Calendar
‘’Insert correct month here’’