Copper Sands and Broken Dice: Difference between revisions

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====To work====
====To work====
Since there is a price on our heads where we are going we plan out a route avoiding the main roads and towns where we have had trouble - via trails to Daggergrove, Goodblood, to the main road, then to Moncks Corner, tails to Whitecros, Redtree to Gugnir's Hope.
Someone arranges Chicken Mules (Q has one of his own). We get Greaters at the bargain price, sponsored by an amazing creature called Sabrina.
As we have a witch and a dark celestial, and want to avoid eyes, we decide to travel at night. As we step outside the guild there is and old woman there, with a cooking fire and a cage full of bunnies.
She reads the entrails of a bunny for Aleeza for 2sp and gives her the rabbits foot. ''"Something dark is coming for you".''
She recognises Q, was there at his birth or something and they talk about his home and family. She gives him 3 amulets, of woven grass, from her basket. They protect the home (or where you sleep) from bad dreams and harm; from the vemon of biting creatures and allows the breathing of air that is only suitable for  the dead. She gives one of the former to Leif. They have the side effect of causing itching sometimes.
She tells us about an orc and a human, with a black crow, who were asking after Quincey, at the Hinsted lace on the Venture road.
Quicey should talk to his Aunt, the one that nobody mentions, she has a secret from the time that he was born.
We have some stew which "enhances the ability to see strange things". We have some bread that restores fatigue used in the last hour, after Quincey does us all Lessers and Strength of Stones and she lets us have two loaves which are each four pieces. He backfires.
She does a reading for Leif.


== Buffs & Mil Sci ==
== Buffs & Mil Sci ==

Revision as of 22:42, 11 June 2014

Return to Scribe notes

Summary

Adventure: Copper Sands and Broken Dice
GM: Jono Bean
Session: Winter 814
Night: Starting Wednesday the 11th of June starting at 6:30pm
Location The Quadrant, 12 Waterloo Quadrant, Auckland CBD
Level: Low -- Medium.
Information: Information from players for Jono.
House Rules: Quickness & Slowness, No 'B' Colleges please

The Party:

Employer & others

An Elven Ranger named Silver Wind, who has been watching the stars of the night sky, wishes to employ an Elf, a Hobbit, a Human with blood in the Northlands, a Gythja of Hel and a Dwarf.

He understands that some creature is at risk of returning from the Gatar Depression and wants to talk to the group of adventurers he has seen in the night sky.

Payment:

He has secured payment in the form of favors to the value of 30 Arcane Points each from the court of the Duke of Carzala with the Mages of Freetoun.

Scribe Notes

Session 1

Prologue

Quincey, Leif, Aleeza and Ragna have been working for a guy for the last few months. Turns out he was running a scam and was picked up by Baron Balrain, a cattleman who holds Gugnir's Hope. The Baron hanged him, and we are now on his wanted list. On the upside the adventurers "inherited" a decent amount of the dead boss' takings.

Briefing

We meet with Silver Wind, who work for the Duke.

The Duke's children having been having nightmare involving guild members so needs us to be redeemed. If we do some jobs for the Duke, they will quell the investigations and quash rumours.

He wants to arrange codenames and a "drop", but we don't bother.

Job No. 1 At Gugnir's Hope, west of Seagate there have been unspecified problems with the ruins under the town. The sheriff, who is definitely the Baron's man, seems to be "not investigating". We should check it out, without raising any alarm, and report back.

The town was built on the ruins of a Dwarven settlement. It can be seen well over six miles away, because of the large stone 
walls. The inside of the walls are about 30 feet high above street level, and the outside of the walls are well over 70 feet 
high. The town has outgrown the walls with buildings spilling out on the southwestern side of town. It is common knowledge 
that there are old tunnels running under the town. Most of the outflows from the tunnels have iron bars on them. The local 
merchants have run Hobbits out of town based on their race.

He gives us four rank 6 Waters of Healing

Job No. 3 Far south on the edge of the Gatar Depression there is movement of sand creatures trying to animate a long dead whale to fly out to sea.

I have a feeling about bloodmagic in that area.

To work

Since there is a price on our heads where we are going we plan out a route avoiding the main roads and towns where we have had trouble - via trails to Daggergrove, Goodblood, to the main road, then to Moncks Corner, tails to Whitecros, Redtree to Gugnir's Hope.

Someone arranges Chicken Mules (Q has one of his own). We get Greaters at the bargain price, sponsored by an amazing creature called Sabrina.

As we have a witch and a dark celestial, and want to avoid eyes, we decide to travel at night. As we step outside the guild there is and old woman there, with a cooking fire and a cage full of bunnies.

She reads the entrails of a bunny for Aleeza for 2sp and gives her the rabbits foot. "Something dark is coming for you".

She recognises Q, was there at his birth or something and they talk about his home and family. She gives him 3 amulets, of woven grass, from her basket. They protect the home (or where you sleep) from bad dreams and harm; from the vemon of biting creatures and allows the breathing of air that is only suitable for the dead. She gives one of the former to Leif. They have the side effect of causing itching sometimes.

She tells us about an orc and a human, with a black crow, who were asking after Quincey, at the Hinsted lace on the Venture road.

Quicey should talk to his Aunt, the one that nobody mentions, she has a secret from the time that he was born.

We have some stew which "enhances the ability to see strange things". We have some bread that restores fatigue used in the last hour, after Quincey does us all Lessers and Strength of Stones and she lets us have two loaves which are each four pieces. He backfires.

She does a reading for Leif.

Buffs & Mil Sci

Long Term (assumed always on)

Magic (caster) Rk Effects Dur Qu Le Al Ra Bi Al
Lesser (Quincey) Rk -1 of all percentile dice rolls Duration Y Y Y Y Y Y
Strength of Stone (Quincey) 8 +8 on stat 8 hrs EN EN EN EN EN EN
Witchsight (Lief) 6 See invisible, see in the dark 7 hours N N N Y N Y
Spell (Caster) Rk Effect Duration

Short Term

Magic (caster) Rk Effects Dur Qu Le Al Ra Bi Al
Spell (Caster) Rk Effect Duration

Watch Order

Marching Order