Copper Sands and Broken Dice: Difference between revisions
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== Scribe Notes == | == Scribe Notes == | ||
===Session 1=== | ===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. | |||
====To work==== | |||
== Buffs & Mil Sci == | == Buffs & Mil Sci == | ||
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Revision as of 22:15, 11 June 2014
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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:
- Quincey Honeymead of Finger Bottom, Earthmage Assassin, Halfling - played by Brett
- Leif Valguard, Celestial Thief - played by Tim
- Aleeza Tas’ad, Wicca Herbalist, Elf - played by Paul
- Ragna, Priestess of Hel Healer - played by Kelsie
- Billy Rubin, Mindmage, Dwarf - played by Craig
- Algernon, E&E Thief - played by Ian Wood
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.
To work
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 |