Vacancies: Difference between revisions
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Nothing too weird & no extreme abilities even if the rest of the character isn't powerful | Nothing too weird & no extreme abilities even if the rest of the character isn't powerful | ||
* | * [[Aurora]] - [[''User:Keith | Keith'']] (Tuesdays only) | ||
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Revision as of 08:53, 9 October 2016
Return to Scribe notes
Summary
Adventure: Vacancies On Plane
GM: Bernard
Session: Summer 817 (probably)
Night: Mondays or Tuesdays TBD
Location:
Level: Medium/Independent
Party:
Expressions of interest only at this point.
Nothing too weird & no extreme abilities even if the rest of the character isn't powerful
Employer:
Initially Guild Security
Mission:
Guild security have received a number of disturbing reports all arriving in the last day via magical means from people in Thonia & Azuria who have interacted with the guild in recent years. While none of them are directly requesting a guild party because of the reports from multiple sources Guild Security would like a party capable of operating on their own for considerable time to investigate this, and will provide an initial payment promise if the party is not able to secure more formal employment from any of the sources of information.
Thonia is located about 2000 miles SSW of Seagate, on the NW Corner of the Southern Continent. Very little is known about it.
Azuria is located just to it's east and is a fairly closed empire, known to be a strange mix of fantastical magic & a destitute lower class.
Pay:
Promise of 10,000sp each from Guild Security if no formal employment is achieved.
30 Arcane Points
Diary
Scribe will receive an EP bonus if the notes are up to date more than 24h before the next session, and the in game dates are correct.
Initial Brief:
From Malphazar:, an Azurian Trader:
- To the esteemed folk of the Seagate Guild, whom one of my trading partners Thorn has waxed poetically about their great deeds in these lands before. Troubling news has come to me from my western factors telling me of a new plague, one of which magic seems at it's heart. They report of several villages found in the last few days where many of the villagers have been found sitting as if dead, but their heart still beats. As such a well known place of magical learning, I feel you should be informed of this so you may begin to formulate a counter agent to this terrible plague.
From Shahed, a Thonian Trader:
- To my friends at the guild. My tribal friends have been having losses in the east lately where they have sent the weaker families to be safe far away from the predations of the drakes of the mastiff. I would ask that from the kindness of your hearts you see fit to come speak to them and aid them in these troubles.
From Shoja, a Thonian Shaman:
- To the carriers of change on the winds, I send word of a fresh wind of change blowing, It comes from the hills, blowing along the river valleys and soon shall reach the sea. I see your carriers in visions here, to shape that change, to give it form and decision, for without that shape it is but a dread chaos that will consume all it comes across.
- Should your carriers feel insufficient to this shaping, they may seek me out at the great lake for wisdom and blessings.
Chapter One:
People
- Shoja: Shoja is an older shaman of the Thonian desert tribesman. He is not affiliated with any specific tribe and appears to act as an Agent of the Great Spirit of Change. He has bestowed 'gifts' upon Guild Members before, though gifts from the spirit of change seem to come with a cost in a different area as well.
- Shahed: Shahed is a Trader who operates the inland routes of Thonia. He owns a small number of Calephants, a fantastical combination of a large elephant and a camel that is an ideal massive beast of burden for deserts. It is likely he is a Hedge mage with a little skill in illusions.
- Malphazar the Flowing: Malphazar is a Trader/Mage from Azuria who has had interactions with Seagate traders while working out of Dimazcus. It is rumoured when trading inside Azuria he uses a cloud ship to move his cargo, and he is highly suspected to be an Air Mage.
Mil Sci
Mil Sci will receive an EP bonus for ensuring Combats run smoothly and quickly
Daily Pattern
- Sleep/Camp 11 Hours (4/3/4hr)
- Travel 10 Hours
- Meals 2 Hours
- Rituals 1 Hours
Travel Magics
Caster & Spell
- Total speed:
- Duration:
- Ft cost per duration:
- Effective travel distance:
Watch Order
1st
2nd
3rd
Marching Order
Scout:
Main body front:
Main body rear:
Tail Guard:
Buffs
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.
General notes.
Long Duration Buffs
| Magic | Rk | Effects | Dur | A | B | C | D | E | F |
|---|---|---|---|---|---|---|---|---|---|
| - | - | - | - | - | - | - | - | - | - |
| - | - | - | - | - | - | - | - | - | - |
Short Duration Buffs
| Magic | Rk | Effects | Dur | A | B | C | D | E | F |
|---|---|---|---|---|---|---|---|---|---|
| - | - | - | - | - | - | - | - | - | - |
| - | - | - | - | - | - | - | - | - | - |