The Harvest of the Planes: Difference between revisions

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* We should speak to Typhon (he could swallow suns/stars)
* We should speak to Typhon (he could swallow suns/stars)
* The preparations for [[The Time of Certainty]] are apace and entities are preparing for it in various ways.  
* The preparations for [[The Time of Certainty]] are apace and entities are preparing for it in various ways.  
* [[Ungoliant]] is no longer beyond the veil and is on the planes doing evil things.  Unlight webs are in the astral (as reported in [[The Exodus Agenda]]) which should be avoided.  
* [[Ungoliant]] is no longer '''Beyond the Veil''' (she is still however beyond vile) and is on the planes doing evil things.  Unlight webs are in the astral (as reported in [[The Exodus Agenda]]) which should be avoided.  
* We could investigate the pyramid in the rift
* We could investigate the pyramid in the rift
* We could look to free the remaining elves stuck in the logic trap to possibly make them our allies
* We could look to free the remaining elves stuck in the logic trap to possibly make them our allies
Line 71: Line 71:


We get close to Sparlainth and come across another demon massacre site.  Unfortunately those picking over the fresh site (figures wearing rubber aprons) saw us before we noticed them and bad things happened.  It seems Blackrod, his carriage, 2 barbed & 2 bearded devils, and 4 Hessian Barghersts/Hellhounds (cunningly disguised as his carriage horses) are in our way.  Combat Ensues.  Combat ebbs and flows with the work of the participants and it seems that Blackrod is reluctant to flee this time (the coward usually does when facing significant opposition) for some reason.  Combat continues with [[Agares]] turning up on Blackrod's side.
We get close to Sparlainth and come across another demon massacre site.  Unfortunately those picking over the fresh site (figures wearing rubber aprons) saw us before we noticed them and bad things happened.  It seems Blackrod, his carriage, 2 barbed & 2 bearded devils, and 4 Hessian Barghersts/Hellhounds (cunningly disguised as his carriage horses) are in our way.  Combat Ensues.  Combat ebbs and flows with the work of the participants and it seems that Blackrod is reluctant to flee this time (the coward usually does when facing significant opposition) for some reason.  Combat continues with [[Agares]] turning up on Blackrod's side.
; [[Blackrod]]'s tricks
; [[Blackrod]]'s tricks
* stepped into his own middle-march, possibly linked to Darkness.
* stepped into his own middle-march, possibly linked to Darkness.

Revision as of 01:56, 2 April 2019

Scribe Notes

Summary

GM: Jim Arona
Season: Autumn 819 WK
Night: Tuesday
Location: Chez Caulfield
Level: High

Party
Employer & Mission

Serafin, The Lord of Patterns

Looking westwards to the Barony of Rivenheart
Looking westwards to the Barony of Rivenheart

A group of hardy guild entities who are able to move through the Abyss expeditiously. Their task will be to investigate events in Victoria (London, Paris and Venice), Nualis (Axxumite Empire, Meroe & the Rift Valley), Reich (Munich & New Edo), Tanuel (the Lands of Chaos & the Keep of Faces).

  • His lordship is unable to provide secure points of insertion except for London, and extraction is entirely in the hands of the adventurers.

The Evil Dr Mesmer has been active on Nualis and New Terra, while The Lord of Dark Earth has been detected in Hell (the City of Seven Walls) and the area around Aeaea on Tanuel. The Lord of Iron has also been identified in Hell, and reports from The Lord of Intrigues suggest he has been importing military grade Helltech into Rabat on Sparlainth. According to Wu Hsin, there is no nexus at or near Rabat, so either Ruach has made a new one or found one that had been lost some unimaginable time in the past.

His lordship is prepared to negotiate with Duke Leto for one (1) patent of ennoblement for the heritable barony on the eastern border of Carzala known as Rivenheart.

  • 100tsg per adventurer
  • Salvage, except for the Blue Jade Dagger, or any chess piece or the chess board recovered on the mission. He reserves these things for himself - negotiate for compensation should we find such items and have to pass them onto Serafin.
  • Three Pentecost potions


Scribe Notes

The afternoon of the gild meeting sees us meet our employers representative in meeting room 2b. Once we've done introductions and assigned party roles then we talk.

He's a native of Victoria and he informs us that his master Seraphin The Lord of Patterns has returned to his home and is busy cleaning out the remaining snakes left over from Set's The Lord of Serpents infestation of the realm. He does relate that Seraphin is a bit worried about the fact that Set left not by being forced out through the astral but via another way as yet un-located, and that if we could find that way he'd be happier and Set also left with the majority of his Elven regiment of ancient elves.

He gave us some information on various beings and things of interest;

  • Mr Wulf. He looks human but isn't. He comes from the same universe as the trans-uranic entities but isn't trans-uranic himself. His skin is translucent.
  • We should speak to Typhon (he could swallow suns/stars)
  • The preparations for The Time of Certainty are apace and entities are preparing for it in various ways.
  • Ungoliant is no longer Beyond the Veil (she is still however beyond vile) and is on the planes doing evil things. Unlight webs are in the astral (as reported in The Exodus Agenda) which should be avoided.
  • We could investigate the pyramid in the rift
  • We could look to free the remaining elves stuck in the logic trap to possibly make them our allies
  • We should certainly locate and get what we can from the Evil Dr Mesmer
  • It would be a great help if we could break into and loot the lord of Serpents house on Feralie, however it is some 40000 miles in length and curls around the mountains on that plane so the chances of doing anything significant are quite small.
  • Investigate The Lord of Iron's plan and why is he on Sparlainth at Rabat. We hear that Rabat is famous for its Cthonic Demons who appear there much more frequently than other locations
  • The Biologian is involved somehow.


We spend the day travelling to Kilroy's to reset our plane of Origin, head to Blackshore to visit Rahne to get our lucky numbers and astrology readings as well as stock up on healing herbs, potions etc.

Days 1 - 7

We depart the guild and head into The Abyss from Kilroy's house to visit with The Lady of the Abyss. We travel the Abyss. On our travels we come across a field of dead demons (some 2 weeks dead or so) which included a named abyssal demon called Raznal. There are a lot of demons and their eyes have been harvested for some reason we are unaware of. We investigate what we can and gather demons body parts for alchemical purposes and store some 1000 lbs of such in Eric's portable room.

Seren senses that we are being observed by something from another plane which is a very powerful feat indeed. We worry and make haste, especially after Seren leaves a sentient darkness behind us.

We travel across more of the Abyss.

Day 8 - 14

We arrive at the Abyssal Manor that is home to Lady Faversham, The Lady of the Abyss. We have an audience with her and learn much.

  • striking The Lord of Serpents house could hurt him bit could also be a gigantic waste of time.
  • Regarding Rabat, it used to be only 20 miles between Rabat and Jerusalem but that changed, possibly due to a reordering at The Temple of Solomon.
  • she gives Aryan some Dark Sphere marbles (6)
  • she notes that Black Annis's have been seen paired with See Hags lately, wandering the Abyss
  • a triad of Cenobites near the pit.
  • Ungoliant and her daughters have been spinning on Tanuel, where there is a Shadow Labyrinth which attracts/holds twilight points

We thank her and depart - headed for Sparlainth to investigate what the The Lord of Iron (Hellish Arms-dealer) is up to. We speed up as Aryan becomes a sturdy mount which Nereus and I ride carrying our pet dog, cat, and weasel.

We travel - We're planning to enter Sparlainth via (Lord of Chaos Blades) Theiron's house in Jerusalam.

We get close to Sparlainth and come across another demon massacre site. Unfortunately those picking over the fresh site (figures wearing rubber aprons) saw us before we noticed them and bad things happened. It seems Blackrod, his carriage, 2 barbed & 2 bearded devils, and 4 Hessian Barghersts/Hellhounds (cunningly disguised as his carriage horses) are in our way. Combat Ensues. Combat ebbs and flows with the work of the participants and it seems that Blackrod is reluctant to flee this time (the coward usually does when facing significant opposition) for some reason. Combat continues with Agares turning up on Blackrod's side.

Blackrod's tricks
  • stepped into his own middle-march, possibly linked to Darkness.
  • using stack of Doom Runes to instantly summon bound demons.
  • triggering/releasing invested rituals to resurrect & complete heal.
  • Staff (hands at the top of it) casts and maintains torment on multiple targets.
  • physical strikes also Smite, Sacrifice and Curse with swapping primary hand.
  • Significant agility, defence, movement and number of actions.
  • Defence column-shifting quality of attacks down.

Day 3

Day 4

Day 5

Day 6

Day 7

Dramatis Personae

Logistics

  • 200 x Healing Herbs for Healing Spell @ 50sp each
  • 60 10pt Healing potions
  • 6 Restore Reason potions
  • 6 potions of Protection
  • 6 Pentecost potions
  • 30 Restoratives 6/12 potions

Buffs

Long Term Buffs (assumed always on)
Magic (caster) Rk Effects Dur Ar Er Ke Ki Ne Se
Strength of Stone (Ke) 20 +20 EN 21 hrs Y Y Y Y Y Y
Armour of Earth (Ke) 20 +42% Def 1 DR (+40 MR & 20 MDR vs Elem, Necro, Demonic..) 20 Weeks Y Y
Rune Armour (Ki) 20 +25 Def, +5 AP, 2 SG 10.5 hrs Y
Smite (Ki) 20 Resist or D+21, knocked prone, stunned 21 h Y Y Y Y Y Y Y
Witchsight (Se) 14 7½ hrs Y
Strength of Darkness (Se) 19 +11 PS 3⅓ hrs Y Y Y Y
Waters of Strength(Er) 16 (D-2)+16 PS 1 h 25 m
Short Term Buffs - Cast as Needed
Magic (caster) Rk Effects Dur Ar Er Ke Ki Ne Se
Dark Wings (Se) 10 40 mph 5½ hrs
Rune Weapon (Ki) 20 D-5+7 x D pulses 25 m
Diamond Weapon (Ke) 10 +10% SC 15 m
Self Only Buffs
Magic (caster) Rk Effects Dur Ar Er Ke Ki Ne Se
Sense Danger %
Mind Shield: rk +10 +2/rk MR vs Mental Att. 8
Herbal Lore +10 +2/rk to find herbs 7 12
Tracking +10 +2/rk Tracking 7 12
Aryan Mil Sci
Melee Only: +16% Def, +16% SC, +16 IV, +1 End of Pulse Pass Action in melee
Raise Morale +7 WP
-17 dice mod on Fear Checks; -34 on Fright Table
Aryan's Callisthenics
+1 AG
Herbalist Meals/Broth
4FT for meal or 4FT for broth/tea
Kilroy's Tea
+2 FT, +2 WP, +1 Spell Rank, +1 Mana Level, +10 SC & IV for 20 hours
Lucky Numbers
  • Kilroy 81 and 58
  • Kern 95
  • Aryan 27
  • Nereus 58
Astrology from Rahne: Aspect - Guide - Sphere
First Reading Second Reading Third Reading
Aryan 563: Wood Horse Order 054: Mana Snake Chaos 578: Wood Sheep Death
Eric 264: Ox Horse Chaos 102: Air Boar Body 021: Mana Ox Spirit
Kern 819: Star Rodent Magic 739: Moon Tiger Magic 775: Moon Sheep Light
Kilroy 401: Water Boar Spirit 501: Wood Boar Spirit 090: Mana Wolf Mundane
Nereus 965: Sun Horse Light 462: Water Horse Body 001: Mana Boar Spirit
Seren 723: Moon Ox Order 932: Sun Tiger Body 150: Air Snake Mundane

Watch Order

1 2 3 4 5 6 7 8 9 10 11 12
Aryan Eric Nereus Aryan
Kilroy Serendipity Kern

Marching Order

Skirmish Formations (Front)
Default

Aryan Eric Kern
Serendipity Nereus Kilroy

Double File

Aryan Eric
Kilroy Serendipity
Nereus Kern

Single File

Aryan
Eric
Serendipity
Kern
Kilroy
Nereus

Loot and Expenses

Calendar

Autumn 819wk: Fruit (4)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Lugnasad 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 1 2 3 4
Autumn 819wk: Harvest (5)
5 6 7 8 9 10 11
12 13 14 15 Equinox 16 17 18
19 Harvest Moon .. 20 21 22 23 24 25
26 27 28 29 30 1 2
Autumn 819wk: Vintage (6)
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