Blood & Ice: Difference between revisions
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Game: Blood & Ice - Summer 820 WK <br> | Game: Blood & Ice - Summer 820 WK <br> | ||
Characters on adventure - Silverfoam, RagnfrÃðr, Anooke, Lady Cher,Rahne, Jessica<br> | Characters on adventure - Silverfoam, RagnfrÃðr, Anooke, Lady Cher,Rahne, Jessica<br> | ||
===UP THE MOUNTAIN, AND WHAT WE FOUND UP THERE.=== | |||
We’re all on the side of the Sacred Mountain, with some are blending in better — e.g., the white Gorilla in the mist (also white) who poured out sand from his flask which gave each party-member +d10 back. The mist restricts vision [at -5 to PC], with a mild wind blowing up from the lower area — blowing [some of] our scent towards any lurking monsters and/or heroes seeking battle. | |||
About 200 ft up the road we can vaguely perceive bodies for the minds that Jessica’s '''''Telepathy''''' picked up: <BR> | |||
Two of the three are incapacitated, they seem v bored although they are so ghostlike. all 3 v interested in us. After a pulse they start to scurry away — possibly because of Ragna calling out to them. In Laplander (apparently) {now Comprehended by SF} one shouts out, in alarm, “The priestess can see us!!†Then they’re yelling at each other … as if they’re still(?) in a raging storm, and they’re also leaning into wind-gusts that we can’t perceive or feel. <BR> | |||
(''DA'': cause of Death: Fright) ...So they were probably '''scared to death'''. <BR> | |||
In reply to Ragna, they say they were told us to come down here by the Dwarves; and were killed by an ice monster that killed them by looking at it “We call it a Basiliskâ€. Ragna says she’ll send them to hell — she means it nicely! | |||
We get up close: Ragna sees 3 spirits couching over their own bodies, which were Killed and Frozen in quick succession … (and perhaps some magical effect was ALSO involved). Seemingly, they were “Fried†or “Broilled†by the extreme cold (that Anouk says happened only15 hours), but ice & snow has built up against. All the existing footprints left by beings currently ahead of us clearly gave this site a wide berth. | |||
Ragna is addressed: “Greeting Priestess … Between the 2 Dwarven statues, there is a Dwarven Elder, who will be drawn to youâ€<BR> | |||
The dead ogres are keen to move on: “We faced a foe ''almost'' worth of killing usâ€. But the Giant wants to wait here: “They will kill you all for disturbing my peace.â€<BR> | |||
A black rabbit spring forth from Ragna’s hand and turns into mush, all within about 2 seconds. [Presumably a backfire effect like Jessica’s repulsive, black worms.]. | |||
Ragna has now made this a place of death by letting the ogres pass on. The Giant instructed her:<BR> | |||
“Tell '''Kubin''' I have sent you and tell him ''Gubin'' sent you to come back to you. <BR> | |||
Don’t tell him about Rubin.<BR> | |||
They will want to take your special axes, so you should ''fight'' them. <BR> | |||
They have a shaman who has death magic and amulets of skulls that will break your bodies when he hits you. Don’t be hit by him. He is the smallest so get … (?)<BR> | |||
I’m afraid of nothing, G’yuur! [possibly just a spasm or twitch?].<BR> | |||
Use all axes on one at a time. <BR> | |||
There is flying creature, not very good. | |||
Lady Cher, meanwhile, had been DA-ing things as the ice began to re-cover the bodies of the ogres.<BR> | |||
MAGICAL items: Axe, furs, belt on one; Helm & an axe. <BR> | |||
The Ice is not magical --- but there is a grisly ice creature, a cloaky/furry thing, apparently hiding behind the body an ogre. It’s keeping very low, as if devouring the bodies. <BR> | |||
Patches of ice are exceptionally cold (and the wind is turning to ice) | |||
Luckily, Cher suffers only 9 pt ice damage [Out of character, that was a PERCENTILE-roll’s worth of damage]. Rahne just resists (thanks to extra-special magic). [Note we ALL take 4 Less pts of cold damage from ??? item/spell?] | |||
Rahne, Jessica, and J’s special-friend have a SPECIAL premonition: a big long serpent-like thing held aloft by 8 small wings about 40’ above the ground; it has a Snake-like mouth with big sharp teeth & droopy (rat-tail like?) moustache, flies up above the edge of the ridger/cliff. -- must be the “flying creature, not very goodâ€. Very not good indeed!! | |||
Rahne lept into the air, attacking it. (Apparently she sensed it attacking her & Ragna) <BR> | |||
Rahne, Ragna, & Jessica all needed to resist … but Anouk didn’t need to<BR> | |||
That was its surprise pulse. Its very withered arms were trying to snatch out. | |||
Cher ''created'' an ice collar which chained it to the ground (briefly); | |||
Rahn who had used her Menticles on the rider, avoided the rider’s attack and the Draganoid’s. | |||
The Dragon caused lighting to arc down (seemingly as a breath weapon) and swerved to Anouk. <BR> | |||
Cher was meleeing with the D, so it breathed on her (she resist but was o.o.F.) | |||
SF cast a 2nd ''ctr Ice Spec couterspell''. Dragon whipped away. And the rider attempted to attack-cast on Cher, but she resisted.<BR> | |||
Jessica attacked the D. Cher was meleing with the D and it replied with lightning breathe on her, pt blank (She resists but is o.o.F.). | |||
Jessica attacks the D with ''Phantasm'' (and friend does the same) amd the D slowed down slightly. (out of Fatigue!?, we hope) | |||
<u>REMINDER:</u> ALL of us have: Rk18 Weapon of cold; Rk12 Resist cold; Rk20 Ice traversal rk20.<BR> | |||
The Icedrake possibly stole Cher’s Wraithcloak(!) while the rider did SEVERE damage to Cher magically.<BR> | |||
But, because the Ice-D was o.o.f., Rahne manages a stronge blow on it … and easily dodged the pitiful scrabbling of its almost-arms. <BR> | |||
Anouk, who could see the wyrm threw 3 harpoon that didn’t do any actual damage, but did allows him to teleport down the rope. <BR> | |||
Ragna aims at the Ice-d wth her '''eyeball'''(s) — ooh! Fire damage! while TET cast '''200 pts''' of damage (save for half!) at the IceD ….and, unfortunately, the party’s brave boarders were also included in the effect. <BR> | |||
Fortunately Anook resisted again, but was still damaged and his frozen blubber-armour was set on fire, which did not improve its smell! | |||
CHER merely fell '''unconscious''' from "only" two magical breath-attacks in immediate succession<BR> | |||
…. [TO BE NOMINATED FOR ''JAMMIEST B''] O.o.C: the dragon breath does “merely’ d100 each time; and BOTH times GM rolled 100, and for only one of those, its aim was so good that it did double damage. All up, 300 pts damage (in 1 pulse — CHECK).<BR> | |||
Ragna transferred a LOT of fatigue to Cher; but discovers that the “Sanctity of the Mountain†has enhanced the effect of her get-better gut busters. <BR> | |||
Anouk identified a very loud BANG as the Destinian ship firing off its Giant-Lance-sized harpoon at a whale (also involves a cloud of hideous, black smoke). | |||
We took a few moments to renew weapon spells, then headed up the mountain. <BR> | |||
Jessica picked up about 20 ogres, so far, up ahead (who have their backs to us, with bows aimed away from us … thinking “WE’LL-GET-’EMâ€â€¦ MAY HAVE TO GO THROUGH THOSE OTHERS BUT WE WILL. We can clearly see that it’s about 9 versus 8 opponents, spread out, about 80 feet away. <BR> | |||
Rhn cast her Rk-11 Sleep as a mist (‘cos of her Hand of Glory), but it clattered to the ground “like a multiply-pierced black voodoo-ish doll that tried to crawl back to her caster (and was very stomped on) <BR> | |||
Jessica’s SpecFrnd brought in a goblin (with a bone item) <BR> | |||
… and the 17yr-4mth-old ''Amulet of Ice Protection'' went to Ragna. <BR> | |||
One of the ogres turns around and appears to search. | |||
In between the two Units, There were four 4x4x6 inches boxes with ropes . Mechanical trap? | |||
An invisible Anouk looks more closely and sees that the boxes have loose covers … pre | |||
2 minds within Telepathy range were variously wondering: | |||
* where their friends are, <BR> | |||
* when are those little guys going to attack<BR> | |||
Is it really wrong to have sex with dead ogres<BR> | |||
One of the giants confidently calls out to the Unseen, but definitely Sensed party (no doubt smelling certain unnamed party members): “Identify yourselves Invisible beings†<BR> | |||
'''Ragna''': “We’re Friends of '''Kubin''' with a message for '''Gubin'''.†<BR> | |||
'''Giant''' #1: “OH! A PRIESTESS!†<BR> | |||
'''Ragna''': “Where’s your Shaman?†<BR> | |||
'''Giant #1''': HE’S DEAD. <BR> | |||
'''Rgna:''' “Yeah, so …? I can talk to the dead†<BR> | |||
'''Giant #2''': I think they’re NOT invisible … they ARE dead! | |||
We avoid them. The “path†appears to head towards a Dwarven ruined entrance at, or near, the top of the hill — the ascending footsteps switching in a zigzag. <BR> | |||
Jessica picked up angry, excited, arguing Ice Giants (chearing someone on) …about 100 ft away. <BR> | |||
Rhane’s magic spell went awry & slithered over. <BR> | |||
Cher, thinking about things, realised that we’re currently '''OK-''ish''''' where we are … But on the North face of the Sacred Mountain, we’d be detrimentally exposed to the '''Norther Lights'''. | |||
We had passed above the clouds, and Icicles were growing (or rather, had been blown) sideways. As we got closer to the Giants, we could actually see their heads (as they are spectating some combat) over the Fort’s walls. Using Cher’s rope, we all make it to the top.<BR><BR> | |||
INSIDE THE MOUNTAIN-TOP FORT<BR><BR> | |||
There are '''two amphitheathre pits''' (each 250 feet or so across). Between them and beyond the '''two Dwarven statues''' | |||
The Titans(?)* or Shadow Giant (?)* are fighting 2 giants in the pit. Three of the giants out on the piste are Shamans and another is clearly a chieftain<BR> | |||
(SF’s ''D.A.'' failed — probably not for the 250-ft distance, but because the GTN is unknown) <BR> | |||
Anouk thinks it’s a phantasmal creature (Rank: 15?) <BR> | |||
Two shamons & a chieftain still looking at the combat. <BR> | |||
By the dwarven statues there are 3 Dwarven ghosts & a skraeling. <BR> | |||
Rahne leads the way presenting, above her, her axe. <BR> | |||
Shaft and Fans of piercing light from the North shines through Gates and other gaps in the walls. <BR> | |||
Cher sees 3 ink-black figures (1 shorter than the other): 1 casting in grey; 1 short & round ; and the other lanky. | |||
The Giants notice that the other pit is active. The giants were fighting with tridents<BR> | |||
A Small black creature came running towards us, and then suddenly head towards Anouk. <BR> | |||
It explodes on all of us (Save for half), but SF fatally failed to resist. | |||
== Loot and Costs == | == Loot and Costs == | ||
Revision as of 23:49, 14 January 2021

Summary
Adventure: Blood & Ice
GM: Jono
Season: Summer 821 WK
Night: Starting Monday the 14th of Dec 2020 in Albany
Area: Ivinia & north
Level: High
Info: Information from players for Jono
Playtest
Please note - Lowered specialisation to 1 per rank (from 3). See change log on last page of each doc.
Adventures related to this adventure are A Cold return, Northern Summers, Okla is missing and Half a crisp spring.
- Dramatis Personae
- Silverfoam Elven(m) Namer - Michael. Mil Sci & Scribe
- RagnfrÃðr Yngvarrsdóttir Human(f) Priestess - Kelsie. PL
- Anooke Hobbit(m) Ice Mage - Michael
- Lady Cher, Saurime Binder - Sean
- Rahne Human(f) Warrior/E&E/Dreamer - Stephen
- Jessica Human(f) Mind Mage - Rhys
Employer
- Two friends of the Elemental Lords - known as the Elemental twins (Duncan & Charm) wish some assistance of protection.
- Mission
- See some ghosts in the ruins of the village Lip, west of Seagate.
- Head to the northern lands to the area where the Fire Salamanders roam to hunt some Salamanders Tears, which they expect will be due between the 2nd & 3rd Full moon of the season (mostly in the month of Heat 821WK).
- Head to the dangerous mountain of Qwal-Macca in the Elemental Plane of Earth to replenish some items and to stop some bad folks from doing the same.
- Minions of a Titan (Matt Tumbledown) - Now Allies in the Expedition
- Drow thieves - a follower of Loki reports they have an un-crossable river and plan to charge a toll to access the Mt.
- Giants and others - maybe, unsubstantiated rumour from Giant in Tycho.
- Payment
- They can sneak us to the Block in Lunar to inscribe our names.
- Thanks of the twins, resulting in training of special skills, by them and their allies.
- Gems to the value of 10,000 sp each.
- The shaping of an item each (given things to work with) - combining the properties of two items into one. OR An Amulet (Jasper & Gold), Ring (Protection) and Bracer (East Wind).
Scribe Notes
Will be split by Night
To Lip and Back Again
IN BRIEF
After General Preparations, PARTY met their employers (code-named TET). Party was advised of the Mission (as above) and completed the usual Guild formalities.
Party did brief research and further more appropriate “Preparations†— Beyond the Northern lights weird stuff happens! Then some checked the harbour, apparently meeting members of TET’s allegedly potential rivals* (in various ways).
TET & party went to the first place (The Ruins of Lip) on TETs’ list, for an important discussion with a late relative.
Complications and setbacks arose. Whereupon the party variously withdrew to the Guild.
After healing and other ministrations, party-members met associates of Mat Tumbledown. And, after clearing up some misunderstandings, the Party & employers intend to voyage to the North with Mat Tumbledown and his crew.
The Employers
The elemental twins (relatively attractive, tanned “humansâ€) — Duncan (m) & Charm (f), wish to employ us. To go North to Ivenia, then … (as per mission and payment above)
HOWEVER TET did list some “known complications†— Primarily that they are NOT the only interested parties at this Solstice Renewal... Historically, some of their would-be RIVALS have viciously attacked TET and rapaciously stolen TET’s loot. Obviously TET reciprocated! (possibly anticipatively).
- It is understood by the Janx that TET are at odds with them.
- There’s a seven-masted ship in the harbour (probably belonging to a Titan?). On board are persons that ALSO wanting to reach the dangerous mountain of Qwal-Macca in the Elemental Plane of Earth to recharge exhausted magics.
- Some “Elves of the Dark Ward†(Drow?) are probably going to rob us.
- A follower of Loki has a river that cannot be crossed that will wrap around the mountain and prevent passage (or retreat).
- There was a “giantâ€(?! we think they mean Titan, but won't push it, yet) from the Lunar Empire some time ago, in Tycho, who said there were some giants and other people planning on travelling there too (but hasn’t heard any more about it).
- However, if some Senators (of Decay?) turn up its an immediate truce.
But first, the employers wish to visit some giants in the village of Lip Guild rep said it’s probably “Lip Ruins†to the West of the guild.
Initial Preparations
We discussed various standard and less familiar SUPPORTS, specifically, including …
- Rahne offered a tweak to our luck
- GAME MECHANIC: player rolls d100 — whenever player actually rolls their number exactly in the game, they may nominate what number they want it to be (perhaps an 01 or a specific critical result). E.g., SF’s player can nominate any desired number whenever he actually rolls an unmodified 51 or 57. Did anyone generates any really lucky numbers? e.g., 100
- From Rahne: Enchanted hair charms that endows each wearer (additional) resistance to draining if wearing more that 5pts of armour & over50 MR
- See also the Buffs section (PLEASE ADD ANYTHING RELEVANT)
ASIDE: Working list (To be delete these when listed) … Rank 10 strength of stone. R12 Resist cold 4 gages for 13 hrs (Anooke). Cube of ice (can bite as a free action ….heals half the Dmg you’ve take upto 40 pts (Anooke). Wraithcloak (Ragna). Frost & snow. +20 pts to resistance Enchant armour from (Rahne). Cher can throw bomb that does weird shit.
… and research
SF was shown a nasty poem (Astrology Reading?) by RagnfrÃðr Yngvarrsdóttir. Consulting the notes from the previous parties in the area, She accused suggested:
EITHER SF broke his promise to assist Matt Tumbledown
AND/OR SF broke his geas to release the Elvan Queen
As per scribe notes (A Cold return, Winter 813),
…as well as that same Astrology reading, there was a passage.
[quote]
ALSO, Not actual "employment", but near-to-future obligations include:
B.Silverfoam & Grendel WILL be summoned to help the Titans repair their ships when attacked by void cruisers
E.Michael, Grendel, & Silverfoam Geased to ourselves to return in the next 4 years with a party to release the Elven Queen. (DONE).
Obviously SF did NOT break his promise to Matt Tumbledown — would never do that, and besides M.T. never summoned SF
Item E is marked as “DONE†… even though SF can’t remember actually doing anything. (As the opera says, “Remove the cause, but not the symptom!â€) Poops-a-daisy! So presumably “DONE†meant just the Geas, which is still in effect!
Technical details
Checking all the other scribal notes for:
Queens (especially Elvish, Dark, Drow, or Eldar);
And, for good measure Frozen or Undead or Palace or Dream.
Working backwards (in the pitiful hope that the problem had been fixed already!) that meant:
- Summer 820 WK Okla is missing; —Fae Queen, whom we helped, Grateful & Generous! Still seems delightfully enchanting, and unfrozen
- Spring 819 WK Half a crisp spring; —just a Vampire Qn; and Qn of Glissom elves’ agent; Oh, that’s who the (chaos-magic using) Janx are and why TET understandably dislike them.
- Summer 819 WK Northern Summers (Employer: RagnfrÃðr Yngvarrsdóttir), no details
- Autumn 817 WK Northern Lords; —Fae Queen, whom we helped, Grateful & Generous
- Spring 816 WK Ivinia Darkness; — just VERY pleasant, human (1st & 3rd) Queens … No other real Queens worth mentioning, not at all, not even dead ones in another country.
- Winter 816 WK Chelemby Northern Darkness;— No Queens, No elves
- Winter 814 WK Copper Sands and Broken Dice; Not relevant
- Summer 816 WK Chateau Haut-Brion; Not relevant
- Winter 813 WK A Cold return; --- where ALL the trouble started
Reaching Lip Ruins
TET said they have ancestors they need to talk. Guild maps put Lip Ruins a mere 20 miles WSW from the Aventurers’ Guild. TET suggest flying. So, with fresh Greaters on (etc) TET & Party fly West. SF used his Spyglass the confirm that the 7-master is definitely the East Wind of Tycho i.e., Matt Tumbledown’s ship.
On approach, we saw a Large Wicker Man and other signs of Activity at the hill, people carrying sticks & brush. Interestingly the single road from its neighbouring towns no longer go through it (as the old guild map suggests), but around the Remains of Lip. Indeed, the County Road is in good order.
The lands around the Ruins are still being harvested (if not actively farmed) and there were some renovated dwellings amid the ruins. We started to scout through Lip Ruins. As we reconnoitered the area we noticed patches of brambles on the ground and several walls. The derelict, former road meandered through the ex-town and its empty gibbets, but dead foxes that were hung in cages.
Because we were no long flying, quiet conversation was possible.
TET advised “The people scrying us work for the giant from the boat.â€
And while we searched, they gave more background on the rivalry of the various groups: “The bracelets we brought were actually bought 4th-hand and might well have originally belonged to them. There may still be some ill will.â€
We found an apparently intact, decently built building — with good thatching; walls made of river stones. That would make a good House for TET to use to speak to their ancestor(s). Some party-members reconnoitered inside while TET started preparations.
Someone else spotted what appeared a wounded boar (it wasn’t); and SF, hovering towards there, to DA/talk to it, spotted 3 circular pools of bubbling water (VERY similar to transportation pools!) — now overgrown by Brambles … Definitely worthy of further investigation but w hen the alleged Brambles on a wall near the good House were DA-ed, the GTN came back as “boar†and the party was attacked. …Scribe will continue later today
Fleeing Lip Ruins
Then some something went wrong as TET were preparing to contact their ancestor using a bowl, or rather a chalice, of Blood. The party was adjacent.
Three(?) Crystaline-like, bloody, stone-shafts shot out of the Chalice and the ground by it. SF dropped a Exsanguination Special Counterspell, but two attacks managed to get through ... dealing 57 points searing through Cher and 26 through SF, while the house’s front violently crumbled. (Very BIG crumbs!)
One hand, holding a bone orb, sticking out of the Rubble & stone that otherwise covered Ragna; and that Hand/orb was malevolently reaching out with snaring, black tendrils, wrapping around the base of the stone, partially sapping it.
Rahne dragged SF back to safety (& gave back 25 to 10 EN); and Anooke (in White Ape form) sneezed up a Wall of Ice to protect Ragna. Bless you! Two Crows flew in and perched on (what remained of) the house.
SF, after his third 3rd potion, finally had enough fatigue to start healing Cher … who was also stuck to the outside of the wall. Rahne tried Telekinesis, aiming to push the rock away and a pile of ruble impacted Cher who, when she felt a bit better, destroyed much of the ice. Meanwhile SF started a Hymn of Harmony and Purpose, since he was still partly trapped in the house.
Suddenly a Titan (not a giant!) appeared with his hand around Silverfoam’s neck and straightaway disappeared with him.
TET warned (belatedly) that “This place is exceedingly haunted. Apparently it will get more haunted as we approach the solstice.â€
Anooke asked “What was that thing?†— Reply: “Some sort of greater shade.â€
“Why did he give … ?†— Reply: “The Shade owed us two favours.â€
The party regrouped while Rahne Located Silverfoam, and all flew towards SF’s location, with Lady Cher trailing a stream of dark ichor droplets. Flying above light woods, the party reached the guild, without further interruption, and sought Healers and boffins.
One Guild Rep obscurely explained that “Yeah! We had a couple of papers written on her (meaning Lady Cher) in the past. It’s a rift/portal between her & the Elemental plane of Blood Magicâ€.
Cher was give an elixir (gravity fed through a tube) and the Party was warned, “We’ve worked out what’s wrong with Cher. Some sort of undead infection. It’s in a bottle; Don’t let her see it!â€
Rahne was writing a letter to the Master of the Winds of Tycho, when SF meets up with the rest of the party at the guild.
Matt Tumbledown & The East Wind of Tycho
We concurred with Rahne’s plan to parley with Matt Tumbledown. Flying to the harbour, we saw The East Wind of Tycho by a pier … With an audience of Dwarves and well-dressed Merchants are on that pier. The Elemental Twins decided to come with, because we’re clearly contacts with the “other lotâ€.
A Tricorned merchant/messenger-type bowed before Lady Cher. Actually, he was Richard (Matt’s Associate) and he offered her “Congratulations on Leading the party that will restore the fractured live of Silverfoamâ€. (No, we didn’t understand it either.)
There was talk about the Archer Elves (meaning T-- & Sh--), and the perils of other gangs. And, with a minimum of pussy-footing, between the two factions, Richard then proposed “An Alliance, that’s what we’ll have. Everyone marching up a godforsaken hill trying to protect their back.â€
It was said very deliberately … but a fair point and to the advantage of all. The Elemental Twins agreed. (Apparently, Richard was pleased that the twins have a way of accessing the plane of earth.)
I believe it was then decided that the swiftest safe way to Reach the Far North was on Matt Tumbledown's most excellent ship.
By ship to Fuhreling and places in between
We took a skiff from The East Wind of Tycho (will be coming back later)
Flying via The Elemental twins’ wings to Slippery rock — to replace defunct undead/demonic amulets; get some Gutbusters (eg, 10/20) etc — and back (briefly interrupted for an uneventful landing, for a necessary recasting).
Back at Seagate to rejoin the ship, we encountered Hobbits & Superstition Mountain Dwarves [Crew or passengers??) haggling over the cost of bread. (Note to self, arrange for more bread from Borovia Hold for our neighbours?). We chat with the Superstition Mountain dwarves who want to “Deal with some Destinians†and, naturally, some of the party are keen — but we settle for being supportively non-commital.
We were shown to a Room (with a window!): generous proportions & definitely not a pokey cabin down below; and the dwarves clear out humans that were there before us. We’re advised that if we hear “Constant Clanging†to hide in our room because we’re being boarded; whereas Whistles indicate that the crew are about to board someone else.
About 150 on deck are gathered to eat. Most are receiving a long bread roll, cut lengthwise with more food stuffed inside it. “Don’t eat it all at once; save some for laterâ€. There was also a cauldron of porridge … with added dried fruit or mushrooms. The Passengers mostly speak hill-Giantish and Dwarvish.
Freetaun
(One of the closer places where Arcane items may be easily purchased)
There were 2 other crew-changes out at sea. Then, after a pre-dawn breakfast, Freetaun was visible in the early morning. We pondered whether we go ashore, and the Twins advise that they already have a big bag of expired Freetaun items that they’ll be recharging.
Clearly it’s a Market Day there, with tents erected on open ground. The Market has 300ish people. We debarked and perceived that there are distinct groups:
- Witches in their UNIFORMS
- Necromancers in their distinct UNIFORMS
- and then everybody else who is neither of the above.
We DA-ed them, to check! Each apparently had the college they claimed. And, indeed each received a 2nd Detect Aura to see who (and how many!) were pacted — variously to BELIOS or <insert name> or <insert other name>.
One RUMOUR we heard: The Necros & Witches have been dealing with Someone BIG (no name given, so we don’t know for sure, yet) — a big payer “up northâ€.
SF Located a few of the more suspicious Ns & Ws. Then several Fire-mages come down, bullying the witches & necromancers — poring salt on the ground to trap them. Later we tested whether salt worked on our Party Leader.
Ragna can’t cross over a ring of salt leave unless there is break in the ring ... either left by incompetence or made by someone else (presumably not another N or W). Surprising, Lady Cher the binder was unaffected by salt circles!
So Binders are not as Wickedhatever Necros & Witches are.
Tea with Suzie
At the docks, Rahne is approached by a “fisherwoman†(E&E; not pacted) “to come & have a cuppa tea†(at a nearby Café/pub down at the docs). She asked “What are you after & how much are you willing to get?†Then showed us a bag of maybe 20 or 22 rings (confirming my suspicion that she was a fence — but they were actually expired items, making her merely an `“entrepreneurâ€).
Ragna suggests we try to take them for recharging for her, and “half are ours & half yoursâ€. Apparently the silver ones may need silver dust. This pleases our used business partner, who advised, “Try not to get dwarves blood on them. … You can call me Suzie.â€
The tea here was exceptionally good: Which explains why the locals were drinking it enthusiastically; but openly bringing in their own food. Both SF & the Party Leader bought some loose tea from that establishment.
Back on ship, there was a little problem with the crew/security searching for someone, even pulling up planks from walls or floors of cabins … and Jessica realises they’re probably seeking her “invisible friendâ€. Cher brings the Naval-Officer-cum-Purser to our cabin to explain.
Jessica: My friend is probably what you are looking for.
Officer: You’re not just wasting my time with trivia?
Cher: Don’t worry, it doesn’t do anything she doesn’t).
Officer: Ragna. Is Cher speaking the truth?
Ragna: Yes ! (Officer executes a perfect double-take.)
To Fuhreling & what happened there
After 3 Days, The East Wind of Tycho arrived at Suteling (Seat of the Kingdom of Lokemheim, one of the southern-most towns on the Ivinian mainland. Then she sailed North the shortest (by water) to Fuhreling, the primary city of Seldenbal ... and Ragna’s hometown.
Fuhreling in protected by a low curtain wall. 30 boats are hauled up on shore (some for repairs, but the rest because “beaching†a longboat is a common Northerner custom. There are also vessels at the dock.
We went ashore, and SF felt like he’s dying (is being on this land making the Doom stronger?). Other passengers also disembarked.
The Populace contains Hill giants, Storm giants, and humans. The buildings and walled compounds are connected by wooden walkways raised about the mud.
Silverfoam was feeling v week — being carried for at least 10 minutes, slung over Ragna’s shoulder. The cry goes out through the town, especially on our way to Ragna's family's Longhouse: “Ragna’s back with trophies!†(And they point at Anooke.)
Naturally, RagnfrÃðr’s family were substantially more brusque and self-centred: “This is an odd bunch you’ve brought us.†AND “Are these … husbands you’ve found us?
Ragna: “It’s not my job to find you husbands — that’s my brother’s problem.â€
The party leader placed the elf on a table and called for the Cook/wise-woman … “He's Geasedâ€.
The cook first yells at Anooke: “Skraeling get out!!†— clearly a local vulgarity for halfling — and she throws bones on the table. Studying the pattern, she declared: “He’s not going to die today, but …†[she picked up a small bone that crumbled in her fingers] “… I’d be quick about it. Unfinished business!â€
Our Leader, summarises, minimally assisted by those party-members who had actually read the Scribe notes for A Cold Return, specifically §10.6 6th Snow: The Sunken City: Elven Queen & Dark Hero ... Copied here, with some mild emphasis added:
{QUOTE}
Sharks turned up with were-seals, ice otters on their back and accompanied the whale that ferried us, some hobbits, the giant, and others to the Sunken Elvish City.
The city was 90% covered with ice except for holes with wisps of smoke coming out. We went down and eventually saw two figures in ice in combat: the Elven QUEEN & the “ Dark Heroâ€. The myth is that the undead shall free them from the ice, the combat resolved, with the Dark hero ruling the city. That would be bad and probably has global implications. There used to be more ice, but the undead have been using Salamander hearts to chip the ice away. Michael, Geld (i.e., SF) & Grendel volunteer to sleep, perchance to dream, in the chamber — how the Frozen QUEEN communicates with her followers. In whispery speech she came to us (in our native languages) and was induced to give advice, such as “When presented by the 4 chests, you should take the 3rd oneâ€. [Aside: this was REALY GOOD ADVICE!]
We asked if there was anything we could do to aid her. She explained:
“My peoples were cursed ... great houses were turned into various beasts [Walruses, bears, etc?] ... Several of my great heroes, their memories would be returned, perhaps, if you defeat all of the undead. The heroes are the ones in porcelain armour.â€
[Then apparently nothing immediately relevant to our current 821WK mission/situation until]
§11.2 8th Snow: Defrosted Elvish City (part-1)
We returned to the City, now the Undead were not a threat, for info for the Quest (perhaps a little light pillaging or pre-rescue of items) discovering there just the queen trapped. Methinks the Dark hero was undead.
We activated the Dwarven Priest’s spheres ... on time delay, since the party had several Rk-10 mechanicians. There was a Flash of light: Steam rose, revealing a huge walled city slightly sunk into the earth. There was excited chattering amongst the elves and hobbits (all ex-walruses & ex-were-seals, ice otters, now released).
[...] We enter the old elven city, looking about, and joined the several hundred ex-animals. In summary:
- The city sank about 700 years ago, after all but essential personnel retreated back through the then-functioning portal to Alfheim
- The heroes & about 100 residents have all been freed
- Geld started resurrecting 40 elves: it took the last of his restoratives, about 10 strips of auto-jerky.
- The big buildings are all still standing, but only the armoury, foodstore, & throne room were preserved. Geld [SF] offered to assist with the rebuilding once his people are safe.
- This elven city is at 0 longitude 75 latitude North
- We all got rings to return here [OOPS! SF forgot this part]
NB: Celestial Counterspells help resist the Aurora.
The Dwarves also have a portal near their city to here, and way of going through Hearth magic to other Dwarven strongholds.
Cook: Surely you should go see the dwarves ?
Ragna: The Elemental twins have suggested that we go see the dwarves.
Silver rain and interruptions
Duncan and one of Ragna’s kinsmen demonstrated that falling flakes of ICE (that rain) can be made to turn to silver dust when they land. Cook explained that he is changing it into silver.
There was a loud roar to the West. Coincidentally when we went outside we heard drums to the south where, apparently, some sporting types has let loose greased pigs in town (again) and were eagerly betting on people involved.
Through a borrowed crystal, Rangna scryed some sort of snow tiger climbing over the houses … acting as if it were wild & alarmed, probably fleeing something. At that stage, it was some 15 houses away. There were barbs(?) in its back & rear.
Ragna “Much better a snowtiger than a dragon.†(We had heard significant roars!)
Jesicca, going outside to see the danger(?), noticed that her shadow just tried to trip or ankle-tap her
[Shadow]: You weren’t listening … I been trying to tell you for ages.
Chasing the Huge Cat was a giant Black hand (literally just a hand), with inky trails being left behind it. It was about the width of two cart-horses
Anooke shouted it’s necromantic & asked for a Counterspell. SF dropped a Necro-Counter on the ground and felt alarmingly weak after such exertion.
Cook hit Anooke for 1 with the cleaver; & 6 with the spatula. Only a professional cook could use a spatula so devastatingly.
The tiger, or maybe leopard, went over the wall & Rahne tries a Sleep spell on it. Then the Hand is on the wall, and it is “LOOKING†with its three middle fingers Ranga tried an undead-attacking spell on it but it failed because it is obviously resisting (35 MR actively resister). Its’ 5 fingers spread out to 7(!) as it landed. Rahne struck it for about 15 pts; and Jessica’s spell failed (as does her shadow's).
The hand Dived onto SF and promptly died.
Ragna: The severed hand is NOT living; but it still could be a Servant of the Gods. (I guess she'd know)
The hand was is mostly not there (Mostly translucent?). Jessic caused one of the finger and it curls in like a withered frond. Rahne hit the hand well; as does Anooke; and Ragna, this time with a weapon (which would do double damage if it’s a Servant of the gods!) … so probably confirming it was NOT one of those.
Almost all fingers are down, but the Hand reared up and stabbed the tiger (and also SF through said very Big Cat) but Elf seems less feverish than he was.
Detect Aura: Cat of 12 tails (formerly living). We could only see 9 tails
Ragna send off one of the older children to fetch [insert Name]; After a few minutes a short, Spectalled (person?) turned up. “Greetings Ragan, Jees that a HUGEcat! That’s Fecking big hand.†CANNOT ENTER MINDSPECIALS !?
“In the smoke of pyres, you can see the bad spirits … and you can resurrect it in an hour. Or if you kill the bad spirits.â€
The cat eventually got up and looked at us all. It sat back and said “That’s strange … I was being chased by a huge hand, but now its dead.†according to SF, who then passed one of his items to Ragna so that she could talk to the Cat of multiple tails — who told her that:
- Apparently The Cat can take us to Geyserlands … Otters [elves] and Walruses [elves] or the Seals that can help. They will know how to get the City under the Frozen Lake.
- Strange crystal caverns ...
- The tall person has made a deal with the otters (a Titan, but he’s a bad one … they want the Queen back).
- THE UNDEED come like hands & feet.
Jessica: Not like spectal hands? Cat: “Spectral hand are THE WORSTâ€
There are sounds of fighting, but nothing to worry about.
Party discusses Instill flight, etc (from Jessica?) but we get to go out on rugs
GOOD HOUSE RUGS ! …
Anooke: We can sleep IN FURS while the mage is flying us.
Flying and fleeing to Dagenborg, eventually
Combining Cher & Jessica’s spell options the party split into two groups because of “tonnage constraints†for Instill flight:
- Lady Cher, Anouk, Silverfoam (MilSci), with Charm.
- Jessica, Ragna, Rhane (MS) with Duncan
The party, in borrowed rugs, was flying within the cloud layer with limited visibility but good cover. When they noticed strange sounds to port — which turned out to be echoes bouncing off a very close fjord cliff, the risked going higher. Whereupon some winged lion-ish avians were spotted (spyglass confirmed GTN as Griffins), so both sub-groups swiftly descended for safety, managed to land amongst trees. The best strategic option was a cave entrance: a Natural Fissure that someone had made more accessible by some semi-regular, large stone steps placed in front of it, decidedly LARGER than humans would make, but we still hastened within.
Inside it smelt of fresh seal & beeswax and opened up into a large cavern. SF was frail but managed to put up a Rank-6 Forbidding (70min) against Griffins in the entrance. Cher and local-expert Ragna sheltered nearby to take care of the non-griffins that might enter, and the rest of the party moved in a bit more to investigate and prepare. Jessica had a “black-slug†appear (apparently a backfire of some sort), and her “special friend†says there are THINGS in an area up the slope on the North side of the cavern
Meanwhile Anouk was carefully exploring. There was an upward passage in the main hallway; but, upon discerning that the dirt “bubbled when it burpedâ€, he snuck swiftly back to the party
Ragna (with the Crystal of vision) observed the humanoids to be “The frozen dead†and took action as did Jessica’s Special-Friend, casting a Phantasm. In reply, there was a gout of fire like a burning Wall of Flames as a Fire elemental rushed in and tried to attack the main group (SF prepares Banishment). It struck Cher [24 Ft & 20 End !]; then bounced off Anouk (that blubber armour is *very* repulsive), minor damage to SF, and TET successfully closes with it.
Meanwhile Anouk is crooned to seductively “Anoook, jooin me, You, too, can be a Meenion of Mine. Join Me.†But hobbits are not so easily swayed. Jessica got burnt as she dodged the Fire elemental
Two Frozen dead tried to close on Cher. One was split into halves; but the other was only mildy hurt and bit her in the throat with some of the poison getting it.
Ragna strikes the fire Elemental from behind [for 32!] and bannishd it with her “baby axeâ€. The room went stunningly cold. SF raises WP
One E.T. attempted to cast a Wall of Stone, but hacked up viscous dark which some wanted to stomp; the other produced an Iron wall. And Anouk resisted. Lots! But definitely felt a “pull from below†Time to get outta here.
The Sand Doorway and a stoned Party-leader
We all hold hands and Duncan poured out sand from a distinctive gourd on the floor which swirled up to form a doorway through which we saw a desert scene featuring a building (perhaps a Temple?) and stepped through to …
In the Sandy Desert, under a blue sky, stood a square building with, along each side, 40-foot high pillars (each about 15’ wide), surmounted by pyramid shaped roof. Duncan asked Ragna whether she had anything that protects her from being stoned. .We hastened to the Place and the Elemental Twins turned Ragna to stone, fixed her eyes, and unturned her back to flesh.
Duncan showed us his gourd (with the Silver bottom) and says, “It can take us to anywhere memorised, or back to this Place if you memorise itâ€. So we all studied a very specific pillar. The plan was that We go back to the cave, then fly about 9 miles to Sono(?) — Otherwise we could have gone to Sulubin.
At Dagenborg
Ragna used the sand gourd to reach the gates of Dagenborg (v nice stone work), via our cave and a four-minute. Dagenborg is a Strong fortress, from which we will journey to the Dwarves … a Boat would take about a week (too long!); or we could fly but that will attract attention obviously
The air is very thick around SF (his personal air) and he rests, observing the others involved with the shield-wall exercises suggested by the Captain of the guard.
In due time, the High Priestess appeared, “My favourite has returnedâ€! Harey(?) then led Ragna down into a hall … to a win-erack of scrolls. “About 35 years ago, I was told that one of my priestess would have her eyes burnt out, and that this would be what you needed.â€
We were updated on what has been happening
- (speaking about ____?): “He was eating all the food under the table that was intended for the dogs. The hunt-master was quite annoyed.â€
- There’ve been some raids, some quite sinister.
- There was a Giant raiding force to the NW, heading North about a month ago. They were lugging baggage.
Ragna admitted she now has Salamander eyes. The Response: “Beware of Effrets.â€
Our Plans
Salamander tears & hearts first. Then to Plane of Fire, from which we can nip to the plane of Earth for the Solstice ritual. The week either side of the solstice is the HIGH SEASON for salamander.
It was suggested that the High Priestess could take Ragna and cut her heart out (to stop charm magic from Efreets/Djinns). Ragna suggest that someone else with a higher rank might __________
And HP was advised that Anouk is being allured by a minion-loving Entity.
BIG LUNCH for all; more info; Cutting out our beloved Party-leader’s heart
At lunch we were fed and updated further…
- (One of the “uglier witches†wants to feed Anouk… which was fine by Anouk
- Captain of the Guard said there were some Giants they tracked possibly lead by a big titan (based on tracks)
- Raiding force from Gultin encountered a Destinian ship rigged for Northers waters
- A couple of the witches in the village say the Salamander herds will be mightier that in the past 7 yrs.
- A couple of years ago some goblins & orcs broke into to ______???___
- About the Herds: Like rhinoceroses on fire, they come here to cool down. They breathe out steam & it turns to snow
- “The dwarves know all the tricks, but there’s something special (from the dwarves) that you throw in the air (and the Beasts’ eyes), then you clamber on them and scrape their eyes. But you do lose a lot of people that way … so we just kill them … since the hearts are also very useful.â€
- The effreets are what’s most dangerous.
- A cook approached Jessica to take her to the head cook. “I understand you’re heading north to do things with salamanders. She requires 6 Sal hearts.â€
- Ragna plans to cut out her heart, preserve it (Cher can do that).
- The High Priestess does NOT like the new fad of having one breast exposed.
- Anouk agrees to make sure that he ensures that Ragna’s body is returned.
- Said to Anouk “Obviously you are the hero of your people†|| Ranga (as an aside) “Do they know that?â€
After Lunch:
- The High Priestess cut out Ragna’s heart (elegantly). Ragan can now see things very clearly — from 3 angles L, R, & in between (which is most important). She can now “Detect livingâ€.
- A Large part of the Castle protected from Ragna’s vision.
- Lady Cher now has R’s heart … it’s still beating!
- SF is very drawn, and emaciated; but it is better to carry on than just sit down.
The Wisdom of Hell Puppies, Dwarves, and even (at times) party-members
Confirmation on Backtoo & other help from Hell Puppies
Backtoo was a “Faithful servant†left on an island, in a lake, high in the mountains (presumably somewhere in Ivinia). The message/saga Ragna has was written in a language of hell.
- Some people did an adventure in the mines near Sulubin a few years ago and found her statue.
- About 12 years ago Clementine & Braegon (etc) ran into a Backtoo … A servant of old F*RF*R.
Perhaps we should Go to Sulubin and interrogate the succubus imprisoned there. Perhaps we need to “get lost in the forest†and then, using Rangery quasi-magic, end up near the Dwarves.
The getting lost involves strenuous travel so Lady Cher Itemised the inflected SF into a small but elegant statuette, giving him to Rahne to carry. There is a smell of bear in the area, which party avoids. Reach Jema Fjord (southern Kuzjera) about 1000 feet below us and see (about 12 miles away) a stone jetty. "That pier will take you to Dwarves. A road from it leads to the Dwarven city."
Following instruction, Rahne deliberated BROKE Silverfoam MERELY into 4 pieces (fortunately!) … which all just lay there … strongly suggesting that he should have been Unitemised rather than vandalised. LADY CHER, to the rescue again, Mended the MilSci and then correctly turned him back — almost good as of old (Medically confirmed to be down “merely†14 points in EVERY attribute).
Henceforth, Rahne, somewhat more sensitively, carried SF (whom the sympathetic Lady Cher loaned a ring that temporarily boosted Endurance) and the party reached the 1400 ft pier. A sloop has been hauled up and was being scraped and refitted by Dwarves & Humans. From the Pier, a Road lead up (with occasional rest benches) to the Dwarven Stronghold of Kondasgel. Five minutes later we encountered…
8 armoured dwarves who Greeted Ragna warmly and She advised that we are on a mission and are looking for help/assistance. In the small talk as we ascended:
- Some of their skraelings have had problems with goblins
- We note the Great Doors being freshly re-armoured (having been TRASHED by goblins, orcs, and giants).
Once inside, they put us into mining carts (fitted with seats), and we clunk away on chains for about 30 minutes (at running speed).
Important information learnt from the DWARVES
Hakarim (a Priest of the Furnace) answered questions about the “Frozen Queenâ€. Apparently FQ was involved with, quote, “the elves from the West†(a.k.a. DROW) that settled there.
- “It was an empire rivalling ours in size.â€
- “It is a very inhospitable place compared with what it was like when she first arrived.â€
- “She was imprisoned because she was being a MENACE TO THE ELVES (of Alfheim)
- “the Destinians sent a group up that way having heard rumours.â€
- The Dwarves salvaged the treasure and gave it to a PARTY to return those items … which were dropped down a sink-hole (our Skraeling perked up at this point!).
- Hakarim thinks we will have to go across the Lights.
- There’s also some golbins, orks, & giants lead by powerful being(s) headed that was.
- The Skraelings have been very trustworthy in the past and they said there some seal-people about 2 years ago that helped or did work for the Qn.
The Dwarves could send us to their Northern-most outpost (about 200 miles north). The boats can normally go on the water and sometimes on the ice.
The Dwarves could also get us to Sulubin … get them a message to build a bonfire (and can travel by bonfire). And if needed we can arrange to return later.
There have been legends for years. Indeed, 2 years ago the Dwarves also got info (from Skraelings) that there were some seal people too
Ragna (with trademark “discrete, tactical avarice†we have long admired) about items (etc) that will help with the Magic of the Far North — We have to hold hands (which may hurt for those of winter aspect)
Warm reception in Sulubin
We stepped through the Hearth-portal. The Sulubinians were quite surprised to see us, even though they obviously got the Dwarves’ message and had built up the fire.
Rahne asks the locals about the mines etc. Key responses:
- “we were freed from there about 3 years ago.â€
- “Backtoo is a stone statue in the basementâ€.
- They pointed out a statue (pretty, of average height, wearing armour & weapons & probably a spy &/or assassin.
- Helpful flunky: “She’s here ‘cos Mordrin put her here!â€
We saw a pair of glowing eyes; about 4 ft oof the ground (“Too big to be that Basaliskâ€) that turned out to be a hell-puppy that warned Jessica and Ragna that
- “Backtoo is a nasty being..
- Mordren got us to research it sometime ago, bust she (Mordren) hasn’t been back since.
- Backtoo is a ______??? mage) WARNING *** did NOT get this .... Lightning? Storm?
- ... and Lieutenant of a demon …
- Can do lots of fighty things,
- Can speak of the future.
Rahne’s Divination worked. In the past 30 weeks …
- About 6 wks ago someone did a petrification on her after freeing her a minute or so previously.
- (Un-colleged magic did that -- but has a demonic taint).
- Un-coincidently, that was when the Hell Puppies & friends chased “something demonicâ€. But just bringing back a gnarled foot GTN: Ice-Devil; served Furfur.
Strategies? ...Rob her, tell her something, plant something on here. Be resistant to her shit.
- Ragna: I can rip out your heart
- Jessica: I’m using that!
>>>>>>>>>>>> PLEASE INSERT RELEVANT QUOTE(S) from Ragna's translated Poem/Reading ??
“Come find me and I’ll teach you what skills I can. Knowledge of the futureâ€.
The wolf says he will come back tomorrow.
Jessica did several visions of what will happen if…
- the head is unpetrified & chop the head off and the depetrified head died & and the rest disappeared from this plane
- Target depetrified here & all the boys are charmed, and everything turns to (sulphurous) custard
- …only Duncan (the E.T.) and Rahne stay while Charm (the other E.T.) comes with the party & when asked what she can do … APPARENTLY Charm could have protected Ragna from being charmed (and she did offer at the time that heart removal was proposed, but nobody heard it).
- Question: Why not just talk to B&& (since she can’t charm Charm)
PREDICTION says
A: SF need to NOT to be there (Ragna volunteered that SF was Geased to rescue the queen, so BK2 assassinated SF, then swiftly cut her way through the rest of the party.
B: block of ice doesn’t work,
C: We should just ... ???? [Sorry didn't catch this , or maybe overtyped it]
We decide she is too dangerous. If we leave her as is then she claims she'll be freed when the Queen is and we won't be here so it is best to decapitate the statue then revert it from stone, returning B. to hell without interacting.
According to DIVINATION & The Geas on Silverfoam was to “To bring a party within 4 years to release the Queen†(MA ??; Rank??â€)
RAGNA: “It’s superb when people do know when not to tell me and also don’t tell.â€
Ragna travels to Seagate and comes back next day with her heart once more in the customary place.
The Dwarves bring us back by Hearth-Portal at the agreed time.
Wise counsel and Axes
We reached Prince Rellin’s city (where the high priest is). Lots of industry and specialised commerce.
- For example: one trader sells special ferns that are very useful for sleds & making them invisible to whales! & But party-member was too cheap to buy any.
- Jessica told to toss her blackworm into a fire (to remove the ill-luck).
SAGE COUNSEL
PRIEST: The Qn you are going to trade with …
Ragna: Actually we have to free her.
PRIEST: I was being discrete.
- The skraelings will probably find it bad.
- If she were to be freed, her minions (undead, living, demonic) would come back to Alusia
- … which would be Bad for Alusia.
- They are at odds with a demonic prince of lightning.
- She was Succubus, not from this plane and on a mission to kill someone. This was known by many … And yet she STILL she managed to get to speak with the Prince and kill him.
- Savage creations, worse than a ________? Polar bear.
- The dwarves have axes that would benefit the party. (We later discussed "Alliance axes").
&& ...Anouk perked up when axes were mentioned
Ragna (gaving the Hobbit one of those looks): “What are you doing?â€
PRIEST: “They’re considered Weapons of mass destruction where he comes from.â€
The Priest advised we could fight at "the holy mountain" (just off the top of our map) --- idealy defeating the Valkyries:
Cats of 12 tales can act as Mounts for Valkyries; :
They find creatures of significance and help them :
Query from party: Soooo we can use them to allured Black titan? & PRIEST: Yes, we thought that too.
There was discussion about AXES:& “They’re NOT Titan-killing axesâ€
Anouk: “They might be if you hit well enoughâ€
[…]
Anouk: "And it’s even more powerful cos she said “AXE-cidentallyâ€."
... Which lead to talk about using alliance axes & Ragna: We have access [Anouk (aside):"Azes!!"] ... to the weapons.
Advice & Preparation for the proposed COMBAT WITH VALKYRIES
- We are warned that the ravens we may see are intelligent and touched by Loki. Very, very tricksy
- Valyries, use lightning, E&E, and other magics.
- “Beside the whole fight thing, it’s a quest†— so would renew out items
- The Valkyries will certainly be using magic and whatever else they have.
- We have an item that causes All the lighting damage to the party to just effect the person it hilts.
- Take the protection from fire potion, THEN use Firewalking to return to the Hearth fire.
- About SF --- “It’s likely once he gets through the Northern Lights he will get better as he is TECHNICALLY leading a party to her rescueâ€
Party is persuaded to go Sledding first
Sort of a pre-conflict qualifier That will give the survivors magical benefits: “It Just takes ONE hour of sheer bravery [Pause] … and then many more reattaching limbs & other body parts.â€
The party was given Strength of stone (on PS) and decide to go as a single team. We were advised “You Can do it individually, but the heavier you are, the better!â€
The end of the down-hill run is comparatively safe, if one has survived that far —crashing into barrels of water & sawdust
They did it and mostly survived. Each Tobogganeer each gain +5 PS, MD AG … and, if you they put their feet in the fire before going to sleep, it lasts longer. [with Rahne’s enhancement, it will should 23(?) Days.]
They will teach us firewalking (if you want …or could just learn it in the superstition Mountains)
Ragna was asked how the party is going to The Holy Mountain. Since we had no good answer, the Dwarves will summoning a flying whale into a quarry, if we help them subdue it by having magic fire on their (and our) feet.. This is really risky.
Charm: “I’m out of my depth with these whalesâ€
Cher: “The whales fly, so aren’t you actually out of your ALTITUDE?â€
The first whale (which has shadow wings) is finally Charmed by Rahne (who then casts a communication spell). The remarkably charming Whale is very impressed by Rahne: “You are one of the generous ones, who speak to others for us, you will become my little friend. The Whale had a Giant Kelp Shawl of Many Pockectses.
The dwarves broke out a flat pack, which is a low wooden dish with a few inches of water, an enchanted pin was dropped on its surface that continuous pointed out the direction towards the largest mountain nearby. Eventually we see The Mountain in the distance; it was surrounded by dark flying specks. Anouk [question] “Harpies? … or Valkyries?†ANON: “It is very difficult to tell the difference but maybe that’s just the one we have in the Guild.â€
NOTES ABOUT ALLIANCE AXES
PDF Doc - with the two Alliance Axe on page 3
Alliance Axes
Weight: 4 lb, Value: 25,000 sp / Quest
This has two parts to it the Alliance and the Axes -
Alliance -
There is said to be ~5-8 people with Axes in any given group. Around ~17 groups with different properties exist in the north. Some groups are strong with knowledge and understanding of their group and pupos yet others are weaker with limited knowledge.
Members of any group are said to be able to recognise other members who also own an Axe. All members carry a named Axe.
Known group - Hamingja, Resilience, Binding, Subjugation, Willpower & Destruction These Axes are recognisable by most skilled people in Ivinia and anyone with one is given respect.
Hamingja Axes - 6 in the group.
This is an old very fine axe made by one of the legendary Dwarf axe craftsmen for the gods in 217 wk in the great forge of Harhakeim.
It is said that when placed in the hands of Hamingja every 222 years then all axes in the group will gain an unknown bonus for a long period.
The weapon can be bonded (and then used) with 4 days of training at a holy site.
Hamingja Axes
The handle of this double headed axe has been crafted from a cool red liquid metal and wrapped in a blood red cloth covered in a fine sand grip.
- The axe if close (250 feet) of the wealder gives a bonus of 6 to MD
- The axe can be used as +1 on rank above max rank in the weapon's skill in any of your axe-skills with 1 handed battle axe, 2 handed battle axe, or hand axe.
- Can use a weapon spell except for hot or dark weapon spells.
- Can be over strength for damage.
- Strike Chance bonus +6% (enchantment) +12% crafting = +18% bonus + spells
- Damage bonus +5 (enchantment) +4 crafting = D+9 damage + any other bonus
- You may sacrifice some (up to a maximum of 4 x MD) of your axe Strike Chance and add it to your Defense for 1 hour. The subtraction to Strike Chance affects the wielder (regardless of weapons) for two hours.
- You get to add the MD of any other “group†member within 100 feet to your Ft and ½ to your EN.
- You get to add the MD of any other “group†member within 100 feet to your SC.
GM: Jono Bean (ph 021 917 173)
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Hamingja Axes
Magically Trapped/warded/cursed: No
Level: Extreme
Game: Blood & Ice - Summer 820 WK
Characters on adventure - Silverfoam, RagnfrÃðr, Anooke, Lady Cher,Rahne, Jessica
UP THE MOUNTAIN, AND WHAT WE FOUND UP THERE.
We’re all on the side of the Sacred Mountain, with some are blending in better — e.g., the white Gorilla in the mist (also white) who poured out sand from his flask which gave each party-member +d10 back. The mist restricts vision [at -5 to PC], with a mild wind blowing up from the lower area — blowing [some of] our scent towards any lurking monsters and/or heroes seeking battle.
About 200 ft up the road we can vaguely perceive bodies for the minds that Jessica’s Telepathy picked up:
Two of the three are incapacitated, they seem v bored although they are so ghostlike. all 3 v interested in us. After a pulse they start to scurry away — possibly because of Ragna calling out to them. In Laplander (apparently) {now Comprehended by SF} one shouts out, in alarm, “The priestess can see us!!†Then they’re yelling at each other … as if they’re still(?) in a raging storm, and they’re also leaning into wind-gusts that we can’t perceive or feel.
(DA: cause of Death: Fright) ...So they were probably scared to death.
In reply to Ragna, they say they were told us to come down here by the Dwarves; and were killed by an ice monster that killed them by looking at it “We call it a Basiliskâ€. Ragna says she’ll send them to hell — she means it nicely!
We get up close: Ragna sees 3 spirits couching over their own bodies, which were Killed and Frozen in quick succession … (and perhaps some magical effect was ALSO involved). Seemingly, they were “Fried†or “Broilled†by the extreme cold (that Anouk says happened only15 hours), but ice & snow has built up against. All the existing footprints left by beings currently ahead of us clearly gave this site a wide berth.
Ragna is addressed: “Greeting Priestess … Between the 2 Dwarven statues, there is a Dwarven Elder, who will be drawn to youâ€
The dead ogres are keen to move on: “We faced a foe almost worth of killing usâ€. But the Giant wants to wait here: “They will kill you all for disturbing my peace.â€
A black rabbit spring forth from Ragna’s hand and turns into mush, all within about 2 seconds. [Presumably a backfire effect like Jessica’s repulsive, black worms.].
Ragna has now made this a place of death by letting the ogres pass on. The Giant instructed her:
“Tell Kubin I have sent you and tell him Gubin sent you to come back to you.
Don’t tell him about Rubin.
They will want to take your special axes, so you should fight them.
They have a shaman who has death magic and amulets of skulls that will break your bodies when he hits you. Don’t be hit by him. He is the smallest so get … (?)
I’m afraid of nothing, G’yuur! [possibly just a spasm or twitch?].
Use all axes on one at a time.
There is flying creature, not very good.
Lady Cher, meanwhile, had been DA-ing things as the ice began to re-cover the bodies of the ogres.
MAGICAL items: Axe, furs, belt on one; Helm & an axe.
The Ice is not magical --- but there is a grisly ice creature, a cloaky/furry thing, apparently hiding behind the body an ogre. It’s keeping very low, as if devouring the bodies.
Patches of ice are exceptionally cold (and the wind is turning to ice)
Luckily, Cher suffers only 9 pt ice damage [Out of character, that was a PERCENTILE-roll’s worth of damage]. Rahne just resists (thanks to extra-special magic). [Note we ALL take 4 Less pts of cold damage from ??? item/spell?]
Rahne, Jessica, and J’s special-friend have a SPECIAL premonition: a big long serpent-like thing held aloft by 8 small wings about 40’ above the ground; it has a Snake-like mouth with big sharp teeth & droopy (rat-tail like?) moustache, flies up above the edge of the ridger/cliff. -- must be the “flying creature, not very goodâ€. Very not good indeed!!
Rahne lept into the air, attacking it. (Apparently she sensed it attacking her & Ragna)
Rahne, Ragna, & Jessica all needed to resist … but Anouk didn’t need to
That was its surprise pulse. Its very withered arms were trying to snatch out.
Cher created an ice collar which chained it to the ground (briefly);
Rahn who had used her Menticles on the rider, avoided the rider’s attack and the Draganoid’s.
The Dragon caused lighting to arc down (seemingly as a breath weapon) and swerved to Anouk.
Cher was meleeing with the D, so it breathed on her (she resist but was o.o.F.)
SF cast a 2nd ctr Ice Spec couterspell. Dragon whipped away. And the rider attempted to attack-cast on Cher, but she resisted.
Jessica attacked the D. Cher was meleing with the D and it replied with lightning breathe on her, pt blank (She resists but is o.o.F.).
Jessica attacks the D with Phantasm (and friend does the same) amd the D slowed down slightly. (out of Fatigue!?, we hope)
REMINDER: ALL of us have: Rk18 Weapon of cold; Rk12 Resist cold; Rk20 Ice traversal rk20.
The Icedrake possibly stole Cher’s Wraithcloak(!) while the rider did SEVERE damage to Cher magically.
But, because the Ice-D was o.o.f., Rahne manages a stronge blow on it … and easily dodged the pitiful scrabbling of its almost-arms.
Anouk, who could see the wyrm threw 3 harpoon that didn’t do any actual damage, but did allows him to teleport down the rope.
Ragna aims at the Ice-d wth her eyeball(s) — ooh! Fire damage! while TET cast 200 pts of damage (save for half!) at the IceD ….and, unfortunately, the party’s brave boarders were also included in the effect.
Fortunately Anook resisted again, but was still damaged and his frozen blubber-armour was set on fire, which did not improve its smell!
CHER merely fell unconscious from "only" two magical breath-attacks in immediate succession
…. [TO BE NOMINATED FOR JAMMIEST B] O.o.C: the dragon breath does “merely’ d100 each time; and BOTH times GM rolled 100, and for only one of those, its aim was so good that it did double damage. All up, 300 pts damage (in 1 pulse — CHECK).
Ragna transferred a LOT of fatigue to Cher; but discovers that the “Sanctity of the Mountain†has enhanced the effect of her get-better gut busters.
Anouk identified a very loud BANG as the Destinian ship firing off its Giant-Lance-sized harpoon at a whale (also involves a cloud of hideous, black smoke).
We took a few moments to renew weapon spells, then headed up the mountain.
Jessica picked up about 20 ogres, so far, up ahead (who have their backs to us, with bows aimed away from us … thinking “WE’LL-GET-’EMâ€â€¦ MAY HAVE TO GO THROUGH THOSE OTHERS BUT WE WILL. We can clearly see that it’s about 9 versus 8 opponents, spread out, about 80 feet away.
Rhn cast her Rk-11 Sleep as a mist (‘cos of her Hand of Glory), but it clattered to the ground “like a multiply-pierced black voodoo-ish doll that tried to crawl back to her caster (and was very stomped on)
Jessica’s SpecFrnd brought in a goblin (with a bone item)
… and the 17yr-4mth-old Amulet of Ice Protection went to Ragna.
One of the ogres turns around and appears to search.
In between the two Units, There were four 4x4x6 inches boxes with ropes . Mechanical trap? An invisible Anouk looks more closely and sees that the boxes have loose covers … pre
2 minds within Telepathy range were variously wondering:
- where their friends are,
- when are those little guys going to attack
Is it really wrong to have sex with dead ogres
One of the giants confidently calls out to the Unseen, but definitely Sensed party (no doubt smelling certain unnamed party members): “Identify yourselves Invisible beingsâ€
Ragna: “We’re Friends of Kubin with a message for Gubin.â€
Giant #1: “OH! A PRIESTESS!â€
Ragna: “Where’s your Shaman?â€
Giant #1: HE’S DEAD.
Rgna: “Yeah, so …? I can talk to the deadâ€
Giant #2: I think they’re NOT invisible … they ARE dead!
We avoid them. The “path†appears to head towards a Dwarven ruined entrance at, or near, the top of the hill — the ascending footsteps switching in a zigzag.
Jessica picked up angry, excited, arguing Ice Giants (chearing someone on) …about 100 ft away.
Rhane’s magic spell went awry & slithered over.
Cher, thinking about things, realised that we’re currently OK-ish where we are … But on the North face of the Sacred Mountain, we’d be detrimentally exposed to the Norther Lights.
We had passed above the clouds, and Icicles were growing (or rather, had been blown) sideways. As we got closer to the Giants, we could actually see their heads (as they are spectating some combat) over the Fort’s walls. Using Cher’s rope, we all make it to the top.
INSIDE THE MOUNTAIN-TOP FORT
There are two amphitheathre pits (each 250 feet or so across). Between them and beyond the two Dwarven statues
The Titans(?)* or Shadow Giant (?)* are fighting 2 giants in the pit. Three of the giants out on the piste are Shamans and another is clearly a chieftain
(SF’s D.A. failed — probably not for the 250-ft distance, but because the GTN is unknown)
Anouk thinks it’s a phantasmal creature (Rank: 15?)
Two shamons & a chieftain still looking at the combat.
By the dwarven statues there are 3 Dwarven ghosts & a skraeling.
Rahne leads the way presenting, above her, her axe.
Shaft and Fans of piercing light from the North shines through Gates and other gaps in the walls.
Cher sees 3 ink-black figures (1 shorter than the other): 1 casting in grey; 1 short & round ; and the other lanky.
The Giants notice that the other pit is active. The giants were fighting with tridents
A Small black creature came running towards us, and then suddenly head towards Anouk.
It explodes on all of us (Save for half), but SF fatally failed to resist.
Loot and Costs
Buffs & Mil Sci
Long Term (assumed always on)
| Magic (caster) | Rk | Effects | Duration | Rg | An | Je | Si | Ch | Rn | Tw |
|---|---|---|---|---|---|---|---|---|---|---|
| Greater Ench. (Rn) | 20 | +21% to Res, Mag, Com, and S&S. | 6 days | Y | Y | Y | - | Y | Y | |
| Witchsight (Rn) | 21 | 12 hrs | Y | Y | Y | Y | Y | Y | Y | |
| Ench Armour (Rn) | 16 | +34% Def +1 AP 14 DR vs Phnt/Nmare. | 8.5 hrs | Y | - | Y | Y | - | Y | 2 |
| Wraith Cloak (Rg) | +14% -2 Damage | hrs | ||||||||
| Str of Stone (Tw) | 10 | +10 EN | 11 hrs | Y | Y | Y | Y | - | - | 2 |
| Resist Cold (An) | 12 | 4 Gauges, -4 Cold Dmg. | 13 hrs | Y | Y | Y | - | - | Y | |
| Ice Cubes (An) | 20 | Heal 1/2 dmg up to 40 | Weeks | Y | Y | Y | Y | Y | Y | |
| Mind Special Counter (Si) | 20 | +90% MR | Y | Y | Y | Y | Y | Y | Y | |
| Water Breathing (Si) | 20 | Breathe in water | 41 Hrs | Y | Y | Y | Y | Y | Y | ? |
| Wind & Water Proofing (Si) | 20 | 63 Hrs | Y | Y | Y | Y | Y | Y | ? | |
| Ice Traversal (Ch) | 20 | Travel over ice and/or snow without slipping or sinking in. (+7 TMR on flat ice) | 7 hrs | Y | Y | Y | Y | Y | Y | Y |
| Self Only | ||||||||||
| Ice Armour | 16 | 24% 4 AP, SG, Fire Armour | 8.5 hrs | Y | ||||||
| Mind Shield | +10+2/rk% vs M.Att. | 1+2/rk hrs | ? | 11 | 8 | |||||
| Sense Danger | ? | 66% | ||||||||
| Navigation | Extra Navigator ranks as listed and safer travel | 1+rk Hrs | ? | 3 | ||||||
Enhance Enchantment (Ra) rank 11: 70 seconds
Healer Buffs
| Ability(healer) | Rk | Effects | Duration | Rg | An | Je | Si | Ch | Rn | Tw |
|---|---|---|---|---|---|---|---|---|---|---|
| Soothe Pain () | 10 | additional resistance to pain or agony type magical effects | 10 Hrs | Y | Y | Y | Y | Y | Y | |
| Dampen Pain () | 10 | +20 to amount needed to stun | 12 hrs | Y | Y | Y | Y | Y | Y | |
| Fortify Other (Si) | 10? | Y |
- Cher Morning Dance
- 1 MR% re-roll (or stun recovery) per day.
Short Term
| Magic (caster) | Rk | Effects | Dur | Rg | An | Je | Si | Ch | Rn | Tw |
|---|---|---|---|---|---|---|---|---|---|---|
| Weapon of Ice (An) | 18 | +19% +7 dmg | 23 min | Y | Y | Y | ||||
| Enchant Weapon (Ra) | 12 | +13 BC%, +5 Dam. +7 vs Phn/Nm | 18 min | Y |
Watch Order
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Jessica | Silverfoam | ||||||||||
| Anooke | Cher | Ragna | |||||||||
| Rahne | |||||||||||
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Default
Anooke Rahne |
Double File
Anooke Rahne |
Single File
Anooke |
Astrology
| Ragna | Anooke | Jessica | Silverfoam | Cher | Rahne |
| 82 | 45 | 41 | 51 & 57 | 91 | 00 |
Calendar
| Summer: Meadow 820WK | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Beltane Full Moon | 1 | Guild Meeting Lip Ruins, Seagate Harbour, EWoT Sailing | 2 | Freetaun, Sailing | 3 | Palestrina, Sailing | 4 | .., Sailing | 5 | White Lotus Suteling | 6 | Seagate Light Festival Flying, Desert, Dagenborg | ||
| 7 | Dagenborg, getting lost, Kondasgel, Sulubin | 8 | Sulubin (Ragna Seagate) | 9 | Harhakeim, sledding | 10 | Alliance Axe Attunement at Temple in Harhakeim. | |||||||
| 14 | Whale flight ~200 miles north to Holy Mt. | 15 | 16 | 17 | 18 | 19 | 20 | |||||||
| 21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
| 28 | Full Moon | 29 | 30 | 1 | 2 | 3 | 4 | |||||||
| Summer: Heat 821WK | ||||||||||||||
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
| 12 | 13 | 14 | Midsummer Eve (Faerie Day) | 15 | Solstice Qual-Macca | 16 | 17 | 18 | ||||||
| 19 | 20 | 21 | 22 | 23 | 24 | 25 | ||||||||
| 26 | Full Moon | 27 | 28 | 29 | 30 | 1 | 2 | |||||||
| Summer: Breeze 821WK | ||||||||||||||
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| 3 | Day of Death | 4 | 5 | 6 | 7 | 8 | 9 | |||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | 18 | 19 | 20 | 21 | 22 | 23 | ||||||||
| 24 | Full Moon | 25 | 26 | 27 | 28 | 29 | 30 | |||||||