A Plan may be forthcoming

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Summary

Scribe Notes

Adventure: A Plan may be forthcoming
GM: William
Session: Autumn 814wk
Night: Wednesday
Location House DJ in Glen Eden
Level: High
Party:

  1. Caprice, Thaumaturge - Kelsie Scribe, Party Leader
  2. Sabrina Namer Warrior - Dean Ellis Primary Mil Sci
  3. Lath Air Mage, Mil Sci - Jono Bean Secondary Mil Sci
  4. Bishop Velcanthus, Wicca & Glyphs - Jim Arona
  5. Arwen Valenta Earth Mage - Simon White
  6. Ithilmor Conjuror of the Night & Stars - Clare

Employer: The King of the Western Kingdom

Briefing

Summary:

The King of the Western Kingdom requests and requires the services of ten Hazard Class Mages of Sanctuary, Most Senior Postgraduates of Artzdorf, God-Botherers of the Seagate Adventurers Guild and Southhaven Academy for Girls Headmistresses. The lost human gods of prehistory have been located and need rescuing. Only total badasses should apply.

Goal: Liberate the old human gods of Hunting, Fighting and um, certain progenitive processes.

Difficulty factor: They are imprisoned in what everyone else has come to call Hell, the residence of 70 or so powerful entities known as the Demons. Hell is under attack by Elementals and other interested parties and so it's more of a free fire zone than normal.

Scribe Notes

Session 1

We are informed that a human god of Fire and the Sun has been arrested in Konigburg for being drunk and disorderly. He ha been incarnated by a drow ritual that went wrong during the recent war. It turns out that he and his three brothers have been imprisoned since soon after they came to exist, and that humans have been following "trumped up loaners" of the elves, some of whom claim to be the powers of light.

We know about this already since And the Gates of Hell Shall not Prevail Against Thee in Winter 812.

The king will pay us in gold from Barrety which has recently been discovered in the river. We are concerned that it could be tainted.

He has also hired a team of necros from Artzdorf, 3 hazard class mages from Sanctuary, and the Headmistress of the Southhaven Academy, Mistress High Treason. He is off to talk to Tac next, and some party members try to send him astray.

We are given a letter of introduction to the court.

We are informed by a sparrow that something with black wings and red eyes is flying above looking for me. We investigate and find that it is four devils of Foras. They are watching for high level adventurers leaving as Foras is hard pressed at the moment because the Devourer of Souls (Liessa) has offered a powerful wish as a bounty on Foras' head. Father Rowan sleeps and mouses one of the devils and takes it with him.

[Someone says that the fates have said that Seir, Savnok, Foras, Sallos and Raum must survive]


Stars ready for plucking

Lath tells us that her foretelling says that the imprisoned gods are entangled with the emperors and freeing the gods may free the others. Library research turns up writings of Leon the Mad, something like "the opening of the gates will tear down the old kings and 4 new will be installed. Night shall never come." Some other writings say "there shall be a flame in the east which will rise and something about spirits and free the people".

Next morning Lath takes us to Alidar and we cloud to Konigburg and see the king. Lath is given 15lb of gold ingots in part payment for her weather control.

The king tells us pretty much what his minion told us. We go and visit the god. He is in a room with a bonfire of tapestries and cushions, roasting an pet ornamental bird. His name is Karl. He DAs as avatar level incarnation. He tells us that when humans formed the 4 gods came into being. Shortly afterwards about 70 beings imprisoned him and his brothers, gods of hunting, fighting and fucking. In the prison he was held down by a huge hand.

He was brought to Alusia by some drow and rescued by a guild party (see Our Two Main Weapons are Fear, Surprise, A Huge Mountain of Skulls...Wait a minute.) in Spring 812. He gave Eltan his spear.

Father Rowan discusses Chantris with Karl as they are lacking any goddesses. He tries to commune with her, but Karl zips through the communication portal to visit her.

We send a message to the other teams hired for them to meet us in the library. It turns out that the Artzdorf team are already there. They are and will be researching the matter and publishing papers. The Headmistress is an elf and has gone to Alfheim. Her job is to kill the elven queen when she goes bad as she currently has no soul. The Sanctuary team don't come up. The minion that went there said they just laughed and that one of them has a draksphere. We go down to the inn where they are staying but they have left.

We all go to Valhalla for Sabrina to check in with Wotan. He is off campaigning and has taken some legions of undying to the hell gate. We find out that the gods are part of the cage keeping the demonic emperors from exerting their full will on the world (and we already loosened them in opening the gate). There are three cages that we need to deal with.

We visit the Well of Mimir. Sabrina drinks from it, goes unconscious and thrashes on the ground for 3 days. Then Ithilmore, Lath, Arwen & I do the same. We get the information that we will need, for each god, a cage of 8 stars held together with sinews of Ick. There is a dance to perform. This will draw out the being while keeping the other in place.

Ithilmore consults with her goddess (of Stars) who tells us to go up to the dome of the stars and prise some out. We discuss which ones we should take and I come up with the plan that we should make the sky say what we want it to based on Laths astrology and she could get a master rank. But then we get up there...

Session 2

It turns out that the stars are the size of a house and embedded in the firmament blocking up holes through to chaos. They are solid. The firmament is kind of soft below our feet and although we are standing on it and not on the chaos side, Alusia is not above us.

There are goblins here who eat critters that live on the stars.

We can't remove these stars so Ithilmore consults again with Varda. It turns out that there are star mines on Alusia where dwarfs mine the stars, but currently a bunch of Dark Titans have control of the mines. We fly directly there (but we don't know where we are) and come to a giant village wherein live giant dwarfs about 11ft tall. They tell us that gods come to them and order stars. Thor has one on order at the moment.

We arrange with the dwarfs to toss out the titans in return for some stars (there are 4 in storage) and Father Rowan is suddenly inspired by the fact that we can reuse one cage for all three gods.

We get intel from the dwarfs about the layout and the opposition. The titans can be anything that they want to, but specifically there are five and one of them kills you in two blows and one of them eats you whole (there are two dwarfs inside him at the moment still alive. A few days ago they ate a dragon. They are of chaos so order eg geometric shapes can work against them.

Since Thor is owed a star we enlist his help. He will bring his sons.

I am owed a favour by Astraea, a titan so I call on her. She tells us that we need to chase them from the mines and through a hole in the firmament, using poplar trees to scourge them. I get her to animal growth us (except Sabrina who doesn't need and Father Rowan who doesn't want) so that we are big enough to wield trees.

Approaching the mine, one of the dark titans is waiting outside. We attack. In sort we beat up 3 of them, Thor and kin take one and Laths elemental take the one that is in the form of a willpower draining storm. Lath collects some vitreous humour from the eye of the eating titan. We loot the titans.

We drive them skyward, Astraea plucks out a star and we drive them through the hole.

Session 3

We arrange with the dwarfs that they will deliver us 8 stars to Alfheim in two weeks. We collect non star gems from the mine because they are of no interest to these dwarfs.

While we are at the firmament we are approached by the ghost of a dwarf, Helden son of Arnstvinol who was the primary leader of Noldorin. He is an elf who's soul was made into a coin. He has just been rescued/resurrected into a dwarf body by an adventuring party (Send Lawyers, Knives and Money) and sent to Sabrina.

He was on a quest to prevent the bondage of the gods but was betrayed by one of his companions, Astronia. He is using visitation (which in this case has an unlimited range because he is talking to a hero). He is not pacted. He is associated with Michael. Ira was his mother's sword.

He is in Dylath, Terra Nova, posing as a slave at High Lady Mourne of the Desolate Sky clan. He would like to be rescued but please don't mess up the negotiations by killing anyone.

Astraea suggests that an alternative to the sinews of ick might be a "perfect chord" which joins two arcs. We could use the Harp of Marina, which is currently on the Eastern continent (ours). She also advises us to pay attention to who's master we are serving.

I filch a lock of Thor's hair.

Astraea can cast us down to Terra Nova. She flings us at the ground. We survive.

We move off and find a village of about 30 escaped slaves. The Drow have been taking slaves to the inner cities for the past 5 years. They don't come out here. The slave we are talking to was brought here by Azur's ships.

He leads us into the basement of the complex through the sewers, we extract the dwarf and sneak back out. Lath sends us back home. And the village.

We ascertain that the harp is in the hands of Kalin. But it turns out that Kalin has moved on so it is probably in the palace or the university.

Halden can fight, see magic and manipulate the flow off magic. This includes making fireballs (this seems to be what the others asked him).

Father Rowan is inspired again; it seems that who will benefit is not important. Next morning we fly to the university (takes two days). Turns out they had the harp but it was stolen by the drake Anghamerabad thousands of years ago. Luckily we know where to fin him; he is the Civil Clerk of Ladlaugh. We fly to Ladlaugh and met with Anghamerabad. Ithilmore plays her crystal harp and we sing for him, making him feel younger, until he gives us the harp. He wants it back, but is not in any particular hurry, next century will do.

Father Rowan talks to a priest of Kael, an elf god of fire. He thinks that Karl is copied from Kael. He thinks this is cunning.

Lath gets seeds for flowers that will grow in bad places (those bad daffodils).

The harp can change the weather, double the number of people bardic voice affects, create a moment of peace up to a minute.

Arwen makes a cloak of stars from Darkest Night, using her seamstress skill, to transport the stars.

Before going to hell we leave our souls with Chantris for safekeeping, as embers in her fireplace. Ithilmore leaved hers with Varda.

We go to the hellgate and make ourselves known to the elemental commander. Then we fly down an arm hole, aiming for the god of fighting. We find ourselves on a desolate plane with heads sticking up from the sand. Lath, Ithilmore, Caprice and Arwen are invisible to demons, and disguised as succubi.

Session 4

Loot

Gathered stuff
stars
cloak of stars
cannot inflict spec. griev. injuries from the rear, always counts as a dark night under the stars
Harp of Marina
can play a perfect chord/cord, change the weather, double the number of people bardic voice affects, create a moment of peace up to a minute
vitreous humour from the eye of the eating titan
titans loot
non star gems from the mine
a lock of Thor's hair
From noble djinns
urn of the winds
From Hell
soul arrows
liquid evil
From singularity squid
Conch
Horn
Lyre
Golden apple
20 lbs of strange metal
6 potentialities
seraphim can permanently flame a weapon
Boons from the rescued Gods
Karl (fire)
Protection from fire - 10 off all fire damage, immune to normal fire?
?? (fighting)
+2 weapon Ranks to spear (includes pike and javelin) and increases maximum rank
?? (fucking) options
pheromones
enhancement to Virility spell
enhancement to charm
pillow talk
?? (hunting)
+ 2 Ranks Stealth, max Rank becomes 12
run all day without tiring

Boon from Chantris

Intelligence

Entities

Karl, a sun/fire god

Buffs & Mil Sci

Long Term (assumed always on)

Magic (caster) Rk Effects Dur FR Ar Ca La It Sa
Rune Shield (FR) 12 +17 Def, +3 Prot, avoid a SG 13/25** hrs
or Armour of Earth (Ar) 20 +42 Def, absorb 1 DP/Strike 10.5/16.5** hrs
or Barrier of Wind (La) 21 +42% Def or +52% with Eddy 16 hours**
Heart Rune (FR) 8 Cures 7 EN when EN taken 9/17** days
Willow Healing (FR) 12 Cures 3 EN / Pulse for 14 Pulses 24/48** hrs
Mind Cloak (FR) 10 Conceals thoughts & pact, + 30 vs compel, charm etc 21/41** hrs
Strength of Stone (Ar) 18 +18 PS or EN 19/34** hrs EN EN EN EN EN EN
Feather Falling (La) 9 Float downwards 10 hours**
Vapour Breathing (La) 16 Can breath any gas 14.5 hrs**
Resist Heat & Cold (La) 16 5 steps better on weather table & 5 less damage. 29 hours**
Eddy (Ritual) (La) 16 +3 steps better on weather table and +4 effective ranks on BoW, protection from Whirlwind Vortex. 17 hours
Flying (La) 13 Air Mage flying spell at 43 mph. 13 hours**
Disguise (Ca) 16 ht+/-16%, wt+/-32%,PB+/-10, voice and clothing, race or gender 17hr/31hr
Weapon of Magma(Ar) 8 +13SC +1 per min of Strike or Pulse (to max of 8) Damage 4.5hr/8.5**hr
Witchsight (It) 20 10.5hr/17.5**hr
Magic (caster) Rk Effects ** on duration includes Enhance Enchantment Dur

Short Term

Magic (caster) Rk Effects Dur FR Ar Ca La It Sa
Blessing (FR) 10 +10 SC, +10 vs Fear 110/210** mins
Fast as the Wind (La) 16 +6 TMR up to a max of 16. 44 mins
Wind Walking (La) 18 Travel (as air) at 140 mph (~13 miles range) 9.5/18.5** mins --
Enhance Enchantment (Ca) 15 up to +15 Ranks spell duration 85 secs
Invisibility (Ca) 12 1hr/2hrs**
Invisibility to Undead & Demonics (Ca) 21 Once per day with Laths sticks can be on 4 entities 2hr/3hrs**
Courage (Ca) 12 7 targets, +13WP 130mins/250mins**
Strength of Darkness (It) 13 +8 PS 140mins/270mins**
Sabrina Mil Sci
Melee Only: +11 IV +11% SC +11% Def +1 End of Pulse Pass Action in melee
Raise Morale +6 WP
Naked Dancing
by Caprice (assuming Lipstick): At night Dancer gains +33, party gains +21 to MR and Ft

Military info for the Bishop

Watch Order:

Night Vision:
All using rk 20 witchsight

  • Lath - Dark Vision 250' Rg (needs some light).
  • Father Rowan - Rk 20 Witchsight, Night vision 110' Rg (Because the vision is monochromatic it does not enable Detect Aura, needs some light), can see into proximate planes/dimensions, Spirit Vision 150 ft, see living and undead things through obscurement but not Rk 20 Darkness.
  • Caprice - see living and undead things through obscurement
  • Arwen - Coloured Dark Vision 170' range, detect aura, enhanced vision, sense danger

Other Enhanced Senses:
Caprice can sense nefarious intent towards her (98%) at 85ft, which will also wake her up at 17ft.

Marching Order:

Front
?
?
?
Air Elemental X 2

Calendar

Autumn 814wk: 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 814wk: 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 814wk: 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