Gypsy Smugglers Wanted

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Summary

Adventure:   Gypsy Smugglers Wanted — On Purple
GM: Michael Parkinson
Session: Summer 816
Night: Wednesday
Location: Smith's Forge, Mangere Bridge
Level: Top end of medium, after an artificially low start

Party: Party must be genuinely human since illusions/disguises will not always work; 6 or 7 strong, although one or two hobbits may substitute for human. You will be infiltrating a treacherous smuggling conspiracy in the new Human empire (the one with the aerium aerships) — thus subject to DA, Telepathy, and other forms of high-level professional scrutiny, etc.
At the start of the mission, you will be in disguise as unsuspiciously low-level smugglers -- high ranks in skills/spells/weapons, weird high stuff, also (to an extent) memories, knowledge or attitudes/emotions you don’t want falling into the wrong hands or showing up on telepathy ... all will be safely packed away in almost indestructible "lockets" to be delivered to you later, a bit like soul-jars but not so On/Off.
It only takes seconds to reintegrate yourselves when you open your locket (and it only happens when you do it); although, obviously, it may take the Dwarves a few hours to get the lockets and your normal equipment to you depending on the circumstances.

Don't Panic: you will be given cover equipment and skills, including your native languages, and even a few fallacious memories, etc. Furthermore you may retain some of your personal, highly suspect, bizarre "talents" -- that is an expected tradition among the Gypsy-folk, not just guild-members.

No necromancers (It's Purple, duh!); no demon-worshippers, etc. Being a [pacted?] follower of Michael, Gabriel, Raphael, or Uriel might even sell your cover: If you can't even hid that shameful fact, what other secrets could you possibly possess?


Characters & Players -- Expressions of interest only at this stage.


The Job

Employer: Alfred of HyBrasil & flunkeys thereof

THE MISSION:
Quote: Thanks for helping us save the world. The Temple of Hyperion is getting a little less fussy on cultural pollution, allowing Dwarven Syndicates to trade more openly with other cultures on Purple (but probably still not the two Human empires). We have won the main share of the Dragon-folk's Spice monopoly — unfortunately in our Due Diligence Checks, i.e. spying on our honest trade partners-to-be, we have discovered that they are haemorrhaging valuable stock to smugglers. The stream to the Drow is an acceptable loss, not worth staunching; but the quantity entering the Human requires, um, "correction" ... and we don't yet know enough information. You are being paid to get all relevant information

Pay

For the Attempt: Guarantee of a top-up, should your private acquisitions not already exceed 30,000 Seagate sp

And if you succeed:

  • 15 Arcane Points
  • Bonuses & gifts commensurate with good to better-than-expected information.

Scribe Notes

I hadn't been on a Guild mission in some time, what with helping out King Kierl in Pasifika and keeping him company, at least until Princess Ariel got back, as well as keeping an eye on the situation in the Southern areas - most of which had to be abandoned because of the Horrors that were still roaming about. As far as we could figure out, they were coming from the Deep, the chasm between the plateaus of Pasifika and Zeylandia. Anyway, I digress.

As a change from being in a watery environment as a mermaid, I decided to join an adventure that involved gypsies and smuggling on the plane of Purple. Maybe a chance to stretch my entertaining skills. As far as I could tell the job involved finding out who was smuggling spices and interfering with the trade the local dwarves had set up. Part of it involved going undercover with a band of gypsies and, to avoid suspicion, our true personalities would be sealed away in lockets as to avoid detection, a Chameleon Arch I think they called them. The dwarves would hang on to most of our stuff and deliver them to us when we needed them. I guess I'd better get this mermaid belt off.

My fellow adventurers turned out to be:

  • Mayhem - a rather obnoxious male hobbit who's a shadow-weaver and very sneaky. Very good with dagger, climbing and traps. And likely to be receiving a new orifice if he keeps up with the sexual innuendos - besides, he's not my type.
  • Rodrego - another not so obnoxious male hobbit who was dressed rather richly. This resulted in the suggestion that he should be our pimp. He told us he had a lot of business interests. He's an E&E with Rank 11 Greater Enchantments.\
  • Thorn - A Warrior Healer woman with a touch of Mind Magics.
  • Veor - Nordic blonde ice mage. Also a spirit shaman, Trollkin and Shapeshifter. Was male but turned female after something Sir Christopher was responsible for.
  • Brigetta - redhaired female sharmanistic bard from Caledonia
  • And me, Aqualina, dark skinned water mage from Pasifika, specialising in underwater magics and skills.

Our party employer was a dwarf with close cropped haor, a shaped and styled beard, and introduced himself as Alfred High Brazil of Purple. He told us, as part of our assignment, he's be teaching up Rom (the local gypsy language) and Lalange. We'd be meeting up with a bunch of gypsies in Dowland and making the attempt to find out what was going on would yield us 30,000sp including salvage. The job was to find out who was smuggling spices and we just had to merge in and not draw attention to ourselves - hence the lockets.

So, after getting Greaters and Lessers, as well as making six packs of Waters of Healing and Strength we were discretely taken to Purple ....


Hi, I'm Hinemoana, or in the elvish, Aqualina. I'm a wandering gypsy who is a performer of exotic dances as well as specialising in contortions and escaping from restraints (a rare act in these parts), hence my stage name of the "Amazing Aqualina". My companions and myself, some fellow performers, others of more mundane skills recently arrived in Dowland and managed to meet up with a gypsy caravan that was heading across the land on a rather large, lizard drawn cart. I'm also usually our group's record keeeper which is why I'm maintaining this diary. Dunno who wrote the stuff in the top though, I can't read it, but, if it's in this book, I guess it's important. Anyway, we met up with Nan, Dancaire and his valient and merry band, led by a woman called Frasquita. On the way here, they were attacked by lizards when they went through the forest, which is why they're a bit short handed. Excluding the wounded there are nine men, fourteen women and two boys.

We set off across the plains, pulled by the two lizards, Dorothy and Prosper. Tyrannosaurs I was told. Certainly they were rather large and rather fearsome. I spent most of the trip inside, getting to know people, helping with the cooking, and practicing my act. I did notice that some of the plants, like the bluebells, seemed a bit out of place but, apparently that's normal around here. After a few days we approached the swamp, which, according to the stories I was collecting, had appeared rather recently.


Buffs

Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast.
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight.
Weapon Spells which weapon/s it is going on normally should be noted also.

Low level Smuggler buffs (if any)

Magic Rk Effects Dur Ro Ma Aq Br Th Ve
Witchsight (Ma) 6 See through darkness and Rk 6 or less invis etc 3½ hrs - Sit Sit - Sit -
Greater Heart Rune (Ve) 7 Heal 7 EN when EN damage taken 8 days - -
Waterbreathing (Aq) 7 Waterbreathing, see thru fog 8 hours - - - - -


Normal Buffs; Long Duration

Magic Rk Effects Dur Ro Ma Aq Br Th Ve
Resist Cold (Ve) 20 +6 Gauge, 6 Pt Cold Resist. 21 hours. - - Tal
Greater Heart Rune (Ve) 7 Heal 7 EN when EN damage taken 8 days - -
Mind Shield (Th) 12 +34 vs Mental Attack, mind cannot be read 25 hrs - - -
Waterbreathing (Aq) 20 Breath water, see through fog 21 hours - - - - -
xxxx xx xxxxxxxxxxxxxxxx x hrs x min - - - - - -
xxxx xx xxxxxxxxxxxxxxxx x hrs x min - - - - - -


Normal Buffs; Short Duration

Magic Rk Effects Dur Ro Ma Aq Br Th Ve
Weapon of cold (Ve) 9 SC 10%, +3 DM 14 min - Sit - - Sit -
Force shield (Th) 12 +17 defence 2 hrs 10 min - - - - -
xxxx xx xxxxxxxxxxxxxxxx x hrs x min - - - - - -
xxxx xx xxxxxxxxxxxxxxxx x hrs x min - - - - - -
xxxx xx xxxxxxxxxxxxxxxx x hrs x min - - - - - -
xxxx xx xxxxxxxxxxxxxxxx x hrs x min - - - - - -

Map

Loot

Items

Gifts

Calendar

Summer: Meadow (1) 816wk
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Beltane Full Moon 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 Full Moon 29 30 1 2 3 4
Summer: Heat (2) 816wk
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 16 17 18
19 20 21 22 23 24 25
26 Full Moon 27 28 29 30 1 2
Summer: Breeze (3) 816wk
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