The Coils of Spring

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Scribe Notes

Summary

Adventure: The Coils of Spring
GM: Jim Arona
Location: Chez Caulfield - Pleasant Street, Royal Oak
Season: Spring 816 wk
Night: Tuesday
Level: Medium

Party
Employer
Entity Prime c/- Serafin
Mission
  1. To travel to the Svalbard Archipelago on Reich to gather Nazi secrets about the Aurora Borealis.
  2. Possibly raid the Svalbard Seed Repository if time permits.

This is a raid so some infiltration Skills are expected. On the other hand, a committed attitude towards large scale destruction and looting efficiency will be looked on positively. Expressions of interest from Alchemists with expertise in incendiarism, Seers that specialise in celestial observations and Herbalists are warmly encouraged. Encounters will likely include entities from other planes, so some little expertise in demons is valuable, although, perhaps more along the lines of knowing the best way to despatch them rather than theological disputation into the evening over a decent port.
Any Healer who would like their interest recognised need only send their names to Serafin, Lord of Patterns, at Cauldersfield and the matter will be resolved with the utmost expedition. Redacted by Guild Security - Protecting you from your own stupidity 10am-3pm 133 days of the year!
Damn your eyes, Guild Security!

Scribe Notes

Session 1 - meet, brief, Feralie, Assirrya, Reich

We met at the guild and we buy a few (12) wicca counter-spells so that we may use some of our skin-changes etc. Acquire Myrrh and Restoratives, make Astrology readings, water potions.

Meet with Lord Serafin, the Lord of Patterns - at his home (in Caulder), he explains that he's acting on behalf of an old friend who needs some adventurers to undertake a mission of great importance on Reich. The old friend is Entity Prime, the Lord of the Machine. He would like us to raid the facility studying the Northern Lights. We may want to take the opportunity to raid the nearby Seed Repository but we should be quick as the Nazi's are likely to react quickly and violently once we are discovered. And we might want to keep an eye out for the Casket of Winter, Serafin would like to divine it, from a distance, before we take it away again, far away.

We travel to the pattern near Novadom (and Blackshore), walk the pattern (costing Rahne some blood and revealing its uses) to Feralie. On Feralie we climb the mountains and follow the ridge line on a Mithril path made by Elves of the 1st age, upon which we walk for 3 days to a castle on top of a mountain. In the castle we find a number of races including Giants, Dwarves, Hobbits and more. We meet the Fire Giant Klang (reknowned as a smith) and his associate Grant the Stone Giant (a gay sculptor) who takes a shine to Tsayoi. We also meet the King under the mountain. The king shows us a lake he has made which is full of cranes and through magic it gives the cranes additional stamina for a while to fly on their travels (+1 EN per day spent walking the lake for the season).

After 2 days we depart again and traverse the pass through the Nightfall Gate (narrow path, airless void on either side) to Assirrya and the rocket launch sites that will take us to Entity Prime. We try to get some clothing for use in a vacuum that Rahne has used before but our contacts are insufficient to get the good stuff. Tsayoi orders some armour upgrades. Prue does learn of Murder Row - a lane that leads to a nexus to the Atomic Café on Malkuth - and is a good place to find murders and the Lord of the Turning Wheel. And Thieves Lane the network of wires running just under the dome where goods may be fenced and pockets emptied.

We take the rocket to the satellite orbiting Assirrya which is home to Entity Prime.

We meet with Entity Prime and have discussion about the mission. He has concerns that the Transuraniuns are using the Aurora to influence Uranus, harvesting the power of the Aurora and the Casket of Winter to bring Transurania into alignment with Reich's Uranus. We may take the power and/or destroy it, he does not mind so long as it is denied to them.

We negotiate for 600TSG or services as payment. He supplies us with a Storage Battery, Bronze Pliers of Opening, Rocket Ammunition for a Browning ACP, and invests his solution to the 3-body problem.

We return to the astral and travel for 2 weeks to Bucharest to the house of the Lord of Tinkers where we find the Widow Click (a very old Eldoran elf) and Anushka (a fairy creature) who is a very alluring and attractive female.

We get briefed on local conditions and are supplied with some Pentecost potions, Blank Phylacteries, Plover Stones and a number of Grenadoes in the shape of Fabergé eggs. We also pick up some Toxic Cigarettes x 20.

We discuss how to leave Reich after the raid as we are informed we will not be welcome back through the Tinker's House with the Reich on our heels.

Dangers: Cold Balrog in the North; the Maia, Thuringwethil - Lady of Secret Shadow, Vampire messenger of Sauron; Lorelei, the Rhine Maiden;
Planar Exits: Concealed house at Weisbaden; Medusa's lair, under lake at Berchtesgarden; Footstool?

The Widow Click observes that Alandis is under the eye of Lórien, Master of Dreams and Visions. Alandis later sleeps and converses with him in dream.

Session 2 - return to Berchtesgaden, see the Medusa, and travel along the Amber Road to Hammerfest and onto Svalbard

We ponder how best to proceed towards our goal and discuss options such as travelling via Aachen or the Amber Road. We learn that Himmler has retired to Egypt and resides there in a museum.

We decide on The Amber Road – or rather the Amber trade route and once we have our necessary papers, materials, clothing and food. But first we need to address our need of how to depart this plane in a hurry and so we send Prue and Mario by town-car into the heart of Germany to the well-known resort of Berchtesgaden which is on the shore of the Konigssee.

Half a day later they arrive and rent a chalet for a few days and then indulge in some carnal recreation before having a sleep wherein Mario pulls us through via his Dream portal. I have returned to a location last visited during The Lady Vanishes affair and memories are less than pleasant and so I urge caution and wariness.

Now we are all in the area we wait until deepest night and then go for a walk in the lake where I direct the party to the hidden temple underwater some 300ft from shore and 500ft down. Herein lies the Minotaur who can lead us to the Medusa.

He is un-surprised to see me and some new companions but agrees to get the Medusa for us and we put on the blindfolds to avoid stoning. The medusa listens to us and agrees if we can get some things for her, namely some rare The White Rose of Gerantia or the genitalia of any rapists or defilers of women. She also agrees to invest rituals for us and we get a number (I get Binding Fire and Lessor Effreet invest) as they are most useful.

We learn that the point they will arrange for us to depart is via The Mistress of the Depths astral gate which does cause us some consternation.

We thank them for their assistance and return to the chalet where we rest for the night.
The next day sees Prue and Mario once more drive back to Bucharest where they arrive around 10pm and then Mario brings the rest of us through to Bucharest from the day of rest at the chalet.

We rest that night and depart the following morning.

We depart and travel overland NW from Bucharest towards Odessa at the mouth of the Dneiper.

We take to Prue’s boat and its watery enhancements and travel upriver. We reach Kiev and find a large city but somewhat tarnished and lethargic. We spend some time here and within 3 days we find a rapist using the special eye snakes provided by the Medusa and thus we capture a male of truly vile nature whom we skin change into a rat and give to Mario so that he can be the entrée to the medusa and to save Mario spending a week with them to see the error of his behaviours.

We continue travel upriver to the NNW and we do note a strange absence of villages close to such an abundant river but we continue anyway. We pass a number of signs in Russian but since we can only speak and not read we ignore them. Later that afternoon we decide that we need to read whats there so we entice our rat friend to help and thus we can read the sign.

Unfortunately, it states that we are in the Chernobyl Super Soldier research institution viral release area and we now see why things are as they are. We take precautions against breathing the air and up our speed to get out of the area with alacrity.

We soon sense we’re not alone on the river and are attacked by Giant 14ft eels. I am almost killed after being pulled into the water and taken to the bottom before Mario gets a control spell off which saves me just in time. Mario acquires 2 new giant eel allies who help tow the boat onwards.

We continue up rivers and marshes until we reach Tallinn and the Baltic.

We then change heading and travel NE around the road and then NW across Finland until we arrive at Hammerfest in the far north of Norway.

We soon leave Hammerfest and the 3000 or so people living in a town of multi-coloured houses behind when we obtain a fishing boat and proceed NW to Svalbard.

We understand that Svalbard is an interesting place and we’re interested in the Svalbard Seed Vault, the Zeppelin Observatory (research station) and the Kjell Henriksen Observatory and anything else that may take our interest when present.

We have to travel some 500miles to get to the southern tip of Svalbard and when we’re around 250m we sail close to Bear Island and when we view it through the binoculars we see its been recently shelled and the meteorological weather station there destroyed. We land and see if we can offer assistance but find everyone dead from the shelling or from the Gestapo men who came ashore to ensure total death and destruction. We surmise that they don’t want anyone interfering or in fact noticing what they are trying to achieve in Svalbard.

We did manage to find some information which reports that the Aurora Borealis is very active for this time in its cycle. While there the party notice that I (Tsayoi) seem more youthful and they divine that an ancient weather pattern is in effect on me which presages the onset on an ice-age.

Prue establishes a Maelstrom point for later use.

We continue on and finally make landfall on the southernmost point of Svalbard – Sorkapp.

Session 3

Session 4

Session 5

Session 6

Session 7

Session 8

Session 9

Session 10

Session 11

Session 12

Places/Planes visited

People Encountered

  • Serifan - The Lord of Patterns
  • Entity Prime - The Lord of the Machine
  • King under the Mountain - Human, powers over Stone, Fire, Mountains, Lake of Cranes; Klang - Fire Giant, Smith; Grant - Stone Giant, Sculptor.
  • Window Click (Noldorin Elf) & Anushka - Reich agents of The Lord of Tinkers
  • Lórien - Master of Dreams

Buffs & Mil Sci

Lucky Numbers
Alandis Mario Prudence Rahne Tsayoi Boris
52 72 27 & 07 66 19 25
Astrology (Rahne)
Svalbard Page of Cups (R), 7 of Cups, Page of Wands
Alandis 9 & King of Pentacles
Mario 9 & 8 of Wands
Prue Queen of Swords (rev) & Sun
Rahne
Tsayoi Strength & Wheel of Fortune
Boris

Long Term (assumed always on)

Magic (caster) Rk Effects Dur Al Ma Pr Ra Ts Bo
Greater Ench. (R) 19 +20% to 3 of Res, Mag, Com, S&S. 5 days RMCS RMCS RMCS RMCS RMCS RMCS
Ench Armour (R) 12 +26% Def +1 AP 4 DR vs Phnt/Nmare. 6 1/2 hrs Y Y Y Y Y
Waterproofing (P) 6 21 Hrs Y Y Y Y Y Y
Water Breathing (P) 6 7 Hrs Y
Cold Resistance (P) 8 -16° -3 Cold Dmg 9 Hrs Y Y Y Y Y Y
Fire Armour (Ts) 10 44pts of Fire Protection (ablative) 11 Hours Y Y Y Y Y Y
Fireproofing (Ts) 6 7 Hrs Y
Strength of Stone (Ts) 10 +10 PS or EN 11 hrs Y Y Y Y Y Y
Spell (Cstr) 0 hrs
- ( - )
Self Only  
Mind Shield 6 +22% vs M.Att. 13 hrs 6 6
Sense Danger 9 40%
Black Fire Archer (Al) 2 Modified weapon of flames 15 48%
Armour (Bo) prot (ablative) Y
Heroic Aura (M) 11 Mario:+12SC,+2Dmg,+12vsFear; Allies:+3SC,+1Dmg,+6vsFear; Both+3Def,+1DR 330 mins Y

Short Term

Magic (caster) Rk Effects Dur Al Ma Pr Ra Ts Bo
Waters of Strength (P) 10 [D-2]+10 PS 55 Mins
Waters of MD (P) 10 [D-2]+10 MD 55 Mins
Bouyancy (P) 6 3.5 Hrs
Weapon of Flame (Ts) 10 +11% SC and +5Dm (+10 vs Undead) 15 Mins
Ench Weapon (Rahne) 10 +11% SC +4 Dmg (+2) 15 mins
Spell (Cstr) 0 hrs

Enhance Enchantment (R) rank 9: 60 seconds Waters of Strength (P) rank 9: heals [D-4]+9

  • Mario and Tsayoi have both bought a Rank 20 seasonal greater enchantment covering all 4 areas

Watch Order

1 2 3 4 5 6 7 8 9 10 11 12
Mario Alandis Boris Mario
Rahne Tsayoi Prue

Marching Order

Skirmish Formations (Front)
Default

Mario Tsayoi Boris
Prue Rahne Alandis

Double File

Mario Boris
Tsayoi Rahne
Prue Alandis

Single File

Mario
Boris
Tsayoi
Rahne
Alandis
Prue

Loot

Alandis' Award Boris' Award Mario's Award Prudence's Award Rahne's Award Tsayoi's Award

Treasure Master List

Item Qty Effects Al Bo Ma Pr Ra Ts Used Provenance
Consumables
Cigarettes 20 Poison smoke W. Click
1
1
Grenadoes
Fabergé Eggs 1 W. Click
1
1
Charms
1
1
1
Item Qty Effects Al Bo Ma Pr Ra Ts Used Provenance
Herbs & Draughts
1
1
1
Potions
Pentecost 6 Babel 6 W. Click
1
1
Scrolls
1
1
Item Qty Effects Al Bo Ma Pr Ra Ts Used Provenance
Invested Itemry
1
1
1
Consumable Amulets
1
1
1
Gems
1
1
1
Miscellaneous (Bits & Pieces & Weird Shit)
1
1
1
Item Qty Effects Al Bo Ma Pr Ra Ts Used Provenance
Weapons
Rocket Ammunition for a Browning ACP E. Prime
Armour
1
Jewellery
1
Miscellaneous
Storage Battery 1 Stores Power E. Prime
Bronze Pliers of Opening 1 +20% to Opening Spells E. Prime\
Blank Phylacteries 1 +20% to Opening Spells W.Click
Plover Stones 1 W. Click
1
Item Qty Effects Al Bo Ma Pr Ra Ts Used Provenance
Allies
1
Lore
1
Special Abilities
1

600 TSG (or equivalent value in services) - payment from E. Prime

Calendar

Spring: Thaw (10) 816wk
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting
Seagate
2 Seagate /
Slippery Rock
3 to Novadom, Pattern to Feralie 4 Feralie: Mountain Path 6 Shatterguard
7 Shatterguard 8 Nightfall Gate to Assyria 9 Assyria, Rocket to E.Prime's Satellite 10 Astral, Abyss
14 Abyss => Damien's 16 Damien's, Abyss to Reich...
21 Abyss, Astral, Bucharest 22 23 24 25 26 27
Spring: Seedtime (11)
28 29 30 1 2 3 4
5 6 7 8 Rites of Thunor 9 10 11
12 13 14 15 Equinox 16 17 Eostre 18 Seagate Spring Ball
19 20 21 22 23 24 25
26 27 28 29 30 1 2
Spring: Blossom (12)
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 Floralia 22 23
24 25 26 27 28 29 30 Walpurgisnacht