A large concern: Difference between revisions

From DQWiki
Jump to navigationJump to search
Line 129: Line 129:
!Title="Toledo Steele"    | To
!Title="Toledo Steele"    | To
|-
|-
|class="mg" | Disguise (Caprice)
|class="mg" | Disguise (Ca)
|class="rk" | 17
|class="rk" | 17
|class="ef" | ht+/-17%, wt+/-34%,PB+/-10, voice and clothing, race or gender
|class="ef" | ht+/-17%, wt+/-34%,PB+/-10, voice and clothing, race or gender
Line 141: Line 141:
|-
|-
|class="mg" | Armour of Earth (dwarf)
|class="mg" | Armour of Earth (dwarf)
|class="rk" | 20
|class="rk" | 20/32
|class="ef" | 42 def 1DR
|class="ef" | 42 def/66 1DR
|class="du" | 18 hrs
|class="du" | 18/24 hrs
| <!-- Ca--> Y
| <!-- Ca--> Y
| <!-- Is--> Y
| <!-- Is--> Y
| <!-- Na--> Y
| <!-- Na-->  
| <!-- Sf--> Y
| <!-- Sf--> Y
| <!-- St-->  
| <!-- St-->  
Line 152: Line 152:
|-
|-
|class="mg" | Strength of Stone (dwarf)
|class="mg" | Strength of Stone (dwarf)
|class="rk" | 20
|class="rk" | 20/32
|class="ef" | +20 EN or PS
|class="ef" | +20/32 EN or PS
|class="du" | 36 hrs
|class="du" | 36/48 hrs
| <!-- Ca--> EN
| <!-- Ca--> EN
| <!-- Is--> EN
| <!-- Is--> EN
Line 176: Line 176:
|class="rk" | 12
|class="rk" | 12
|class="ef" | planar range
|class="ef" | planar range
|class="du" | 250 mins
|class="du" | 4hrs 10/6hrs 10
| <!-- Ca-->  
| <!-- Ca-->  
| <!-- Is-->  
| <!-- Is-->  
Line 184: Line 184:
| <!-- To-->   
| <!-- To-->   
|-
|-
|class="mg" | Water Breathing (Silverfoam)
|class="mg" | Mind Shield (Isil Eth)
|class="rk" | 12
|class="rk" | 20/32
|class="ef" | +50/72 res to mental attack, immune to Is's TK rage
|class="du" | 41/63 hrs
| <!-- Ca--> Y
| <!-- Is--> Y
| <!-- Na-->
| <!-- Sf--> Y
| <!-- St--> Y
| <!-- To--> Y
|-
|class="mg" | Wind & Water Proofing (Silverfoam)
|class="rk" | 15
|class="ef" |
|class="ef" |
|class="du" | 25 hrs  
|class="du" | 36 hrs +
| <!-- Ca-->  
| <!-- Ca-->  
| <!-- Is-->  
| <!-- Is-->  

Revision as of 04:08, 13 January 2015

Return to Scribe notes

Summary

Adventure: A large concern
GM: Jono Bean
Session: Summer 815
Night: Monday nights starting at 7:00pm
Location Waterview
Level: High Level+.
Information: Information from players for Jono.
House Rules: Quickness & Slowness, No 'B' Colleges please

The Party:

Sign up by invite by Baron Silverfoam.

Employer & others

Job:

The reliable visions of Eyes of Wisdom the following problems *need* to be resolved without delay.

  • To accompany the Royal fleet under Commander DK & Silverfoam on board ‘The Light of Skies’ and relieve the Elven Isles from Destiny if negotiations fail.
  • To use the 'dark portal' with stealth to recapture the County Palatine of Borovia.

Payment:

  • A Mortal Coil.
  • A stone of great value.
  • A hope and undertaking.
  • A cup of hope and pure joy.
  • A small house by the sea (and lands).
  • The use of a flying ship.

Scribe Notes

Week 1

The elf queen's consort instructs us the jobs as above.

Destiny has bought the Isles from the Drow that captured it, and want to sell it back to the elves. Negotiations have begun at 25 millions sp and we may need to intercede if the negotiations fail.

There is a portal from the Isles that used to go to Kinlu but now connects to Borovia. We might be able to find an egg that the drow have been using to realign portals.

The axe alliance have been supporting and harbouring refugees from Borovia, and are helping Silverfoam in this mission with money and troops (dwarves), including an earth mage. He gives us each a stone that allows casting of damage spells without preparing.

We can keep salvage except things belonging to Borovia, Alfheim, the Isles, ships and portals.

We go to IselIth's local estate to meet some elves and a beltaine invisible flying ship. They give us each a small keg of crash supplies.

The ship takes a discrete path to Alfheim, and we travel for 18 hours to arrive, in 10 hours, at dawn.

The seers are here. The navy is here.

We fly 60 miles northeast to arrive at the armoury and anchor at the top of a large pyramid, which turns out to be in Terra Nova.

We need to get maps of the building and the area for Starflower to scry on.

Week 2

We enter the armoury via huge spiral stairs. The armoury has magic that detects humans.

Some elves have gone to Eidolon to investigate, but not following a lead, just for political reasons.

They believe that they are not "alone" in the armoury, guest in question in darkness, deadly weapons may be wandering the halls.

We ask for an inventory and are told the some of the armourers may have such, and one of them is sometimes lucid.

Some of the weapons are from Alfheim (across the sea; we now figure out that we are in Terra Nova).

They give us amulets to allow us to use magic here, but it is not safe for non elves to wear them; they become enslaved.

They have a weapon that can cleave away necromancy which they offer to use on Naden. They tell us not to go below the 5th floor or past the red line of mana.

We go to the library (3rd floor), where there is an old man in a rocking chair by the fire. He tells us that the map room is on the 3rd floor. Many have gone missing from the 6th floor. He knows that the anvil must be in the armoury, because it could not have left. We can't understand his directions so we set out carrying him on his chair. Starflower decides to cure him of his age problem and it work - some of it falls on Naden and Toledo - but now he can lead us. Now he says that the map room is on the 4th floor. Some walls move, but he doesn't get lost because he can read the mosaic floor. (it is written in many languages and changes, especially around Isilith, but Starflower could figure it out in a couple of centuries).

We walk for a couple of hours and come to a room full of rocks and crystals, which is the map room.

Non elves can't be in the room so we wait out in the hallway (which is as everywhere in the complex, 50 foot wide). Things keep coming out of the floor mosaic and taking copies of the maps that people are part way through, turning the paper and quills into crystals.

Starflower finds and memorises a map of the 6th floor where the anvil should be. For some reason Caprice knows some stuff about it. It took most of the cartographer's life to make it. The entry in in the centre. The anvil is stored in a room (b) surrounded by 10 guardians. It was in room (a) getting cleansed by priests (of the new day or of evening) after being used by the previous party. It is couch sized and was being moved back to (b) by 4 people when it and its transporters vanished.

Outside in the hall Starflower does her map thing but can't find the anvil on the 6th floor, or on Alusia, or for that matter, us on Alusia, so we decide that the armoury must be unscriable.

We go back up to the mess on the 3rd floor. We are told about the 6th floor: there are formerly living minions in a huge ball, storms of iron filings. A creature of lava might be there, a person giant-sized, water grew it. 75 dwarf workers in c,d,e.

To get down there is a shaft leading down, with carts that are lowered down. If you go down not in a cart all magic is stripped off.

The ivestigators were recently returned Brethren of Stars (Beltaine). The missing are Beltaine.

Telepoting in here ends you up in a room on the 5th floor except maybe if you are a princess. Shadow walking may be OK but we're don't plan to try it.

Isilith tries going phantasmal bu it attacked by a phantasmal 30ft hellhound which is necromantic and part of an automatic system.

Week 3

Buffs & Mil Sci

Long Term (assumed always on)

Magic (caster) Rk Effects Dur (enhanced rk 15) Ca Is Na Sf St To
Disguise (Ca) 17 ht+/-17%, wt+/-34%,PB+/-10, voice and clothing, race or gender 33 hrs Y Y Y Y Y Y
Armour of Earth (dwarf) 20/32 42 def/66 1DR 18/24 hrs Y Y Y Y
Strength of Stone (dwarf) 20/32 +20/32 EN or PS 36/48 hrs EN EN EN EN EN EN
Force Shield (Starflower) 17 30 def (38 on Starflower) 380 mins Y
Mind Speech (Starflower) 12 planar range 4hrs 10/6hrs 10 Y
Mind Shield (Isil Eth) 20/32 +50/72 res to mental attack, immune to Is's TK rage 41/63 hrs Y Y Y Y Y
Wind & Water Proofing (Silverfoam) 15 36 hrs + Y

Short Term

Magic (caster) Rk Effects Dur Ca Is Na Sf St To
Enhance Enchantment (Ca) 15 up to +15 Ranks spell duration 85 secs
Invisibility (Ca) 12 1hr/2hrs**
Quickness(Ca) 13 unknown D-5 x 2mins
Mil Sci ring of command
Melee Only: +10 IV +10% SC +10% Def +1 End of Pulse Pass Action in melee
Raise Morale +15 WP
Naked Dancing
by Caprice (assuming Lipstick): At night party gains +21 to MR and Ft (not including Isil Eth, including earth mage)
Martial hymn on Harp of Marineh
by Caprice: +52 SC, followers of PoL +3 dam, agents of PoL regen 1 per pulse
Psaltery of Psilence
sneaking at 1/2 TMR
by Caprice: negates stealth penalties of armour, doubles racial stealth bonuses, triples spy and assassin stealth bonuses

Special Perception

All using rk ?? witchsight

  • Caprice - see living and undead things through obscurement, see in rk 20 dark/light, rk 10 see invis
  • Silverfoam - elf
  • Toledo Steele - elf
  • Isil Eth - elf
  • Naden - elf
  • Starflower - elf

Other Enhanced Senses:
Caprice can sense nefarious intent towards her (99%) at 90ft, which will also wake her up at 18ft.

Watch Order

Marching Order

DAs on party

Caprice: