Braegon's Treasure Map: Difference between revisions

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; Camping
; Camping
: Igloo, 2' thick walls of bound ice, 15' internal radius, entrance 5-8' high and long. Internal temp -10°, feels like +5°. Dur 11 hrs.
: Igloo, 2' thick walls of bound ice, 15' internal radius, entrance 5-8' high and long. Internal temp -10° but it feels like +8° with inbuilt Cold Resistance. Dur 11 hrs.
: Illusory Fog, 330' radius, Fog height 30', 50' visibility. Dur 21 hrs (usually 12).
: Illusory Fog, 330' radius, Fog height 30', 50' visibility. Dur 21 hrs (usually 12).



Revision as of 05:22, 17 June 2021

Summary

GM: Dean
Season: Winter 821 WK
Night: Wednesdays
Location: St Johns
Level: Low-Med

Party


Employer
Braegon
Mission
I have a couple of magical treasure maps, follow them to conclusion and 90% of the treasure is yours. Upfront cash to fund the expedition is available but is a loan against the treasure to be found.
The first one I found some 20 yrs ago. It is very odd, as it looks nothing like a treasure map, but apparently it is one. It has been gathering dust in a cupboard ever since.

Scribe Notes

That's not a map

The employer has bogged off and left a guild admin to brief us. He gives us the map wrapped up in a cloth, Eydis opens it up then we DA to see if it's safe. But it's not a map, just a magical block of Heart Wood.

DA says it will open on request, we ask, it doesn't. We poke it a bit and find out that runes become visible when elemental mages touch it, a different rune for each element.

Quentin does a Divination...

  • The wood is old! Ancient magic.
  • Type of magic is Nature, Deep Earth & Fae.
  • Preserved and durable.
  • It had a connection to something that was broken recently. Later work out that the Guild's sealing/shielding/protections broke its link to the world
  • It is almost alive and almost has an ITN.

Amira gets a bunch of Elemental mages at the pub to all touch it at once (25sp in drinks), lighting all the runes up:

  • Air, Earth, Fire, Water (though the water rune gets iced over when Haedric touches it) in the corners.
  • Celestial Light, Dark, Shadow and Stars along the edges.
  • Two words are revealed - we don't know what they are so we ask the Philosophers at the guild. They have to look it up in an old book and translate it as "Not Connected". The language is sort of Elven but older than ancient Elven.

Braegon turns up and is prompted to touch the book, multiple runes light up. He takes us through a portal to Brastor, we bring a couple of Celestial mages (50sp) to activate the rest of the runes. Everyone touching it there reveals new words, we import philosophers to translate (25sp and Braegon's Brandy). Amira tried to get one senior philosopher but either the puzzle, Braegon's liquor cabinet or Amira's charm ended up attracting over a dozen of them.

It asks what do you want? (after translation and some debate) we chant together Health, Wealth and Happiness

When we say Health it slowly responds with: Eat greens and avoid danger.

We say Treasure and get: Lakes and rivers with no water, forests with no trees, and cities with no buildings. Say my name. Amira says map, we get that translated to old-elf and the block opens up revealing a centrefold map that's magnificently illustrated. It has glyphs at various places but no key. Touching and leaning in, it shows us more detail, it even indicates where we are if we concentrate on it.

We think it's a map of Carzala, Brastor, Novadom and surrounds but from a long time ago before any of these places were here.

The glyph in the northern Greenwood forest has some words near it: Alouphis' gold.

There's a glyph for a city in the middle of the Barrens of Sith; some glyphs indicating Dwarves in the Superstition Mountains; and other glyphs with less clear meanings.

Drinks, shared meal and more drinks from Braegon's larder; Braegon takes the inebriated philosophers back to Seagate; we sleep in the ground floor of his tower (apparently he doesn't do stairs).

W'ansday 2nd Frost

Briefly consider returning to the guild to consult notes about the places of interest marked on our map, decide to just head to the place 40 miles north that smells of gold.

We walk to Emmitsburg, hire horses (7 x 3sp per day) and buy some food (40sp).

Ride the rest of the day north along the road/track into the Greenwood to about 5 miles after the junction where the trail turns from NNW to NNE about 5 miles from the hills. Set camp with Winter Garden, 30' igloo, 600' of illusory fog, horses tethered outside the igloo and two people on watch.

Late in the night 4 Goblins try to steal some of our horses, we counter-attack, killing 1(?), capturing 1(?).

Night 2

Th'rsday 3rd Frost


Logistics

Buffs & Mil Sci

Long Duration Buffs (assumed always on)
Magic (caster) Rk Effects Duration Am Ca Ey Ha Qu Re 7
Enchant Armour (Am) 20 +42% Def +1 AP 10 ½ hrs Y Y Y - Y Y Y
Strength of Stone (?) ? +? EN ? hrs
Resist Cold (Ha) 12 +4 Temp Gauge, -4 Cold Dmg. 7 hrs
Protection from Fire (Re) 8 Protection: fire, heat, smoke (non-magical) 9 hrs
Fire Armour (Re) 7 32 Ablative Prot. vs Magical Fire Damage 8 hrs
Great Heroism (Q) 15 +4% to Strike, +1 Damage, +8% to Reaction & Fear Rolls* 8 hrs Y Y Y Y * Y Y
Greater Ench. (Am) 20 +21% to 2 of: Com, Mag, Res, and S&S. 4 days CR MS CR CR MS
We bring 16,000sp of Black Myrrh with us to have the option of 8 days with GE on all areas.
From Braegon
Lesser Enchantment for 3 Months - All
Blessing +50 vs Disease/Infection +30 Fertility for 7 Months - All
36 bandages. Take 3 pulses to apply, heal 29 damage. Expire after 12 weeks. - Distributed evenly
Loan of a couple of magic weapons if required: Sabre (+10 +3), Scimitar (+10 +3), Estoc (Unbreakable), Tulwar (All wounds are bleeders) - Reko.
Loan of reusable invested rk 10 Witchsight, once per day, duration 1 hour - Amira.
Short Duration/Situation Buffs
Magic (caster) Rk Effects Duration Am Ca Ey Ha Qu Re 7
Ice Traversal (Ha) 12 4 targets, +5 tmr over level ice/snow. 4h 20m *
Enchant Weapon (Am) 20 +21% SC + 7 Damage 25 m
Weapon of Cold (Ha) 12 +13% SC + 5 Damage (+15 vs Fire Creatures) 17m
* On Haedric, Ice Traversal lasts 13 hrs, will be re-cast to be always on.
Enhance Enchant (Am)
Rank 7
Self Only Buffs
Magic (caster) Rk Effects Duration Am Ca Ey Ha Qu Re 7
Great Heroism (Q) 15 +16% to Strike, +2 Damage, and +16% to Reaction & Fear Rolls 8 hrs Y
Ice Armour (Ha) 13 20% 3 AP 13 Fire/pulse 1 SG 7 ½ Hrs Y
Camping
Igloo, 2' thick walls of bound ice, 15' internal radius, entrance 5-8' high and long. Internal temp -10° but it feels like +8° with inbuilt Cold Resistance. Dur 11 hrs.
Illusory Fog, 330' radius, Fog height 30', 50' visibility. Dur 21 hrs (usually 12).

Watch Order

1 2 3 4 5 6 7 8 9 10 11 12
Amira Haedric Eydis Amira
Cassandra Reko Quentin 7

Marching Order:

Skirmish Formations (Front)
Default

Quentin Haedric
Amira Cassandra
Eydis Reko
7

Double File

Quentin Haedric
Amira Cassandra
Eydis Reko
7

Single File

Quentin
Haedric
Cassandra
Amira
Reko
Eydis
7

Loot and Expenses

Calendar

Winter: Frost 821 (7)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Samhain 1 Guild Meeting Seagate 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
Winter: Snow 820 (8)
5 6 7 8 9 10 11
12 13 14 15 Solstice 16 17 The Duke of Carzala's Winter Ball 18 Yuletide
19 Days of Chaos 20 DoC2 21 DoC3 22 DoC4 23 DoC5 24 DoC6 25 DoC7
26 DoC8 27 DoC9 28 DoC10 29 DoC11 30 Twelfth Night 1 2
Winter: Ice 820 (9)
3 4 5 6 First Plough 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
24 25 26 27 28 29 30