Reclaiming Walontaun

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Summary

Starting night: 17/09/2014.
Starting time: 7:00 pm.
Location: 30 Sheridan Drive, New Lynn, Auckland.
Note: Chocolate free event please

Adventure: Reclaiming Walontaun
GM: Craig Harper
Season: Spring 814 wk
Night: Wednesday
Level: High

Party
  1. Grendel Mind/Water Mage - Mil Sci (Seige & Logistics) - played by Simon W
  2. Wordsmith Namer - Scribe, Mil Sci (Land) - played by Errol
  3. Lath Air Mage / Blast - Mil Sci (Air) - played by Jono
  4. Eltan aka Stupid Stupid Rat Creature Earth Mage, played by Joe
  5. Sir Wojer Air Mage / Warrior- played by Ian
  6. Kilroy Rune Mage - Party Leader - played by Dean
  7. Captain Zohar Haima Water Mage - Mil Sci (Water)- played by Chris C
Employer
Duke Baltmond Alagaad the Duke of Aladar, via Capt Thomston
Mission
The party is hired to investigate the possibility for the original inhabitants of Walontaun to return home. Well, that's what Capt Sorenson said at the Guild, at first. But they thought it more realistic that we 'rangers' confirm that Droskyne is (barely) inhabited (although outside the line of forts), recover Walontaun's important civic artefacts, and remove dangerous items/monsters in preparation for later return. As even his boss didn't get what we are capable of, we spoke with the Duke, and negotiations continue.
Pay
20,000sp (in total - I know), and they won't ask about any random dangerous items that we remove from the pummelled lands. The civic artefacts are for the Duke's service, obviously. And it would be rude to parade ironmongery with non-vacant family crests attached around the capital, wouldn't it?

Scribe Notes

Sitrep

Captain Sorenson (of Grobbantaun Guard) has been dispatched via ship to hire and brief us.
After the Drow incursion, large portions of Aladar have been severely damaged, and much of the population has been displaced. Approximately the eastern third has been covered in 6-10' of silt. It will be fertile in the medium term, but is currently a wasteland, abandoned by the Duchy's human population. A powerful Necro holds sway in the southwest, Demons and Trolls are established on the borders, the Aquilians have been less damaged by the incursions, dangerous magics and groups of bandits, monsters and undesirables roam the east. A N-S line of forts protects the west from the worst of the anarchy. Droskyne is an barely-sustainable ordered island in the near-east.
Various civic artefacts of Walontaun (e.g. town bells) are thought to remain in whatever is left of it, and are desired to be recovered. Us 'rangers' are needed to evaluate the situation in Droskyne, and recover Walontaun's essentials, with a view to the population returning as soon as it can be made stable. The party confers, decides we can offer much more stabilisation and recovery than the Captain has been authorised to pay for, and spends the next day and a half preparing and investigating matters such as the amount of seed grain available to be shipped north.

Further Negotiations

Late afternoon 2nd Thaw After reviewing the various long-range transportation options available, Grendel opens a warpgate to take Sorenson and the party to outside Grobbantaun. Unfortunately the refugee shanty town is extensive, and we get an up-close view of the difficult conditions of the internally displaced. The soup kitchens and extensive Guard appear to be managing for now, but matters are clearly precarious.
Sorenson takes us to his senior, Captain Thomston, who is able to give a more complete briefing. We are warned against flying near Grobbantaun, Droskyne and Walontaun, and reports of wild beasts and bandits roaming the east continue. Appropriate letters of authority are arranged, and we are advised to meet with Lord Von Slivis, who's lands are east of the fort line, and south of Droskyne. We need to pressure Thomston to arrange an audience with the Duke (to discuss political matters beyond Thomston's authority), but he does so after we supply a cattle beast for his men.
After breakfast on 3rd Thaw, we are introduced as 'Adventurers from Seagate' to the Duke's court. His Grace is of course very interested in our declared ability to grow a sown grain crop overnight over a 25 mile radius from a place of his choosing, and have generous harvests for the following three years. Negotiations on the logistics and distributions continue.

Calendar

Spring: Thaw (10) 814wk
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting 2 Prep, Warpgate to Grobbantaun 3 Audience w/Duke 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 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

Reference

People and places.

Loot

and expenses.


Item Qty Effects Gr Wo
stuff  
  • 40 cattle itemised (2? so far for GT Guard)

Seagate Times

  • Sir Wojer 'Why are we taking them alive?', not said of the enemy
  • Lath 'My eyes are false', Zohar 'Anything else?'

Logistics

Long Term (assumed always on)

Magic (caster) Rk Effects ** on duration includes Enhance Enchantment Dur Gr Wo La El SW Ki CZ
Special Mind Speech (Gr) ~ ~ hours
Bouyancy (Gr) 7 4 hours
Mind Shield (Gr) 13 Mind cannot be read(not just telepathy). If thoughts somehow transferred to a book (such as some demon's own for example) thoughts will appear as untranslatable gibberish. 27 hours
Cold Resistance (Gr) 6 7 hours
Waterproofing (Gr) 7 21 hours
Water Breathing (Gr) 13 14 hours
Rune Shield (Ki) 20 +25% Def +5AP 2Sp Grevs 21 hrs
Smite (Ki) 20 Resist or D+21, stun, prone 21 hrs
Armor of Earth (El) 20 +42 defence, +1 damage reduction 10 1/2 hours
Strength of Stone (El) 20 +20 Endurnace, or Strength 21 hours EN
Blending (El) (Gr) 6 when stationary causes party members to glow (assuming witchsight is on) 7 hours
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**
Flying (La) 13 Air Mage flying spell at 43 mph. 13 hours**

Short Term

Magic (caster) Rk Effects ** on duration includes Enhance Enchantment Dur Gr Wo La El SW KR CZ
Trollskin (El) 8 regenerate endurance damage for duration 14 pulses (70 seconds)
Waters of Strength (Gr) 6 [D-2]+6 PS 40 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 (La) 12 up to +12 Ranks spell duration 70 secs
Enhance Enchantment (Ki) (Gr) 20 once per day up to +20 Ranks spell duration 110 secs
Weapon of Flames (Wo) 17 +18 SC , +9 Damage, +17dam Undead etc 22 mins

MilSci

We are following classic realms of skill mastery being; Ground Wordsmith, Air Lath, Sea Captain Zohar, Seige & Logistics Grendel.

Watches
1 2 3 4 5 6 7 8 9 10 11 12


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