Taking the Lute: Difference between revisions

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|class="mg" | Immolation - Fire (Vi)
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|class="ef" | +11% defence, attacks back with bolt of fire.
|class="du" | 3.5 hours
|class="du" | 3.5 hours
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Revision as of 02:52, 1 July 2021

Scribe Notes

Summary

GM: Ian
Season: Winter 821 WK
Night: Wednesday
Location: Massey
Level: Med

Party
Employer

Harold the Unfathomable

Mission

Taking a Lute off plane
To where the girls are green and the grass is pretty

Pay

Scribe Notes

Frost 1st

We start in the guild meeting rooms with meeting a representative of Harold the Unfathomable to get a few quick questions answered about what is going on. The short version is that there is a Lute in the Valley of the Trinity that needs to be taken off the Valley’s Plane, but as usual there are complications.
From this we do our negotiations and allocate party roles getting to know each other and a little bit about what each person can do better. Several of us do a fast fly off to Slippery Rock as the stand in the Seagate markets has run out of the exact things we are after, returning around sunset to land in the guild landing field.

Frost 2nd

Early in the day we head down to the docks boarding the ship that has been organised for us, settling into our cabin and staying out of the captain & sailors way.

Frost 5th

We have an uneventful voyage thankfully and seem to have made good time reaching Sandspit. Once there we settle into the Donkey’s Haven, the only real traveller’s inn there.

Frost 6th

Our guide has organised us a barge to get to the Valley, and we organise offerings to The Deep One of several pigs given many of us are of colleges opposed to Water. The voyage appears to take several hours through canyons in heavy fog, though slow portal magic seems involved, before we come out on the south side of a huge lake. Starting across the lake an hour or so later the boat starts to rock as beneath us in the water we can see a couple of the immense flipper tentacles of The Deep One. The Deep One takes party members off the boat one by one for a dunking and inspection, we all appear to pass being returned to the boat, then the sacrifices of pigs are taken into the depths by the tentacles leaving us free to continue to Laketown.

Frost 7th

Arriving we pull up to a secure dock and are led into a warehouse where we see/meet Lute the Lute and converse with it managing to confirm our initial suspicions that it is from Orcland, also that it was stolen by goblins. Mulga volunteers to carry the Lute and transforms as he picks it up growing long black hair that falls all over his face. We collect our potions and supplies before making a slightly late start jogging up the road passing by several groups who might have been bandits before reaching Junction by evening where we stay in the Goose & Gander for the night.

Frost 8th

We are disturbed shortly after midnight by a mist coming under our door that resolves itself into a Vampire. We stall it with conversation for a minute before a Halfling opens the door behind it and stakes it. Turns out Katherine the Vampire slayer is in town currently on a hunt. We elect not to get involved with vampires even if they are younger vampires and head up the valley passing through several smaller villages before reaching the village of Tuft that evening. Kerry calls a few Owls to do a scout ahead for us and we spot a group of bandits basing out of a barn a few miles north, so we decide to deliberately trip their ambush in the morning.

Frost 9th

We head out shortly after dawn giving the bandits enough time to get in position before getting started up the road. Initially the ambush leans in their favour with several early endurance hits putting the party on the back foot, but the plan comes together and ends with 10 bandit’s dead and 4 more scattering into the woods. We head off to beat them back to their barn and kill 3 more bandits there before looting it all. As we finish with the looting, we are disturbed by a band of goblins slowly approaching through the woods, and from what we can tell they may have already encircled the barn. Greetings and insults are exchanged, and they start harassing the barn with missiles & fire, we respond by fireproofing the barn and mostly ignoring it as we discuss a response.



Significant People & Places

Powers

  • The Deep One - A Kraken who lives in the southern lake in the valley. Unknown if they are an Avatar or simply a powerful agent of a god.

People of Rank

  • Harold the Unfathomable - Leader of the Boatmen, party employer this season.

Other People

Places

  • Sandspit - A small town in a dangerous coastline area, appears to be a traders hub where the Valley comes out onto Alusia.
  • Valley of the Trinity - A demi-plane.

Mil-Sci

Daily pattern

  • 8 Hours travelling
  • 2 Hours meals
  • 2 Hours making Camp
  • 1 Hour breaking Camp
  • 2 Hours Rituals
  • 9 Hours Sleeping w/ watches

Travel Magics

‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’
‘’Can the party eat/sleep/etc on the mode of transport.’’

  • Celestial Wings; 37 miles / hour, 4 Hours per cast. 140 miles range per cast. Cast on 5 entities at once including pets/mounts with training/direction.
  • Horse go Fast; +7 miles / hour to Horse or People overland speed. Reduces Ft / hour by 3 to minimum of 0.

Watch Order

Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’
As per night watch.

Night watch

  • 1st Watch - Vixen & Kurt
  • 2nd Watch - Kerry & Rhoswen
  • 3rd Watch - Vargr & Sno
  • Cook - Mulga. Awake at start of 1st watch and end of 3rd watch to cook.

Travelling & Combat Order

Travel.
Rangers up Front

  • Vargr
  • Kerry

Main group

  • Vixen
  • Rhoswen
  • Mulga

Rangers hiding tracks

  • Kurt
  • Sno

Combat.
Melee

  • Vargr
  • Kerry
  • Vixen
  • Mulga

Ranged

  • Rhoswen

Magic

  • Kurt
  • Sno

Mil Sci's

  • Kurt D+17
  • Kerry D+21/24 (30 sec)

Healing & Ft Recovery

Daily

  • 6 Hours sleep = 18 Ft for most people overnight.
  • Herbalist meals - 3 Ft Breakfast / Lunch / Dinner.

Healing Options

  • Kerry - Rank 6 Healer.
  • Kurt - Earth college Healing.
  • Mulga - Rune of Willow healing.

Buffs

General Buff Notes

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


Long duration buffs

Magic Rank Effect Duration Sn Sh Ku Rh Vi Va Ma Ke
Rune Shield ?? ?? ?? hours - - - - - Y Y -
Corruscade / Shadowform (Ke) 13 28/14 def 7 hours - - - Y - - - -
Lesser Enchantment (Ku) 13 -1 on percentile rolls. 3 months Y - Y Y Y Y Y Y
Witchsight (Ke) 11 see inv/dark 150/75 ft 6 hours T - - T T T ? Y
Cat Vision 11 160' dark vision 12 hours - - Y - - - ? -
Strength of Stone (Va) 8 +8 PS or EN 9 Hours - - - PS - PS & EN - -
Name (Caster) ?? ?? ?? days ? ? ? ? ? ? ? ?

Short duration buffs

Magic Rank Effects Duration Sn Sh Ku Rh Vi Va Ma Ke
Weapon of Flames (Vi) 6 +7% s.c. +3 DM, +6 DM vs Undead/Cold 11 mins ? ? ? ? ? ? ? Sit
Weapon of Cold (Sn) 6 +7% s.c. +3 DM, +9 vs Fire 11 mins ? ? ? ? ? ? ? Sit
Str of darkness (Ke) 9 +6 str 100 mins ? ? ? ? ? ? ? sit
Light/dark sword (Ke) 6 +7sc +3 dam 11 min ? ? ? ? ? ? ? Y
Durability (Rh) 10 +3ft Protection on upto 22lbs Armour 110 mins ? ? ? Sit ? ? ? ?
Name (Caster) ?? ?? ?? days ? ? ? ? ? ? ? ?
Name (Caster) ?? ?? ?? days ? ? ? ? ? ? ? ?

Self only buffs

Magic Rank Effects Duration Sn Sh Ku Rh Vi Va Ma Ke
Tracking (Ku / Va) 12 +??% tracking chance 13 days - - +34% - - - - -
Herbal Lore (Ku / Va) 6 +??% find herbs 7 hours. - - +24% - - - - -
Detecting traps & snares(Ku / Va) 6 +??% to detect traps/ambushes outdoors 7 hours - - +16% - - - - -
Immolation - Fire (Vi) 6? +11% defence, attacks back with bolt of fire. 3.5 hours - - - - Y - - -
Immolation - Solar (Sn) 6 +11% defence to self & allies within 3 hexes. 3.5 hours Y - - - - - - -
Name (Caster) ?? ?? ?? days - - - - - - - -
Dark vision (Ke) 20 See 250ft in darkness (no light needed) & magical spell/effect darkness of <or= rank. Allways active - - - - - - - Y

Loaned Items

  • Amulet of Ice Armour - From Kerry to Kurt? (6 AP, +22% defence)

Loot and Expenses

  • Vargr - Lesser Enchantment Training
  • Sno - Fire Bolt Training

Unsorted

SP & other cash value loot

Payment

  • 5,000sp each payment up front
  • 10,000sp each payment on success

Significant Items

Gifts

Purchases

Party purchases.

  • 1 * Amulet of Luck (Va)
  • 6 * Amulet of Hypericum (All but Kurt & Kerry)
  • 6 * Restorative (8/16)
  • 12 * Restorative (9/18)
  • Rank 15 Greaters (Seasonal)

Minor Items

Payment

  • 6 * Waters of Healing each
  • 2 * Waters of Strength each

Calendar

Winter

Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Samhain
Frost (7)
  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   29   30    
Snow (8)
  1   2   3   4  
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 DoC 2 21 DoC 3 22 DoC 4 23 DoC 5 24 DoC 6 25 DoC 7
26 DoC 8 27 DoC 9 28 DoC 10 29 DoC 11 30 Twelfth Night  
Ice (9)
  1   2  
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