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== Summary ==
== Summary ==
[[Category:Scribe Notes]][[Category:Jacqui_Smith]]
[[Category:Scribe Notes]][[Category:Jacqui_Smith]][[Category:Mengala]]
[[Scribe_Notes#Autumn_823_WK|Scribe Notes]]
[[Scribe_Notes#Autumn_823_WK|Scribe Notes]]
<div class="TOC">__TOC__</div>
<div class="TOC">__TOC__</div>

Revision as of 07:41, 27 November 2023

Summary

Scribe Notes

Adventure: The Night of the Comet
GM: Jacqui Smith
Session: Spring 823
Night: Tuesday?
Location: Online
Level: Low (Four to Eight adventures)

Party


Employer: Professor Tycho
Mission: Observe a comet from the island of Hutheng, in the Far North
Plane: Alusia
Pay: A weekly stipend, a gift each from the professor and looting rights.
Days on Adventure: We'll know when we get back

Scribe Notes


Introductions

Hutheng Island

Professor Nicola Tycho, a talented astronomer and retired adventure, met us in meeting room nine. She explained she requested some assistance to travel to Hutheng, a volcanic island located thousands of miles to the far north on the edge if the northern ice, to observe a comet rarely seeing in the skies. She has a way of travelling there so we would not need to worry about transport. There is some persecution of mages from the Western Kingdom, and some goblins. The Professor was offer some gifts, a weekly stipend and looting rights to the party.

Once the guild paperwork was completed, Elidon, the party leader, lead the discussion about preparing for the adventure. Professor Tycho kindly assisted with enchantments and potions, while the party prepared winter clothing and Remel, the party cook, obtain some ingredients for a week of cooking. We all had an early night as we would be meeting the Professor at the guild gates the following morning.

Flying boat

After a filling breakfast of eggs, cheese, ham and fresh bread the party was lead by the Professor down to the river. She pulled out a tiny model dinghy, which astonished us when it turned into a 45ft long boat when placed in the river, and cast star wings on the boat itself. We would fly to Hutheng!

The first night we land in a bay in Brandenburg and camp on a beach. Snowdrop is excited about the trip and wants to talk to the Professor all evening. I'm interested in the stars and wanted to learn more. I even got some peeks through her telescope. She didn't seem to mind.. The second evening finds us on a beach near farmland in Flugelheim. The weather turns on the afternoon of the third day and we are forced to land early near the Gargoyle Islands, we are unsurprisingly attacked by three gargoyles. Grimmucks fire bolts causes significant damage and the part finish them off. His axe is lost overboard, but Remel is able to retrieve it. I got tossed in the water as well.

Smugglers

The next day passed uneventfully, and we find ourselves camping on a beach in Destiny. The night is, unfortunately, not uneventful. As dawn approaches Grimmuck raises the alarm as five bandits attack the camp. The bandit captain delivers a series of deadly blows and Elidon and Snowdrop are almost left unconscious. Luck swings the parties way and some well-time firebolts and blows by Elidon swing the fight in the parties favour. The bandits moral breaks and they attempt to flee, only to be cut down by the party.

With out attackers all dead or unconscious, Remel prepares some healing potions and those of us that were not on guard get into our armour. With the prisoners are tied up we have a long conversation with the Captain, Domingo, he explains they are smugglers that operate this beach who were send down to chase us off. Their boss is in their cave hideout, not far from here, and there are few smuggles remaining there. We talk and decide deal with the remaining smugglers. We leave the prisoners with the Professor while we head to the cave.

The have guards perched high above the cave enterance with large crossbows. We sneak past them and Snowdrop opens the locked door to provide us access to the cave interior. While sneaking around we stumble across some guards and a fight commences. They are highly trained and difficult to hit difficult to hit, however Grimmuck casts waves of devastating firebolts and four smuggles are defeated.

We head further into the cave, in the direction of voices we heard during the fighting. There are two remaining bandits hiding in a smoke-filled room. Elidon grapples with one while the other sneaks though a hidden tunnel and attempts to flee behind us. Grimmuck peruses him out of the cave and onto the beach, cutting him down with fire bolts as he flees down the beach.

We search the caverns, locating some healing potions, restoratives, whisky, a large collection of recreational drugs and a prisoner. MacTavish was an enslaved alchemist who had been forced to make them various illegal concoctions for them. He resided from Caledonia, which was only a few hundred miles away. After some discussion we decided to return him to Caledonia, along with the prisoners, which made for a very packed trip in the boat. Arriving in Caledonia later in the day we hand over the prisoners, wave goodbye to MacTavish and trade away many of the good retrieved from the smugglers.

The following days pass uneventfully as we are able to fly through Destiny, Elemerene, Chilimby, Swenway before arrive at Mengala. Our long journey ends at Husang, a small costal town on the island of Hutheng.

Arrival in Hutheng

The Professor lead us through the snow, off the port, into a warm longhouse bustling with people. The Professor is given a friendly welcome, obviously well known by the locals. The night passes uneventfully are we spend the first night in many with a solid roof over our head. The next morning we eat our full of a porridge before departing the village on a wagon, pulled by shaggy horses. Fridar, the dwarven driver, explains Father Langmar send him and our journey will take some hours. Elidon notices that many plants thriving in the snow, keep alive though Ice magics.

Town of Husang

We ride for some time and the road takes us across a river, however the bridge have been sabotaged. As we climb off to examine it we come under attack from arrows and grenados, blue goblins were hiding on the other side of the river. Remel hide the party in fog, and Grummick sends bolts of fire back in response. The goblins sensibly decide to flee.

After some discussion we come up with a plan involving logs across the gap in the river, kept together with ice created by Snowdrop. Following many exhausting hours of labour, which included dismantling and carrying the cart across the makeshift repair, it is evening and we are on our way again.

Its nearly midnight and Frida drives the cart off the road into a turn that none of us could see, it was clearly magically hidden. The pass is strangly warmer, and we are happy to be out of the cold. We soon arrive at a quint little village inhabited by gnomes. Frida introduces us to Avrindel who shows us to rooms and provides us some warm food.

The next morning, we awake to a village of busy gnome, they are all up early working hard. Avrindel takes us into their office after breakfast and explains they have a problem , gnomes sent to a secret mine to collect crystals they use in their devices have not returned and can investigate, but please do not mention this to Father Langbard. We are told goblins normally cannot enter the valley as the valley discourages them, but just because the valley is hard to find it does not keep the wildlife out – bears and wolves etc. The Professors she is happy to stay here and let us help the gnomes, so we agree to assist.

We rest of the day, taking advantage of the bathes and feast with the village that evening. We meet Father Langbard at the feast, he is a friendly gentleman with a long beard, but does not reveal much about himself.

To the mine

We wake early the next morning in anticipation for our long walk to the mines. Joxin and Zoxin are waiting for us, wearing their hats as always. They excitedly explain it’s a two day walk to the mine. The first walk though the melting snow is uneventful. An adult bear and cub both the camp in the middle of the night, attracted to the food, but Snowdrop scares them off. We hear howling of wolves during the night. The next day we have an invigorating walk to the mountain. As we discuss finding the enterance with our guides we are ambushed by 6 wolves. The party fight valiantly and kill the vicious creatures. Given the lateness of the day the party decide to enter the mines the next day, they camp for the evening in a cave the gnomes know

False start

The following morning the party use the key to enter the mines, our brave guides decide to accompany us. Soon after entering the mine we encounter a particularly slippery set of stairs. Elidon casts some magic to help us traverse the slipper conditions and gives himself amnesia. We decide to retreat and have it treated, we leave the mine and send a message to the Professor. She can remove curses herself and flys up to assist.

The next day we enter the mines again. We discover the stairs are magically slippery and very difficult to traverse. While contemplating plans we come under fire from pumpkin headed goblins throwing exploding pumpkins at us. Working together we manage to climb the stairs and slay the goblins.

The party split into two to attempt to pincer any opposition in the adjacent cavern and surprised a group of six pumpkin goblins, one what was casting magic. The goblins were throwing area effect pumpkin magic, so it was fortunate that we split. Having fought together a number of times the party worked well and managed to defect the goblins without too much trouble. Joxin healed up those of us that had pumpkin injuries. There was large iron vault at the back of the cavern, which Snowdrop opened with the mine key the gnomes had provided, and we discovered a scared Davina and Bavin. They explained they had hidden in the vault when they goblins broke into the mine, and could offer must information about the rest of their crew. They did point us to the elevator to the second level.

Decent

The party made its way to the second level and quickly snuck through the mine tunnel. Snowdrop spotted some traps along they way, we avoided the first be set off the second and she was knocked out by some gas. We pulled her body from the area and woke her up but still had the challenge of a second canister of gas and the lingering gas from the first canister. Elidon came with a brilliant idea to encase the ice around the second canister, which would stop it releasing its contents. We gave up any semblance of stealth and Remel cast rainstorm which quickly removed the remaining gas.

The party made its way to the second level and quickly snuck through the mine tunnel. Snowdrop spotted some traps along they way, we avoided the first be set off the second and she was knocked out by some gas. We pulled her body from the area and woke her up but still had the challenge of a second canister of gas and the lingering gas from the first canister. Elidon came with a brilliant idea to encase the ice around the second canister, which would stop it releasing its contents. We gave up any semblance of stealth and Remel cast rainstorm which quickly removed the remaining gas.

Once the party had shaken off the effects of the gas they headed further into the mine and fought and arrange of mutated creatures; giant web spitting spiders, mutated grenade throwing goblins and turkeys with a paralysing touch. All the strangeness in the mine only reinforced the message from the gnomes not to touch the crystals. We rescued to more bound gnomes, Waavin and Stavin, they were very happy to see a friendly face. They explain the remaining members of their group were taken to the three and final level of the min, and there was a large goblin leading them.

Final confrontation

We descended into the final level on the elevator and crept along the corridors

Info

People

  • Professor Nicola Tycho- party employer. Celestial mage. Skilled in astrologer and philosophy. A retired adventurer.
  • MacTavish - (Destiny/Caledonia) a talented alchemist imprisoned by bandits. Rescued and returned to Caldedonia, his home.
  • Fridar - (Hutheng) dwarven cart driver. Sent by Father Langmar

Gnome village

  • Avrindel - tall white haired, pales skinned elf. The assistant to the Father.
  • Father Langbard – “Chief” of the village. Large man with long beard.
  • Joxin (Earth mage) and Zoxin (Binder) - escorting the party to the mines
  • Gnomes missing at mine - Davin and Bavin (rescued from safe), Waavin and Stavin (rescued on level 2), Lavina, Javin and Kavin.

Mine

  • Pumpkin Goblins - pumpkin headed goblins that throw exploding pumpkins. Mutated by the crystals

Places

  • Hutheng - a volcanic island in the far North, in the Kingdom of Menglana
  • Husang - a small costal town in Hutheng

Loot

From bandits in Destiny

  • Healing potions 10x10pt
  • restoratives 6xR6
  • One +10, +1 cold iron tulwar
  • One +5SC, +1DAM cold iron tulwar
  • Four +5SC tulwars
  • Four large round shields
  • Two cross-bows
  • Five sets of 5-point brigandine armour

From Mines

  • lesser decanter of endless water
  • poison trap

Award nominations

  • Elidon - encasing a trapped canister in ice to stop it releasing it contacts of gas

Mil-Sci


Daily pattern

  • Cooking; Remel

With magic kitchen 8FT/2EN
Otherwise 5FT/2EN

Travel Magics

Snow Shovel (Elidon) R6?

Watch Order

Snowdrop
Remel
Elidon
Grimmuck Groz'Gronack

Marching Order

Skirmish Formations (Front)
Double File

??
??

Single File

??
??
??
??

Vision

  • Elidon - racial witchsight
  • Snowdrop - racial infravision
  • Remel - Witchsight (talent)
  • Grummuck - racial/college infravision

Long duration buffs.

Magic Rk Effects Dur GR EL RE SD
Water Breathing (Re) 18 Gills. Breath and see under water 19h Y
Water proofing (Re) 8 protects completely from all forms of non-magical water damage. 29h/45d Y
Buoyancy (Re) 8 float at whatever depth they choose. Change depth 21ft/action 9 hr Y
Cold Resistance (Re) 8 protects the target from the effects of temperature down to -16C. -3 from cold based attacks 9hr Y
Fireproofing (GR) 6 Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke. 7 Hours Y
Fire Armour (GR) 6 Protecton from 28 points of Fire Damage 7 Hours Y
Correscade (Professor) R16 +34% defence 9.5 hr Y Y Y Y

Short duration buffs.

Magic Rk Effects Dur GR EL RE SD
Waters of Healing (Re) 10 neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10 22min Y
?? ?? ??
?? ?? ??

Talants, Skills, other buffs

Magic Rk Effects Dur GR EL RE SD
Sense danger ## sense the presence of a hazard to the Adept’s life or wellbeing Always Y 66%
Detect Hidden (ranger) ## In a natural setting a ranger may notice hidden entities, or recognise an ambush or trap before they walk into it # Hours Y 50/56%
Recognise danger (Navigator) recognise non-magical danger at sea before subjecting the ship to it. # Hours Y 77%
Create Fog 20 In addition the conjured mist has the effect that all entities within the fog have their Strike Chances reduced by 25% due to limited visibility. Visibility is reduced to 1 hex. The spell of Water Breathing completely negates the effect of this spell. 126mn Y
Rainstorm 10 The caster summons a miniature rainstorm, radius 15 feet, that appears over the target’s head (little dark rain cloud, tiny lightning bolts and all). If the target fails to resist, the storm will follow them for the duration (even inside buildings), completely soaking everything not waterproof in 10 seconds. The distraction caused by the storm will add 20% per Rank to any rolls the target makes that are of a mental nature (i.e. require thought or concentration) or 10% per Rank to other rolls.

All characters in the area of effect will suffer these effects although the effects are halved if they are not the actual target of the spell
If the target is waterproofed the effects will be minimal and if they are a Water Mage they will suffer no ill effect, but will have their Base Chances increased by 5%.

5.5h Y
?? ?? ?? Y

Calendar

Spring: Thaw 823 (10)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting Seagate 2 Fly to Brandenburg 3 Fly to Flugelheim 4 Fly to Gargoyle Islands - fight Gargoyles 5 Fly to Destiny - bandits fight 6 Fly to Caledonia - return MacTavish
7 Fly to Destiny 8 Fly to Elemerene 9 Fly to Chilimby 10 Fly to Swenway 11 Fly to Mengala - stop at Husang 12 Travel to Fathers village. Goblin attack at bridge 13 Rest in the village
14 Travel to mine - curious bear 15 Travel to mine - fight wolves 16 Enter mine. Elidon Amnesia 17 Enter mine again. Fight goblins. 18 19 20
21 22 23 24 25 26 27
28 29 30 1 2 3 4
Spring: Seedtime 823 (11)
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
Spring: Blossom 823 (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