Winter Mystery

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Summary

Scribe Notes

Adventure: Winter Mystery
GM: Bernard
Session: Winter 823
Night: Tuesday
Location: Online(Roll20/Discord)
Level: Low/Medium+

Party


Employer: Mayor of White River
Mission: People are going missing from local villages and farms, and some animals are behaving strange
Plane: An Alternate Alusia
Pay: TBC
Days on Adventure: We'll know when we get back

Scribe Notes

Summary

  • Meet Frederic. Head to Alternate Alusia. Walk for two days. Malga receives "blessing"
  • Walk for two days. Hill Frost fort. Fight in tunnels with snow goblins.
  • finish fight. Malga dies. Retreat to castle.
  • heal up. Clean up Ice. Traverse pass to Southpark

Details

Getting Started

A few hours after the Guild meeting security rounded up those of us still around and asked us to meet in the pub. As we sip our beers, Boomboom his orange juice, the black clad security member explained they someone from Alternative Alusia had arrive at the guild, he was a “ghost” and difficult to communicate with. They had learnt he was from up north, near Rank, from a place called White River. People are going missing from local villages and farms, and some animals are behaving strange. He has been send by the Mayor, and we will needed to negotiate with them for payment, so the guild will underwrite this if there is not sufficient payment.

Security explains that we can travel to Alternative Alusia by travelling throught the guild gates and can return back the same way. We need to stay at the guild until we depart, if we leave it may not work. We agree on party roles and sign the paperwork, and start planning. We arrange for supplies to be send to the guild, food and winter clothing, as well as arranging for potions and greaters.

Heading off

We meet with the Frederic and his mule the next day in the guild courtyard and indicate to him we are ready to leave. As we toward the gates a bubble appears, the closer we move the more prominent the bubble becomes. We step into the bubble and find ourselves in a cold frigid environment with 3ft snow on the ground, our winter clothes and cold resistance make things bearable. Our employer is now solid and as we look behind us the guild is now a few simple buildings. Boombooms and Snowdrops wings have become flowing cloaks.

Frederic explains it took two weeks for him to walk here, however with ice mages it should take significantly less time to get back. He explains we need to hear north until the mountains meet the coast, head east until we hit the castle on the rolling hills then north again until we find White River. If the geography is the same as our Alusia we think it will be about 200 miles walk.

Malgas Blessed

The first day passing without incident, at some point we have lost the road, but with suck deep snow it makes little difference. The second day as evening approaches we notice smoke to the east, probably a camp fire. We keep moving and find a copse of trees to camp that would protect us from the elements.

As we setup camp we find what looks to be an inactive fey circle at the centre of the copse. The circle seems to belong to “The Slought”. The name seems to inspire Malga and he immediately sacrifices most of his life energy to them, after the blood stops he is weak as a small child. The party are surprised by his conviction, and I council Boomboom that Malga may not be an appropriate role model for him. We examine Malgas “blessing” to leave what his sacrifice means and then camp for the night.

Mountain Pass

We head off that morning, Malga is weak but otherwise ok. We travel the day without incident. That evening Happy gives Remel 5 silver, not the normal 10. Its unusual but he doesn’t seem too bothered. The coins have antlers on the head and fish on the tails.

Another uneventful day of marching passes and we reach the Hill Frost fort that evening which guards the mountain pass. Frederic explains they are not use to strangers, and to keep our head down and unusual ways to ourselves. As notice crows on the roof that are carefully watching us, and a glimpse of movement further up the pass. The guards explain the usual dangers are in the pass- ice, snow, snow goblins and other monsters.

Hill Frost Fort

We are led to a room off the great hall, as we unpack and make ourselves comfortable other travellers decide to move to the great hall. Happy has no coins for Remel and some coins are missing from his purse, very strange. The guards locate themselves near us, beings strangers.

Tunnel fight

At second watch the sound of bells resonate through the halls as the alarms are raised, we can hear orders been shout to the guards. Once we all have donned armour we find someone in charge and offer our help, they send us in the tunnels beneath the castle which are dug by giant worms.

We are lead down to the basement and through heavy doors in the tunnels. We follow them for a hour, finding a secret door that we investigate briefly. Some minutes later we are attacked by snow goblins, they are weak but numerous and a luck blow downs Snowdrop. As we fight the temperature drops considerably, and ice magics are cast around us.

After a brief pause, rats emerge from all directions, we cannot see the ground under the squealing carpet. Enough get through the walls to swarm over Elidon, Snowdrop and Malga – we lose sight of them under the \squealing, biting grey bodies. Waves of goblin warrior follow behind the rats, most cannot pass the walls, however two wolves, two elementals and an owlbear do. The fighting is deadly and ends when the goblin forces retreat, much to the relief of the party, due to their losses.


We quickly return Elidon to consciousness but unfortunately Malga has died. We have little time to mourn as a dark fey appears, pulling Malgas ghost from his body and states a claim on the soul. We fail to stop the fey - we try to negotiate but he is determined to have a soul, and it is too powerful for us to defeat. The Fey provides one concession, letting us each summon Malga once to assist us with a quest, before pulling Malgas ghost through a portal. We quickly loot and retreat back to the castle with Malgas body.

Recovery and repair

Arriving back at the castle we find wounded in the main hall there is ice around the roof and injured and wounded around the room. The winds violently howling outside the castle.

There are three soldiers with ice bolts protruding from their chests and their bodies are slowly changing to ice. After some examination and deliberation Remel pulls the bolt out from the first soldiers chest, which stops them freezing further but Remels hands now start freezing. He rushes to the fire to defrost them, which works, but the power to the ice extinguishes all the fires in the room!

The temperate in the room quickly drops the ice slowly creeps down the walls as Boom Boom tries to restart the fires. He needs to use magic and lots of oil to get them restarted, just in time before we all freeze. We remove the bolts from the other patients, extinguishing some fires again.

Over the next few hours we help out and address the ice bolts in the wall. Boom Boom tries to heat them, which requires him to keep in contact. It “works”, but there is a small explosion and some of the wall crumbles, the stone was shattered by the ice. Elidon purposes a much better approach, using a weapon of fire, which has much less explosions involved.

The attacks bodies, powerful goblins and wolves, are gathered up to burn. We skin the wolves and Remel turns their bodies into stew, although its chewy it gives people low level cold resistance for some days. There is no healer able to preserve Malgas body, so we arrange to have it stored in the cellar, where it will freeze, and retrieve it on our return.

Through the Pass

The next day we head through the pass, we are accompanied by two soldiers returning home. In the afternoon we spot three undead (no heat) figures at the top of a hill we are climbing moments before an avalanche descends upon us. We all crowd around Elidons ice shovel and it protects us from being swept away, we are battered but are all alive. It does take some time to dig ourselves out.

That evening we reach a small village on the other side of the pass called Southpark, its quiet as there are few travellers at this time of year and we rest for the night.

Info

People

White River

  • Frederic - from the White River. Send to the guild by the Mayor to hire people

The Slought

Found at a Fey circle a few days walk from the guild.

Malgas “Blessing”

  • time till death: Indeterminant
  • Nature of magic in affect: Bestowing Blessing
  • Nature of blessing: Bestowing abilities of chaos, harm, kidnapping and undeath
  • Duration of Blessing: Potentially permanent
  • Power Pacted with: associated with The Slought
  • Nature of obligations: causing chaos, harm, kidnapping and undeath
  • Method of restoring endurance: time and training

Places

Hill Frost Fort

A fort guarding a mountain pass three days walk from the guild camp.

Southpark

A village on the far side of the pass from Hill Frost Forest.

Alternate Alusia

Information from Frederic

  • The guild on his place is the Seagate mercenary camp
  • There is no western kingdom anymore.
  • As there is no central power there is no central power structure. Not a lot of wealth or services
  • The dark circle was not properly defeated, it broke up rather than banished.
  • Its is cold all year around, its winter there now so its especially cold.

Guild security observations

  • The plane is drab
  • Some items may change when travelling here. They might be permanent when we return. Things will appear functional.
  • Standard magic should translate fine. Things will be more drab, things are not bright.
  • Cannot banish from Alternate Alusia, as its still Alusia.

Things

Loot from goblin tunnel fight

Mil-Sci


Daily pattern

  • Cooking; Remel

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

Travel Magics

Snow Shovel (Elidon) R6?

Watch Order

First - Arcadia, Elidon
Second - Boom-Boom, Remel
Third - Malga, Snowdrop

Marching Order

Skirmish Formations (Front)
Double File

Arcadia, Elidon
Frederick
Remel , Boomboom
Malga, Snowdrop

Single File

Arcadia
Elidon
Snowdrop
Frederick
Remel
Malga
Boomboom

Vision

  • Arcadia- racial witchsight
  • Elidon - racial witchsight
  • Snowdrop - racial infravision
  • Remel - Witchsight (talent)
  • Malga - human vision
  • Boomboom - racial/college infravision 115ft

Long duration buffs.

Magic Rk Effects Dur AR BB EL RE SD MA
Water Breathing (Re) 18 Gills. Breath and see under water 19h Y Y
Water proofing (Re) 8 protects completely from all forms of non-magical water damage. 29h/45d Y Y
Buoyancy (Re) 8 float at whatever depth they choose. Change depth 21ft/action 9 hr sit
Cold Resistance (Re) 8 protects the target from the effects of temperature down to -16C. -3 from cold based attacks 9hr Y Y
Fireproofing (BB) 11 Protects against non-magical fire and heat effects up to the equivalent of a bonfire. Also protects against smoke effects, heatstroke and sunstroke. 12 Hours Y Y
Fire Armour (BB) 11 Protecton from 48 points of Fire Damage 12 Hours Y
Witchsight (AR) 6 See invis. Vision in the dark of 150 feet under the open sky, and 75 feet elsewhere 3.5 Hours Y Y
Coriscade (AR) 6 Defence 14 half in close 3.5 Hours Y
Rune Shield (MA) 12 Defense 17 absorption 3 13 Hours Y
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Rune of Willow Healing (MA) 6 On activation Heals 3 endurance for 8 pulses 12 hours Y

Short duration buffs.

Magic Rk Effects Dur AR BB EL RE SD MA
Waters of Healing (Re) 10 neutralise vemon and heal 1 EN. If no venom then heal [D-5]+10 22min
Weapon of Flames (BB) 11 +12SC +6DM 16 Mins Y Y
Swords of Blazing Light (AR) 10 Base damage + extra to creatures of dark 15 Minutes
Weapon of Cold (SD) 8 +9 BC & +3 damage 13 mins
Armour of Ice (SD) 6 6AP wgt 5 -2AG 210 mins
Ice Traversal (SD) 6 140 min
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Talants, Skills, other buffs

Magic Rk Effects Dur AR BB EL RE SD MA
Sense danger ## sense the presence of a hazard to the Adept’s life or wellbeing Always 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 50%/56%
Recognise danger (Navigator) recognise non-magical danger at sea before subjecting the ship to it. # Hours 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
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
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Calendar

Winter

Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Samhain
Frost (7)
  1 Guild Meeting 2 Depart for Alternative Alusia. Walk for a day 3 Walk for another day. Malga sacrifices to The Slought 4 Walk for another day. 5 Walk for another day. Hill Frost fort. Snow goblins. 6 Recover and clean up Ice
7 Walk through pass to Southpark 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