AAR: Just a Quick Dip
GM: Pub
ECR: 12
Difficulty: Medium
Player Rewards:
Thorkell: 184000 LP 2500 SP 3 TIPs
William: 184000 LP 2500 SP 3 TIPs
Zil: 184000 LP 2500 SP 3 TIPs
Zivilyn: 184000 LP 2500 SP 3 TIPs
Alt Rewards: None
Journals: 9200 LP, 625 SP
GM Reward: Calina (13000 LP, 775 SP, 3 TIPs)
Downtime:
[Item History] at Step 26 (Rank 4)
[Research] at Step 28 (Rank 8, Step 31 with Library)
[Librarian] Knack Spend 1 success to reduce Research time by 1 day
[Craftsman] at Step 39 (Rank 12, +2 if metal) can make mundane items, weapons, and armor
[Efficient Forge Weapon] at Step 32 (Rank 14, +2 if metal, can forge rank weapons at once)
[Rapid Forge Weapon] at Step 32 (Rank 14, +2 if metal, can use extra successes to reduce downtime by 1 day each)
[Rapid Forge Armor] at Step 31 (Rank 13, +2 if metal, can use extra successes to reduce downtime by 1 day each)
[Design Enchanting Pattern] at Step 34 (Rank 12)
[Craft True Pattern] at Step 39 (Rank 12, +2 if metal)
[Craft True Pattern] Ring of Endurance: Ask for details
[Craft Spell Matrix Objects] at Step 23 (Rank 11) Standard - 5 days -1000 SP; Enhanced 6 days - 2000 SP; Armored Matrix 7 days - 4000 SP
[Design Enchanting Pattern] at Step 23 (Rank 11)
[Animal Training] at Step 20 (Rank 10, can train up to 10 commands total, or improve non-combat skills by +1 per command used on it)
[Create Blood Charm] at Step 21 (can make Absorb Blow, Bone Charm at +5 TN to the crafting)
[Alchemy] at Step 15 (Rank 4)
- Booster Potion (EDN 7) Time: 1 per day Cost: 25
- Small Light Crystal (EDN 6) Time: 1 per day Cost: 37.5
- Kelix's Poultice (EDN 7) Time: 1 per day Cost: 25
Summary:
Thorkell found that he had to submerge Inhibitor into the Death's Sea at a point where it was hottest and at a depth of 7 yards. Rumors were found describing an island where a pre-scourge Theran Prison was located. It seemed like a decent place to establish a base from which to search for this location. Through research, the group was able to find bearings from several locations to conduct a two point intersection, identifying where this island was. Enlisting "Some Like It Hot" as transport, they found that nothing existed at that location, or so it seemed. Attempts at using spells led to a breakdown of Zil and Zivilyn's spell matrices; however, Talents didn't seem to be affected. Following a faint flicker from Zivilyn's Lifesight, their airship passed through a sort of veil before crashing into a shear cliff face.
Upon awakening, each party member found themselves in a prison cell, their equipment removed and replaced with simple twill thread clothing, and alone. Each party member was in a unique quadrant of the prison. The found Terisa, Rita, Tina, and Nicole, who were able to communicate with each other. William developed a rapport with Laniel, an Elf with thorns like the Blood Elves and stone-like skin similar to Obsidifolk, who ran the warehouse. Laniel was able to use True Switch to allow party members to swap places, despite the issues with spell matrices. Zil purified the earth of a farm garden, gaining the trust of the Dumph family, who offered to move small objects between the sections. Zivilyn was able to break free of his cell and began conversing with a terrifying Elemental spirit who seemed to be a mix between a wood elemental and a fire elemental. Thorkell was assigned to serve one of the guards, but was not inclined to do much more than fashion what was quite possibly the most lethal shiv out of a wooden spoon.
Zivilyn was able to talk the Ablazed Arborean spirit into taking the gloves to where they needed to be submerged. William was able to track down where the party's equipment was located. The party found a Horror living below the prison. After recovering their gear, Zil and William talked a few of the denizens into moving to the Barsaive mainland, but most of the residents elected to remain in the prison. The guards, swayed by the reported safety of the mainland, informed the party of several stone sea craft capable of crossing Death's Sea back to Barsaive. Zivilyn recommended to Thorkell to build a large flag or some similar marking to protrude out of the veil so the next group of visitors doesn't crash into the island.