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"Quests",
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"Places",
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@ -0,0 +1,6 @@
|
|||
#Character #Villain #Magic
|
||||
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||||
The Alons are a family of French semi-nobility who migrated to the Netherlands to avoid the war. Although relatively new in town they immediately made a name for themselves by selling magical trinkets they acquire from some "Special Source".
|
||||
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||||
Of course they've so far refused to share this source. But they've become the focal point for the [[Trade in Magical Materials]] that has gotten a hold on the city's upper class.
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||||
They are regular customers of the [[du Toit Trade Company]].
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@ -0,0 +1,10 @@
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|||
#Character #Magic #Main-Story
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||||
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||||
Sem Harestein
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||||
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||||
An appraiser of magical items that works for the [[Alons family]] of French semi-nobility. His job mainly involves low-balling valuable things the family might want to buy, and high-balling things that the family (or their allies) want to sell.
|
||||
Because of this, no one 'in the know' would think of trusting him, but those that are not, are quite often fooled by his appraisals.
|
||||
|
||||
When approached for [[Relic Hunt]], Sem will immediately assume that Oriann is trying to sell it to the family, and low-ball a price. After some prodding he may decide to give more accurate information. After some pressing he'll admit that it is some of the most potent materials he's seen. Mentioning that "this is probably the most potent material i've seen outside that offered by the du Toit trade company". As well as jokingly accusing the party of stealing these from said company.
|
||||
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||||
He's quite attached to [[Oriann du Toit]], who is basically the only person who doesn't treat him like a tool for his ability to appraise magical items. After Oriann leaves the city to chase down the cult and their prisoners.
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@ -1,3 +1,4 @@
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|||
#Location #Villain #Quest
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||||
[[The Cultists]]' base of operations in the country.
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||||
In the end, all hostages from [[Hostage Trail]] will end up here, set to work.
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||||
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||||
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@ -1,2 +1,6 @@
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|||
Professor at the [[University]] as well as a hobbyist witch.
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||||
Regular at the [[Antique Shop]]
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||||
#Character
|
||||
|
||||
Ancient languages professor at the [[University]] as well as a hobbyist witch.
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||||
Regular at the [[Pawn Shop]].
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||||
Her particular preference when it comes to witchcraft is enchanting jewelry.
|
||||
If presented an item from [[Relic Hunt]], she will direct the party to the [[Pawn Shop]]. To help identify them, she'll give the players each an emblem of a conifer branch.
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@ -1,7 +1,8 @@
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|||
#Lore #Quest
|
||||
The "curse" of the du Toit family, including [[Oriann du Toit]]. The male line of the du Toit family has near infinite magical potential. They gather magic from their surroundings, storing it in an organ that no other human has.
|
||||
The organ in question is a system of nerve-like tissue spread throughout the body. The energy is evenly distributed over the tissue. But if it is allowed to gather for more than 18 years, it will instead start to flow towards a single point, usually near the head. This then swells and forms a tumor, and, if their arcane energy is never used, the organ will swell up, and rupture at 25. Usually killing the individual immediately.
|
||||
|
||||
In the early 1600s, the du Toit family was an infamous family of mages. Thanks to their aristocratic wealth, they were able to procure materials and knowledge from all over the known world.
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||||
In the early 1600s, the [[du Toit family]] was an infamous family of mages. Thanks to their aristocratic wealth, they were able to procure materials and knowledge from all over the known world.
|
||||
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||||
The family's golden age came to an end when the head of the family started trying to create the perfect magical storage device. Conventionally crystals, potions, and servants were used for storing energy. But none of these were able to store enough magic to enable the most powerful magics known to the family.
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||||
Zovier du Toit got so desperate in trying to find a source of magic powerful enough for his spells, that he turned to his own children as test subjects. His experiments killed all but the youngest child, leaving the young man with a near infinite magical potential.
|
||||
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@ -1,3 +1,5 @@
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|||
#Main-Story #Location
|
||||
|
||||
A large freight station near the edge of the city. It primarily caries steel and other raw materials to the factories, and the resulting products to the rest of Europe. Since the start of the war, the station has officially gone unused.
|
||||
|
||||
The station is mostly abandoned, with guards hired by the station's management being the only people who are supposed to have been there recently.
|
||||
|
@ -25,8 +27,9 @@ The boxes in storage room 1 are labeled in English with tomorrow's date and an a
|
|||
Storage room two is empty except for a few dried up pools of blood and a dead factory worker.
|
||||
>The young man seems to have died from a hit to the side of the head. Where a large gash is clearly visible. He holds a screwdriver in his left hand, clutched more like a knife.
|
||||
|
||||
When the train arrives, a bunch of uniformed cultists come out and start carrying crates from storage room 1 to the train. An officer instructs two of them to "Go take care of the witch at the [[Antique Shop]]" along with an address.
|
||||
The two uniformed cultists then leave carrying rifles.
|
||||
Once the train arrives Chase will tell the players to gather what they can from the storage room while he gets the records from the office.
|
||||
|
||||
If they get caught before escaping, the cultists will lock them up in the northern storage room with the corpse.
|
||||
|
||||
>"We'll kill them tomorrow morning once everything is on board. The bodies we'll throw off the train some ways out of the city"
|
||||
|
||||
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|
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@ -0,0 +1,9 @@
|
|||
#Character #Main-Story
|
||||
|
||||
A teacher at the local university. Former archaeologist. He's a bit of a snob, but he knows quite a lot about classical era Germanic and Celtic peoples.
|
||||
|
||||
He is involved with the [[Trade in Magical Materials]] although his interest in the arcane is minimal. He keeps a large collection of archaeological materials and is always aiming to expand it.
|
||||
|
||||
When presented with artefacts from [[Relic Hunt]], he will ask if the party may be willing to part with them for his collection. He will insist that, in return for any information, he be allowed to keep at least one of the items.
|
||||
|
||||
He can tell the party that the [[Relic Hunt]] items hail from the east of the British isles, mainly Ireland and Wales. If asked about magic he will insist that there is no such thing.
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@ -1,4 +1,5 @@
|
|||
#Main-Story #Quest
|
||||
|
||||
A lot of common folk have been disappearing recently. The streets are emptying quick with seemingly no witnesses. Meanwhile the police shows no interest in investigating the situation.
|
||||
|
||||
Among the kidnapped are several of [[Johan 't Hof]]'s siblings, as well as students of the local [[University]].
|
||||
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|
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@ -1,3 +1,4 @@
|
|||
#Players
|
||||
>Player: Koen
|
||||
|
||||
42 y/o janitor with siblings working in the car factory. Can fight. Has a lot of keys to various places around the university campus. Well known around the local community. Socialist.
|
||||
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@ -1,8 +1,18 @@
|
|||
#Main-Story #Quest
|
||||
|
||||
The final goal for the party is to stop the [[Trade in Magical Materials]] of [[The Cultists]].
|
||||
[[Johan 't Hof]] needs to find his siblings and stop them from being used/killed by [[The Cultists]].
|
||||
This involves chasing down the train that brought them out into the French countryside. And stopping the cultists' digging operation.
|
||||
|
||||
[[Oriann du Toit]] needs to find the cure for the [[Du Toit Curse]].
|
||||
This involves discovering the grave of the first ancestor to have the curse. As well as the old du Toit mansion.
|
||||
|
||||
[[The University Library]] introduces the party to the statues and some of their effects. For personal reasons, [[Johan 't Hof]] goes to investigate the [[Factory]] with [[Oriann du Toit]] in tow. There they meet Chase the [[Private Investigator]].
|
||||
Chase then asks them to help him track down the [[Trade in Magical Materials]] to find the origin of the statues. As well as what they're used for.
|
||||
|
||||
His investigation lead him to a [[Freight Station]] near the city. He believes that the station is being used as a gateway into the rest of Europe, and that what they've seen in the city is only a small part of the problems caused by this market.
|
||||
His investigation lead him to a [[Freight Station]] near the city. He believes that the station is being used as a gateway into the rest of Europe, and that what they've seen in the city is only a small part of the problems caused by this market.
|
||||
|
||||
At this station, the party leaves with a collection of magical artefacts and records of the past few months. From the papers, the party can learn that the train that took the prisoners left towards France.
|
||||
|
||||
The papers don't specify much, only the track that the train leaves the city through. Setting the trains commissioned by the Valens Automotive Company on a clear course towards the front lines.
|
||||
|
||||
Chase will only figure this out after the players have learned of the du Toit trading company. Or been to the grave of [[Seren du Toit]].
|
|
@ -1,6 +1,10 @@
|
|||
> Player: Nymph
|
||||
#Players #Character
|
||||
> Player: #Nymph
|
||||
|
||||
# Quoth Nymph
|
||||
Orainn is studying The Science(s) cause he's a crazy scientist twink who steals from people, (his family doesn't support him being a crazy scientist but they're fine with his sleeping around and stealing) So his backstory is: get got raised in a Twink household, became one himself, then uhhhh, science caught his eye and he started studying Science, just all of them He's from Belgium so he was raised to speak Flemish and french, and taught himself German and Russian(for the crazy scientist aesthetic) and was taught English in school (like every child in school is these days, did it happen back then? Uhhhh oh well) He lived with his family until he was seventeen and then he moved out and got an apartment in . . Was it France? Or did he stay in Belgium? Or is it the Netherlands cause our shit takes place there? I forgot, but whichever is more handy for the current line of play he lives in and studies in Oh right He studies at the same place Johann works at at as a janitor
|
||||
# Character sheet
|
||||
![[Oriann_Sheet.png]]
|
||||
![[Oriann_Sheet.png]]
|
||||
|
||||
# Additional Notes (after the fact)
|
||||
- [[Du Toit Curse]]
|
|
@ -1,3 +1,4 @@
|
|||
#Location #Magic #Main-Story
|
||||
An old antique shop run by a [[Witch]].
|
||||
|
||||
The only person who has visited the shop more than once in the last decade is [[Dana Bovendorp]], a professor at the university. The players will see her exit when they arrive, she is carrying an item wrapped in brown paper, about the size of one of the statues.
|
||||
|
@ -7,4 +8,7 @@ The witch will first mistake the party for members of the cult. And tell them in
|
|||
|
||||
When she notices the party looks nothing like the cultists. She'll apologise in Dutch.
|
||||
|
||||
>Ah, excuse me, i had you mistaken for someone else. Please don't be afraid to look around!
|
||||
>Ah, excuse me, i had you mistaken for someone else. Please don't be afraid to look around!
|
||||
|
||||
Presented with items from [[Relic Hunt]], the Witch will insist the party find a particular flower that grows in the graveyard of a town a few kilometers from the city.
|
||||
She instructs the party to "travel heading east at the midday hour, stopping thrice and halting the fourth".
|
|
@ -0,0 +1,33 @@
|
|||
#Quest #Main-Story
|
||||
|
||||
With both [[The University Library]] and the [[Factory]] the party has encountered odd statues. At the [[Freight Station]] they find a large shipment full of odd artifacts from England. The [[Private Investigator]] asks the players to help investigate these.
|
||||
|
||||
## Items
|
||||
The items the party may have found in the station.
|
||||
5d8 unique items from the list:
|
||||
1. Oxidized Bronze rifle rounds. (5d10)One of the boxes contains a large amount of rifle rounds. They'd be ordinary if it weren't for the fact that the bullets themselves are made of crudely shaped bronze.
|
||||
When one of these rounds hits a solid enough object, it will explode and encase a 1,5m radius around the impact point in a layer of solid bronze.
|
||||
2. Bronze sword.
|
||||
A short bronze sword. It looks like it came straight from a dig site, with some dirt still in it's crevaces.
|
||||
When someone is struck with this sword, the wound will be cursed.
|
||||
3. Iron Dagger.
|
||||
A crudely shaped iron dagger.
|
||||
Any wound inflicted with this dagger will be cursed.
|
||||
4. Bag of stone seeds.
|
||||
The seeds seem entirely normal, except they're very clearly made of smooth stone.
|
||||
When planted, the seeds grow rapidly. If left undisturbed, a stone tree will have grown within a matter of hours. If planted in moonlight, this may halve. During full moons it may grow in seconds.
|
||||
5. Grey leaves.
|
||||
Throwing one of these little dried leaves into a fire will cause the leaf to explode into a thick smoke. Stopping near all attempts at observing through it.
|
||||
6. Leather studded shield.
|
||||
A rather strong shield that can
|
||||
7. Iron bracer.
|
||||
An iron wristbrace with an opaque half-gemstone set on its surface. The gem can store any amount of objects that together can fit in a 20cm in diameter circle.
|
||||
8. Silver wand.
|
||||
Cold to the touch, the hilt is adorned with a crecent moon, and the tip has a needle's eye.
|
||||
A tool for weaving moonlight. Allows a skilled user to turn moonlight into strings to harness as a tool.
|
||||
|
||||
## Leads
|
||||
[[Oriann du Toit]] may know an [[Alons family]] [[Appraiser]] who claims to be able to recognize magic on sight. The [[History Professor]] at the [[University]] may also know more.
|
||||
|
||||
[[Johan 't Hof]] may also know something about a pawn shop whose owner always seems to be able to tell you everything about any item in her shop. Including the ones you brought in.
|
||||
Possible found items.
|
|
@ -0,0 +1,29 @@
|
|||
As the train approaches, Chase panics, and rushes the party:
|
||||
|
||||
>"QUICK! Go to the storage room and gather as much evidence as you can! Anything helps."
|
||||
|
||||
As he grabs a folder and stuffs it with as much of the paper as possible.
|
||||
|
||||
The P.I then waits for the party outside the storage room, arms overflowing with papers. He then urges the party to get to the car.
|
||||
|
||||
The investigator pulls onto a side road about a kilometer away from the station. He gets out and leans against the car.
|
||||
|
||||
`leave some time here for party to act`
|
||||
|
||||
Chase asks the party to find someone who may be able to tell them more about the artefacts. Since they're more familiar with the city.
|
||||
While they do that, he tells them, he will find out what he can from the papers he grabbed.
|
||||
Thus starting [[Relic Hunt]].
|
||||
|
||||
## Session End
|
||||
- The party left the train station before the train arrived.
|
||||
- Before the party ran, they grabbed some items.
|
||||
- A Bracer, a Wand, a Sword, and a Dagger.
|
||||
- A bunch of records regarding the coming and going of trains from that station.
|
||||
- Oriann went to the [[Appraiser]] and got the artefacts appraised as highly magical.
|
||||
- Oriann learned the name of the du Toit trading company.
|
||||
- Oriann, for the first time in years called his parents to tell them he's alive. Also to ask about the du Toit trade company.
|
||||
- Oriann relayed all of this to Johan as well as to the private eye.
|
||||
- Johan struck a deal with the private eye to make sure his family is kept safe while he is out chasing the train with his siblings.
|
||||
- Johan and Oriann agreed to chase down the trains that are headed for the front line.
|
||||
- Chase agreed to provide the party with weapons for this journey.
|
||||
- The session ended with the party on their way to the [[Grand Hotel]] to chase down the assassin that the detective spoke of.
|
|
@ -0,0 +1,22 @@
|
|||
#Quest #Main-Story
|
||||
Last time, the party ended off on their way to the [[Grand Hotel]].
|
||||
|
||||
After that though, the party will have to consider how they're going to find their way onto the next train leaving for France.
|
||||
This train will be coming through the same [[Freight Station]]. And leaving on the same tracks. Leading the detective to believe that this will be going to the same place.
|
||||
|
||||
The next train is set to leave a few hours after arriving. Unlike the last, which stayed for a full night. Even less than usual is known about it's cargo as it is not in the station's own records, only in the railway office's.
|
||||
|
||||
Chase leaves most of the planning for how to hitch a ride on this train the party. But does provide some training and lessons on how to stowaway.
|
||||
- Find a dark spot, and don't move.
|
||||
- Don't take crunchy foods, and use thick-walled water containers.
|
||||
- Don't get off, unless you know how long the vessel will stay where it is.
|
||||
|
||||
The detective also provides the party with bags of tools and resources they might need.
|
||||
- Food to last a week.
|
||||
"Hopefully you'll be in a safer place by then, but if the ride goes on for long enough you might have to ration these"
|
||||
- Both a revolver and bullets tightly packed in cloth, to stop it from making too much noise.
|
||||
- Both a bayonet, seemingly straight from a soldier's kit. They look older, but well taken care of.
|
||||
- A telescope.
|
||||
- "If you want to stay unseen, staying away is usually your best bet."
|
||||
- A map of France, with the expected route marked until the next junction, about halfway to the front line of the great war. The line is interrupted by three dots. Each representing a station where the train could stop.
|
||||
- "From that point on there's no saying where they decide to take it, but they could also stop at any of these places. So you may not even go that far."
|
|
@ -1,4 +1,10 @@
|
|||
An English paramilitary organization profiting off of the Great War. In particular they find and sell magical weapons dug up in Wales and Ireland to the factions fighting the war.
|
||||
|
||||
## History
|
||||
The organization was started by Zovier du Toit, with the goal of finding the secrets of old magics. They are a central reason for the rarity of Witches, as the cultists hunt, torture and kill them for magical techniques and secrets.
|
||||
|
||||
By the time Zovier was killed, the cult had already grown enough to be able to continue without their leader. Since then they've evolved with the times to become a trading organization.
|
||||
They call themselves the du Toit trading company.
|
||||
|
||||
### Masked Soldier
|
||||
![[Pasted image 20230910141606.png]]
|
|
@ -1,5 +1,14 @@
|
|||
The black market of magical materials. Affordable only by the richest members of high society. The most common kind of material sold are curatives and curiosities. Before the war, this was mostly alchemical tools, like those used for transmutation of materials. Or cosmetic salves and potions to modify the body in some only arguably supernatural way.
|
||||
#Lore #Item #Magic
|
||||
|
||||
With the war though comes a new kind of merchandise. Magical weapons, as well as materials to make them are now in high demand on both sides of the war. The older witches' covens around Europe are entirely opposed to making, and even more to selling, weapons and magical tools of destruction.
|
||||
The black market of magical materials. Affordable only by the richest members of high society. The most common kind of material sold are curatives and curiosities.
|
||||
|
||||
Despite no-one being willing to make them anymore. A particular militaristic cult has somehow managed to procure a large amount of magical weapons. And has been selling them to the highest bidder. Leading to a dangerous magical arms-race in the trenches of the Great War.
|
||||
Before the war, this was mostly alchemical tools, like those used for transmutation of materials. Or cosmetic salves and potions to modify the body in some only arguably supernatural way.
|
||||
|
||||
With the war though comes a new kind of merchandise. [[Magical weapons]], as well as materials to make them are now in high demand on both sides of the war.
|
||||
|
||||
The older [[witches' covens]] around Europe are entirely opposed to making, and even more to selling, weapons and magical tools of destruction.
|
||||
|
||||
Despite no-one being willing or able to make them anymore. A particular militaristic cult has somehow managed to procure a large amount of magical weapons. And has been selling them to the highest bidder. Leading to a dangerous magical arms-race in the trenches of the Great War.
|
||||
|
||||
Within [[The City]] this trade is centered around a small set of [[gentleman's club]]s, as well as the [[Grand Hotel]] in the city centre.
|
||||
The gentleman's clubs are where most of the regulars can be found. Those regulars will then often hold meetings with 'outsiders' at the hotel.
|
|
@ -1,3 +1,4 @@
|
|||
#Power #Magic
|
||||
# Void Call
|
||||
All creatures in an area of 10m take a `DV12 presence test`, if failed they take the margin in psychic damage (min 1). With a margin 3 or more, the creature also becomes staggered. This cannot kill, leaving at least one hp.
|
||||
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
#Item #Players
|
||||
|
||||
## Keyring flail
|
||||
Improvised weapon made of a Keyring tied to a rope.
|
||||
d4 + BUL Cutting.
|
||||
|
||||
d4 + BUL Cutting.
|
7
Witch.md
7
Witch.md
|
@ -1 +1,6 @@
|
|||
The slightly odd keeper of a small antique shop hidden down an alley. As well as a witch who, with enough convincing (and some small favours) may offer the party some rarer wares not displayed on the shelves.
|
||||
#Magic #Character #Questgiver
|
||||
The slightly odd keeper of a small [[pawn shop]] hidden down an alley. As well as a witch who, with enough convincing (and some small favours) may offer the party some rarer wares not displayed on the shelves.
|
||||
|
||||
She has a talent for reading into the history of any object.
|
||||
Whenever anyone comes in with something to sell she will immediately be able to tell them all about the object. Including any manufacturing faults, broken parts, or where it's been.
|
||||
The older the object, the longer this reading takes.
|
Loading…
Reference in New Issue