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Adventure: Shrooms On Shrooms
GM: Ian Anderson
Session: Autumn 817
To try some shrooms that a small green person found and find out what they do.
Standard guild rates plus a free resurrection, a guild healing potion and a rank 10 waters of healing.
Mission : To try some Shrooms that a small green person found and find out what they do.
Pay : Standard guild rates plus a free resurrection, a guild healing potion and a rank 10 waters of healing.
At the guild meeting the mission sounds simple enough, although as a general rule sampling strange Shrooms is not a good idea and is probably why the Guild Herbalists want Adventuring members to try them.
At our briefing first they tell us that the small green person has tried them and they gave him visions, the herbalist’s want to know their effect on other races. Then they tells us that due to the visions of this small green person and an apprentice astrology reading we need to do this testing in a certain place on the North Common at noon.
According to these predictions we need to be “at an astatically pleasing place in a hollow between some trees with a view of a tower”. The visionary and several herbalists were over on the common looking for the place while we were being briefed.
They want us out front tomorrow morning with our adventuring gear for a cart ride over to the Common so we can test the Shrooms at noon. We are given our Healing potions and Waters of healing in advance.
The paperwork for the guild is completed, Rhoswen the Binder is appointed Party leader. She is short for an elf and the least experienced of us, this is only her second Mission.
Kaeso, the male elf of our party (also a Binder) states that he is much better at hitting things than magic. This would be his third Mission I worked with him and our Halfling test subject Jaycee, an illusionist last winter when they had their first Mission as Guild Members.
For the Fungi’s effect on humans we have Hedda, a witch complete with frizzy hair and a battered pointy hat who is also on third her mission.
I, Kerry the Dark Mage will be scribe and party healer.
Jaycee, Kaeso, & Kerry got lessers and 2 area greaters from the apprentice enchanters, Rhoswen opted for a lesser and only a one area greater on magic.
Hedda and Kerry restock for herbal teas.
I lend Rhoswen one of my spare amulets of Luck the other I lend to Kaeso he and Jaycee have their own ear ring that grants the wearer the mind mage talent of resist pain, so with the use of my extras the whole party can’t be stunned.
Next morning the five of us get a cart ride over to the hollow on the north common along with half a dozen herbalist observers, shortly before noon we are each given our Shrooms cooked with butter as Hedda requested.
It’s an ugly brownish lumpy thing and when Kaeso complain about its appearance Jaycee illusions his to look like a strawberry. At noon surrounded by the observing herbalists we all eat our Magic Shrooms.
Hedda and Rhoswen turn Shroom colored, I feel quite mushroomy myself, but before I can check my color.
I find myself laying on a dog hair coated carpet alongside Hedda, Rhoswen still standing, is nose to nose with a giant dog. Kaeso too is still standing but is now reddish with a green cap on top. Jaycee looks normal and even though she is on her feet can barely see over a large wooden desk, from behind which is coming words in a language I don’t know but I get the sense of surprise at our sudden arrival in the windowless dimly lit room.
There are a few tense moments before a language in common is found with the Female orc with a large sword, in whose office we have just appeared. Jaycee and Kaeso explain that we didn’t mean to intrude that we were testing Shrooms and this is the result. As she is giving us the all ’the look’ I DA her and her Giant dog, the dog is a Shape changer, the orc a Namer. Jaycee gets us geographically reoriented, sort of, from Lavidia we learn that we are in her office, in her jail and that the jail is in the town of Big Smoke, on a plane called Orcland. Jaycee has been to the plane before at a place called Paradise; Lavidia tells us Paradise is far from big smoke. We also learn there is an emperor in charge of the land we are in but Lavidia doesn’t keep imperial prisoners.
Returning to Seagate under our own steam will be a serious problem, however as we are on another plane Lavidia being a Namer may be able to help us. The ritual of Expulsion can return us to the point we left our plane of origin that should be the hollow on the north common. Kaeso arranges with Lividia for the party to do some work for her in return for help getting Home.
Lavidia takes us to meet a prisoner called Jimmy the Nose who is an enforcer for one of the local gangs that has been caught, caught doing what she didn’t say and we didn’t ask, she would like us to do a job for him. On the way to his cell we ask more questions about the Orc run city of Big Smoke and get the feeling that within the city might makes right and as long as we don’t use fire magic’s the use of magic will be okay, unusual but okay.
Jimmy is in a reasonably nice cell, he want us to rescue this orc that’s been snatched by the name of Bookie Bob and return him to his wife. Bob can be found in a warehouse by the third canal just off the main road going north from the jail, his wife is one ring in Bob will know the way. We get Jimmy to draw a plain of the layout of the warehouse, where Bob will be held and where the guards will be. Jimmy has a lot of little details like the names of the eight guards and that one, Mo has a weak leg. We are not to kill anyone or hurt the guards too badly.
I get the feeling that there is a whole political level to things here we don’t understand yet.
From Lavidia we get some paper work to help keep us from being enslaved out in the city, she also shows us a map of Big Smoke showing Main roads and canals (detailed maps are illegal) which those with the right skill memorize. Then we are shown the way out of this sub terrainian prison.
Out in the city we stick to the main roads and avoid the narrower side streets and alleys, over all our party looks weak and poorly armed compared to the citizens about us, most of whom are orcs but there are enough other races for us not to be completely out of place. Near the jail the buildings are 8 or so stories high all the buildings are stone and tile, no timber or thatch in big smoke.
2 miles North we finally come to the third canal, buildings here are not as tall 4 floors although the warehouse we want is only 3 its lower floor is double height. On the way we discussed a stealth approach to the rescue and agree to circle the building to find the best way in, so down the stairs beside the bridge over the canal and along the towpath we go. Out from under the bridge behind us come 7 armed orcs with weapons drawn the leader demands we hand over our “pretties” Kaeso declines on the parties behalf. They charge, a half a minute later Kesso Falls over from his wounds, but by then 5 of the gang are dead or dying and the remaining 2 have run off.
An orc on the second floor of warehouse where Bookie Bob is being held has witnessed the fight and is using signals to talk to his friends inside; Jaycee understands these signs and negotiates with the orcs inside. After looting the bodies and healing Kaeso with some happy goblin potion supplied by Jaycee we storm the warehouse with a clay golem in the lead the orc guards put up a token resistance and Bookie Bob is rescued.
On the way back to his wife we learn why Jimmy the Nose wanted Bookie Bob rescued it seems Bob was betting with his captors and winning, winning so much that he didn’t want to leave. The Snatchers we had rescued from from where losing money twice over, once in lost bets and secondly not getting a ransom we had just help them save face and cut their losses.
Delivered home Bob paid us a gold piece each for his rescue and we return to the jail our first job complete.
Jimmy the nose now free of the expense of Bookie Bob paid his fines to Lividia and was released from jail. Lividia explained to the party what she wanted us to do next, travel to a slightly magical forest forbidden to Orcs 100 miles or so west of big smoke and acquire a list of herbs. Halflings live in the forest so it would probably be okay for us to enter. The Orcs where kept out by a magical wall and traps.
Herb List: Black Hoar hound, Blood Root, Amaranth, Snake root.
On the River
Having spent the night in the cell formerly occupied by Jimmy we set out next morning with some (forged) identity tags to help stop us being enslaved and a basic map of our route for the city docks. On our way we sell most of the loot from the fight by the canal money being easier to carry than 100 or so pounds of armor and weapons, and of more use too.
At the docks we find five sail barges going our way one we dismiss as unsuitable as it appears about to sink at its mooring. We inquire of the captain of Jacks Revenge in his spiky armor the cost of passage up the River Turgid to the town nearest our goal 100sp. The Running Lizard and the Jerries’ Lost will charge us 70sp. Captain Burns of the Orc Hawk will only charge us 50sp if we can fight we agree to Capt. Burns’ terms. He sends us off to the F & F just down from his mooring to wait while he loads the last of his cargo.
Question; is F&F a popular name for orc bars or is it a franchise.
Once all is loaded we return and the Orc Hawk sails a cross the River Flowing and start up the River Turgid. Under the guidance if its captain and four orc crew the craft travels at about four knots and towards evening arrives at the town of Foggy Bottom.
Foggy Bottom has moorings for about five barges similar to the one we are on, a few jetties for smaller fishing boats and a ramp for a ferry. We have a choice of three inns in which to stay for the night, the Lucky Charm, the Greased Ferret, and the Slippery Duck. Given that we can’t rely on there being another Orc with DA to warn the locals not to start trouble with us like there was in the F&F we opt to sleep on board.
At about an hour after midnight a thief slips on board and starts picking the lock on the small cabin used to secure valuable cargo. The Hawks watch doesn’t spot him but the parties watch does and traps him with magic. Once the thief is dead he is looted, stripped, his head removed and the body dumped in the river. The head is put on a stake as a warning to others.
Continue up river keeping well clear of the shore which is infested with bandits and that evening come to a bigger town of a couple of thousand called Vera. It is walled and an additional palisade wall goes right out into the river at either end of the docks. The walls are manned and as well as guards with heavy crossbows there are small siege weapons of the crossbow type even along the wall by the docks.
After Vera there was another small town called Badfarton and then on the evening of the 6th we arrive in Farknucke.
There are maybe a thousand, fifteen hundred people, mostly Orcs, living on the north bank of the River Turgid in the town Farnuckle. It is walled with a palisade although there are not as many guards here as at Vera. We arrange with Captain Burns to spend one last night on the Orc Hawk and at dawn the next day set out for the north gate.
The Somewhat magical Forest
As instructed we followed the north road out of Farknuckle, the first quarter mile of which passed though fields and then it became forest. About 5 miles out of town we find two trees growing into a gothic arch there is no sign of a path behind the Arch, but the area between the trees is magical. It is not a portal, the path is hidden by some form of illusion, of indefinite duration, until you step though the Arch.
The path takes us up a gorge and after about half a mile JayCee spots an invisible wall at the edge of a meadow. It’s a form of forbidding, but it goes up and in either direction for as far as we can see. Beyond the Magical orc stopping wall we find the remains of one orc that had made it though, he had been caught by the traps, very large barrels of alcohol buried in the ground. Like the wall the traps have no effect on the party and after we have looted the dead Orc, JayCee is able to find several more of these buried barrels using the detection magic of the black dagger from the body.
As the orcs remains had not been removed nor had he been looted in the several seasons he had been there we felt it was unlikely that anyone lived nearby. We began hunting for the herbs we had come for in the woods just across the meadow and by late afternoon had found and gathered 2 doses of each, of the Snake Root, Blood Root and Amaranth. That just left the Black hoar hound to find which likes swampy ground so we camped the night and next morning climbed a tall tree to look for water.
- Sleep/Camp ? Hours
- Travel ? Hours
- Meals ? Hours
- Rituals ? Hours
Caster & Spell
- Total speed:
- Ft cost per duration:
- Effective travel distance:
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
Short Duration Buffs
- 5 x Rk 5 leather +1prot +1stealth (sold 10% over book)
- 5 x Large round shields Rk 0 (4 sold 10% over book, hedda has 1)
- 4 x Rk 5 Scimitars(sold 10% over book)
- Club magical (knockout)
- Some small change
- 1 gp each from Bookie Bob.
- Wooden lock picks
- Battle Axe
- Bone Dagger
- Pouch of gems
- Amulet of Hypericum +10%MR vs Demons/Deamonic
- Soft leather slippers, magical (Quiet)
- Amulet of Betony
- Amulet of Beryl
- Black dagger (Magical/detection)
- Ring (magical/)
- Knuckle Dusters (magical/destruction)
- kite shield
- large round shield x5
- leather armour x3
- leather armour damaged x2
- Rank 5 Chainmail damaged
- Battle axe x5
- silvered Rank 5 Battle axe
- Amulet of Blood stones x2
- Amulet of carbuncle
- Amethyst Amulet
- 10pt healing potion x2
- orc wiskey barrel trap (sold for 35000sp)
- Roswen's asorted grabed bits.
- 50 sp for ride on the Orc hawk up river.
- 100sp for a small cart
- 150sp for a crate
- 500sp for trip back to big smoke on the Peacock
- size changing cart for Jaycee (10,000sp)
- Glow in the dark hat of holding for Hedda (6000sp)
- Monical of reading for Rhoswen (5000sp)
- Rapier sword sheath that holds weapon spells for Kerry (4000sp)
- Shield braslet for Kesso (10,000sp)
- 2 x invested Shells of silence Rk 10, 1 used in break-in.
- 4 x invested quietness- all used in break-in.
- 6 X invested gliding - all used in escape after break-in.
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