Blood-Feud?: Difference between revisions

From DQWiki
Jump to navigationJump to search
Line 89: Line 89:
=== Session 6 - at the Tower of Knowledge ===
=== Session 6 - at the Tower of Knowledge ===


We are all struck by the 'peace' field around the area and we all accept the peace bonding geas laid upon us which allows us to enter the area.
We are all struck by the 'peace' field around the area and we all accept the peace bonding geas laid upon us which allows us to enter the area. We meet some officials who greet us and assign Byll, a goblin as our runner while we are here 'investigating'.  We make an appointment to see the Dean of Entomology who receives us forthwith.
 


=== Session 7 ===
=== Session 7 ===

Revision as of 08:38, 3 August 2017

Scribe Notes

Summary

Adventure: Blood-Feud?
GM: Dean Ellis
Season: Winter 817 wk
Night: Tuesday
Location: Chez Ellis
Level: High

Party
Employer
Albrecht of Grymeron
Mission
On Grymeron, too many enemies are no longer fighting amongst themselves and are instead cooperating for some reason. This represents a great danger to the civilised Goblins and their way of life.
  • Primary - Investigate what's changed and why.
  • Secondary - Assess how to fix the situation to return it to status quo of normal inter-racial warfare and non-cooperation.
  • Tertiary - Fix the situation and return it to status quo

Also identify which Allies would help the goblins should the situation deteriorate and how. List of Allies include;

  • Vindikar
  • other goblin tribes
  • Camdindel
  • Sarska?
  • Mossiegong?
  • others as yet unknown

Enemies would include;

  • Trolls
  • Dragons
  • anything bigger than the goblins (hopefully excluding the list of Allies above)
  • Whoever or whatever is stirring up the cooperation amongst the goblin enemies
  • undead and evil types
  • unknown entities et al

Scribe Notes

Session 1 - Guild meeting and initial travel

Meet, greet and introductions. It's a party of fearsome women and me their male companion - oh the hardship. Stock up on supplies (inc a quick visit to the coven at Slippery Rock), a review of previous Grymeron scribe notes (The Rainbow Gates in Winter (Thaw) 810WK & Shopping on Grymeron in Autumn 814WK) and then a nice night at the guild with naked dancing by Caprice.

The next day we travel South down to Newhaven to reset the banishment locations and then travel East towards Camdindel's Home in the Superstition Mountains, specifically on the River Rumble.

There we are met by Lorto, we then meet Camdindel and Legion. We hold discussions and have a light repast. Camdindel's father (aka Dear old Dad) floats by as well. We are later joined by Maelstrom who has recently (just now) returned from Grymeron with some information which we listen to.

Session 2 - Camdindell's and more

The party plays some more with Maestrom's various forms and making pans to protect ourselves against possible adversaries, especially a Sarth Dragon. We leave after 2 days here during which time we make items and supplies we consider essential. See CD's time below.

We depart via the Gate of Tears where we visit with the Vindikar and gain a small measure of knowledge around a possible intrusion of another hive mind type onto Grymeron. We attempt to localise where it may be originating from but fail. We stay the rest of the day and night there until we can use the Gate of Tears to return. I created Intra Planar Portal near the Gate of Tears portal and created an Interplanar Portal point near the Gate of Tears portal.

Once back in the Vale of Tears we flew up to the Gryphon Pass area and landed just outside Darkwell village which we entered and prepared to enter another portal. Here I created an Interplanar portal point linked to Grymeron. Albrecht activated the fountain portal (aka Noble Gate) and we ported to Newhome on Grymeron. Once there we exited the complex and I created another Intraplanar portal point. We took flight across the lake to the E and headed from Gribbit – the Imboo Goblin capital. Once we got closer to the City we were intercepted by the Goblin Air Corps who were flying on small dragon like creatures some 6 foot in length and escorted to the landing zone.

Session 3 - Gribbit and into the Haunted Forest

We didn't stay long in the city as after 1 night we'd managed to cause a social conniption with all the locals wanting to feast us. We plead the need for getting the mission done and left the city so that a single huge social occasion could occur in 2 days time. I create another Intraplanar portal point and test this back to Newhome. We leave the city taking the haunted gate through to the Haunted forest.

We portal into the Haunted wood and establish that the point has moved somewhat (as is the nature of the wood) and so I sit down to create another Intraplanar portal point. Tari vanishes into a tree and has a very slow conversation with the wood which when she comes out, she tells us is one big tree, not individual trees. We move on looking for nothing in particular and travel between levels, assisted by Tari teasing out breaks in the levels. We establish that there are 5 levels to the woods and the haunted portal opens onto level 2. Under the portal point may be solid ground but no-one we know has ever seen it. The levels of darkness change as you ascend upwards from level 1 - which must be truly dark (if any light was there to contrast to) and increases to merely gloomy at the top level 5 before you break out above the woods.

Anyway we travel along and find streams of water in the air passing through the trees with fish. We follow one of these, encounter electric eel type creatures, kill them and them see a much larger shark/killer whale come along and consume the dead eels in front of us - all of which is to the bemusement of a goblin who had been fishing when we came up out of the river. The goblin is xxx and he is a bit of a loner who has yet to gain recognition (and from there a wife perhaps) as yet. We get him to fearfully guide is to find a group of Dracoslurze which we entice in close and then kill with some excitement.

We take a petrified Dracoslurze statue back to his camp so he can make up stories and us it to build his reputation and lure a woman in the future.

Session 4 - Ignorance abounds

We moved through the woods for the next day with no luck and the next day looked similar until at last we chanced upon a large lake we took to be that of ignorance. We started moving around the lake and a feeling of unease came upon us but without a specific source, so we warily moved on. We finally got to the home beside the lake which was just up from a beach on the lake-shore. We said hello to Keifer the keeper of the lake (Keifer is a pygmy forest troll) and started negotiations for potions. Me begged off to go do something in the back room while most of us split up to look at the lake, beach or gardens.

I stayed behind inside as I was suspicious of something, and this suspicion was proved true when chanting started, a water elemental summoned and water started to fall. A fight ensued where we poured heinous damage into Keifer until he transformed into water and we offered him to surrender, which he did.

We now spoke with him and he didn't remember why he attacked us but did complain of a hazy period of time over the last 3 weeks. He remembers that some goblins visited him 3 weeks ago and that he felt different after they left. We find the cause of this to be a small creature that invaded his ear and obviously had some control over him (which we suspect is part of the insidious hive mind) and caused him to act strangely. He can't remember which tribe of goblins they were and thinks the forest goblins they were, however I suspect the dark goblins.

We do however find other useful information in that the lake of ignorance has two portals in it, one for the plane of water and another from the plane of death. The PoD one is possibly a leak of the River Lethe which explains the forgetfulness. The portal points move with the lake when it travels through the haunted woods.

We now have suspicions and seek proof!

Session 5 - a party and then travel

We make ready to leave and once I've completed a portal point here in Keifers home we portal back to my portal in our rooms in Gribbit. The portal works just fine except the exit point in Gribbit has moved to a nearby Fountain which we all appear in. I do notice in the fountain that there are runes carved in there - I will investigate once I have time.

We exit the fountain and go to our rooms as the party is only hours away. The ladies start primping and fluffing while I cogitate on what just happened. I decide to test the portal here and transit over to Newhome to the west and I find myself where i expected and so we portal back to the rooms. The rest of the day is spent dressing, cleansing and other ladylike pursuits while I merely comb, wash and change into my samite robes in order to be ready.

The party is interesting and we meet a number of new goblins from far tribes as well as the goblin queen, Cecelia III. The party lasts and much dancing is done. In the morning we awake early and depart quickly as we've decided to head towards the Tower of Knowledge to further our knowledge. We portal as far south and east as we can and then travel up through the top level of the woods and start flying. We travel 600m before stopping for the night where we camp atop the canopy.

The next day we fly all day and cover 600m to the Narrabi mountains where we camp in a cave.

We travel another day and at the end of the day we arrive at the Tower of Knowledge after 500m of travel

Session 6 - at the Tower of Knowledge

We are all struck by the 'peace' field around the area and we all accept the peace bonding geas laid upon us which allows us to enter the area. We meet some officials who greet us and assign Byll, a goblin as our runner while we are here 'investigating'. We make an appointment to see the Dean of Entomology who receives us forthwith.

Session 7

Session 8

Session 9

Creatures / Races that we encountered

Goblin tribes - encountered at the ball

  • Graggi Goblin Tribe - Farmers from the south of Gribbit - @ 500 miles south.
  • Elata Goblin Tribe - these live 3000m NW of Gribbit in dangerous lands. They like a dwarf-like existence, hiding from predators.
  • Sutec Goblin Tribe - seafaring tribe
  • Dragon Goblin tribe - noted beastmasters, magically adept more than normal
  • Savage Goblin tribe - uncivilised with sharp teeth
  • Valdagorian Goblin tribe - live nearest the Blood Trolls and Sarth dragons. They have undead/construct level helpers. KNown for magic use and they have creatures that live in/on them such as spiders or death beetles.
  • Etolan Goblin tribe - battlers, akin to scottish highlanders
  • Zorba Goblin tribe - armed and armoured knight types, usually mounted.
  • Merithol Goblin tribe - 2-4ft, often misshapen and full of tales
  • Norn Goblin tribe - Noble type goblins - more pretentious than usual.

Major and Minor NPC's

  • Camdindel, Lorto, Legion, Maelstom and DoD.
  • Boran the Mirobothal Goblin in the Haunted wood. He now has a petrified Dracoslurze statue in his garden.
  • Keifer the Lake of Ignorance 'keeper'. He's a water mage of quite some talent. He also has magic from many other colleges due to people dropping off the odd bit of magic here and there.
  • Cecelia II, the Queen of the Inboo.
  • Ser Doran, a Graggi farmer of skill with mushrooms and worms.

Locations we survived going to

Goods and services sourced

From Camdindell

  • 5 potions of Bind Elements (rk6)
  • 2 potions of remove curse
  • 2 potions of true-form
  • 1 potion of stone to flesh

Created while at Camdindell's

  • 3 stat potions of +6AG for 6hrs

From the vindikar

  • a dozen Naptha grenadoes

From the Dracosluze ambush

  • 30 teeth
  • x sizes of Dracoslurze leather from 6 Dracoslurze



Rainbow or Mull Gates that we traversed

Buffs & Mil Sci


Please re-enter your buffs with rank 15 enhance duration added.*

Long Term (assumed always on)

Magic (caster) Rk Effects Dur Er Ta Fb Mo Ch Sh Ca
Strength of Stone (Ta) 20 +20EN or PS Y Y? Y EN
Primordial Armour (Sh) 15 100 Ablative Against Spell and Magical Damage 31hrs* 8 targets Y Y Y Y
Rune Shield (Fb) 20 +25 def, 5 prot, 1 spec grev Y
Grace of Fire (Sh) 20 +32 Def, +10 IV Half Poison Damage 18hrs* 10 targets Y Y Y
Disguise 17 High rank locate required 33hr* - - - - - Y
TBA4

Short Term

Magic (caster) Rk Effects Dur Er Ta Fb Mo Ch Sh Ca
Weapon of Flames (Sh) 20 +21 SC +7 Dam / +10 Dam Undead Cold or Water 25 minutes 10 targets
Smite (Fb) 20 D+21 (if not resisted then thrown prone & stunned) Y Y
Truth 15 PC + 30 chance of noticing deceptions 5 hours (enhanced)
Pheonix Wing (Sh) 20 Flight 50MPH 10.5 hrs 10 targets N
Wildfires (Sh) 12 Running 44MPH 4.5 hrs 7 targets
Rune Healing (Sh) 16 Heal 51, Cure Alicifications up to Healer Rank 6 Y
 

Tea's

Lady Cher:

  • +45% stealth for a duration of (combined Cook, Herbalist, and Alchemist skill) Hours.
  • -5 off percentile die for a duration of (combined Cook, Herbalist, and Alchemist skill) x 10mins.
  • +5 Ft (over personal & racial max) for a duration of (combined Cook, Herbalist, and Alchemist skill) Hours.


Watch Order

1 2 3 4 5 6 7 8 9 10 11 12
??? ??? ??? ???
??? ??? ???

Marching Order

Skirmish Formations (Front)
Default

???  ???  ???
???  ???
???  ???

Double File

???  ???
???  ???
???  ???
???

Single File

???
 ???
 ???
 ???
 ???
 ???
 ???

Plans

Nominations

In game nominations (to make Guild meeting recollections easier)


Treasure

Write details here for GM to note and complete

Calendar

Winter: Frost 817 (7)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Samhain
No tribute day
1 Guild Meeting Seagate day organising (Inc Slippery Rock) and dancing that night 2 Travel to Newhaven and Camdindel's. Spend the day and night potioning 3 Travel through the Lake of Tears portal and spend day with Vindikar 4 Return to Alusia and travel to Noble Gate and back to Newhome on Grymeron. Tvl to Gribbit. 5 Depart Gribbit into the Haunted Wood. Ambush the Dracoslurze. Don't search for Lake of I. 6 Don't search for Lake of I
7 Don't search for Lake of I and stumble across it. 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 3 4
Winter: Snow 817 (8)
5 6 7 8 9 10 11
12 13 14 15 Solstice 16 17 18 Yuletide
19 Days of Chaos 20 21 22 23 24 25
26 27 28 29 30 Twelfth Night 1 2
Winter: Ice 817 (9)
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