Escort a caravan

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Summary

Adventure:
GM: Ian Wood
Session: Spring 814
Night: Tuesday
Location 20 Pahi place, West Harbor
Level: Low/Medium
Rules: ?

Mission

Provide loose cover to the Wagon caravan heading north on the Great South Trade route. Intercept the bandits in the area, follow them to their camp and eliminate them. Pay is 500sp for the party per day.

The Party

  • Pierre the Halfling - Halfling, Illusionist - Ian Anderson Party Mil Sci
  • Kerry - Human/catwoman, Dark mage - Helen .
  • Ignis A 7 foot tall Human Air Mage played by Fabio Scribe
  • Roderigo halfling E&E "respectable business-hobbit" played by Michael M. Party Leader
  • Boris orc necro the "nice orc necromancer" michael haycock
  • Lila - Human, Dark Celestial/Air with Fire pet (Kelsie)

Scribe Notes

Chapter 1

Thaw 1st

So it begins, we are on the road on another adventure, with a new mission in the devastated land, left in ruin by the drow as a reminder of their invasion. Some might say we are lucky to be working for the guild so work is never short. Since is a nice day of spring Lila, Pierre and I venture out of town to find a spring festival. We feel is important to be on a spring mood. The festival appears to be somehow elemental in nature and run by fae creatures. We get entangled with them and enjoy a never ending and frenetic dance, that is, till we wake up at the guild next morning.

Thaw 2nd

Feeling all refreshed, and with a “spring in our step”, we make our way to a meet, Monsieur Louis Pompadour emissary from the guild of merchant of Sant-Michel of Bowcort. He was asked to approach the guild to recruit a party able to provide lose cover to the wagon caravan departing from Sant-Michel and head north on the Great Southern Trade root. The job is to intercept the bandits that populate the area, follow them and eliminate them at their camps. After negotiation 500sp per day he wishes us well and organises to meet us in a week time at the Sant-Michel Trade Hall. After stocking provisions for the trip, we pay a visit to the Lord of bats, to get a nice pair of wings for the trip north. We fly with no trouble to Sant-Michel and arrive there before dusk. We land and head to the trade hall we spotted earlier while flying over town. Once there a Page boy takes us to meet Monsieur Pompadour who is busy negotiating. Monsieur Pompadour invites us to join him in a side chamber were we meet our employee Monsieur Reinard Oxatucas, a big, florid, red nose man which appears to have had to many wines and slurs when he talks to us. After the introduction he inform us of the details of the mission. The main caravan will depart in 5 days. The caravan will go north on the trade rout and for the first 30 miles they will be surrounded by wilderness and desolated land with the remnant of the drow invasion. In the following 10 miles is abandoned lands and villages, and after the river displaced people. The land are populated with drow, giants and is generally wild. The caravan will have guards, so our job is to follow the bandits, find their hiding place and defeat them. Before bidding farewell for the night he informs us that a smaller caravan will depart tomorrow, if we would like to do a reconnaissance mission in the area. We head off to our accommodation, a very nice inn of a quality I have never seen before. Nice big rooms and comfortable beds, wow what a luxury.

Thaw 3rd

We wake up all refreshed, and after breakfast we head out of town to buff up. We proceed to inspect the 30 wagon strong convoy before the departure, than we fly out. We fly out and follow the main road on our recon mission around the first 30 miles of the road. The only things to note of importance are a great number of carrion animals and birds in the area, all villages are destroyed, and most towns have freshly rebuilt external walls. Those town are starting to rebuild and to tender the fields The next 20 miles very similar; the fields around bigger towns are looked after and a guard is always on patrol. From this high is difficult to assess if any of this towns are harbouring bandits and brigands. We intercept the caravan which is moving at good speed towards a town where they camp for the night. We head back to Sant-Michel for the night.

Thaw 4th

After a good night sleep we are guided by Monsieur Pompadour on our search for Granados. After commissioning them we fly to catch up with the caravan and continue with our recon mission. While flying around, we spot a couple of drow and ork camps in the distance, however they appear to be busy elsewhere. The caravan moves away from the area headed for the next town as the day passes uneventfully. We had back to our comfy beds

Thaw 5th

In the morning we spend some time in search of an abandoned cemetery. Boris will be setting up a portal, just in case we need to quickly return in the area. We find one in Ardvill town a few miles out of Sant-Michel. Once completed we continue inspecting the area and again the caravan is safe and secure for the day

Thaw 6th

It take us 3 hours to catch up with the caravan, and, as we get closer we notice 50 bandits on horses approaching swiftly from the 3 valley surrounding the road. We fly to warn the caravan. The guards are weary of us however they get the caravan to circle around in a laager formation while we keep our distance in observation.

The bandits manage to steal 8 wagons before heading south west. Amongst them we spot a celestial mage. Roderigo wants to see him better so he can track him down with his location spell, however we are too far. We convince Roderigo to study a gold coin which Erasmo, my trusted crow, will deposit on one of the wagon. We take flight again and after a few mile the mage and caravan slit up. We land near the village were the mage is taking shelter. Roderigo and Pier follow the man to the biggest house in the village. When they approach they spot the man talking with a drow. They are successful in identifying and studying the two, as well as sneaking out of the hamlet. We had back to Sant-Michel for a deserved rest and a sumptuous dinner.

Thaw 7th

Early rise and our new stash of Granados is ready. As we leave town we are approached by a page boy. He is been send by the Baron of Bonneville, Alfred Debon, who has a business proposition for us. Lila informs us that the Baron has a good reputation and we should certainly go and visit him. We arrive at his washed blue town house which surrounds a central courtyard. We are ushered in a side room were the baron meets with us. Due to the Drow Invasion he had to evacuate his estate in Bonneville a fortified manor house with 40 villages on his estate. He would like to have information about the area and the manor house, as it is now time for him to return to his land and ensure to repopulate it. He is happy to pay us 35000sp for the help. We agree that it is best to go to Baron Debon manor house as soon as possible.

We leave the house and make our way to the merchant guild to inspect the convoy wagons before their departure. We fly to the Barons land; it takes us till lunch time to figure out the map sketched by the baron. We cannot see much movement except from the smoke coming out of the manor, so we chase after the wagon. We will come back with the cover of dusk to inspect. We get to the wagon were we inspect that the convoy is proceeding well, then we head back to the baron’s estate. The fields and orchard around some villages, and adjacent the huge house appears to have been cultivated and recently. There is smoke is still coming out of the manor house chimney; so with the sun going down we approach it cautiously. Boris Spots a gibbet with a dead body in it and as a good necromancer should, he approach it and begins his interrogation it. The dead body is of one bandit that try to steal some treasure from the crypt in the graveyard on the estate, and got caught. The house is full of bandits and with Roderigo wizard eye we discover that 18 of them are in the main hall; some asleep, some awake, and some getting drunk while 2 are busy hammering in the smithy. There are no women or children around. We climb the external wall wile Roderigo sleeps the two at the forge. We enter the main hall in force and in less than no time we subjugate the crooks and tie up the 7 survivors. They promise to help us and answer all our questions. We suggest them to clean and fix everything in the house, and we might speak with the baron in an effort to help them establishing themselves in the area. They would love to settle and farm land.

Thaw 8th

After spending the night in the manor house, we waken up to a good breakfast of bacon and eggs prepared by the survivors. They are all too eager to return the manor house to its original state, in exchange for our good words to the baron regarding their willingness to settle in the area and to help farm his land.

We return to Sant-Michel to provide the good news to the Baron regarding of his land. After paying us he enquires about the other 40 villages in his property. We have yet to inspect them however we have more pressing meters with the caravan so we will return to clear them all after our main task is completed.

After purchasing some pastries for Pierre we head off to intercept the wagons which are due to arrive at Leon, a village 50 miles from Sant-Michel. We convince Roderigo to Locate the bandits intercepted few days ago. We want to ensure we keep a close look on them; they have not moved.

We keep close look to the caravan entering Leon, a side river town surrounded by 30 feet high walls newly reconstructed and a fortified Keep built atop of a rock formation. As we traverse town all sort of people try to get our attention as well as our patronage. After reaching the enclosure for the convoy on the other side of town, we head to the mess for a good feed. While there we discuss our plan with Desmond Ogadieu, the leader of the caravan. Our tactic is to rapidly approaching the bandits’ camp and eliminate them. He agrees with the plan so after a little rest, we depart.

We land just outside the border of the little village where the 50 outlaws are camped; Roderigo with his wizard Eye quickly tracks the Celestial mage and the other 4 leader of the crooks. Swiftly he cast a sleeping spells, as we enter the house to finish them. After looting their bodies Boris turns them into walking dead. They still give me the willies.

We discover that it was not in their plan to attack the big caravan as they were instructed by other bandits not to venture further then Leon; it is the territory of another band of bandits. (I am enlightened by the fact that there still is honour amongst crooks). We also discover the existence of few spies in Sant-Michel and Champignon, who are assisting the bandits with the coordination of their attacks.

Then we attack the bandits. They are all fast asleep in 4 houses, and with one granado per house, and a strategically placed zombies to guard the front door, the bandits are eliminated quickly.

We also locate the wagons they have stolen and since they are in a barn Boris ensures no one access it by warping doors and walls.

Thaw 9

As dawn breaks we are on our way back to the wagon camp. We are famished and ready for a good nourishing breakfast.

While eating we are approached by Desmond, who has bad news. He updates us of last night trouble; someone has managed to enter the camp and destroy 60 wagon wheels. They do not have that many spare and it will take weeks to get some more from Sant-Michel. No one has heard or seen anything. We suspect a sneaky and horrible bard.

Pierre and Boris offer to help fixing them, while Kerry Lila Roderigo and I go in town to investigate.

Lila and Kerry head to the town hall where the guards have rounded up all the strangers in town. Roderigo and I head to the tavern to see if we find anything or anyone suspicious.

We discover that 3 figures left town very early in the morning. One of the three was seen carrying a mandolin.

While plotting to chase after the trio, we head back to the caravan enclosure to meet Boris and Pierre who are exhausted from fixing the wheels.

Two figures approach us swiftly; a young lad and a town guard with a message from the town master who wants to see us as soon as possible by the tavern. As we head back into town I cannot help but notice that 5 guards are stationed on the outer walls, and two are guarding the gates. A bit too late in my opinion, but they have learned the lesson.

LeBron the town master is a friendly character despite his ragged clothes which, I think, have not changed since before the invasion. I bet his servant are not happy without their yearly hammy down.

He has a job for us and involve cave dwelling.

Last night when they were unloading some barrels of beer they managed to have one going through the cellar floor. At closer inspection they have discovered an under-city tunnel. 7 of his man went down for an inspection and only 2 came back. He cannot pay us as the town had no money, and they survive only with the trade from the caravans. He is however happy to give us a letter of payment which we will need to present to the Marchesa of Bowcort.

We need to ensure we are at full strength so we rest up for the afternoon and after a good meal we head into the cave.

It is a wide tunnel running from Southwest to east where it has a slight curvature and we cannot see the end of it. It appear been formed by magic more than carved like the dwarfs’ caves. The tunnel heading southwest emanates a strange aura and is filled by a thick haze. Since the Haze makes it difficult to see through it, we decide that is a good idea to cast a lightning. It is loud and everyone is deafened. It is a struggle to identify what is happening in the mist, so we move to the east tunnel. After a slight curvature of the tunnel we reach a circular room with irregular 5 porches above a dark and watery lake.

Roderigo climbs the ceiling while Boris construct a bridge of bones to the nearest porch to the left of us. As we reach the other side we are attacked by minor undead and drained. The battle is fierce; Pierre and Roderigo are badly injured, while the rest of us are trying to give final rest to the creatures. Once the last one is dispatched and farewell from this existence we notice the water of the lake been very agitated, so we head back to surface to discuss a raise of payment for the job.

We rest for the night so to recover some strength, and keep an eye on Pierre as his injured hand has an undead aura. We might chop it in the morning.


Thaw 10

After a good breakfast and buffs we return to the lake chamber. Roderigo with his wizard eye inspects all the other porches before deciding on our plan. 1st porch heads in a room with 8 weird creatures, when the 2nd one has 100 humans; most are asleep while 20 are fully awake. They do not appear to be kept against their will. 3rd porch head to a tunnel when the 4th one is where we fought the undead the night before.

We head back to explore the misty tunnel and we learn it has a curvature which drops down to a pond of fresh water.

The plan is clear we will have to attack the creatures.

We create darkness on the porch and stop the creatures from spotting our weapons of flame. Once we are in position I start with a lighting and the fight begins. At the first blow from the enemy, I am down from the count. The rest is a blur.

As I am told later, the fight was quick; Roderigo managed to stab his way around the lizards, Lila has shoved a granado into a lizard mouth, while Pierre has gone for a bath in the dark lake. Boris has smashed his way around as always and in the meantime has assisted in reviving me.

After been revived, I moved to the back of the battle where a lizard tramples me and knocks me into the lake. Some undead arms reach out and drag me under water. Lila rescue me and, as the whole party fight the undead, I am fighting my on battle between life and death. I am revived once again before looting the cave of the lizards……

Mil Sci

Quotes

Lila: So lets be clear if the wagons are in need, we will protect them
Party: Yes ok
Lila: Shall we attack a village of bandits to see how the party works as a team (Experimental Ethics in progress)

Marching Order

What is Hot

Biting someone's throat when is sleeping

What is not

Swallowing, and getting blood up your nose

What is awful

Throwing granados in a building full of sleeping people, and have the doors guarded by zombies.

Loot

- 8x buckler
- 4x large round shield
- 6x Suit of chainmail
- 4x Arcane wands of storage, only one contain spells, and are all rechargeable
- 20x assorted swords
- 4x Amber amulets, 5 point Protection from draining (Resistance against draining for necros) 
- 380sp
- Leather Armour
- Chain armour
- Hand and 1/2 mage sword
- various assorted weapons
- Scrolls
- Mage Oil
- 680sp
- some gold coins
- 1 zaphire (worth 2300sp approx)
- 1 emerald (worth 2300sp approx)
- Scroll celestial
- 5 Chalcedony amulets
- 5 Amber amulets
- 5 Jet Amulets
- 3 small full chests

Buffs

Magic Rk Effects Dur/
Enh Dur
P K I R B L
Greater Enchantment (R) 16 +17% Res/Mag/Com/Skill - RMCS RMCS RMCS RMCS RMCS RMCS
Fire Armour 10 +44 protect against damage by fire 11/19 hrs - - Y - - Y
Fireproofing 10 Protect from non magical fires 11/19 hrs - - Y - - Y
Shadowform 15 +32 defence melee & ranged, +16 close, +15 stealth in twilight +45 stealth in darkness 8hrs/12hrs - - Y 1/2 duration only - - Y
Celestial Witchsight 9 See invisible 5/9 hrs - - - - - Y
Shadow Wings 6 Fly 36mph 3.5/6.5 hrs - - Y 1/2 duration only - - Y

With hat ie 3hrs notice

Magic Rk Effects Dur/
Enh Dur
P K I R B L
Fire Armour 16 +68 protect against damage by fire 17/23 hrs - - Y - - Y
Fireproofing 16 Protect from non magical fires 17/23 hrs - - Y - - Y
Shadowform 21 +44 defence melee & ranged, +22 close, +21 stealth in twilight +63 stealth in darkness 11hrs/15hrs - - Y 1/2 duration only - - Y
Celestial Witchsight 15 See invisible 8/12 hrs - - - - - Y
Shadow Wings 12 Fly 42mph 6.5/9.5 hrs - - Y 1/2 duration only - - Y