Into the Unknown: Difference between revisions

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'''Level''': [[Experience#Quest_Level | Low]]<br>
'''Level''': [[Experience#Quest_Level | Low]]<br>
; Party
; Party
*[[Papa Midnight]] - Human voodoo [[Wicca|witch-doctor]] - played by Fabio
*[[Papa Midnight]] - Human voodoo [[Wicca|witch-doctor]] - played by Fabio '''99'''
*[[Dimitri]] - Hill Giant Dark Mage - played by Mike o'keefe
*[[Dimitri]] - Hill Giant Dark Mage - played by Mike o'keefe
*[[Haedric]] - Dwarven Ice mage - played by Stephen M '''38'''
*[[Haedric]] - Dwarven Ice mage - played by Stephen M '''38'''

Revision as of 04:29, 23 October 2017

I'll run a game but this will only be for new PC's - at a push PC's of 1 game may be considered, but I'm trying to encourage new PC's into our top heavy DQ milieu. It's much more fun at low levels than high IMHO
I've moved the character creation details to the discussion page - CJC 10th Sep 17


Scribe Notes

Summary

Adventure: Into the Unknown
GM: ChrisC
Season: Spring 817 wk
Night: Wednesday night (starting 20th Sept)
Level: Low

Party
Employer
Hieronymus Ermit of Seagate
Mission
Bring his daughter home. She hasn't returned from a guild mission exploring a new portal recently discovered. She was the 3 guild member sent through to explore the portal and none have returned.

All have 2 x guild scrolls of banishment to enable their return should they need to use them but none have done so or returned to Alusia.

Pay
5 x Guild rates + 'Salvage' (within 'laws of the land' - of course)!

Scribe Notes

Session 1

Day 1

Before our meeting meeting with the guild security, we are introduced to our employer, Hieronymus Ermit of Seagate. He is most concern about his daughter disappearance and he is willing to pay 5 time the going rates for us to investigate what happen to her as well as returning her to her family.

On further enquiry, he explains that his daughter had offered her services to the guild after her son and husband went missing. She took the assigned of exploring a portal 25 miles North of the hills of Aldri; there she vanished like the previous adventurers.

We learn from the Guild Security that the portal had been investigate 3 times in the past year. This resulted in the disappearance of all Adventures. What is baffling for us is that each adventurer had 2 scrolls of Banishment and 2 of Whispering wind, and yet no messages were received.

The guild is willing to equip us with armours, and weapons as well as a 1 item of our choosing plus 2x scrolls of Banishment and 2 x scrolls of Whispering Wind for each member of the party.

Before our departure we enquire about some astrology reading, Potions of healing and Greater, and we spend the following 4 days getting ready for the trip.


Rahne Astrology Reading
  • Bring those you trust
  • Gird thy Loins
  • Love conquers all
  • Do not trust the disbelievers
  • Darkness is coming


Day 5

At noon of the 5th day we depart on horseback headed to Stoneboro.

Day 6

The following day we reach a natural deep in the ground covered in thick mist. The Spell-caster perceive the area as high mana ground, however we do not venture in and limit our travelling to the ridge of this depression. Just before duck we set camp and Haedric erect the perfect forest traveller camp essential; an Igloo. While on patrol Haedric is attack by a wild boar. Haedric and Dimitri make mincemeat out of it, while the rest of the party are oblivious of what is happening. The two discover a barbed arrow on the body of the boar, before the making breakfast out of it.

Day 7

After a hearty breakfast we continue our journey. Along the way we make the acquaintance of a wood elf (Nermal) hunting outlaws and Drow. We show the arrow found on the boar and he advise us to get rid of the culprit if we found it. He also gifts us some Elven biscuits, which I hear it can sustain a man like a full meal. After setting camp and a good meal, we retreat in our igloo. A big, white, ice made construction may not be the most conspicuous thing in a forest. We are not particularly concerned about it and in the middle of the night we are attacked by 5 brigands. 3 casualties later, and with 1 brigand fleeing for dear life, we interrogate the captive one. He and his companion were forced into this life after contracting some infectious disease and been driven out of their town.

Session 2

Day 8

After breakfast we continue on our way north. The path is not well travelled and the only tracks spotted by Haedrik appear to be months old. We follow the trails until we reach a misty area. Lifting the mist exposes 6 unusually rounded shapes in the vegetation. As we ready our weapon we notice that those are the slumped bodies of orcs. They appear to have been killed by Elven arrows. We proceed on our journey, after rallying Dimitri and Katalina who run scared of the undead I just turne. After crossing a stream, we reach a web-tangled section of the forest were we are attacked by 4-feet wide spiders. As we get the better of them, Eydis seize control of 1 spiders mind and with my help we get it to release all the victims tangled in their webs. 3 desiccated orcs are lowered to the ground. After collecting valuables, we search for a suitable spot to camp for the night.

Day 9

We break camp, and 4 hours into our journey we reach a clearing with a rocky formation on one side, and a 15 feet tall wall extending out of it. The wall appears to continues down the gulley on the far side, and has a door in the middle. We knock and announce our presence; a Guild Security Member lets us in. Before settleing in for the night, we spend some time talking to the guards and inspecting the portal.

Day 10

At dawn we decide the marching orders through the Portal and we ready ourselves for a walk into the unknown. I observe all my companion traversing the dark shimmering portal and as I enter, I step 4 feet ledge, with the 2 dwarfs dangling from the sheer rock face on either side, and the rest of the party are swimming in the water in the subterranean pool at my feet. After reaching dry ground, we inspect the deep pond were I have spotted the spirit of someone. We resurface the dead body. It’s the remains of Darvos the Rune mage, sent last winter by the guild. His skull is fracture but there is no sign of foul play; he must had cracked is skull by falling in the lake. What an end, may the Loa carry his spirit. We exit the cave and enter a squelchy swamp landscape. The wetland surrounds the hill we have just exited. Before venturing further, we use one of the scrolls to give news to the guild; the spell fail. We must be some place were magic does not work. We head for the top of the hill wile Dimitri fly to inspects the surroundings. He return with news of an inhabited area miles north. Strangely dusk is upon us, so we camp while a make the acquaintance of my new familiar a 6-foot-long Anaconda. The night goes by with no trouble.

Day 11

Early rise as we have decided last night to build 2 rafts to help us navigate the wetland. We spend the whole day constructing and testing them.

Day 12

We spend the day navigating the swamp. Every now and then we spot a mound of dirt rising out of the water with the left over traces of camps. This indicated that people are living or hunting in this area. We proceed very slowly on our rudimentary barges and as dusk settles in, we find a spot where to erect our perfectly insulated Igloo, and rest our weary bones

Day 13

We carry on our journey, after a breakfast of elven crakes. 2 hours in and we meet a man on a kayak. He does not appear surprised to see us however it disappears very quickly. We decide not to follow him and continue, due north towards what we believe been civilisation. After some more fishing, and strenuous poling, we reach a palisade in the late afternoon. We talk to the lizard folk that inhabit the camp and successfully negotiate to have a meal and spend the night in their camp.

Session 3

Eat, drink, talk with village elders. They are good people, this is a bad place. Village name: Liz-holme-zoo Leader: Kristoc Honour the lizard god H'thgar

The swamp is 100 miles across North-east are the Doom Hills - Evil Orcs and Ogres. Old ruins under the swamp, remains of ancient city. Beware of Swamp Monkeys in trees and flesh-eating Roach swarms. Silmaren a.k.a. Oooze are shape-shifters, doppelgangers, recommended to burn them.

Where we came through is known as the Eye of the Swamp. An evil place where many strange and out of place creatures may be found. it turns out they have a cow that was found there, suspicious - we check it out. A skin-changed Alusian. We arrange to purchase the cow (100sp).

Vulsom is the town to the north. Humans and other races. There is currently a road leading north to Vulsom about 1 mile west of the village.

Day 14 Moonday 14th Thaw

After breakfast, we head west on our rafts to the 'road' - semi solid land and muddy weedmat wedged and woven together into a track mostly navigable by hand carts. After binding his will, we counterspell the cow. Bal-hazar is a 'good' greater summoner, ambushed by a witch, stripped skin-changed and pushed through the portal. He believes he can arrange his own return home and wishes to make his way on his own, he promises to deliver a reward for his rescue to the Seagate Guild.

We anchor our rafts, Bal heads south, we walk north.

Lunch at Deyl's mine just off the track. Peat mine and archaeological excavation. Debt-slaves and criminals used as labour. Schorl does some private work and liberates some gold statuettes that were found in the ruins.

Continuing north we cross paths with a patrol out of Vulsum heading to check on Deyl.

Camping on a larger mound of dry ground, the igloo breaks the surface layer of matted dirt and vegetation to reveal a worked stone roof. Poking around we find a trapdoor and open it. The cloud of stale air knocks out a couple of us. Wind Whistle, dinner and rest while the air clears and we recover. Then we prepare to venture in.

Loot and Expenses

  • Items on loan from guild vaults - armour, weapons, boots, amulets, etc.
  • Scrolls of Banishment - in sealed scroll cases.
  • Scrolls of Expulsion - in sealed scroll cases.
  • Scrolls of Wind-speech - in sealed scroll cases.
  • Waters of Healing D-5+9, free, last the season.
  • Cash advance on pay for healing potions, restoratives, greater's.
  • Wild Boar meat, fresh off the hoof
  • Elven waybread from Nermal
  • 2x non-magic rings (150sp ea)
  • 48sp and 8 schillings (desiccated Orcs)
On Darvos body
  • 1x Scrolls of Banishment - in sealed scroll cases.
  • 1x Scrolls of Expulsion - in sealed scroll cases.
  • 2x Scrolls of Wind-speech - in sealed scroll cases.
  • Black Gem Quarterstaff
  • Amulet of Luck
  • Amulet of Jet
  • Amulet of Iron
  • Amulet of Aquilegius
  • Amulet of Amethist
  • 2x Water of Healing 10pt
  • 2x Water of healing 20pt
  • 2x Restorative 8-16
By the Portal
  • 4 Suit full plate, +9 Damage +1 EN +10 Spell Armour
  • 4 Kite shield
  • 4 Halberd +10% +2DM RK8
  • 16 Trowing Dagger +8% +2DM RK8
  • Silver Chain Mail with diamonds, 10% weight, 9 protection, the wearer will not be affected by Hand of Death, screen of conjuration, life draining, Agony and putrid wounds
  • Magic Staff (must have 120RK to be used) gives +20 to cast chance +20 MR
  • 12 Alligator Teeth
  • 6 Alligator Claws
Gold/Silver/Bronze Chests
  • 2 Heavy Scimitar
  • 1 Ring
  • 1 Potion
  • 1 Crystal Box

Buffs & Mil Sci

Long Term (assumed always on)

Magic (caster) Rk Effects Dur PM Di Ha Sc EO KH Sh
 
Ice Armour - Self (Ha) 6 11% 1 AP 4 hrs - - Y - - - -
  • Lesser Enchantment for season
  • Greater Enchantment (rk 20) at cost +21% on one area 4,000sp per additional area.
  • Astrology readings

Short Term

Magic (caster) Rk Effects Dur PM Di Ha Sc EO KH Sh
Weapon of Cold (Ha) 6 +7% +3 11 mins
 

Watch Order

1 2 3 4 5 6 7 8 9 10 11 12
Schorl Papa M Eydis Shades
Dimitri Haedric Katalin Schorl

Marching Order

Skirmish Formations (Front)
Default

Haedric Katalin
Schorl Eydis Dimitri
Papa M Shades

Double File

Haedric Katalin
Schorl Eydis
Dimitri
Papa M Shades

Single File

Haedric
Katalin
Schorl
Eydis
Dimitri
Papa M
Shades

Calendar

Spring

Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa
Thaw (10)
  1 Guild Meeting 2   3   4   5 The Carzalan Generals Ball

Departure; Night in Stoneboro

6   High Mana Depression
7 Nirmal the elf, and brigands ambush 8 Dead Orcs and spiders 9 The wall and the portal 10 Into the unknown 11 Building the rafts 12 Navigating swamps 13 Man on Kayak; Lizard-folk village
14 Deyl's Mine; Ruins 15   16   17   18   19   20  
21   22   23   24   25   26   27  
28   29   30    
Seedtime (11)
  1   2   3   4  
5   6   7   8 Rites of Thunor 9   10   11  
12   13   14   15 Equinox 16   17 Eostre 18 The Seagate Spring Ball
19   20   21   22   23   24   25  
26   27   28   29   30    
Blossom (12)
  1   2  
3   4   5   6   7   8   9  
10   11   12   13   14   15   16  
17   18   19   20   21 Floralia 22   23  
24   25   26   27   28   29   30 Walpurgisnacht