Loyalty and honor: Difference between revisions

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== Scribe Notes ==
== Scribe Notes ==
=== Thaw 1st: Castle Chilton ===
=== Chapter 1 - To Stick's Keep ===
==== Thaw 1st: Castle Chilton ====


The 7 of us, (Billy, Edgar, Lila, MDK Rodrigo, Quentin, and me Alandis) are bought together in one of the guild chambers; we quickly introduce ourselves and swiftly select Lila, the only human, as our fearsome leader. MDK will be our military Scientist and me; once again I am faced with the duty of reporting our journey.
The 7 of us, (Billy, Edgar, Lila, MDK Rodrigo, Quentin, and me Alandis) are bought together in one of the guild chambers; we quickly introduce ourselves and swiftly select Lila, the only human, as our fearsome leader. MDK will be our military Scientist and me; once again I am faced with the duty of reporting our journey.


Once the roles have been finalized, the guild representative ushers us to a royal carriage, witch is headed to Castle Chilton. We are expected by Duncan, the castle mage, and by her grace the Duchess Elisabeth of Carzala.
Once the roles have been finalized, the guild representative ushers us to a royal carriage, which is headed to Castle Chilton. We are expected by Duncan, the castle mage, and by her grace the Duchess Elisabeth of Carzala.


Once we reach his large office, Duncan clarifies our mission. Our assignment is to uphold the honors of the guild with the Duchess, by retrieving and escorting Lady Isabella (the duchess teenage daughter) back to Carzala. The Duke Baltmond Aladar is fostering the young lady in his summer house; a keep 10 miles north of Grobbety Town. Due to the Drow invasion the area is becoming increasingly unstable and dangerous, therefore the Duchess fears for her daughter safety.  The Party will be remunerated accordingly.  
Once we reach his large office, Duncan clarifies our mission. Our assignment is to uphold the honors of the guild with the Duchess, by retrieving and escorting Lady Isabella (the duchess teenage daughter) back to Carzala. The Duke Baltmond Aladar is fostering the young lady in his summer house; a keep 10 miles north of Grobbety Town. Due to the Drow invasion the area is becoming increasingly unstable and dangerous, therefore the Duchess fears for her daughter safety.  The Party will be remunerated accordingly.  
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We are taken to meet her Grace the Duchess which remind us not to start any diplomatic headaches, and to bring her daughter back alive and in one piece. After the brief meeting we head back to Duncan’s chamber, were we are introduced to Sticks, the rune mage. He will provide safe passage via portal; unfortunately the safest spot for arrival is in Sticks keep, a few miles north east of the Great Salt Flats, a few hundred miles west of Grobbety Town.
We are taken to meet her Grace the Duchess which remind us not to start any diplomatic headaches, and to bring her daughter back alive and in one piece. After the brief meeting we head back to Duncan’s chamber, were we are introduced to Sticks, the rune mage. He will provide safe passage via portal; unfortunately the safest spot for arrival is in Sticks keep, a few miles north east of the Great Salt Flats, a few hundred miles west of Grobbety Town.


=== Thaw 2: Rest and Fight ===
==== Thaw 2: Rest and Fight ====
The journey is safe but we arrive completely exhausted from the 3 portal jumps, so after a good feed we spend the day recuperating our energies. The afternoon and evening goes by without troubles, however in the deep of the night during my turn on guard, I spot some flying figures approaching at speed. I wake everyone and prepare the defenses.  
The journey is safe but we arrive completely exhausted from the 3 portal jumps, so after a good feed we spend the day recuperating our energies. The afternoon and evening goes by without troubles, however in the deep of the night during my turn on guard, I spot some flying figures approaching at speed. I wake everyone and prepare the defenses.  
All but one of the soul gathering Imps are defeated while we spare the one controlled by Edgar for interrogation.  
All but one of the soul gathering Imps are defeated while we spare the one controlled by Elgar for interrogation.  
The little creatures was summoned by a Drow and commanded to collect human souls for a ritual, which require the offering of the souls to create the Big Drow Soul.  Once we gather all necessary information we dispose of it and sent it back to its plane.  
The little creatures was summoned by a Drow and commanded to collect human souls for a ritual, which require the offering of the souls to create the Big Drow Soul.  Once we gather all necessary information we dispose of it and sent it back to its plane.  
The rest of the night goes by with no issues.
The rest of the night goes by with no issues.


=== Thaw 3: Flight'n Troubles ===
=== Chapter 2 - On to the Castle ===
 
==== Thaw 3: Flight'n Troubles ====


Just before sunrise, in the darkness of the keep, the celestial mage casts her spells. She is preparing all necessary magic needed for the day flight.  
Just before sunrise, in the darkness of the keep, the celestial mage casts her spells. She is preparing all necessary magic needed for the day flight.  
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We (the boys) take advantage of the free afternoon to do some sparring with the locals, wile our team leader, heads of to peal potatoes for dinner. As we talk with the locals we discover valuable information. The Drows are sacrificing human’s souls to make them self immortal, as well as keeping the Ice Bridge working. After a good meal we head to bed
We (the boys) take advantage of the free afternoon to do some sparring with the locals, wile our team leader, heads of to peal potatoes for dinner. As we talk with the locals we discover valuable information. The Drows are sacrificing human’s souls to make them self immortal, as well as keeping the Ice Bridge working. After a good meal we head to bed


=== Thaw 4: More Flight More Trouble ===
==== Thaw 4: More Flight More Trouble ====


The night goes by with no accidents and, after a bowl of comforting porridge and few incantations, we continue our journey.  
The night goes by with no accidents and, after a bowl of comforting porridge and few incantations, we continue our journey.  
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We meet with the dwarf captain of Lady Isabella’s guards, and we proceed in explaining our mission. We gently request for the preparation of all that is needed, for her grace and her entourage departure. After the Dwarf Captain cordially accepts, we return to town to rent a room at The Happy Fowl, where we experience the taste of their specialty, roasted seagull, all washed down with copious amount of refreshing ale.
We meet with the dwarf captain of Lady Isabella’s guards, and we proceed in explaining our mission. We gently request for the preparation of all that is needed, for her grace and her entourage departure. After the Dwarf Captain cordially accepts, we return to town to rent a room at The Happy Fowl, where we experience the taste of their specialty, roasted seagull, all washed down with copious amount of refreshing ale.


=== Thaw 5: Lunch with Lady Isabella ===
==== Thaw 5: Lunch with Lady Isabella ====
   
   
The following morning we polish our armour, as well as making ourselves presentable for the lunch with Lady Isabella. While we spruce up, MDK chats with some guards, to find information about the town and the locals. He might have found a way to repay Roderigo's debt to this country, however we have to postpone those plans, as we are expected for lunch at the keep (Insert name here).
The following morning we polish our armour, as well as making ourselves presentable for the lunch with Lady Isabella. While we spruce up, MDK chats with some guards, to find information about the town and the locals. He might have found a way to repay Roderigo's debt to this country, however we have to postpone those plans, as we are expected for lunch at the keep (Insert name here).
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Since the logistics of the entourage departure are complicated, we are expecting to be in town for at least a week. So after lunch we head back to town. We will try to help the locals and the seneschal, so to ensure Roderigos Feudal  Duties have been met. Once in town we also try to sort out an archer armour for Lady Isabella.
Since the logistics of the entourage departure are complicated, we are expecting to be in town for at least a week. So after lunch we head back to town. We will try to help the locals and the seneschal, so to ensure Roderigos Feudal  Duties have been met. Once in town we also try to sort out an archer armour for Lady Isabella.
=== Chapter 3 ===
''session on 23-Sept to be written''
=== Chapter 4 ===


== Information ==
== Information ==

Revision as of 22:50, 25 September 2013

Return to Scribe notes

Summary

Night Monday
Place:13 Layard st Avondale
Phone 021 1067365 or 8285154
Information: Information from players for Julia.

The lady Elizabeth De Winter wishes to fund a mission of Mercy to the north

Scribe Notes

Chapter 1 - To Stick's Keep

Thaw 1st: Castle Chilton

The 7 of us, (Billy, Edgar, Lila, MDK Rodrigo, Quentin, and me Alandis) are bought together in one of the guild chambers; we quickly introduce ourselves and swiftly select Lila, the only human, as our fearsome leader. MDK will be our military Scientist and me; once again I am faced with the duty of reporting our journey.

Once the roles have been finalized, the guild representative ushers us to a royal carriage, which is headed to Castle Chilton. We are expected by Duncan, the castle mage, and by her grace the Duchess Elisabeth of Carzala.

Once we reach his large office, Duncan clarifies our mission. Our assignment is to uphold the honors of the guild with the Duchess, by retrieving and escorting Lady Isabella (the duchess teenage daughter) back to Carzala. The Duke Baltmond Aladar is fostering the young lady in his summer house; a keep 10 miles north of Grobbety Town. Due to the Drow invasion the area is becoming increasingly unstable and dangerous, therefore the Duchess fears for her daughter safety. The Party will be remunerated accordingly.

We are taken to meet her Grace the Duchess which remind us not to start any diplomatic headaches, and to bring her daughter back alive and in one piece. After the brief meeting we head back to Duncan’s chamber, were we are introduced to Sticks, the rune mage. He will provide safe passage via portal; unfortunately the safest spot for arrival is in Sticks keep, a few miles north east of the Great Salt Flats, a few hundred miles west of Grobbety Town.

Thaw 2: Rest and Fight

The journey is safe but we arrive completely exhausted from the 3 portal jumps, so after a good feed we spend the day recuperating our energies. The afternoon and evening goes by without troubles, however in the deep of the night during my turn on guard, I spot some flying figures approaching at speed. I wake everyone and prepare the defenses. All but one of the soul gathering Imps are defeated while we spare the one controlled by Elgar for interrogation. The little creatures was summoned by a Drow and commanded to collect human souls for a ritual, which require the offering of the souls to create the Big Drow Soul. Once we gather all necessary information we dispose of it and sent it back to its plane. The rest of the night goes by with no issues.

Chapter 2 - On to the Castle

Thaw 3: Flight'n Troubles

Just before sunrise, in the darkness of the keep, the celestial mage casts her spells. She is preparing all necessary magic needed for the day flight.

As the two rangers of the group, Elgar and I (Alandis) point the party to the correct direction; so the flight begins, we are headed north-east toward Grobbetty town.

The rolling landscape and the magnificent waterfall of the local lake are a nice backdrop to our mission. It is a shame to think this land is slowly turning into a war zone. As I reflect on it we spot a few peasants heading west, away from the war zone. After another few miles we see a platoon of Gnolls, marching north; perhaps to the front lines. We ignore them and continue with our mission.

Not before long, as we reach the halfway mark of our flight, 2 men in a plated armor, materialize in front of us. They are on patrol from the local military post, and want to check our intentions.

We are escorted to the ground, and taken to meet the captain in the local keep, the prisons. At this point Roderigo decides to show off his Aladarian Medal for bravery and title. In times of war all nobles are required to be registered, so the party has to wait, while the registration takes place, along with having his newly acquired insignia, painted on the shield. Today we will not be able to reach our destination and we are forced to take refuge in this town.

We (the boys) take advantage of the free afternoon to do some sparring with the locals, wile our team leader, heads of to peal potatoes for dinner. As we talk with the locals we discover valuable information. The Drows are sacrificing human’s souls to make them self immortal, as well as keeping the Ice Bridge working. After a good meal we head to bed

Thaw 4: More Flight More Trouble

The night goes by with no accidents and, after a bowl of comforting porridge and few incantations, we continue our journey. We ignore everything and anyone we come across as our mission is of importance to us and the guild. After few ours we spot Grobbety town in the distance; we came to land in an inconspicuous field, a couple of miles from town. Scouts are in the area but they do not appear to be bothered by our presence.

After meeting the guards at the gate, we are escorted to the Keep (insert name here) by the sergeant and 3 army men.

Once at the keep we are greeted and welcomed by the seneschal. Roderigo decides to show off again, his medal for bravery & title, and so the troubles begin. He is interrogated and questioned about his mission with us; why he is not defending his land?; why he is not supporting his local lord and why he is not leading us in war? We swiftly manage to divert the conversation, as well as organizing lunch with Lady Isabella for the following day.

We meet with the dwarf captain of Lady Isabella’s guards, and we proceed in explaining our mission. We gently request for the preparation of all that is needed, for her grace and her entourage departure. After the Dwarf Captain cordially accepts, we return to town to rent a room at The Happy Fowl, where we experience the taste of their specialty, roasted seagull, all washed down with copious amount of refreshing ale.

Thaw 5: Lunch with Lady Isabella

The following morning we polish our armour, as well as making ourselves presentable for the lunch with Lady Isabella. While we spruce up, MDK chats with some guards, to find information about the town and the locals. He might have found a way to repay Roderigo's debt to this country, however we have to postpone those plans, as we are expected for lunch at the keep (Insert name here).

Once there, we are introduced to Lady Isabella by one of her followers. As we explain our mission, she is not surprised to hear of her mother’s worries. She reluctantly agrees to return home, only on one condition; since she is a good archer she would like to venture back to Carzala, and while on the road, she would like to provide assistance to the people in need. The party is willing to accept as long she is safe and protected.

Since the logistics of the entourage departure are complicated, we are expecting to be in town for at least a week. So after lunch we head back to town. We will try to help the locals and the seneschal, so to ensure Roderigos Feudal Duties have been met. Once in town we also try to sort out an archer armour for Lady Isabella.

Chapter 3

session on 23-Sept to be written

Chapter 4

Information

Persons of Interest

  • Her Grace the Duchess of Carzala
  • Duncan, Castle Chilton Namer
  • Sticks, the Rune Mage
  • Seneschal of Grobbety town Keep
  • Dwarf Cnut, the chiefe of Lady Isabella's guards
  • Lady Isabella, Daughter of the Duke and Duchess of Carzala.

Loot

Logistics

  • 1 x pack of Grenadoes
  • 1 x pack of healing, blue bottles for fatigue and green Bottles for endurance
  • 1 x pack of provision and dried food.
  • 8 red bottles of Venom
  • Letters of introduction for the party, from the Duchess
  • Whispering Wind invested, from the Duchess (just in case of trouble)


Buffs

Magic Rk Effects Dur Ald Bil Elg Lil LF MDK QUA Rod
Shadow Form 14 +30/+15 def 6.5 hours y y y Y Y
Witchsight 6 3.5 hours n n N
Strength of Darkness 8 +5PS 1.5 hours y Y
Shadow Wings 6 36 mph, 126 miles range 3.5 hours y y n Y
Fire Armour 10 44 protection 11 hours y y n Y Y
Fireproofing 10 protection vs normal fire 11 hours y y n Y Y
Weapon of Flames 10 +11 SC, +6 dam, +11 dam vs undead, cold or water creatures 15 mins y n Y
Greater Enchantment 26 +16 on Combat or Magic, plus MR&Stats 3 days y

Calendar

Spring: Thaw (10) 813wk
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting, Pre-departure briefing, meeting with the Duchess 2 Departure, rest and Imps attack 3 Flight'n treouble 4 Grobbety town 5 Lunch with the lady. Preparation for the trip to Stoneborough 6 Departure for Stoneborough. Tight in the Mantis cave
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
Spring: Seedtime (11)
28 29 30 1 2 3 4
5 6 7 8 Rites of Thunor 9 10 11
12 13 14 15 Equinox 16 17 Eostre 18 Seagate Spring Ball
19 20 21 22 23 24 25
26 27 28 29 30 1 2
Spring: Blossom (12)
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

Seagate Time

After a successful meeting with Duncan (castle Chilton Namer) & a brief encounter with the duchess, the party gets ready for the mission ahead. The plan is to retrieve the Daughter of The Duke and the Duchess of Carzala, from the Duke of Aladar's summer keep in Grobbety Town

The following day is spent travelling via portal, and recuperating all the energy spent. In the depth of the night the party is attacked by a group of Imps. During the interrogation of the surviving imp, we discover the intention of a Drow ritual.

Next day the group depart and half way to our destination we are stopped by two flying military. We have to wait for Roderigo to register, as he a knight of this country, delaying the party to their destination. After spending the night in the camp, the party moves on to toward their goal.

Once the heroes arrive, we have to deal with the trouble that seams to follow Sir Roderigo. However we manage to schedule a lunch with Lady Isabella, for the coming day.

During lunch we meet the lady, and discuss the plan for her return to Carzala. She is happy to make her way home as long as we help everyone in need of help.