O' give me a home

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Summary

Adventure: Ogre: give me a home
GM: Stephen
Season: Spring 822 wk
Night: Monday, starting 19th Sept.
Location: New Windsor
Level: High+

Party
  1. Bromli - Dwarven Fighter/Namer - played by Nick
  2. Serendipity - Elven Dark Mage - played by Lisa (scribe)
  3. Lila - Human Celestial/Air - played by Kelsie
  4. Keshah - Elven Rune Mage - played by Mike Haycock (military scientist)
Employer
Yarag of Klikeg
Mission
Our 3 main requests are:
  1. Find our people a new home
  2. Find us a new god so we can be lucky like you
  3. Help all of our people get there
  4. Don't let the confederation know where we have gone
Pay
Money, Potions, Potion Lore

Ref. The Hero's Quintet

Scribe Notes

Mission Briefing

Portals from Tower have been closed, no contact. Mirandelle is the mage who is draining the Ogre's world to get ours stable. From SwordWorld Confederation, generally unpopular. Bromli previously has fought these ogres.

Looking for us to repair their world but that may not work, so looking for a new home with gods they can be blessed by. They do not want to fight any more, unless they choose to. Would like coastline, rich jungle, fields or land which can be cleared, hills for hunting. Don't want troublesome neighbours or to drive other residents out. Gods - good ones who are powerful and will bless them. Legend says that they had evil gods and the Confederation freed them. In return, they offer their service endlessly as the Federation wishes to kill all the gods.

<50 people here on Aleusia, 10,000-12,000 back home plus their allies - orcs and goblins allied on their world, approx 20,000 of them.

Considering Terror Nova as a possible resettlement site. Kesha is going to research Orcish gods from Aleusia. Possible ogre worlds. Possible areas to resettle. Agree to recruit junior librarian to assist Kesha. Possibly Delph or lands to west of Mungodia? Decide to take him on a trip around the countryside.

Travelling South

We portal to Arabie. They aren't happy about our weapons and armour, so Kesha and Lila consult a mapseller while Bromli, Yarag and I amuse the other half of the guardsmen.

Kesha "We'll buy his map. And we'll buy a blank map." Lila "A piece of paper then?"

Yarag is a good flyer - he is a shock trooper - he normally gets dropped from 1000 feet and his armour absorbs the impact.

Desert

Overnight camp about 40ish miles south of Arabie. Disturbed by mega monster fight club - oversize gryphon (ears webbed with 3 spikes coming out of them - a bit more like a fin than an ear, somewhat aquatic; face shape a little different from normal and colouration is desert browns, a bit more leopard than lion) plus a "serpopard" (leopard/serpent. Leopard head with giant fangs; scales on its chest and neck long and snakelike and strikes like a cobra, plus a long serpentine tail with a barb on the end). Surrounded by normal sized versions of these creatures who are cheering them on. 50' wingspan on the gryphon and bodies are about 20' long.

A bird turns to us and says that we should not be there "Mortals should not watch the gods fight. It means death." The bird is a nightjay, DAs as long-lived sentient, strongest magic is doom. These are more avatars than gods, representing their peoples. They are fighting for control of the mountains. We leave before any dooms can be pronounced.

Large arid area, signs of drake fire as we fly. We identify it as a dangerous place to fly generally, but feel safer as it's night. Heading out of foothills into broken mountains which go up high. Flying through the valleys between the mountains which are bare of snow despite being 10-20,000' high.

Savannah

We head somewhat southwest towards the coast a couple of hundred miles across grassy plains. Notice villages every now and again but cannot determine what they are occupied by, although look somewhat human sized and perhaps a little primitive. We decide to rest in one of the abandoned villages. The village has a shallow well with no water at the moment. About a dozen dwellings - houses are thatched circular huts. Has been left in an orderly state - we assume nomadic peoples who occupy different villages at different times. We camp for a few hours in the copse and when we wake up, the well is full. Seems to be perfectly normal non-magical water.

Jungle

We fly in the heat of the day for about 60 miles and the savannah suddenly gives way to jungle. It is much more humid. We decide to skirt the edge of the jungle looking for a river as a good place to land and take off from. We bash through the jungle - minor small irritations but not issues for us. Camp for a while and it pours with rain. We head back out through the same path and then fly across towards the coast. Yarag likes the jungle, thinks it would do but would like some coastal area. Concerningly he mentions a spot for the confederation vessels to dock.

Swamp

We fly another 200 or so miles from the jungle and come to a river delta. Swampy land, alligators, snakes etc and Yarag doesn't like the area, not for them. We land in the edges of the swamp. Lila's elephant enjoys the mud. We continue to head south and east towards the coast. The swamp area is vast 400 miles or so across - more lizards as we get further east, and maybe a halfling village. We fly for 5 hours more with little significant change although the bay is getting deeper. We look for a beach or sandy inlet to land and camp. Lots of biting insects but again they don't bother us too much. Camp for the night on an inlet.

Beach

Fly pretty much due east. Come to more beach-like neighbourhood with jungle to the north. We can see masts ahead so cautiously investigate. There is a watch post, so these people are somewhat organised and careful. We remove wings and proceed with caution. Guards are speaking in Destinian. There is a full galleon anchored in the bay flying Destinian flags. A few smaller boats around. Some sort of trade going on - bundles being passed to and from the boats to the galleon. Looks like people from the swamp a bit to the west are trading here. This is a good harbour space with a river flowing down into the bay. Semi-permanent camp near to the stream; longer term shelters. Looks like it's used somewhat frequently.

We decide to talk to the guards. We successfully capture one but alert the trading party. We fly with our captive and are pursued by someone on wind walk. We head inland (due north), pursued by a Destinian ship. They fire a bolt of something at us which bursts and doesn't do much damage but causes us to be unable to draw mana. We land and question our prisoner. They trade all sorts of things with the humans and halflings but not the lizard people in the swamp. No goblinoids. Further east are the haunted cities - you go too far inland or away from the coast, but the ghosts drive you mad. There are reputed to be cities with gold in them, but those who have sought them return mad, if at all. An island appeared a decade ago inhabited by mad people with mad gods. Hindia is further to the east. South following the coast there is jungle for hundreds and hundreds of miles. There are mountains which have had their tops cut off which stick up out of the jungles. Many scouts have had a look but only some have returned. The nomadic tribes people say this is the land of the gods. These are dangerous gods, not friendly, and their worshippers go mad. Much further to the south near the end of the jungle, there is one of these mountain tops with a colony of mad elves living on it. No interest in trade or the outside world, happy to talk, but they are mad and worship the mad gods.

We discuss what to do and may mention that we are looking for a place for an army of ogres, then realise we haven't checked which other languages the guard speaks. Turns out common is one of his languages and he has understood everything, so instead of letting him go, we kill him.

Places and People

Loot

Mil Sci

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


Skirmish Formations (Front)
Default

1 2
3 4
5 6

Double File

1 2
3 4
5 6

Single File

1
2
3
4
5
6

Buffs

'A = Always on.

Long Term

Long Term (assumed always on)
Magic (caster) Rk Effects Dur Br Li Se Ke
Shadowform (Se) 20 +42 def melee, ranged; +21 def close 10.5 hrs
Willow Healing (Ke) 8 3 end per pulse x 9 pulses 16 Hrs
Greater Heart Rune (Ke) 20 heals 13 end 21 days
Smite (Ke/Ki) 20 Resist or D+21, knocked prone, stunned 21 h
spell (caster)

Short Term

Short Term - Cast as Needed
Magic (caster) Rk Effects Dur Br Li Se Ke
Strength of Darkness (Se) 19 +11 PS 200 min
Feather Falling (Li) 6 Fall no more than 5'/pulse 5.5 hrs
Shadow Wings (Se) 10 40 mph, 220 miles range 5.5 hrs
Witchsight (Se) 15 8 hours
Lightning Strike (Li) 5 [D-4]+7, save for 1/2 5hrs
Barrier of Wind (Li) 4 20 def vs missiles, 15 in melee or close 150mins
Walking Unseen(Li) 6 7 hrs
Rune Weapon (Ke) 20 +[D-5]+7 Acid dam x D pulses 25 mins
Darkness (Se) 25 Lots of darkness for quite a while

Senses

Ambush/danger senses/skills/magic
Magic (caster) Rk Effects Dur Br Li Se Ke
Sense Danger %
Ranger Detect Ambush % Base %, -5*OppRk, SpecArea +6%
Thief/Assassin Sixth Sense % BC 10+2xPC+5xRk

Misc Buffs

Lila lucky number = 10

Mil Sci Raise Morale
+0 WP

Calendar

Spring: Thaw 822 (10)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting 2 Research and planning 3 Portals to Arabie 4 Mega monster fight club 5 Savannah 6 Jungle
7 Swamp 8 Beach 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
Spring: Seedtime 822 (11)
5 6 7 8 Rites of Thunor 9 10 11
12 13 14 15 Equinox 16 17 Eostre 18
19 20 21 22 23 24 25
26 27 28 29 30 1 2
Spring: Blossom 822 (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