Celestial Mechanics

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Scribe Notes

Summary

Lorcan Skyratchet
Balthazar Pongo Wogglebottle, Genius Inventor

Adventure: Celestial Mechanics
GM: Martin
Season: Spring 825 wk
Night: various weekends
Level: Low-Medium

Party
  1. Nick Bone - Elven Necromancer - Heather
  2. Kassian - Elven Druidic Cheesemaker - Gray
  3. Hrothgar Bronzebeard - Dwarven Binder - Alex
  4. Iz - Elven Necromancer Paige
  5. Ron - Elven Mind Mage - Kyan
  6. Bodric Henrickson (GM Info) - Dwarven Fire Mage (m) - Mandos
  7. Fitzroy - A human Air Mage - Dean
Employer
By way of request a few days before the Spring Meeting asking for a Guild party to retrieve some important items for the gnomes of Serraine.
Mission
Original job offer.
Pay
As noted in job offer. The gnomes are known to offer unusual services at discounted rates in lieu of cash.

Scribe Notes

Mission 1: An island in the northern seas

We have been hired by the gnomes of Serraine for something involving travel and investigations.

Adventure starts Spring 825.

Day 1

  • Went to house containing gazebo at noon.
  • Used gazebo to get to the Mulberry, greeted by Anton.
  • Used Dimensional Scoop M1 to get to Serraine.
  • Went through customs, learned that skeletons are available at the market for reanimation.
  • Went to library, travelled to floor 15 out of 14 with a lich.
  • Introduced to the Great Orrery, told we need to find some missing parts to allow them to correct it.
  • Told first piece is on a small island called Torcallë, the next pieces will be located once first piece is returned.
  • Nuathron is a given bracelet that links to rings attached to the party, showing their health.
  • Spent night in the Singing Wings.

Day 2

  • Fizz and Ron come up with the idea of a lightning shotgun.
  • Party is given a plunger device that can dimensional scoop up party or transfer messages.
  • Party is spaghettified and portalled to Torcallë, minor damage taken.
  • Torcallë is windswept and barren, village to north and lighthouse to northern north, as well as a tower to the south.
  • Fizz backfires while attempting to speak to a bird, but learns the direction of the islands occupants.
  • Party walks to a tower to the south, finds some minor residual magic.
  • Inferred to be of elven manufacture due to the higher stairs.
  • Found a statue that is 5 pounds on the ground, then becomes 0.5 pounds when removed from the ground.
  • Statue looks like a tentacled beast with draconian writing on the side.
  • Fizz finds a miniature figurine of an elf, with preservation magic on it.
  • Tentacled beast statue contains a sliver of something, seen with a transparency and mirror that allows see invisible.
  • Went to the village to the north, some ruined houses and a broken obelisk, a few preserved buildings made of green glass with domed roofs in a circle with the obelisk in the centre.
  • Houses (not green glass) made of a pseudo stone.
  • Human-Elven sized footprints found.
  • Hrothgar attempted to examine tentacled beast statue, it is very hard and breaks his tools.
  • An insignia bead and an earring with a preserved tear was found.
  • Followed a road to a river which was crossed.
  • Secondary small settlement located, populated (smoke seen).
  • Met the people in the settlement, Destinians.
  • Shipwrecked, 5 of them.
  • A brown unknown area is identified as a peat bog.
  • Lower status Destinian tells Bodric about ghost ships he saw.

Day 3

  • Travelled to the northern lighthouse.
  • Was attacked by golem snakes with petrificating bites, thankfully no one was bitten
  • Found a device at the top containing a magical light source, which powers a rotating plinth and is magnified by a magnifier. Also contains some anti-ghost ship jade.
  • Gather all of party except Nick and Hrothgar, and the Destinians in spot we came to the island on.
  • Nick and Hrothgar travel to the lighthouse, device is dismantled, ghost ships begin to appear from the water.
  • Nick and Hrothgar fly to rest of party by skull.
  • Ghost ships climb cliff and go up river, off docks 10ish 7ft viking skelly zombies.
  • Ghost ship rowmen picked up air which turn into ghostly sheep.
  • Attempt escape with destinians, gnomes experience 'technical difficulties'.
  • Took defensive position, gnomes say 'rdy' then the group and sailors are scooped to Serraine.
  • Destinians are taken off and processed.
  • Group is let off to be tourists temporarily.

Mission 2: The Needles, a south seas adventure

Day 4

  • Told about next location, called the Needles, they are islands nearish to Chingapur.
  • Given an item tracker (detector) and a new plunger with better ability to communicate.
  • Given a paper boat that can turn into an actual boat.
  • Portalled to island, very beautiful, Fizz is stuck in tree in a jungle to the SE.
  • Found some planted plants and a trail.
  • Fizz talks to a gannet which tells where fresh water is and that they have seen people.
  • Party heads down trail.
  • Party finds a metal hatch that has a pipe that leads into the earth with a ladder, there is a stone area with beds and other stuff.
  • A bag containing stones with communication magic on it.
  • The detector says that the item is moving closer.
  • A boat comes to the beach we are on.
  • The boat contains 2 dwarfs, one talks to Fizz and the other signals off into the distance.
  • A large submarine comes out of the water, party is ushered on.
  • Meet captain of submarine, learned its called the Dauntless.
  • Item party wants is descerned to be on the Dauntless.
  • Fizz spills literally every bean possible.
  • Hrothgar is sent into the engine room and locates the item.
  • Planned to negotiate replacement for item as it is the power source of the engine.
  • 2 gnomes are portalled to the island, Pongo and Lorcan.

Day 5

  • Headed to the Stoneheart, 7th needle.
  • Entered a modified sea cave.
  • Dropped off the 2 gnomes, ressuplied and then headed to the other item SSE.
  • Met Lady Redstone on her submarine.
  • Dove down, Lady Redstone talked to some fish and located an air pocket.
  • Found a protection area that shimmers and entraps air.
  • Ruined ancient elven settlement inside.
  • Item detector points to main building.
  • Party notices fish men entering.
  • Fizz attempts to approach and communicate, is captured in nets.
  • Fight begins.
  • Ron teleports Iz and Bodric behind main fighters.
  • Iz obliterates main guy.
  • Fizz attempts to escape net.
  • Fizz finishes escaping and is spec grevved.
  • Face of aquatic monster pokes through barrier
  • Remaining party arrives to help.
  • Ron is netted.
  • Most enemies die.
  • Bodric annihilated an untouched guy in 1 pulse.
  • Fight ends.
  • Party loots. Healing staff, extra sharp spear, amulet of water survival and another pendant, for comms and control.
  • Found a 'beneficial, blessing' fountain.
  • Found a fish man church.
  • Found a throne facing an area preventing the viewing and approaching of a door by non elves.
  • Throne has a dead fish man.
  • Door has a seal surrounded by a chain, holding a box.
  • Detector points to chain.
  • Box has runes on the bottom.
  • Small alchemical puzzle, allows box opening.
  • Door cracks open, horrible, no go.
  • Fish on throne twitches and is hit by Bodric, hits for 21 EN, they take 1 EN, it's eyes open.
  • Ran away.
  • Ring of stone is put around throne.
  • Walking Unseens put on party.
  • Previous adversaries reanimated and sent in other direction as distraction.
  • Attempt to rise to the Dauntless through buoyancy.
  • Party flees from giant aquatic monster onto the Dauntless.
  • Return to Serraine with the chain.

Mission 3: Terranovan Desert

  • Informed about new location, 8 hour difference earlier hot and dry.
  • Allowed to rest and restock in Serraine.
  • Told the party needs to have a communication device for the new destination to communicate with natives.
  • Given a parrot and a tuning fork. The tuning fork allows two way communication, the parrot just translates into 'pirate gnome common'
  • Travelled to destination but were 'displaced'.
  • Arrive in a 30~ degree C rocky area, barren.
  • Party head in direction of tracked object.
  • Party believes they are in northernish Terranova.
  • Cass talks to a jelly bean plant.
  • Cass is attacked by another cactus that launches sleeping toxin infused spines.
  • Spot some larger creatures, tortoise like, 12 feet long is the largest.
  • Notice birds circling over head.
  • Also spotted a flying snake skeleton and flying manta ray.
  • Find something that looks like crystals, surroundings are a place of death.
  • Non undead but dead looking things rise from the ground.
  • Fight begins
  • Crystal fungus attempts to control those that it's minions hit.
  • Owl bear, Iz and Nick's undead dire wolf are mildly infected.
  • Crystal fungus destroyed by Nick's fire skull.
  • Fight ends
  • Located an oasis, refilled water.
  • Found a cliff, set up camp on top.
  • Set up traps, while doing so, Fizz sits on a snake.
  • The snake paralyzes Fizz's leg.
  • Fizz is healed, learned that that the snake also paralyzed his pant leather.
  • Casseum tunnels off Fizz's pants, which have the petrification removed by Hrothgar.
  • In the night, the flying snake skeleton attempts to eat Hrothgar.
  • It is battered, killed and then controlled by Nick. Snake has translucent innards.
  • Later in the night, a meerkat looking creature steals a bit of meat and runs away.
  • Fizz spots a caravan of people riding creatures, like giant weevils.
  • One rider goes forward, flying a blue flag, elven.
  • Fizz converses with elf, brings him back to camp, learns his name is Jegath.
  • Find out the name of the weevil creatures is Kanks.
  • Find out some info about a destination in our direction of travel and the caravans starting point city.
  • Learn the taboos about magic, weapons and the kindness of the city's queen, which doesn't exist as well as the templar enforcers/secret service.
  • Learn that the queen is increasing her army size, and that the games are on (colliseum).
  • Party learns that could disguise themselves as nobles from far away, or as a mercenary group.
  • Find a warthog den, allowed them to eat the flesh off the controlled snake, snake is then itemized.
  • Locate cultivated land and the city Raaj.
  • Head towards a human settlement outside the city.
  • Given a dormitory for free, because the party look like nobles.
  • Non noble looking (non elf) party members go out to find info.
  • Humans appear to be serfs.
  • Humans have reverence to the queen but are terrified of the templars.

Day 7

  • Bodric backfires while attempting to reapply heat resistance.
  • City contains a small tower, a big tower and a ziggurat, towers have spiral patterns.
  • Approach the gate, see some animal cages containing some beasts, approach guards.
  • Guards have organic armour and weapons.
  • Party (Ron(Me)) blunders through border control.
  • Population is 90% human, low mana area.
  • Enter in a residential area.
  • Approached by a servant of the master of the games, wants to buy Casseum's Owl bear
  • Gain some info about an inn and the games, inn is called the Blue Kank.
  • Meet some hairless dwarves, who converse confusedly with our dwarves.
  • Approach merchant company we met on the road.
  • Meet Jegath's uncle, who gives us a guide, his niece Jezzara.
  • Jezzara tells us about the upper city, which contains the residence of the greater noble families.
  • The ziggurat temple is in worship of God Queen Zamora.
  • Towers are the God Queen's towers.
  • Jezzara tells us about an inn called the Gold Janx
  • A palanquin rider killed one of their carriers with magic.
  • Party decides that best way into the upper city is to play as foreign cooks, to be invited to the upper city.
  • Party rents the Golden Janx's kitchen.
  • Cooks in the party explore meat/food options in the area.
  • Party explores Dwarven market near the Brickworks.
  • First dinner service outside the Golden Janx goes very well.
  • Continue to repeat services over a couple days.

Days 8 - 10

  • Given the chance to serve a feast in a noble family's (Sorn) house, must wait until Day 12.
  • Find out about lighter armour from dwarves.
  • Make a deal with dwarves about armours.
  • Get jumped in a busy street.
  • Fight starts
  • Hrothgar is backstabbed and stunned.
  • A gourd of fire is thrown at Ron, ineffective due to fire protection from Bodric.
  • One adversary is killed in 1 pulse by Iz and his 2 squires.
  • Casseum's owlbear is launched at a guy on a rooftop who is ungracefully stunned and mauled.
  • Fizz bounces off a non combatant and takes shelter from an archer on a rooftop (not being mauled different one)
  • Iz is stunned by one of his victims.
  • Fight is wrapped up, party takes an unconscious archer.
  • Fight ends
  • Templar inquisitor asks party questions about dark blades, the knives the assassins had. And about the archer. They allowed the party to keep both, and will take the archer once questioning is done.
  • Archer says that the house that hired them was Dyan (possibly false).
  • Archer is mercifully murdered after questioning, and given to guards.

Day 11

  • Enter the upper city to plan for the dinner service.
  • DA the top of the wall, find magical protections that prevent entry, but not exit.
  • Party heads over to house Sorn.
  • Guide tells us that the templars use the uptown gardens for magic.
  • Discern the item we are looking for is in an outbuilding in the royal precinct.
  • Went to royal gardens, find some Alusian flora.
  • Went to the museum of trophys (where the item was thought to be).
  • Lots of younger guards.
  • Locate the artifact in the pocket of an encased petrified elf.
  • The case is made out of chitin treated to be transparent.
  • Plan to steal the elf from the museum during the second feast.
  • Go out drinking to survey the wall in the non-nobility area, unremarkable, 18.25m tall, 9ish m thick.
  • Plan escape route after stealing elf.

Day 12

  • Being shadowed by guards of house Sorn.
  • Get a tip that the lady of house Sorn is jealous and likely to kill our chef once the feast is over for exclusivity.
  • Make a plan to make a deal with the lady for exclusivity to thwart an attack.
  • While prepping for the feast, note that some of the ingredients have been poisoned.
  • Make a deal with the Lady Sorn, seems to go fairly well.
  • The Major Domo comes to check the poisoned ingredients.
  • Several important nobles enter, the master of the games and the templar inquisitor.
  • Begin the plan to steal the elf, get some wristbands from Neeva for some of the party, while chefs continue meal
  • Head across the concourse to the centre queens gardens.
  • Learnt that Gaunts (undead ghoul type things) are released at sundown.
  • Split into 2 groups of 2, Fizz and Casseum with Neeva and Nick and Hrothgar going together.
  • Fizz pulls out the translator parrot as they have moved out of range of the translator.
  • Nick and Hrothgar warp open the window and enter the museum.
  • There is an uncaring human cleaning crew inside who ignores them.
  • They warp open the case, itemized the elf and left a note saying 'Gone for a walk, back soon' in Alusian Elvish.
  • Case then warped closed
  • Return to the house just in time to avoid the undead.
  • Apparently, the cleaning crew, when questioned, do remember a strange elf wandering around, causing much confusion as to exactly what happened
  • Finish the feast well.
  • Head to the inn and gather packs.
  • Tunnel through the city wall and scamper.
  • Ride animal growth owl bear, skeleton snake and skull cup away from city.
  • Gnomes are delayed so party has to wait.
  • Party is scooped back to Serraine.
  • Party is given time to depetrify the elf. he was in that state for about 500 years
  • Elf is very confused, was a courier for the elven ministry of defense.
  • Party takes the required object (and the rest of his things) away from the elf.
  • The elf is let off.
  • Allowed to sleep

Mission 4: Northern Frost Lands

Day 13

  • Wake early morning, have breakfast.
  • We see a gnomish party go to retrieve the next piece while the party is informed of their next task.
  • There is a beacon and an item ping that is slightly different from a regular ping.
  • The beacon is from an airship that was lost ~60 years ago.
  • While prepping for portalling, Fizz asks for a large itemized Sombrero and an itemized chair.
  • A fire appears on a panel a moment before the party is portalled away.
  • Party arrives in deep snow.
  • Nick flies up on the skull cup, spots some broken trees.
  • Head over to broken trees, looks like a ship hit them and then bounced back up. This can't be from the small ship the lost Gnomes were in
  • A large gouge in the earth is seen, both are dated to 3 days ago (when the beacon ping was sent out).
  • Party finds a secretion in the gouge of a mollusc.
  • Party heads towards a valley, a psychic message is being broadcasted through Ron's brain of an SOS message and the need for an unknown crystal.
  • Approach further, movement is spotted in the snow, ESP says it is a hungry hunting mind similar to a shark.
  • Snow worm attacks Bodric's foot.
  • Gets annihilated by Bodric and is then butchered for culinary experiments.
  • Leave and spot a nautilus shell 100ft out
  • ESP says it contains 2 higher order minds.
  • Shell is around 80ft long.
  • Greet the people in the shell, Calamar race, were gnomes and were transformed into Calamar.
  • They sent us off to find a psychic crystal and 3 transformed halflings, squidlings that are similar to bored housecats in intelligence named Rin, Rix and Xlarg.
  • Travel out in the direction that the Calamar gnomes said they went, hatch a plan to betray them as they are evil.
  • Party comes across a Frost Giant camp, we introduce ourselves.
  • One of the Giants have a large wound from a psychic blade on their leg and they have a large wolf with a similar injury on the back of their neck, and a bite on their head.
  • One of the squidlings is in a crack behind the fire and injured.
  • Party decides to kill it. Crevass is tunneled open and Bodric and Iz charge, Hrothgar fires a flaming bullet down the tunnel and Ron attempts a mental attack.
  • Ron's mental attack fails, Hrothgar's bullet is reflected back at him.
  • Iz and his squires kill the squidling, causing it to explode an fling Bodric and Iz 60~ feet.
  • The Frost Giants lead the party to a mine.
  • ESP says there are some goblin like minds, 6ish.
  • Party sets up camp and sleeps, on Casseum's watch Rocky picks up the presence of people in the dark who run off.

Day 14

  • Party travels through the mines, ESP says that there are 12 minds, 6 immature, energetic minds, 4 hunting animal minds, a mind that is like a shadow and very large and a small static mind. Likely the crystal.
  • Party navigates towards the the static mind.
  • The party comes across a bottomless hole, and a bucket that can be used to lower a dwarfish sized person down another hole.
  • The whole party goes down the hole, come across some goblin sized Suarine.
  • The Suarine attack Bodric, their spears break on his armour.
  • The party calms them down and gives them food, their names are Gricks and Sol
  • The Suarine get a smarter friend wearing wings, named Terex a Drægling, with a college of none but is possessed by a revenant with an earth college.
  • He is human level intelligence, says that he can lead us to the crystal if we kill a creature, the shadowy mind.
  • Party approaches mind, light level is lowered.
  • The party enters a cavern with the mind, Iz and Bodric charge in and circle around the cavern.
  • Fizz deduces that the creature is above the party and fires lightning at the ceiling, striking the creature which is a brain with barbed tentacles and a large beak, roughly 4m tall.
  • Pulse time starts.
  • Mental attack has no effect.
  • Hrothgar's weapon explodes and coats him in Greek fire.
  • Bodric is grappled, restrained and paralyzed.
  • Casseum uses his Owlbear to put out Hrothgar.
  • Iz and his squires greatly injure the creature.
  • Bodric is unparalyzed by a fish.
  • The creature is killed by Iz.
  • Pulse time ends.
  • Suarine are very appreciative of the party.
  • Terex leads us to the crystal, which is in a Calamar skull embedded into the wall.
  • Fizz questions Terex about his revenant possession, who is a dead herbalist stuck in his head, who is very protective of a pack of very expired herbs, roughly 50 years.
  • Party takes crystal and investigates hole, limited precog says it's a very bad idea.
  • Bodric mines a considerable amount of tourmaline ore.

Day 15

  • Exit cave and head back to ship, Ron has the crystal.
  • 2 remaining squidlings are attempting to stealthily follow the party.
  • Approach the ship.
  • Captain Vorryn on the ship control's Hrothgar and draws him towards them, Fizz states that the party is now going to kill the Kalamar.
  • Fight begins.
  • Hrothgar continues to be controlled.
  • Party chases after Hrothgar.
  • Iz is controlled and turns to fight Nick.
  • Ron teleports Casseum and Rocky in front of Captain Vorryn.
  • Fizz is left to be mauled by worms and is paralyzed.
  • Caprain Vorryn uses the sphinctdoor to teleport to the third floor (party doesn't know this yet).
  • After Cass opens the door, a large flesh golem stands in the room.
  • Casseum and Bodric go to the second floor, coming across the other Kalamar.
  • Party has an idea to make a deal to stop the fight, hand over the crystal and get paid.
  • Deal succeeds, all attacks are called off.

Day 16 - 17

Fly to Alfheim on the Gryphon

Day 18 - 20

Three nights of Dreams

Day 21

Leave Alfheim for Barovia

Day 22

Final piece delivered in Serraine. Happy gnomes offer 10,000sp or double that in services to each member of the party. Party delivered back to near the Guild via portal gun.

Additional Notes

Heading to Surraine via the Gazebo and Mulberry there is a new way of getting to Serraine which is via scoop. This works by falling down a hole and somehow ending up on Serraine. I am sure it will make sence one day.

Upon arrival we are shown a new Portal cannon and it dawns on us that this may be why we are here. Heading to the Great Library we learn the mission is to recover some pieces of a magical augury, the part to which we cannot locate, and they have no idea where they might be or what they look like but they know where we should look.

After an evenings rest we are fired off by portal caanon to a tundra covered island with a lighthouse in the distance.

Investigating the island we found there were towers at the north and south of the island, but the southern one is ruined. A town in the centre of the island was abandoned but had evidence of two distinct periods of occupation. One the eastern side a trail of smoke led us to a small village with some destinians who had been shipwrecked. We healed and fed them and they told us reports of ghost ship.

The tower to the north was still operational and had the part we needed but we believed it was part of a device that was holding back the ghost ships.

Setting up with the destinians in what we felt was the exfiltration site sending Hrothgar and Nick to recover the item with the flying skull. One they recovered the item the shost ships invvaded. As we prepare to defend ourselves the Gnome items trigger and we get sent back to Serraine.

Mission 2: The Needles, a south seas adventure

This time sent to the needles we land on an atoll that shows signs of habitation. We find wild agraculture and fresh water before eventually finding a habitation built underground.

Around dinner time two people arrive by boat as advance scouts for a tribe of dwarves that operate a "salvage" operation using a boat that travels below the waves. One item we want turns out ot be part of the engine so we summon some gnomes from Surraine to negotiate for it while we continue on to the needles proper to locate a second item in the area. We are outfitted with magics to allow us to survive underwater and taken to the needles proper. Underwater we see an areea of air and buildings including something that is converting salt water into a controllable flow of fresh water that wends like two streams through the grounds. While there are a few outbuildings the main feature is a carved into the rockface and the entry is via a large round cavern like corridor. Reaching their it is discovered that creatures appear to be searching for the party. Fizz goes out to parley, gets captured and the party leap to his aid. Repelling the "slavers" we kill them all and return to investigate the cavern. In there we find a healing fountain as well as a field that only elves could pass and behind it was a door holding back unspeakable horror. By the door we found the item we were looking for and headed back to the boat, then the island and then scooped back to Seraine.

Mission 3: Terranovan Desert

Sent after the next piece we are again cataputed out but mid-flight we bounce off something and we land many miles away from the target. At that point we start to trek through the very hot desert with a few altercations with cacti and fungus.

References

Mil Sci

Watch Order

(Proposed) An elf with witch-vision on each watch, attempt at partnering more and less experienced party members, with cooks on first and last watch (and Fizz and Ron not on the same watch).

Hour: 1 2 3 4 5 6 7 8 9 10 11 12
Ron Nick Iz Kassian
Bodric Hrothgar Fizz

Calendar

Spring: Thaw 825 (10)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting 2 3 4 5 6 .
7 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
Spring: Seedtime 825 (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 825 (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