Crooked House

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Summary

Adventure: A Crooked Little House
GM: Jim Arona
Session: Summer 813wk
Night: Saturday afternoons
Location New Windsor
Level: Kids Game.

The Party
Pay
20 tsg each.
Employer
The Right Reverend his Lordship Bishop Velcanthus S.C.

Mission

His lordship would like Sumaldi investigated as a possible site upon which to build a cathedral ad maiorem gloriam Chantri.
He has established a Rune Portal between the South Lending and Seagate to expedite travel, however, there is no particular deadline by which the investigation should be completed.

Outcome

Details

Meet and Greet

2nd Meadow

Rune Portal to South Lending, acquire 4 horses, head south-east into mountains. Bromli flying, Saphira flying with two passengers, the other two riding. Attacked by goblins that night, Bromli's injury requires a return for healing.

3rd Meadow

Back to South Lending, healing and acquiring the various things we forgot.

5th Meadow

Flying and riding south-east along trail into mountains.

Arranging Transport

6th-7th Meadow

Another day east then leave trail to head south, following ridge line and looking for Gryphons. Spot a band of goblins to the east, heading north. And some Gryphons flying near a peak to the south east.

8th Meadow

About midday stop at a good defensive position and summon a Gryphon. It arrives followed by it's irate family. They are sentient, summoning gryphons is illegal by their law, the punishment is to be consumed. We apologise, talk and eventually negotiate a deal. One of their eggs was stolen by the goblins we saw, if we recover that and punish the goblins they will forgive us our crime of summoning and fly us to the desert.

Back along our trail to the north, Bromli and Saphira flying above trying to spot the band.

Bromli scouts the band's camp near a river and their likely path the next day.

We rest and sleep a bit then Saphira ferries us to the trail north of the goblins where we prepare an ambush.

9th Meadow

The goblins fall easily to our ambush, the dark goblins are a bit tougher, the Ogres are dangerous and the Hag we are surprised to find with them is lethal.

We slay the hag, most of the goblins, and one Ogre. The other Ogre and some of the goblins get away. Adhering to the loose letter of the Gryphon's law, the bodies are consumed (as agreed) by fire (to avoid poisoning anything with goblins).

Looting, interrogating then flying back to our horses and heading south again on the familiar trail.

The Gryphons fly down to see us late in the afternoon. We tell them what happened and warn them of the other two hags and the small dark figure the goblins say the hags are working for.

Head for the Desert

10th Meadow

Fly East and land on the plains at the eastern end of a small forest that extends down from the hills. We summon some food for the Gryphons, make camp, repair landing injuries and rest the night.

11th Meadow

The Gryphons land near the trail north of the first oasis, we patch up our landing injuries and the Gryphons head home.

After lunch we cautiously walk into the oasis to fill our water casks and skins from the well.

A small village used to be here but has been abandoned for some time, some buildings still stand in various states of repair.

The well water is still fine, we start hauling it up then get interference from Skeletons in the pool at the bottom of the well, we fish up and kill a few but more and more come.

We start looking for another way down to the pool and Cronose spots movement in one of the buildings. Saphira uses her new snake to scout, about 30 skeletons and a dark celestial in charge are waiting in ambush. We charge up Bromli with Weapon of Flames, Estelle and Cronose sneak around the outside to plant counterspells under the enemy mage then we engage the ambush. Defensive rank 20 Darkness make it a bit harder but we mow through the skeletons, the celestial - an undead soul trapper (has tentacles, crawls along the roof) flees down a hole to a pool of blue water about 20' below. We follow and eventually slay it.

We loot, explore and divine. The walls between this magic pool, the water source for the well and the old crypt have failed and the waters and corpses have mixed. The blue (and elsewhere red) water has strange properties, it absorbs some of the memories of the dead, immersing ourselves in it lets us share those memories.

12th - 26th Meadow

We immerse ourselves for over two weeks gaining impressions of their lives and learning from them, emerging occasionally to hunt, eat and sleep.

26th - 29th Meadow

Eventually dragging ourselves away, we head south along the desert trail, travelling at night resting during the day with Saphira slowly flying our water supply along above us.

Slow going as the ground is broken with frequent crevices of varying size that the trail wends between but they do make nice shaded camp sites.

On the 3rd night we see someone riding a Nightmare through the sky to the north then returning south before dawn.

After the 4th night of travel, while resting just one night north of Sumaldi we see a band of goblins accompanied by a Troll with a hag riding on it's shoulder under a large parasol. It looks like they are training in military manoeuvres but they could easily spot our trail if they come north, we sneak out to conceal where we have come off the trail to camp but can't do any more without being spotted. Later it seems they have spotted our trail as they switch to a search pattern. We sneak along our crevice, east away from the trail then head south, then back south west towards Sumaldi which we reach just before dusk.

Further south and east from the trail the land sloped down though it looked flat, the desert changed as the sand over the rock became deeper. Walking back west or north definitely felt like walking uphill even though it appeared flat.

Hiding in the jungle we rest and sleep.

At the Oasis

30th Meadow

We're at the north-east edge of the Sumaldi jungle, we decide to start exploring by traveling south-west to the opposite side. The jungle is lush with palms and lots of plants of interest to Herbalists.

Part way across we become aware of the goblin band searching through the jungle, we hide from the goblins and sneak around behind the Troll and Hag who are resting and watching from behind.

Debating whether to sneak away or attack now before they find us when we're not prepared, we decide to attack.

We win slaying the troll and our second hag, but Rahne is killed but we fix her up.

We capture the goblins bands so as not to leave the threat behind us and interrogate them (with difficulty as the only on who can talk to them is the baby griffon and they are terrified of her. We ascertain that the hags are taking orders from "The Crooked Man" who lives in the crooked house.

We go to the house which is in the centre of the oasis. There are mad minds in the house and telepathy etc in the area is a bad idea. There is also a non-mind which is like a mind. Investigating the boundary fence we find that it sucks your MA out if you DA it, cast magic on it, touch it or teleport through it, but over is OK.

There is also a front gate/bridge which is a portal.

At this point we decide that it is too big and scary and that it is time to report to our employer.

Father Rowan thinks that the house is from hell and is in fact not physically there.

Places

People Encountered

Gryphons

Goblins and Hags

Nightmare Rider

Intelligence Gathered

Treasure

Item Rahne Mary Bromli Sapphira Cronos Estelle
Salve of Curing x 10 2 2 1 2 2 1
Dire Weasel Skin Cloaks x 2 1 1
Potion of Waters of Vision 1 1 1 1 1 1
Potion of Curing x 10 2 1 2 1 1 1
Holy Water x 10 1 1 2 2 2 2
Potion of Banishment 1
Potion of Trollskin x 3 1 1 1
Restorative rk 5 x 10 1 2 1 2 2 2
Restorative rk 8-10 x 24 3 3 3 3 3 3
Restorative rk 15 x 6 1 1 1 1 1 1
Waters of Strength rk 15 2
Herbalist Enhanced Healing Potion 1
Scroll of Darkness x 3 1 2
Phoenix Fern Y Y Y
Glow Gum ?? Squeeze to glow Y Y
Amulet of Diamonds x 4 Y Y Y Y
Amulet of Luck x 4 Y Y
Amulet of Hypericum Y
Amulet of Chalcedony Y
Giant Scythe x 2 Y
Claymore Y
Robe of the Night and Stars Y
Witchskin Armour Y
Defensive Amulet of Luck x 2 Y Y
Resistant Amulet of Luck Y
Ring of Intimations of Luck Y
Black Gem of Darkness x 4 Y Y Y Y
Black Gem of Strength of Darkness Y
Black Gem of Shadowform Y
Phlyactery of Speed Y
Phylactery of Stagger Y
Cocked Horse Y
Witches Hat Y
Opera Cowl Y
Sedan Chair of Sea Foam Y
Belt of Shadows Y
Sinnamon Y
Eglantine Y
Spirit Vision (T-SV) Y
Starways Y
Witchfyre Y
The Shape of Battle Y
Wall of Thorns - Hedge Maze Y
Courtier Social Sense Y

Experience Awards

Rahne Mary Bromli Sapphira Cronos Estelle
22125 19245 20325 18240 17325 19230
After racial tax:
22125 19245 18477.3 15200 14937.5 19230
After Bonuses:
22875 18595 18477.3 15200 14937.5 19480
After Loot Auction:
22875 18595 18727.3 15450 15187.5 19480
Lucre (in Truesilver Guineas):
46 46 46 46 46 46

Calendar

Summer 813wk: Meadow
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Beltane

Full Moon

1 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 Full Moon 29 30