Graduates Task
Summary
GM: Anne
Season: Winter 824 WK
Night: Thursday
Location: Birdlands
Level: Bunny
- Party
- Winter - Played By Amy Rose
- Echelon - Played by Zarne
- Storm Weather - Played by Kita
- Dimitri Youkov Bauer - Played by Sam
- Doc Weiss - Played by Michael
- Moist Weather - Played by Ian
- Employer
The Guild on behalf of the Baron DeWinter
- Mission
To find the source of a badger epidemic and stop it. There have been numerous attacks on the towns surrounding Stonesboro, the badgers seem to be corrupted and larger than normal, with acidic blood and large spines.
- Pay
- 2,500 sp each for expenses.
- 5,000 sp each upon completion.
- 6 healing potions each.
- Optional 12,000 sp for removing the badger problem permanently
Scribe Notes
Session 1
Day 1 - Preparing and shopping.
We are each given a new haven starter kit. We should try talk to Baron DeWinter or the Dagger inhabitants, they have told us where to check out. Dagger was the most recent attack 2 days ago, each of the attacks seem to be coming from the East Warding.
Seems to be random attacks, with different badgers. Raphaelites has been positioned in the town affected to reduce the effect of the badgers, they have killed a few badgers finding that they have spiked backs like an echidna. They also noted their blood is acidic that will cause damage to skin and clothes.
We purchased our supplies and began our journey.
Session 2
Day 2 - Travelling.
Echelon makes a good point that it'd make sense to bring a equine to carry our gear, and goes to buy a Mule he's now named Dinner. I bring along my warhorse Egon and we all leave through the north gate for an 8 hour walk. We camped roadside without any issues.
Day 3 - Hues farm, Stonesboro, Baron Dewinter.
Nearing the end of the third day of travel we came across Hues Farm noticing some Raphaelites chatting to the farmers. We approached and asked about if there was any new news concerning the badger attacks but learn nothing new. Winter wanted to look for ducks in a pond nearby and so we detoured to go bird spotting.
Continuing on we make it to Stonesboro by sundown and flag down the town guard asking the same, and mention we'd like to chat with Baron Dewinter. We get led to his manor and have to wake the sleeping guard.
We get ushered inside by the friendly butler, Steven. Who asks us to wait in the dining room. The halflings start their antics and swiped some of the silver cutlery handing a portion of it back once caught by Steven.
We meet with Baron DeWinter in his office reading. He informs us of most of the same info of the attack in Dagger. We ask some questions on if he has more information on effective ways to fight the badgers but sadly nothing new. It's getting late so we get to stay the night in the manor.
The badgers seem to be targeting foodstuffs, town guards have not used combat magic on them so we don't have an idea on if its effective or not. They seem to attack at random times starting 2 weeks ago on the change of season which is going to make planning tricky.
Day 4 - New attack on East Mine.
We're awaken by a knock at sunrise, there has there been another attack and some badgers were seen felling to the forests to the east in East Mine, 5 miles east of Stonesboro
Racing out, taking a few hours to get there we arrived mid morning - we saw a very small mining settlement of a few dozen houses, and containing the entryway to the quarry and mine.
We saw a destroyed cart and market stalls, with guards and a leader type person talking while repairs are being done, a few people injured but no deaths. There were 4 badgers seen by the victims. Following the fresh tracks we also spotted tracks for a 5th badger joining the group from another point in town leading to the woods. With our rangers taking point we followed the tracks further east.
Session 3
the party continues following the tracks east into the forrest. with Winter leading the charge. the forest seems unusually quiet. Storm notices something is about to happen, and we prepare for battle
Storm collects a few vials of blood while we clean the remains of battle off ourselves while the others grab some of the spines from the badgers
we use Echelons DA to ask if the badgers are cursed or corrupted, we get the answer of Mutated, meaning that they have been mutated by a curse or corruption. there is no power associated.
"they might have been transformed humans"
we try speak with the dead, it doesn't work so we have Echelon question the one remaining badger. we ask if it has a nest or borough "home, forrest, yes" "spike new" "half moon, new water" "4 days away" "want food"
Moist doused for water and noticed some nearby, a small pond about a foot deep, we try to da the water and failed so we'll keep exploring til we find the mentioned water source
Moist casts water breathing on the whole party for the next 21 hours and we get moving
Session 4
as we travel waterside, the water looks murky to Storm and the others but it looks like theres some kind of water creatures in there. looks like it could be mutated. we ask it some questions thanks to Moist and it confirms the story the badger told of a source downstream
travelling onwards, we encounters the sound of bird, the air mages called them to us to ask questions again, the sparrow looks normalish and repeats the info
rabbits, deer, badgers, one cow, small green things that look like us - possibly goblins. deer have more legs, rabbits more heads, cow got bigger, goblins seem randomly different
sparrow the sparrow is its name, all are south
the stream seems to be getting wider and Storm suggests we build a raft - we cap for the night and begin constructing it, the night goes well and we add a sail to it
next morning we tie Egon and Dinner to the raft and ride it down stream for the day
camp for the night
ride for the day, and try go a bit faster getting the horses into the stream
4 hours later, 44 miles later - we encounter the lake with open skies above. looks to be 200ish ft across
we DA the water, with no luck - rangers find a number of tracks leading to and from the water, boot prints that seem goblin. i hide Egon, and Echelon da's the water downstream
the alchemists spend some time analysing the water, and find a liquid mixed into the water
asking a bass, the bass tells us the water tastes funny and its coming from another inlet
we da the inlet and learn that it seems to be alchemic runoff causing the effects in the water
we hear a rustle in the bushes and investigate
Session 5
we hear rustling in the bushes near the runoff entering the water - we throw a rock at it, call out and it seems to respond but nothing meaningful
a rabbit hops out, and Moist goes to pat it, it attacks and is swiftly killed - 9 more bunny apear
combat ensued
Moist knocked unconscious by a bunny hahah
I revive him, and we look to see if the rabbits are safe to eat
nature of cause of corruption - "failed alchemy"
i grab the pelt of the pink rabbit
the party cooks the 10 rabbits to ask more questions
it will poison and corrupt us if we eat the rabbits
its getting dark so we camp out for the night
Storm noticed a humanoid figure in the dark, and chased it down letting hte humans sleep the other woke up to follow.
After climbing a large tree and pinning the now goblin in place we bribed it with cake and interrogated it for why it's watching us
it says The Boss asked it to spy on us, its name is Blaaaarghargagrraahhhjd
we eventually learn that the boss is using magic / alchemy to unnaturally grow the size of their food stocks / animals and told his goblin followers that they should dump the remnants into the river
we tell it to take us to its home, but it refuses and refuses more questions trying to leap to another tree using its gliding wings under its arms
Dimitri takes a shot at it fleeing, and Storm uses some wind magic to stop it moving, it stuns and falls to the floor dead
myself and Dimitri think we can ask the corpse the real answer as we speak silent tongue
Session 6
Upon realising that Blarg is dead, Storm slaps Dimitri
"babies are chewy" - Winter "you cant taste the sadness of the world on babies" - Dimitri
we ask the duration of mutation - no answer
bed breakfast wandering
we see some creatures as we continue up stream, as we come to evening we start looking ot pack down. the terrain becomes more mountainous
we bed down and keep our eyes peeled, first watch sees nothing, second watch sees some movement thats close to humanoid, third watch sees some movement in the trees
second watch apparently didnt alert third watch, and they freaked out
Doc and Echelon didn't get woken sadly
woken last, apparently we're surrounded but they're in the trees
we ready for a potential fight but chill at the edge of camp as Storm asks the wind for advice
goblins are 'close but not very', animals are near but not close by
12 goblins close by, every direction, spying on us and each other, they are different from regular goblins
Storm keeps the wind talking going and i make some porridge
Storm, Moist and Dimitri run a lap to scare off the goblins while i finish breakfast, they clear off and we start heading upstream
5 hours into travel, storm seems to see something and takes off running towards it, it seems to run off - sadly doesnt see anything and heads back annoyed
Winter: "what's sarcasm" Storm: "it goes over your head, huh?" Winter: "like birds?" Storm: "haha, yes. like birds" Winter: "i think i like sarcasm"
it's still to the east, Echelon casts walk unseen and tries to sneak up to it. he sees a shimmery version of a goblin dressed in larger fine wear, like a stolen suit Ethereal Goblin - he tries to grapple him with a dagger drawn, but his arms fade through the body. it looks at him and vanishes
2 hours pass and we get alerted that we're being watched again. Storm, Echelon and Dimitri sneak close and Echelon gets to ask 2 questions
nature of spell in effect: sight range of spell: 10 miles
so we think it could be 5 to 10 miles away from the caster
we camp for the night uninterrupted but watched
we keep going and get the notification we're being watched by one thing again
it goes away after a while 3h later we notice the stream widening as we travel, it widens to a large lake-like area
we see a sheer cliff-face opposite side of the water, with many caves and buildings inside of them. one of the buildings looks like an alchemy lab
Session 7
We waited on the banks around the small lake in front of the cave wall with our walk unseen spell in place thanks to Echelon and start working on our plan
Echelon tries to cast charismatic aura to himself, but backfires and it instead hits Storm - she's now appearing more friendly to goblins
we plan what to do
the cliff-face looks to be 90ft tall, with some tree's - the lowest entrance is 30ft up
we decide the plan is that Yukov and Moist will swim under the lake to look for a passage into the cave, some spell casting later they dive under for a look
they find a cave that is quite hidden away, 15ft beyond the entrance is an air pocket that might take skill to reach, and the party could fit. Moist sets up a guide rope to an underground root
storm apparently can't swim very well and gets pulled through - we make it ot a large air pocket and swim for another 30 mins through a windy cavern but we find a wooden ladder at the end
storm climbs it slowly with a rope as it seems rickety, she climbs to the top as moist follows but they're just short of the lip the hole, and have to climb eachother - they enter a cavern room with a number of benches and butchery equipment, it smells of blood. a large rock pit looks like a firepit for cooking.
we all climb but i damage the ladder on the way up weighing too much
we look out the door and see animal pens, looks like food stocks and supplies of meat. we move futher out and hear gobins moving about, they sounds like they're coming closer so we sneak back and prep an ambush, striking an animal to make noise and then attacking
Yukov strikes a rabbit, haha and moist hits a pig til it squeals, we ready for our weapons for a combat
"dobby, from lord of the rings" "master gave dobby a 'the one ring'" "throw it into the fire dobby"
goblins enter we try sneak up to them moist leaps onto one and kills it
we knock out 3 and kill 3, and we ask the dead some questions thanks to Yukov
are there more than 60 goblins - yes are they mostly unarmed - yes is the room with the green stuff the goblins room the bosses room - ? is boss an alchemist - yes is boss goblin - yes is he a big goblin - yes non goblin sentients in the cave - no are there more farms like these - no any other bases - no any casters - no any magic items - yes any traps in caves - no other entrances other than water or the cliff face - yes do you like your boss - yes are more than half of you mutates - no does colony know we are here - no is the boss the ghost we've seen - no
Session 8
plan is to talk to one of the captured goblins and ask about layout and where the boss may be, or the magic items are
some are ready to knock out, i am keeping watch as the party wakes one of the sleeping ones
we get some answers, all the goblins are farmers
baahgdah - is the goblins name
it agress to share info if we dont kill it
we follow the goblin out the farm, going downhill, no goblins yet enter a room full of many many goblins some goblins have animal hide, some with pointy sticks/clubs most goblins leave us alone but the few armed ones pay us notice
we exit into a corridor up, its empty, we see guards who are actually armed with sword they have a convo with our guide and kick him
we get escorted to The Boss and his chambers
we try be diplomatic and ask hi to stop, he ignores us so we push him
boss refuses to cooperate believing its not his issue, and that he's not at fault
it looks like the other goblin in here uses magic items but is not magic innately
we decide to take out the boss and the labs to prevent the spread of this corruption
Echelon is determined to kick the guard who kicked our farmer friend
Session 9
BATTLE WITH THE BOSS
boss bleeds out, Storm looted his armor
guards balls kicked unsuccessfully
guard and mage died
Dimitri loots the mage and alchemy station and room behind the chamber for valuables
I steal the paperwork and we set the room to explode as we jump with featherfall to saftey
we camp near the cliffside for the night, the halflings see the remaining corrupted goblins getting exiled before sunrise as a new boss is selected
we pack up and make our way home, remembering that we need to find that large cow
Mil-Sci
Daily pattern
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’
Travel Magics
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’ ‘’Can the party eat/sleep/etc on the mode of transport.’’
Watch Order
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’
First - Echelon, Doc
Second - Winter, Dimitri
Third - Storm, Moist
Night watch
First - Echelon, Doc
Second - Winter, Dimitri
Third - Storm, Moist
Marching Order
Skirmish Formations (Front) | ||
---|---|---|
Double File | Single File |
Buffs
General Buff Notes
Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast.
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight.
Weapon Spells which weapon/s it is going on normally should be noted also
Long duration buffs
Magic | Rk | Effects | Dur | ? | ? | ? | ? | ? | ? | ? |
---|---|---|---|---|---|---|---|---|---|---|
Name (??) | ## | ???? | # Day | ? | ? | ? | ? | ? | ? | ? |
Name (??) | ## | ???? | # Hours | ? | ? | ? | ? | ? | ? | ? |
Name (??) | ## | ???? | ? Hours | ? | ? | ? | ? | ? | ? | ? |
Short duration buffs
Magic | Rk | Effects | Dur | ? | ? | ? | ? | ? | ? | ? |
---|---|---|---|---|---|---|---|---|---|---|
Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? |
Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? |
Name ??? | ?? | ???? | ? Mins | ? | ? | ? | ? | ? | ? | ? |
Loot and Expenses
SP & other cash value loot
2500 sp each
Significant Items
n/a
Gifts
n/a
Purchases
Dinner the Mule
Minor Items
n/a
Calendar
‘’Insert correct month here’’