Graduates Task

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Scribe Notes

Summary

GM: Anne
Season: Winter 824 WK
Night: Thursday
Location: Birdlands
Level: Bunny

Party
  1. Winter - Played By Amy Rose
  2. Echelon - Played by Zarne
  3. Storm Weather - Played by Kita
  4. Dimitri Youkov Bauer - Played by Sam
  5. Doc Weiss - Played by Michael
  6. 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’’