Orc Brew Quest

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Scribe Notes


GM: Ian
Season: Summer 822 WK
Night: Tuesday
Location: Massey
Level: Medium Crunchy

  1. Cipher - Dwarvish Rune Mage played by Beth
  2. Malga - Human Rune Mage played by Sam
  3. Sno - Elvish Ice Mage played by Annuskha
  4. Vixen - Elvish Fire Mage played by Kita
  5. Vargr - Elvish Earth Mage played by Connor
  6. Kurt - Human Earth Mage played by Bernard
  7. Uthgard - Hill Giant Mind Sorcerer played by Anne

The Halflings of the Forest


To collect the ingredients for Orc Brew Barrels


A gold brick down payment more to come.

Scribe Notes

1st Meadow

Shortly after the guild meeting had finished, I was informed of a late employer who was looking for a party of non-orcs. No other information was given and if we were interested to meet in the designated guild meeting room. This is where I meet with the other members of the guild which had been informed of said job. The collection consisted of:
Cypher - Rune Fighter
Malga - Rune Warrior
Sno - Ice/Fire Mage
Vixen - Fire mage/Fighter
Vargr - Earth Brawler
Kurt - Earth Mage. Also voted our Party Leader.
And Myself. Uthgard - Warrior. Party Military Scientist and Scribe

After the guild paper work was done,, guild security brought in 2 halflings. Ones I had met before. Kathrine and Cook, chosen ones of the Valley of the Trinity. The two of them where here on behalf of a group of halflings who needed our help collecting some stuff. They handed us a gold brick as down payment which we are later told is worth 70,000sp. When asked about Greaters we are informed that the halflings the other end can do something for us if we want to wait till we meet with our employer. We arrange to meet Kathrine and Cook at the docks the next morning so we can organise ourselves.

2nd Meadow

In the morning we met up with Kathrine and Cook and took a boat propelled by a Sentient holy water elemental known as Splashy and meet up with the main boat about an hour later and met the Captain, Jack. We head out once again propelled by Splashy.

5th Meadow

In the evening we arrived in a place Called Sandspit where we spend the night in an in called The Donkey's Rest.

6th Of Meadow

In the morning we took the a large boat through the canyon with the Boatmen and make it into the lake with The Deep One by noon. As is standard procedure with The Deep One people were dunked in the lake. The Boatmen dropped off Kathrine and Cook in Mickeytown which is midway up the lake towards Laketown.
We arrive in Laketown after dark. Once we had come in we were told to ask for John the Swimmer and shown to an Inn. During the night a thief tried to break in but very quickly changed his mind when Sno spoke and Vargar threw an axe.

7th of Meadow

We started on our trek out towards the Cave of Winter.

9th of Meadow

In the evening we arrived at the cave and camped in the small inlet between the wall hiding the portal and the cave doors.

10th of Meadow

After looting a frozen solid traveller, we travelled through the portal following Sno, adeptly because she's done this before and is our Navigator and Ice mage.

11th of Meadow

We arrived the next day in a barn and were 'greeted' by an orc under the employment of Kurt. Apparently Kurts been busy this side since I was last out this way. Having just walked all day through the Plane of Blizzard we decided to spend the day on the farm to recover.

12th of Meadow

We got instructions on how to get to Farknuckle and set off. On our way up we tripped over an orc encampment of bandits and decide it's probably mutually beneficial to forget we tripped and continue on our way.
We get to the River Turgid and use a Willow to cross camping under it once Kurt assists in replanting it.

13th of Meadow

We head out on our way towards Farknuckle, bypassing round it as we get close. We followed the trail up till we walked through some trees forming gothic arches at around Lunchtime. That when we were all thrown an apple each and we stopped for some lunch with some halflings. After lunch we followed them through into a countryside where we had a meeting under the old oak tree. These were our employers who needed help collecting some ingredients to remake some defences to keep them safe. These ingredients are:

  • 2 bottles of Pavlovian Brandy from Mickle Muises Tavern in the Zombielands.
  • Sawdust from the Booze Barn in Big Smoke
  • Thread from Yawza and Dang in Big Smoke
  • Chilli Mint Herbs from a fallen Necro Temple
  • And Orange Cap Golden Mushrooms which are grown by Goblins.

We are being paid in various things like blessings and oak seeds. Having made arrangements to be given some of these blessings for at least the season to do the job we party with the halflings into the evening.

14th of Meadow

We head out on our way North the 100 miles to the edge of the Zombielands choosing to spend the night in a tavern before we got there. In the tavern that night we got into a customary tavern fight with the orcs.

15th of Meadow

In the morning we make the fortress boarding the Zombielands and using Major On Coming Death's name we walked our way through the Fortress. Stopping about a mile into Zombielands we created a bonfire and had our fire mages summon some salamanders which Kurt proceeded to control so we had some zombie death cannons and headed on our way north.

In the evening shortly after settling into camp for the night Kurt and I heard something off in the distance. I woke the camp up as Kurt went out a little way to get eyes on how much was coming in. Once we got set up and settled in with the fight our Volcano Mage and the Salamanders did a great job doing zombies while the rest of us held points around our encampment.

16th of Meadow

In the morning we discover Amulets on the zombies which we later learn enhance undead. We end up with two of these in our possession. During this we spot a shadow in the sky which some of us know as the Duke of Thrones so we send some salamanders away to murder some zombies to draw his attention.
That night we find a small grouping of trees so sleep around and they take care of the zombies in the night thanks to Kurt.

17th of Meadow

We get 10 miles out from where we're going when we start to see heavily armoured wagons. We learn the nearest town is HQ Springs. When we make the town we head to a smelter and rent them the salamanders while we're in town. We then head to Mickle Muises and 'celebrate' with drinks. During our drink perusal, Vixen and Vargr were approached by a Necromancer interested in the amulets. Kurt told him we'd get back to him while we discussed it.

18th of Meadow

We spent the day shopping around for some stuff. Kurt discovered the spring the town was named for and learnt that the effect if you bath in it is purifying and the effect of drinking it is health. He also asked the effect of extending watering of blackberry plants and got strange growth. He paid the priest in some stuff and some work to have the entire party and our animals to bath in and drink the spring water. Vargr also found some passive, energetic and bad bread drugs that he bought. We also picked up various bottle from Mickle Muises

19th of Meadow

We meet up with the Priest and traded taking him to close to the location of the rest of the amulets for a minor boon and good will with his patron the Duke of Thrones. Making this arrangement we sold the salamanders to the smelter and headed out to the location of the amulets

21st-25th of Meadow

We make it back to within a mile of the location of the amulets and solidify our deal with him and his patron. And continue on our way back toward Big Smoke dropping by the forest to leave the Brandy with them on the way through.

26th of Meadow

We stop in and pay our guild dues for Big Smoke on our way to Kurt's Warehouse. When we get there, there are a couple of Orc's trying to break into the warehouse. So Kurt finds some amusement in opening the door for them and they disappear quite quickly due to the Invisible Wargs in the warehouse.

Kurt introduced himself to Geralt the Deputy Assistant, who take tolls before we unloaded all the bulk items that we didn't need to carry round with us before heading out to get the Chilli Mint from a fallen Necro Temple.

We made our way to the live in construction site that is the housing going in the hole that was the old Necro Site. We headed downstairs towards where we knew there used to be a volcano and encountered a locked door. So we quickly knocked on the nearest door and asked where to find the guy with the key to it. After a few wrong doors having no one literate in Orcish we eventually found him and had him give the key who we left on Sno.

Once down in the tunnels we found a glow down the tunnels underneath the building which opened up into an enormously large room with a large undead militia in it. Not really wanted a fight if we could avoid it we came to an agreement that if they stayed at one end we'd stay at the other, so we started investigating and found a collection of stuff.

During this our fire mages spoke to the fire berries and the volcano and arranged to move the volcano and collect the fire berries growing on the volcano. At which point the undead decided they were done staying at their end of the room and started a fight.

Kurt and Sno opened up a magma channel in the volcano to take out a majority of the undead and create a semi-natural battlefield control. Just before the magma erupted Malga stood in the wrong tactical position and got taken out by the magma wave.

After the fight we proceeded to dig up Malga and found a 4 and a half foot goblin creature which DAed as A Miniature Hobgoblin from the plane of Alusia. So figuring this was the product of some weird magic items he was carrying and being in a Place of power we figured this is what Malga became. The only piece of Malga's gear that survived was his Axe of Pain. During retrieving Malga we also collected a fair amount of Iron from the undead slags. We returned the Key to the build supervisor and headed to the nearest BSFHS (Big Smoke Friendly Healers Society) which we are all members of for this reason among others. They proceeded to Summon a list of master healers to see to Malga and spent the first 6 hours divinating him in which the party made some stop at a temple of the Marquee of Fire in which some offerings were made, followed by a trip to a temple of the Duke of Thrones were some more offerings were made and we were asked to return with the whole party for fulfillment of the other half of the deal.

Afterwards back at the BSFHS the master healers spent 2 hours resurrecting Malga into the form he had now taken. If he wishes to change it that is up to him to do later on.

27-28th of Meadow

We spent these days doing mundane tasks and Vargr did some merchanting of the drugs he acquired back in HQ Springs.

29th of Meadow

We returned to the Dukes Temple and were lead into a back room with a circle carved on the floor. Kurt quickly checked it for its effect on him which came up as Enhancement and not Sacrifice or death so we did as instructed and sat in the circle as the acolytes of the Duke did their ritual. After the ritual was completed a Bright White burst of mana erupted around us granting us with the agreed Vision.

 "How far can you see?" - Voice in the fog, Suspect is the Duke
 "The wall" - Malga
 "That's the floor" - Sno

We then proceeded to ask for direction to the Booze Barn from some people in the streets and headed in the directions given to us. When we get there we investigate the sawdust to see what's so special about it, it comes back with a nature of magic of Suppression. We set up Vixen with a Malga to collect a sack full of sawdust while the rest of us distracted the bar keep just in case they weren't so keen on it leaving. Those of us selling the alcohol to the bar keep learnt they weren't so keen on our selection.
During this Vixen collected the sawdust and Malga gotten beaten up for being a goblin with apparent attitude to the orcs, so standard Big Smoke etiquette.

After leaving we asked for directions to Yowza and Dang's on the street of Cloth. Upon walking in because Vixen is already dressed in Yowza and Dang attire we are lead through to the back room where we are introduced to two Half elven Orcs who proceed to fuss over Vixens dress. They also aasked to send Vargr and Malga to distract the accountant so we didn't have to pay for the fuss they made over the dress so we complied and sent them on their way. Of course we made sure to collect the thread we originally came for, while Yowza and Dang fussed over outfits for people.

We headed back to the warehouse to take a break before heading out to mushroom vendors to get some information.

30th of Meadow

We headed to a tavern we were given the directions of to meet a few mushroom vendors and discuss mushrooms. During this they told us of rumours of goblin entrances that one of them had sent an apprentice to investigate that never returned. After this discussion we headed home to sleep of the drink.

1st of Heat

We headed down to the entrance to the goblin caves where we put Kurt in front of the group to check for traps. In the caverns some of our louder members of the party are making noise and Kurt talked out loud to the general tunnel and ended up talking to a goblin who kindly gave us the directions to the caves. While walking through the tunnel we came upon an intersection with some crocodiles that our earth mages controlled. Noticing a group of goblins behind us we invited them for mushroom soup and had them show us the way to the cooking caves.

We feed random goblins till a goblin in a gold chain with goblin covered in skulls approached us. We feed them good soup and Kurt explained that we can't make more cause we lack the right mushroom. They inform us that the best mushrooms are behind the Shit Monster. So we declare we are off to kill a Shit Monster.

The goblins take us an hour through various caverns to some fortifications. As we walk down the cavern we find a flesh Golem rat which gets taken down before it can run back to its master. Kurt then collects bits of the rat cause it comes back with Ingested poison. We continued down the tunnels we came into a cavern where a large Shit monster sits surrounded by a large amount of rats.

Kurt puts an exceptionally large smoking magma and then Vargr threw a grenade into the magma which started a reaction that we tactfully retreated from which wiped out the rest of the rats and the Shit Monster.

Checking around we found various mushrooms including the one we needed. Returning to the goblins we informed them of the lack of Shit Monster but the introduction of a toxic crater that we created. Then Headed back to the warehouse to sleep off the fight.

2nd - 7th of Heat

We headed up river to the halflings to give them the last of the ingredients. And hung out with the halflings. We were awarded with The order of the Mushroom which came with a brooch.

8th - 12th of Heat

We travelled back down to Big Smoke

14th of Heat

We collected the Clothes from Yowza and Dang

15th of Heat - 15th of Breeze

We spend a month training in Big Smoke before returning to Alusia and the Guild.


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.

  • Horse go Fast - 9-11 miles an hour on ground, -3 Ft cost of travel. Approx 80 miles in a normal day. Whole party.

Watch Order

7 8 9 10 11 12 1 2 3 4 5 6
Uthgard Malga Vixen
Kurt Vargar Cypher

Sno reserve as needed

Marching Order

Skirmish Formations (Front)
Double File

Vargr | Kurt
Sno | Vixen
Cypher | Malga

Single File



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

Significant Items

  • Undead Amulets x2
  • Lava Bomb
  • Fire Seed



  • HQ Springs
    • Total trade for Salamanders
      • Weirder Valuable metals and Truesilver
      • High quality weapon steel (200lbs)
  • Mickle Muises
      • 4x Bottles of Pavlovian Brandy
      • 2x Green Bottles
      • 1x Blue Bottle
      • 2x Golden Yellow Bottles
  • Selling all to a high end Tavern near the Street of Cloth
  • Big Smoke
    • 3 Spools of Thread (100sp each) Yowza and Dang's

Minor Items

  • Volcano
    • Special Fire Berry
    • Standard Fire Berry
    • Fire Herbs
    • Fire Rock
  • Yowza and Dang
    • Suit in Uthgards Size


Payment for spring water

  • Goblin Healing Ball
  • Spheres of Vapour

Offering to the Marquee

  • A Blackberry Plant

Offering to the Duke

  • A Blackberry Plant

Offering to the Marquee

  • Runestaff

Offering to the Marquee

  • Misc Iron
  • Other Flameables

Offering to the Duke

  • Various small Animals (Killed with Blackberry Vine)



  Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Meadow (1)
  1 Guild Meeting 2   3   4   5 White Lotus 6 Seagate Light Festival
7   8   9   10   11   12   13  
14   15   16   17   18   19 The Castellan Borderers Ball 20  
21   22   23   24   25   26 Seagate Crafters Ball 27  
28   29   30    
Heat (2)
  1   2   3   4 Seagate Guildmasters Ball
5   6   7   8   9   10 Seagate Races 11 The Duke of Carzala's Summer Ball
12   13   14 Midsummers
 (Faerie Day)
15 Solstice 16   17 Seagate Summer Fair Day 18 Seagate Summer Fair Day
19   20   21   22   23   24 The Castellan of Brastor's Summer Ball 25  
26   27   28   29   30    
Breeze (3)
  1   2  
3 Day of Death 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