Prelude to Marriage: Difference between revisions

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* Giants in the Taldreyn woods, 50sp. Attacking boats, merchants may offer additional;
* Giants in the Taldreyn woods, 50sp. Attacking boats, merchants may offer additional;
* Harpies near Baryd Vale;
* Harpies near Baryd Vale;
* Haunted Mine south of Laserfeld
* Two older wanted posters for: Three-toed Stanhope, for dealings with undead near Wesmarch, and Lunatic Thorman, a murderer and graverobber near Xarl on the Brandenburg border.
* Two older wanted posters for: Three-toed Stanhope, for dealings with undead near Wesmarch, and Lunatic Thorman, a murderer and graverobber near Xarl on the Brandenburg border.



Revision as of 05:57, 6 October 2023

Summary

Adventure: Prelude to Marriage
GM: Terry
Season: Spring 823 wk
Night: Thursday
Location: Online
Level: Medium

Party


Employer
Sabastian
Mission

Help a nice young lady complete some quests. She must NOT know the help has come from Uncle Sabastian.

Pay
A combination of Investments, art and silver plus neg loot options

Scribe Notes

Seagate 1 Thaw (Duesday)

We met the day of the Guild Meeting and were directed to an interview and meeting room. There was a suspiciously good wine and cheese provided – I thought perhaps we’d either been directed to a room intended for a senior party, or that the comestibles may be the entire payment. After a while Sabastian appeared and provided both more food and a comprehensive background to the mission.

Sabastian has a niece, a human niece, so I think the relationship is more customary than biological. This niece, one Philippa by name, wishes to marry above her social station. She comes from a very rich but middle class (merchant) family and seeks the hand of a young man who is the fourth son of the Viscount of Westmarch. In order that his family might smile upon this union she wishes to make a “name for herself”, by which we understand she wishes to become a famous hero of the realm, or otherwise distinguish herself in some fashion such that his family will view her as a better matrimonial prospect.

Personally I would have thought the pots of money that her family has would have made her a sufficiently suitable matrimonial prospect for a fourth son, as most noble families have a tendency to be land rich and money poor and generally you can't eat the old castles, but anyway this apparently is the course that the young lady has decided upon and her uncle wishes to aid her in this, despite I might note, the young lady having decided that she doesn't want any help from Uncle Sabastian.

Sabastian, not being one to take no for an answer, is seeking to employ a Guild party to go undercover and pretend to not be a Guild party and to not be sent by Uncle Sabastian in order to aid his niece Philippa in achieving her goals.

[Aside: I'm really not sure this is a good thing as it feels like he's deliberately undermining her hero’s journey in order to feel like he is being helpful, or perhaps he has issues with relinquishing control. It would be interesting to find exactly why he feels compelled to intervene.]

From our perspective however, our motives are that he's prepared to pay us handsomely, to loan us all sorts of items, and to provide us with quite a few other mundane items that we may require for this undertaking. Sabastian took from us quite a laundry list of things which required an entire week to arrange. So far, he's been remarkably generous, so we should perhaps overlook avuncular eccentricities.

We asked a number of questions of Sabastian to determine how we might go about aiding Philippa, and Sabastian clarified a number of things including: famous is not the same as infamous, he would prefer that we did not involve ourselves in regime changes, and that he would be displeased if Philippa came to harm. Based on this we discounted some potential courses of action.

The current plan is to take ship to Freetaun, and then journey north to the capital of Hurrell where we can likely locate our nascent heroine. We then need to (somehow) ingratiate ourselves with her, becoming the sort of useful companions who will appear as small background figures when the official portrait of her is made as a great hero of Aladar. We expect to fine tune the plan and introduce some specifics into the gulf between “meet Philippa” and “Philippa is famous”.

Since we cannot be known to be from Seagate, as this would associate us too closely with Uncle Sabastian, and since we need to explain our rather unusual group comprising a giant, human, dwarf, two elves, and a halfling, along with sundry hangers on, we've had papers drawn up that show us to be members of the Adventurers Guild of Freetaun. We don't know if there was an Adventurer’s Guild in Freetaun, but there is now, and we are it.

After loading down Sabastian with our requests we agreed to meet back a week later at the docks. Sabastian and Uthgard headed off to Brastor, the rest found things to occupy them around Seagate.

On Ship 8 Thaw (Duesday) to 10 Thaw (Th'rsday)

We boarded the ship “Silky Dawn” and met Sabastian's associate, a water mage by the name of Riptide along with the captain of the vessel (Thorne Blackwater) who made some rather undistinguished cabins available to us and advised us to stay clear of the crew and not get in the way of their maritime activities.

On the first night out around 2:00 AM an alarm was raised on the ship and our party member on watch Lady Arcadia raced downstairs to summon the rest of her group.

While I must commend Lady A on her alacrity, the amount of detail supplied was somewhat lacking as she roused us and the sleeping crew, and as we prepared to head to the deck, we were unsure of the nature of the threat.

Making hurried preparations we headed up from below-decks to discover that ship had been boarded by quite a number of pirates. These pirates were rather smellier and more disagreeable than is usual even for members of their unsavoury profession and appeared to be already dead and overgrown with barnacles and other sea life.

Mirage decided to give the attackers a sporting chance by blinding most of our crew leaving the party to bear the brunt of the fighting. Fortunately, the pirates’ decomposing undead nature slowed them and despite their considerable advantage in numbers the party were able to hold their own.

The pirate captain cast a mass fear that affected several the party along with quite a few of the already blinded sailors who took this opportunity to shuffle further away from the combat. On a command from the captain several of the putrescent pirates attempted to close with party members to varying degrees of success but this was not enough to shift the balance and as the number of invaders inevitably dwindled the captain withdrew to a corner of the main deck adjacent to the forecastle and barricaded himself behind a wall of bones.

With the rest of the party still fighting in close, drenched in the effluvia of leaking and decaying pirates, Mirage, Lady Arcadia's wolf and your humble scribe charged across the deck to the fo'c'sle and prepared to engage the captain.

Luna, the wolf, took the captain down in close combat and Mirage and I finished him off. He didn't go without a fight and his chilling touch drained anyone who struck him. With his final breath he whispered words of a curse on Mirage. I wasn’t entirely sure what he said, something about “I go down to the sea” or “see you later”.

On investigation we discovered that Mirage has been cursed to be “hunted by the sea” and while we're not sure what this means I am concerned about being on the same ship as him.

With the pirates dispatched we looked around for where they had come from and observed an upturned hull floating beneath the waves near our ship. As we watched it began to lose position – we think it must have been keeping up with us while the pirate captain was still around and now it was slipping away into the dark. We briefly considered whether we should go diving to investigate the wreck, but we decided that it was not something for which we were well equipped.

Various small items of value were retrieved from the undead pirates – serious washing afterwards was required – and certain items from the captain were put aside for investigation: a hat, a coat, and a compass. The hat at least has a curse on it and should be avoided until we can get it dealt with.

All of the excitement now over the party headed back to sleep and I took over from Arcadia on watch.

The next day was must less entertaining though a sail tore and needed to be mended and the following day rope lines broke in the rigging under a sailor. I'm not sure whether these were just normal day-to-day occurrences on board this ship or if it was an effect of the curse on Mirage.

On the evening of the third day’s sailing, we arrived in Hardock and were put ashore in a dinghy. Our ship departed but will be coming back this way to pick us up. We stayed the night in an inn named the “Thoughtful Dwarf” and while there was some concern about stabling Brutus the boar palms were greased with silver and the problem went away.

Westmarch 11 Thaw (Frysday)

The next morning, we used Wildfires to run north, stopping some distance out of Hurrell to let the spell fade and to have lunch before heading into the city.

For some reason the party decided to split in two and pretend that we didn't know each other until later on when we would meet and then we would know each other, and it was all rather confusing. Arcadia, Belladonna, and Mirage went in the first party (because they looked rather more normal for this sort of place), while Uthgard, Argus (and Brutus), and I made up the second.

The “A team” investigated the large, two-storey, well-appointed inn named the “Dancing Violin” and discovered that Philippa was not going to be performing there today. They booked rooms for themselves, and we continued on and investigated the second inn whose name we had been given.

The “Whispering Parsnip” turned out to be a solidly built single-storey dwarf bar. Argus questioned the barkeep, Uthgard got concerned looks from the patrons, and I sampled the very acceptable ale. Philippa was not there either.

Finally, we made our way to the slightly less salubrious “Dead Crows” where a young woman fitting Phillipa’s description was entertaining an afternoon crowd. While the “A team” went in to meet Philippa the rest of us remained outside, eating bread, and looking as inconspicuous as you might expect a 9-foot hill giant, dwarf, great boar, and halfling to be.

While we were waiting, we were joined by a suave and debonair gentleman whose sudden appearance and manner made me immediately suspicious. Argus identified him as an Avatar of Seir “the Willing Prince” (a demon well known to the Guild). Seir recognised us as adventurers from Seagate and told us that he was seeking someone to take part in some form of combat sporting event on which much money was being wagered. Dismissing Argus and me Seir gripped Uthgard’s arm and vanished, much to our consternation.

Alerting the rest of the party over mind speech they came outside, and we discussed what had just happened. Acadia decided to alert Sabastian by way of a sending stone, a magical device that can send short one-way messages. In her rather nervous state Acadia managed to send the following:

Hi Sabastian, we have a problem. Uthgard was kidnapped by a demon for a fight and we don’t know how to get her back. Help
<long pause>
Please. We found your niece at the Dancing Violn. So we are doing our job too, but I think we would die if we
<pause>
Went to save her. I’m being told to tell you it’s a bad demon, what’s the title, willing prince. Oh we are at the
<pause>
Dancing crow, that’s where she poofed away. but if you could help us please that would be great.
<pause>
oh yeah its Arcadia speaking
<pause>
I hope things are going well for you too

As this veritable salad of verbal confusion was being tossed into the aether, I could only imagine how badly the rather unfortunate sequence of messages was being received by Sabastian.

<CUT SCENE>

INT. GALLERY

Sabastian is standing in front of a partially completed painting. Sipping on a glass of wine, with brush in hand he makes delicate brush strokes on the canvas. His concentration is broken as a look of puzzlement and then panic appears on his face. In large letters he quickly writes the words on the canvas

“demons kidnapped uthgard”

He stares intently at the words on the canvas, then start quickly writing on the canvas again with his paint brush

“found niece think we would die”,

“went to save her bad demon prince”

“dancing crow, help us“

Sabastian stands back from the canvas and stares at the words he has written. He drops his paint brush; it falls to the wooden floor with a thud as he rushes out of the gallery.

My concerns proved unfortunately prophetic when not long afterwards we received messages in return from Sabastian:

Sitrep. What plane, continent, town are you in.
Investigating missing Uthgar.
Extraction party in flight, help on the way.
Detail enemy forces, as much detail as possible.
Provide codeword confirmation.

Argus and I asked to borrow Aracdia’s sending stone, and Argus quickly sent messages to allay Sabastian’s fears and get him to stand down the rescue team:

Don’t worry we are fine, Uthgard was taken by the Willing Prince
Stop. We do not need extraction. We are safe.
Zardoz says "pain au chocolat". No idea what that means.
Please keep an eye out for Uthgard, and Arcadia says she’s sorry.

We suspect that we are not getting any cash bonuses from this job.

The “A team” and Philippa have arranged to busk on the Morrow. I'm hoping that they draw a crowd; it's always easier to dip pockets if the marks are looking elsewhere.

We retired to the Dancing Violin where Argus and I rented another room – apparently now being allowed to be known by the rest of the party – and enjoyed a wonderful night's entertainment of yodelling and throat singing.

In Hurrell 12 Thaw (Reapsday)

After the excitement of yesterday we planned a quiet day to let Sabastian’s nerves settle.

We spent the morning doing general sightseeing and information gathering around the town and then the “A team” met up with Philippa for an enjoyable lunchtime eating and lying to her.

Philippa was particularly impressed when she learned that Belladonna was a fire mage and became positively animated discussing her desire to have learned that college and how her family required her to learn Bardic Magics as a safer option. It came out that she has some experience with the more energetic pursuits of an adventurer and has been involved in taking down bandits.

The group headed off to a town square and began practice their playing and discuss different tunes that they knew, getting familiar with each other as musicians and the like. After a while Argus and I joined them, hailing our companions and making ourselves known as guild-mates. We joined in by passing around a hat and attempting to elicit donations for the musicians. We only collected enough for bad beer.

Afterwards we retired back to a tavern and discussed Philippa’s for the future. We discussed the possibility of joining forces and Philippa became more than a little excited when we suggested making her a probationary member of the Adventurers Guild of Freetown. We talked about options for quests, what she knew of events in the local area, and where we might find bounties.

We decided to check these out with Philippa heading off to the river dock to talk to the merchants. We returned to our rooms where Belladonna set to work on a Guild membership document for our newest recruit. Arcadia, Argus, and I wandered out to discuss bounties with the Viscount’s guards, compiling the following:

  • Bandits, East of Zebrin, 10sp each (noses to be collected as proof);
  • Giants in the Taldreyn woods, 50sp. Attacking boats, merchants may offer additional;
  • Harpies near Baryd Vale;
  • Haunted Mine south of Laserfeld
  • Two older wanted posters for: Three-toed Stanhope, for dealings with undead near Wesmarch, and Lunatic Thorman, a murderer and graverobber near Xarl on the Brandenburg border.

These bounties aren’t what we’d usually look at, but they are perfect for the cover story. The bandits and giants have the advantage of being in proximity of each other, and giant slaying could certainly be spun into a fine heroic tale.

We headed back to our inn and expect to meet up with Philippa in the morning.

Places and People

Quotes

Loot

Mil Sci

Watch Order
1 2 3 4 5 6 7 8 9 10 11 12
Uthgard Arcadia Argus
Zardos Mirage Belladonna


Skirmish Formations (Front)
Default




Double File





Single File








Buffs

Long Duration Buffs
Magic Rk Effects Dur Ut Za Mi AR LA Be
Disguise Illusion 12 change height, weight, voice or clothing 13 hours Y Y Y Y Y Y
Illusionary Aura 6 Partly obscure aura 7 days Y Y Y Y Y Y
Fire Armour 8 Absorb (36 points magical) fire damage 9 hours Y Y Y Y Y Y
Fire Proofing 7 Protect vs normal fire 8 hours Y Y Y Y Y Y
Short Duration / Situational Buffs
Magic Rk Effects Dur Ut Za Mi AR LA Be
Shadow Wings (Za/LA) 6 36 mph 3½ hrs Y Y Y Y Y Y
Witchsight (Za) 6 150' dark, see invisible 3½ hrs Y Y Y Y Y Y
Shadow Form (Za) 10 22% DEF Melee, 11% Close 5½ hrs Y Y Y Y Y Y
Multiple Images 10 Three extra images of the target, which can absorb attacks 11 minutes Y Y Y Y Y Y
Wildfires 10 Burny speedz! (40mph) 220 mins Y Y Y Y Y Y
Weapon of Flames 11 +12% SC +6 DM (+11 DM vs vuln) 16 mins Y Y Y Y Y Y
Self Only Buffs
Magic Rk Effects Dur Ut Za Mi AR LA Be
Ice Armour (Ha) 15 9 hrs Y
Project Image 20 become invisible. Can move, hear, see, talk thru image n/a Y

Calendar

Spring: Thaw 823 (10)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting Seagate 2 3 4 5 6 .
7 8 Sailing Day 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 823 (11)
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
Spring: Blossom 823 (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