In Search of Slavers: Difference between revisions

From DQWiki
Jump to navigationJump to search
Line 56: Line 56:
===31 March 1994===
===31 March 1994===
''Session 1: 19/12/94''
''Session 1: 19/12/94''
We meet with Captain Brown who explains our mission. The Duke is worried about a
gang of slavers that seem to have started operating in South-west Carzala. He is
worried that the slavers may have agents in Seagate, we are therefore on notice to be
3
discrete. We have Ducal authority, but only to use if absolutely necessary. The
mission, should we accept it, is to investigate disappearances to the South-west of
Seagate (2 to 3 days travel) suspected to be by slavers. The populations of farms and
small villages are taken, except for the young and the old who are found slaughtered.
Trails of the attackers and prisoners can be tracked for about half a mile from the farm
or village and then they disappear. This suggests a very good Ranger, magic, or even
a flying ship, even a combination of the above.
Objectives:
Find out where they are operating from, and who/where they are trading to.
1 Rescue any captives.
2 Wipe out the slavers or get word to the Duke.
Find out if there is another organisation behind it, what this organisation is, who heads
it, why is it in Carzala, where is the base, and a side order of how can it be stopped.
Renumeration:
500 sp per week.
C 50 sp for each slaver proof by right hand or ear.
C 5000 sp for each leader of raiding parties.
C Much more for the boss, the chief honcho, the big cheese.
C Special items: the Duke gets 10% salvage.
C Large items ie carts, boats etc. The Duke gets the first option to purchase at 90 %.
1 April 1994
The party meet and, opting for experience appoint Darien leader. I am voted scribe
amid competition from Aqualina. There are no military scientists in the party, I have
just started such studies and hope to be of some help. The party visits the Fire Collage
to get some protection from Fire.
The evening saw us visit the Duke's place under cover of darkness to avoid any agents
of the Slavers. We are dealt with by Corporal Oddjob. We get horses, Army
equipment, and pack mules, all signed by Darien. Army equipment includes tents,
camp beds, cooking gear, rations, grappling hooks, spikes, caltrops, manacles, and
rope. Jhiselle gets a very feisty tall black stallion.
2 April 1994
The day starts with a light mist, and gets steadily worse as the day goes by. A
marching order is assigned straight away, and we head off to the South West of
Seagate. On the road we discuss possible plans of action. With Meseraima we can
talk to dead villagers. We could work out where the Slaver's might strike next and
then set some bait. An outside option is to infiltrate the gang. Rain rain rain, Aqualina
is in her element and the only one who's happy. Nightfall brings us to the Jolly Farmer
where we stay overnight.
The women bathe (as they always seem to, even on missions). Over dinner, we
discover a new apple based brew, Jack's Best Scumball.
4
3 April 1994
My brain hurts, thank the Gods I did some more healing studies in between adventures.
The party buys 2 kegs of Jack's Rest, NOTE - if you are ever out this way don't drink
Jack's Best Scumball out of metal containers.
Off we trot, or rather off we trudge, weather report - drizzle. After one hour we leave
the road and follow a trail - joy of joys. Despite being in the bush, we rangers can still
get sick of bad weather.
Evening draws to a close, further discussions concerning our mission dance around the
need of a good cover story. Someone who shall remain nameless suggested that we
could pose as a wedding party on honeymoon.
Session 2: 9/1/95
The story we adopt is that we are after Frank the Black who murdered my brother,
raped the cattle, branded the women, and stole the chickens, and worse than that he
supports League. This should explain why a bunch of heavily armed people are
wandering around a rather nondescript area.
4 April 1994
I get Aqualina to water proof my scribe notes and hide them in my water container. I
keep a second more obvious set chronicling our search for Frank the Black.
Today is a slog, very wet, but not cold. We head for the nearest trashed village known
to the Dukes men. Mesaraima talked to several graves/dead bodies, many were
unresponsive. Then Kary found a medallion, a fine piece of indeterminable metal on a
silver chain. The picture of a rearing cobra's head bearing fangs is etched on it. Further
enquiries with the dead indicated that one of the raiders died, and would you believe it,
just by the medallion. Kary divinates the medallion, there was no magic before 5
weeks ago. The magic is permanent and keyed to the bearer. It is a medallion of
telepathic communication - one way within 800 miles. Kary does not know if the
sender will know if it is being used. This suggests that at least one of the Slavers is a
Binder mage.
Aqualina, Jhiselle and I follow a track to the sea, and then fetch Meseraima to check
for deaths, but none are found.
Back at the village, Meseraima speaks with the dead. From the dead Goblin we find
out that the Slavers consist of Snakemen (Mages), Humans, Goblins, and one other
race, but not dwarf, orc or elf. This last race is tougher than humans, has webbed
hands, breathes underwater and favours the trident, we later find out that these are
Frogmen. The Slavers base is in a large cavern in some cliffs on the mainland. Above
the cave there is a stone castle which is camouflaged, and so would be hard to see
from afar. The raiders use 4 ships.
5
In the evening a violent storm woke all of the party - so I'm told, I slept right through.
5 April 1994
The storm gets even worse, but at least the wind dies down a little.
We have a second talk to the dead goblin. We find out that the Slavers operate out of
a keep built in a hollow, with a wooden palisade. From the answers to our questions
we have a very good idea of where the keep is located.
Aqualina goes down a well to scrie, apparently being in water helps with her magic. I
ask if scrieing is wise and wouldn't it alert the slavers to our presence. The Mages of
the party are unanimous in their confident reply - there's absolutely nothing to worry
about. Aqualina scries and confirms the location of the keep. Aqualina also gets
frazzled. I laugh, Jhiselle does first aid and I heal, after I stop laughing. Aqualina
acquires a disease from poisoned well water.
We fly (Darien says it is slow, but I say WOW) back to the Guild, leaving the horses at
Seacroft. I sprain my ankle landing, but two of the others are not so lucky. Kary gets
two broken legs and Jhiselle is even worse, getting two broken legs, and a smashed
collar bone. Jhiselle reckoned she was not used to flying this slow. Guild healers cure
Aqualina's disease (rapid gangrene).
The Fire collage check out Aqualina, she was hit with a high ranking malignant fire, by
a ward or item, but not an entity. The Fire Collage has not seen this magic before. We
leave a message for the duke about the poisoned wells.
The guild divinates the medallion as a one way mental contact, it will tell the sender it
is active, but do not know if it is a party line. It is made of a silver mithral alloy, and
must be worn touching skin.
We spend the night at the guild, and have a get together to decide what to do now.
We could blow the whistle now and take the money. Sonic, Kary and I are keen to
take the slavers on. We could join up, but no-one is keen to kill any peasants. The last
option is to follow at a distance to see where the slaves are being taken.
6 April 1994
Darien has problems with his magic and cannot get us all to fly, so we put off going
back to Seacroft. With time on our hands, we visit the library. An old manuscript is
found showing that a pre-fall small keep was in the area we suspect is the slaver's base.
The symbol on the medallion is the same as one used by a snake cult (in the tropical
areas) worshipping other planer serpents. These snakemen areas look like men and
most are mages, good at anything and everything. It is probably not worth saying it,
but I will anyway, slaves are normally sold in sanctuary.
Jhiselle gets a message from Captain Brown, apparently she has his horse, and if it is
not returned in good order, terrible things will happen, to Jhiselle, I assume. Possibly
6
Darien too, he signed for the stuff.
Darien gets us flying in the afternoon. Sonic and I are no fools, we fly with a mattress
to cushion our landings, they work very well.
7 April 1994
We ride out of Seacroft, and joy of joys, it isn’t raining.
Session 3: 16/1/95
The second trashed village is reached. This time we find a rusty sword with a snakes
head symbol, and a gold coin with snake symbol on one side. The rangers of the party,
Jhiselle, Darien and I follow the tracks north until they disappear after half a mile. The
tracks don't end suddenly but appear to be well covered by a very good ranger. The
tracks appear orderly but not in single file. We spend the night in this second village -
weather report - getting bad - drizzle
===8 April 1994===

Revision as of 21:53, 7 March 2026

Scribe Notes

Summary

Adventure: In Search of Slavers

  • aka: The Ssstupendousss Ssstrenuousss Sssearch for Sssigniiicant Sssquadronsss of Ssserpent Ssshaped Sssentient Ssslaversssss.

GM: Scott
Season: Summer 795 WK

Party
Time on adventure
1 March to 16 April 1994 AP
Employer
Duke of Carzala
Contact: Captain Brown
Mission
To investigate and then wipe out a slaving ring, South West of Seagate, beyond Seacroft.
Original Scribe Notes
Media:Snsu9503.zip

Scribe Notes

Notes

Snakeman cult in the equatorial region of this world.
The Snakemen (Mages) are from another plane.
Frogmen (Mages) provide ships crew and underwater defence.
Humans and Goblins provide the muscle - no mages.
The slavers base - an old castle over a huge cavern through a headland.

Introducing the party

Aqualina
A very eye-catching if short woman, a shapechanger (Dolphin). An experienced adventurer, she specialises in the Water College. She sports very skimpy clothing - totally impractical, enjoyable but downright distracting. It's just as well I'm a healer, I expect Aqualina will catch her death of cold the way she dresses.
Axy Geldrax
I'm a fairly tall male Ranger. I don't belong to a magician's collage. This is my third adventure, after being party leader on my first outing, I thought I'd try scribe this time.
Darien
A male Celestial mage, and a Ranger like myself. As the most experienced adventurer amongst us he was voted Party Leader.
Jhiselle
Another female Mage, eye-catching, but in an altogether different way to Aqualina. An experienced Fire magician, who is also a Ranger. She is another shapechanger (a sparrow!).
Kary
A female Wicca. Like myself has a no-nonsense attitude, preferring to get stuck in as soon as possible, except she does it from a distance, and unseen.
Meseraima
A female Necromancer. She is very good at hand to paw combat, being yet another shapechanger (this time a Tiger). This is her second adventure, I was also on her first, and value her presence.
And introducing Meseraima's pet Fang - a rodent eating lizard that looks like a chicken, personally I don't see any point in it apart from light relief.
Sonic
A male fighter who is learning celestial magics. He is impetuous and keen to get stuck in, favouring the axe. Sonic is tall, and eager, you know, Dragon fodder

The party is all human and mostly female. The former is apparently strange for a guild party, the latter is hard to get used to, at least party leader is male. However experience shows that lady guild members can hold their own in a time of crisis. This time out I am the only true fighter, fortunately a few of the others look useful in a fight.

31 March 1994

Session 1: 19/12/94 We meet with Captain Brown who explains our mission. The Duke is worried about a gang of slavers that seem to have started operating in South-west Carzala. He is worried that the slavers may have agents in Seagate, we are therefore on notice to be 3 discrete. We have Ducal authority, but only to use if absolutely necessary. The mission, should we accept it, is to investigate disappearances to the South-west of Seagate (2 to 3 days travel) suspected to be by slavers. The populations of farms and small villages are taken, except for the young and the old who are found slaughtered. Trails of the attackers and prisoners can be tracked for about half a mile from the farm or village and then they disappear. This suggests a very good Ranger, magic, or even a flying ship, even a combination of the above. Objectives: Find out where they are operating from, and who/where they are trading to. 1 Rescue any captives. 2 Wipe out the slavers or get word to the Duke. Find out if there is another organisation behind it, what this organisation is, who heads it, why is it in Carzala, where is the base, and a side order of how can it be stopped. Renumeration: 500 sp per week. C 50 sp for each slaver proof by right hand or ear. C 5000 sp for each leader of raiding parties. C Much more for the boss, the chief honcho, the big cheese. C Special items: the Duke gets 10% salvage. C Large items ie carts, boats etc. The Duke gets the first option to purchase at 90 %. 1 April 1994 The party meet and, opting for experience appoint Darien leader. I am voted scribe amid competition from Aqualina. There are no military scientists in the party, I have just started such studies and hope to be of some help. The party visits the Fire Collage to get some protection from Fire. The evening saw us visit the Duke's place under cover of darkness to avoid any agents of the Slavers. We are dealt with by Corporal Oddjob. We get horses, Army equipment, and pack mules, all signed by Darien. Army equipment includes tents, camp beds, cooking gear, rations, grappling hooks, spikes, caltrops, manacles, and rope. Jhiselle gets a very feisty tall black stallion. 2 April 1994 The day starts with a light mist, and gets steadily worse as the day goes by. A marching order is assigned straight away, and we head off to the South West of Seagate. On the road we discuss possible plans of action. With Meseraima we can talk to dead villagers. We could work out where the Slaver's might strike next and then set some bait. An outside option is to infiltrate the gang. Rain rain rain, Aqualina is in her element and the only one who's happy. Nightfall brings us to the Jolly Farmer where we stay overnight. The women bathe (as they always seem to, even on missions). Over dinner, we discover a new apple based brew, Jack's Best Scumball. 4 3 April 1994 My brain hurts, thank the Gods I did some more healing studies in between adventures. The party buys 2 kegs of Jack's Rest, NOTE - if you are ever out this way don't drink Jack's Best Scumball out of metal containers. Off we trot, or rather off we trudge, weather report - drizzle. After one hour we leave the road and follow a trail - joy of joys. Despite being in the bush, we rangers can still get sick of bad weather. Evening draws to a close, further discussions concerning our mission dance around the need of a good cover story. Someone who shall remain nameless suggested that we could pose as a wedding party on honeymoon. Session 2: 9/1/95 The story we adopt is that we are after Frank the Black who murdered my brother, raped the cattle, branded the women, and stole the chickens, and worse than that he supports League. This should explain why a bunch of heavily armed people are wandering around a rather nondescript area. 4 April 1994 I get Aqualina to water proof my scribe notes and hide them in my water container. I keep a second more obvious set chronicling our search for Frank the Black. Today is a slog, very wet, but not cold. We head for the nearest trashed village known to the Dukes men. Mesaraima talked to several graves/dead bodies, many were unresponsive. Then Kary found a medallion, a fine piece of indeterminable metal on a silver chain. The picture of a rearing cobra's head bearing fangs is etched on it. Further enquiries with the dead indicated that one of the raiders died, and would you believe it, just by the medallion. Kary divinates the medallion, there was no magic before 5 weeks ago. The magic is permanent and keyed to the bearer. It is a medallion of telepathic communication - one way within 800 miles. Kary does not know if the sender will know if it is being used. This suggests that at least one of the Slavers is a Binder mage. Aqualina, Jhiselle and I follow a track to the sea, and then fetch Meseraima to check for deaths, but none are found. Back at the village, Meseraima speaks with the dead. From the dead Goblin we find out that the Slavers consist of Snakemen (Mages), Humans, Goblins, and one other race, but not dwarf, orc or elf. This last race is tougher than humans, has webbed hands, breathes underwater and favours the trident, we later find out that these are Frogmen. The Slavers base is in a large cavern in some cliffs on the mainland. Above the cave there is a stone castle which is camouflaged, and so would be hard to see from afar. The raiders use 4 ships. 5 In the evening a violent storm woke all of the party - so I'm told, I slept right through. 5 April 1994 The storm gets even worse, but at least the wind dies down a little. We have a second talk to the dead goblin. We find out that the Slavers operate out of a keep built in a hollow, with a wooden palisade. From the answers to our questions we have a very good idea of where the keep is located. Aqualina goes down a well to scrie, apparently being in water helps with her magic. I ask if scrieing is wise and wouldn't it alert the slavers to our presence. The Mages of the party are unanimous in their confident reply - there's absolutely nothing to worry about. Aqualina scries and confirms the location of the keep. Aqualina also gets frazzled. I laugh, Jhiselle does first aid and I heal, after I stop laughing. Aqualina acquires a disease from poisoned well water. We fly (Darien says it is slow, but I say WOW) back to the Guild, leaving the horses at Seacroft. I sprain my ankle landing, but two of the others are not so lucky. Kary gets two broken legs and Jhiselle is even worse, getting two broken legs, and a smashed collar bone. Jhiselle reckoned she was not used to flying this slow. Guild healers cure Aqualina's disease (rapid gangrene). The Fire collage check out Aqualina, she was hit with a high ranking malignant fire, by a ward or item, but not an entity. The Fire Collage has not seen this magic before. We leave a message for the duke about the poisoned wells. The guild divinates the medallion as a one way mental contact, it will tell the sender it is active, but do not know if it is a party line. It is made of a silver mithral alloy, and must be worn touching skin. We spend the night at the guild, and have a get together to decide what to do now. We could blow the whistle now and take the money. Sonic, Kary and I are keen to take the slavers on. We could join up, but no-one is keen to kill any peasants. The last option is to follow at a distance to see where the slaves are being taken. 6 April 1994 Darien has problems with his magic and cannot get us all to fly, so we put off going back to Seacroft. With time on our hands, we visit the library. An old manuscript is found showing that a pre-fall small keep was in the area we suspect is the slaver's base. The symbol on the medallion is the same as one used by a snake cult (in the tropical areas) worshipping other planer serpents. These snakemen areas look like men and most are mages, good at anything and everything. It is probably not worth saying it, but I will anyway, slaves are normally sold in sanctuary. Jhiselle gets a message from Captain Brown, apparently she has his horse, and if it is not returned in good order, terrible things will happen, to Jhiselle, I assume. Possibly 6 Darien too, he signed for the stuff. Darien gets us flying in the afternoon. Sonic and I are no fools, we fly with a mattress to cushion our landings, they work very well. 7 April 1994 We ride out of Seacroft, and joy of joys, it isn’t raining. Session 3: 16/1/95 The second trashed village is reached. This time we find a rusty sword with a snakes head symbol, and a gold coin with snake symbol on one side. The rangers of the party, Jhiselle, Darien and I follow the tracks north until they disappear after half a mile. The tracks don't end suddenly but appear to be well covered by a very good ranger. The tracks appear orderly but not in single file. We spend the night in this second village - weather report - getting bad - drizzle

8 April 1994