Shopping on Grymeron: Difference between revisions

From DQWiki
Jump to navigationJump to search
Line 160: Line 160:
We rise and undertake various purification rituals before we transparent the side of the igloo to find we are now in an area covered in many mushrooms which appear to have sprung up overnight. There seems to be close to a hundred of these ranging in size from 2ft to over 10ft in height. Plans are made to leave, run away etc and I remind the party we're here to talk and find out things especially related to mushrooms so the party leader allows that I head out and look to find the sentient mushroom so that a dialogue can be started while the rest of the party powers up in case.  <br/>
We rise and undertake various purification rituals before we transparent the side of the igloo to find we are now in an area covered in many mushrooms which appear to have sprung up overnight. There seems to be close to a hundred of these ranging in size from 2ft to over 10ft in height. Plans are made to leave, run away etc and I remind the party we're here to talk and find out things especially related to mushrooms so the party leader allows that I head out and look to find the sentient mushroom so that a dialogue can be started while the rest of the party powers up in case.  <br/>


I travel 50ft from the party and the shrooms show their colours and start their slow attack with a dozen or so appearing to be warrior types and at the back a 20ft tall disfigured mushroom troll rises and advances. Gouts of flame from Tari saute a number of shrooms close to the party and I spin around the battlefield scything my way through a number of them until only the mushtroll is a danger. I attacked the creature with my weapon only to have it stuck in the creature and the troll considers getting away with me and so envelops me while turning into a spongy ball, rolling away from the party.
I travel 50ft from the party and the shrooms show their colours and start their slow attack with a dozen or so appearing to be warrior types and at the back a 20ft tall disfigured mushroom troll rises and advances. Gouts of flame from Tari saute a number of shrooms close to the party and I spin around the battlefield scything my way through a number of them until only the mushtroll is a danger. I attacked the creature with my weapon only to have it stuck in the creature and the troll considers getting away with me and so envelops me while turning into a spongy ball, rolling away from the party. Our magic is tested but wer end up with me mightily splitting the creature into 3 parts, 1 of which we capture and kill, the rest rolls away


== Day 8 ==
== Day 8 ==

Revision as of 04:54, 27 April 2014

Scribe Notes
The adventure takes place off plane on the plane of Grymeron.

Summary

Adventure: Shopping on Grymeron
GM: Dean
Session: Autumn 814wk
Night: Tuesdays (See Discussion page)
Location: Chez Ellis
Level: Newtonian

Party
  1. Tsayoi – a giant fire mage played by Chris
  2. Tari – an Elven earth Mage played by Michelle
  3. Roderigo - a sneaky hobbit E&E played by Michael M
  4. Arandor - an Elven mind Mage Guard played by Phil Judd.
  5. Anooke - halfling ice mage by Michael Haycock.
  6. Lady Cher - Suarime Binder played by Sean


Employer
Camdindel
Mission
Three and a quarter years ago there was initial contact with the goblins of Grymeron. Two years ago Camdindel finally got around to looking at the reports on this initial foray from Maelstrom. A year later he gave the task of acquiring certain bits and pieces he was interested in to Lorto. Three months ago he tried to kick Lorto up the arse to motivate him to action the list quicker. Now that he has recovered from that dust up he has decided to pursue a less hazardous source of labour and hire a guild party.

List of bits and pieces available on application

Pay
Depends on what is achieved off the list, min 10,000sp each

Scribe Notes

Day 1 - Guild Meeting, Introductions and travel to Camdindell's vale

We met Legion who explained what we were wanted for. Basically Camdindell has finally got around to reading the notes from the mission 3 ½ years ago and has had his interest peaked. So we are tasked to go to Grymeron and acquire in any way possible some ‘samples’ that he’d like to study, observe, use or absorb by himself and his henchmen.

Basically ‘samples’ of whatever we can find would be good with special bonuses depending on the state (live vs dead), size, lethality and uniqueness of the ‘samples’.

Creatures – all are preferably captured alive but if this isn’t possible then capturing its ‘essence’ in one of the 48 soul gems we are provided will suffice. A negotiated visit to Camdindell’s abode for a year and a day would work as well for those ‘samples’ who prefer to be in one state than the other. Note: Soul Gems: these will change colour to glow when full and to release the ‘essence’ then they can be smashed.

Creatures sought are;

  1. Sarth Dragons
  2. Blood Trolls (super dumb 45’ tall monsters)
  3. Dracoslurze
  4. Vindikar (with a special interest in acquiring a queen for its hive mind)
  5. Sarska
  6. Grools
  7. Goblin
  8. Fungus Warrior (or similar)
  9. Cat Wolf (what is its GTN?)

Objects sought are;

  1. Potions of Ignore (time & distance are examples). As many as can be acquired up to a maximum of 20 each
  2. Some un-distilled ignorance (a litre should suffice)
  3. A floating tree seed
  4. Mushroom Leather. Preferably a decent amount of unworked mushroom skin but if it must be worked then measurements may be needed.
  5. Seeds from the Haunted wood. Any and all would be useful but rare and/or unusual would be best

Knowledge sought is (can be purchased or ‘acquired’ as necessary);

  1. Mull Gates, how to find and how to activate
  2. Grymeron Magic, how is this done and how do they store it
  3. Mushroom Cultivation, how it works and how do they make armour from it. Started on Day 2 but still more to learn but it will take time.
  4. Minor Shaping, how do they create their little items

Once this list was discussed Cher was heard to utter “but, that’s wholesale slaughter” only to have the rest of the party respond with “not wholesale at all, it’s very targeted slaughter acquisition of samples”

We ask for a moment from Legion where we assign the party leader to Arandor as he seems so personable or trustworthy but we offset this with the vice-leader (major vice or leading vice) Roderigo. I (Tsayoi) volunteer to be scribe as I must learn the language and idioms of you barbarians the western world as well as continue developing myself through experiences. Lady Tari is made Military Scientist as she has been around a bit and has much martial experience.

Once Legion returns we quickly gather some equipment and by the hour after noon we exit the guild gates and alight a magical carriage for several hours of travel to Camdindell's vale.

We get to Camdindell's tower and have a quick chat with him regarding his wants and we settle down thereafter for a nights sleep in his sentient tower, surrounded by his 'capable' henchmen (including Legion and Maelstrom) and other 'undeady' servants. We do discover that Camdindel's 'dear old dad' is a lich-lord who resides here too and we shouldn't be alarmed should we encounter him here.

Since none of us can access the rainbow/mull gates we have decided to go see Albrecht of Grymeron the Goblin mage who we met during The Rainbow Gates mission and who now resides near Gryphon Pass (he was last found drinking at the nearby Gryphon Inn) where he has set up a trading link to Grymeron and so we will depart for there on the morrow.

Day 2 - Depart the vale, go to The Gryphon Inn and Darkwell

We arise, break fast and then by 9am we take flight eastwards to the last known location of Albrecht of Grymeron the Goblin Mage which is The Gryphon Inn. We arrive just before lunch and we enter the familiar Pub/Inn (well familiar to some of us 'regulars' anyway) and look about for Albrecht. We quickly find him and his 2 Fungi warriors at the end of the bar seated at the very short table that has been provided for people of such height. We sit down and talk awhile about our issues, we discover

The old queen has instead birthed a new queen and her hive and has grown her to maturity so that she and her hive are almost ready to travel to Newhome from the island. The journey between these two locations was estimated to have been dangerous and take several months to complete.

We have offered to see what we can do to expedite this and increase the level of safety for all concerned by suggesting we open the Rainbow Gate in the [[Vale of Tears][ (with Camdindells permission of course) and once through to Alusia from the island then escort them to fly to Darkwell where they could use the Noble Gate to transit through to Newhome in a much quicker and safer fashion.

  • There is a Tower of Learning on Grymeron which is a seat of great knowledge for the people of Grymeron. This is some 2500miles South of Gribbit down through The Haunted Wood.
  • The recent great war which almost saw the annihilation of the Vindikar at the hand of the Trolls happened at about the same time and the War of Tears on Alusia
  • The King of the Ice Trolls is attempting to gain access to the gates connecting Alusia to Grymeron to then join forces across both plains and cause much death and destruction
  • We enquired about being taught how to open the gates but discover that Albrecht and his fellow mages have decided that this isn't a good idea for so so many reasons (for example - see above point) and so that knowledge will remain with the goblins.

Once we have had our discussion Albrecht says that he must tell his brother mages back on Grymeron about our plans and we are invited to join him for the trip home. We all take our leave and pay the bar tab to the lovely but nosy Lyric. Once outside we take flight and with me carrying Albrecht and his guards we fly down to the woods outside Darkwell village, some 10m to the SE of the Inn.
There we land in a flat area outside of the woods and proceed up the narrow path through the woods and beside the Miramar River. 5 miles of brisk walking we find ourselves outside of a wodden pallisade where we are challanged by the Suarime guards on the wall. Albrecht responds for us and we are soon allowed in to the area at the base of the huge stone escarpment which has homes and suchlike carved into its side.
We speak with the elder xxx and we are granted leave to pass through the portal to Newhome. Albrecht undertakes his ritual while the village suarime indulge their curiousity about Cher and soon the other suarime females take her away to tell her tale. The rest of us pass the hour in meditation or simply resting.

Albrecht finishes his ritual and cher is returned to us - unharmed physically at least. We thank the tribe and pass through.

Day 2 - Newhome on Grymeron to Gribbit

We come through the other end of the gate and find ourselves underground in a fountain. We exit the fountain and are watched closely by the guards there until Albrecht shows himself and things return to normal. He speaks with the 4 guard goblins and 2 mage goblins, telling them of our quest. We are given refreshment before we exit the caverns and rise up a natural chimney before taking flight once more, only this time NE across Lake Imboo on route to Gribbit. We land at Gribbit after we had gained some interest from several goblins flying upon Zagwurms and who are part of the Goblin Air Corps. We head up to the palace and leave Albrecht to attend his meeting and arrange to meet her elater in the palace as rooms have been put aside for such as us.

We decide to see what of our list we can do while we wait for Albrecht to return 0 he says he will be a few hours and will wait to meet us if we aren't in the rooms when we return.

So we head down to the Mushroom market and procure some Mushroom leather (a 3ft x 150ft roll of normal leather) from Scram the Mushroom Merchant. We also get 3 x 100ft lengths of mushroom rope as well as ordering a 300ft long strand which will be picked up later when its made to our order. This costs 400sp all up and we also order another roll of high quality leather for 1000sp which we will return later to pick up. We cultivate Scram and learn that there are extensive mushroom farms under the city and we inveigle a tour of these fetid farms as well as dinner with him. We learn much about mushroom cultivation methods and are progressing knowledge in that area.

We return to the rooms in the palace, meet up with Albrecht, share news and decide to sleep before getting on our way back to the portal tomorrow. Night Passes

Day 3 - Gribbitt to Newhome to Darkwell to Camdindel's tower

We awake refreshed and make a quick stop at the fish market but there is nothing unusual there but we do discover that Lake Imboo has a number of denizens in it and that the goblin fishing fleet doesn't go that far from the port as its dangerous out there.

We take off and fly SW to Newhome where we transit the portal through to Darkwell and then fly onto Camdindel's tower at about dusk where we stop for the day as its has been a day of flying across many many miles. We share our thoughts in terms of relocating the Vindikar Queen (daughter) and her retinue and gain his approval. Dear old Dad puts in a request for some of the ignorance water and he'd like Ignore Death and Ignore Life varieties if possible. C is also amiable to trading some of his unique alchemy in return for other unique recipes.

We plan to arrange for the transit of his lands and then encourage the queen and her retinue to spend some time in the Vale of Tears before heading onto her final destination.

Day 4 - Vale of Tears through the Rainbow Gate to Shadoot Island. Negotiations with the Vindikar

An early start sees us pass through the Gate of Tears back to Grymeron where we find ourselves on a narrow (20ft wide) rocky ledge, high above the raging waters of the Dark Stormy Sea.
We quickly go back, get wings and then fly up to the clifftop above us. There we are met by some apprehensive Vindikar until Albrecht shows his face and then we are taken to talk about the new hive. We negotiate through a worker who channels the Queen (mother) through the hive mind connection.

Our plans meet approval in general and where obfuscation about the purpose of delaying in Camdindel's realm is detected the Queen (mother) asks direct questions about why the Queen (daughter) would be so delayed in the Vale of Tears. We muddle through and after explaining C's curiousity the Queen (mother) will brred another queen who may choose to settle in the Vale of tears if she so desires it and feels comfortable. This is a great outcome which fulfills another request of C.

We discuss logistics of how to transport the Queen (daughter) and her retinue of 100 as well as ground conditions, local foliage <yawn> etc before settling down for a nights sleep as this portal can't be opened until the morrow. Legion tells us that the carriage is a bone construction whcih can be melded into a more appropriate shape to transpoirt the Queen (daughter) if needed and that its a repository of Ghost Spirits.

In preperation for the move of the Queen (Daughter) and retinue we propose a tuneel between the current hive tunnels and down to the portal ledge. So a 2 mile long tunnel is joined with the hive tunnels and the portal ledge is modified with an access point to the side big enough for the Vindikar party and also a set of stairs are carved out on the left side of the portal ledge enabling ease of access for different species (up to 12ft tall beings) with lots of steps and landings.

Now we all get some rest and night passes uneventfully.

Day 5 Shadoot Island through to Vale of Tears via the Rainbow Gate and onto Darkwell and via the Noble Gate to Newhome

The day breaks early and we start the last bits of work before the portal gets opened. We note some suuplies that the vindikar are taking with them and it looks likes some sort of liquid. We ask for a taste each and are given a sample each. The two hobbits take theirs and they are buzzed and Maelstrom takes his - see below for Maelstrom and his changes. This is a powerful Amber Nectar. We finish our preperations, the queen and retinue and ready and so Albrecht does his portal through the Gate of Tears.

We pass through back to Alusia via the Gate of Tears

We find ourselves back in the vale with the queen and her retinue (100 vindikar with 40 warriors, 20 type x, 20 type y and 20 type z)coming through at rehular intervals. We despatch M to tell C whats afoot.
Soon thereafter M returns with the carriage, C and L and L and even dear-old-dad hiding in the deep background. Introductions are made, samples exchanged and the start of a future relationship forged. The entire group out of the tower is a most unusual event we surmise. A goves his Amber Nectar to C to test.

We discover that the hive mind can work across plane if an open portal and the physical distance isn't too far. Once the portal closes however the Queen and retinue stop as this has never happened to them before as they have always been part of the Quuen mothers mind. They soon assimilate and the new queen asserts her presence to bring them all to order. C quickly remodels the carriage and the queen is ensconced for her journey across Alusia to her new home. We make our farewells and see C and co depart back to the tower by way of a door that Lorto conjures out of nowhere.

10am sees us depart the vale and travel at speend north, then eatwards into Brastor, then down the pass into Gryphon valley before finally reaching Darkwell where the portal is by 11pm.

Albrecht does his portal and we all pass through to Grymeron and Newhome

Day 6 In Newhome and onto Moonpok for a Jaunt in The Haunted Wood

We camp for the night while the Vindikar set themselves up in their new home. We sleep until early morning (8am), we then bid them good luck and depart (for now) as we have Albrecht accompanying us on our jaunt into the Haunted Woods.

We fly for Moonpok across the lush farmlands and vales of the Goblins between Newhome and Moonpok. We arrive in the Goblin city oif Moonpok at 3pm.
Moonpok is a city built in a stand of trees on the edge of the Haunted Wood. Its built around a stand of enormous giant trees (50ft across and hundreds of feet high) some 30 in this copse.
The trees are joined by rope bridges and wooden walkways across the levels between the trees. There are gondolas/derigibles attached or moored to the upper levels. The city is covered in bright bunting, garish colours, the indigenous population of goblins seem happy and its a bustling and active town. Albrecht relates that the various goblin tribes have specialties in terms of goods made.

Against Cher's wishes we decide to head into the Haunted Wood right away. Some elementals are created and we use them to carve a way into the lowest level. Once we push, shove and thrust our way into the depths of the Haunted wood we find ourselves in a very different world even though we're only 1/2 mile away from Moonpok. The very earth is spongy and fetid with moisture, strange growths are on the floor and trees in this place devoid of light (except for that we have bought withnus) and dead silent. We discover again the phenomom of being able to swim up and down.

We decide to spend the rest of the day (not that daylight penetrates down here in the stygian darkness) and so we press on through the bottom level of the Haunted Woods.

We come across some small lights floating our way, seemingly on the breeze but nothing else. Careful use of light shows that these are the ends of very fine transparent tendrils being trailed down into the jungle towards us by a creature as yet unseen. We prepare for hostilities and Arandor fires a flaming warning arrow upwards hoping for some reaction. The arrow impacts the translucent body of a jellyfish like creature (some 100ft across) and soon the piter-pater of raindrops follows down upon us. Luckily the party is either protected by nearby ice structures of significant armour and fire. The 'raindrops' fall and brun (as acid) into the forest floor and the creature moves off dripping slowly as it goes. We gather a sample of the acid for C and then move on. We call the creature a Medusozoa.

An hour later we come across a centipede hanging on the side of a tree, we sleep it and then narrowly avoid being crushed by it as the elemental topples over with its weight - it is 30ft long, 8 inches wide and about a foot tall and weighs around 600lb or more. We call the creature Chilopode. My skin change come in handy to make it into a rat which is kept for later stoning by Cher. It's getting later but we want to press on to explore more before heading up the woods tomorrow.

We next come across what appears to be a pool of water in the ground which is very suspicious as it makes our hair shackles rise up with apprehension. We experiment a bit before determining that its some sort of pitcher plant (herein called a Nepenthe) which is a large water filled expanse designed to lure creatures in and then drown them before digesting. We decide to avoid the digesting and so we take a few samples of the liquid and walk around the edges (some 200ft across) very carefully.

It's now quite late so we find a relatively open area and build an igloo beside a tree so we can have a good nights sleep. Night passes

Day 7 - In the depths of the The Haunted Wood

We rise and undertake various purification rituals before we transparent the side of the igloo to find we are now in an area covered in many mushrooms which appear to have sprung up overnight. There seems to be close to a hundred of these ranging in size from 2ft to over 10ft in height. Plans are made to leave, run away etc and I remind the party we're here to talk and find out things especially related to mushrooms so the party leader allows that I head out and look to find the sentient mushroom so that a dialogue can be started while the rest of the party powers up in case.

I travel 50ft from the party and the shrooms show their colours and start their slow attack with a dozen or so appearing to be warrior types and at the back a 20ft tall disfigured mushroom troll rises and advances. Gouts of flame from Tari saute a number of shrooms close to the party and I spin around the battlefield scything my way through a number of them until only the mushtroll is a danger. I attacked the creature with my weapon only to have it stuck in the creature and the troll considers getting away with me and so envelops me while turning into a spongy ball, rolling away from the party. Our magic is tested but wer end up with me mightily splitting the creature into 3 parts, 1 of which we capture and kill, the rest rolls away

Day 8

Day 9

Day 10

Day 11

Day 11

Calendar

Autumn 814wk: Fruit (4)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Lugnasad 1 Guild Meeting 2 3 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 1 2 3 4
Autumn 814wk: Harvest (5)
5 6 7 8 9 10 11
12 13 14 15 Equinox 16 17 18
19 Harvest Moon 20 21 22 23 24 25
26 27 28 29 30 1 2
Autumn 814wk: Vintage (6)
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 Blood Moon 18 19 20 21 22 23
24 25 26 27 28 29 30 Beerfest

Buffs and Mil Sci

Magic Rk Effects Dur Arandor Anooke Cher Tari Tsayoi Roderigo
Armour of Earth 20 +42 def, +1 DP 12 hrs Y Y Y Y Y Y
Weapon of Ice 18 +19%/+5DM Minutes ? ? ? ? Y ?
Fire Armour 7 32pts of Fire Armour Hours Y Y Y Y Y Y
TBA Y Y Y Y Y Y
Spell 0 effects ? hrs Y Y Y Y Y Y
Spell 0 effects ? hrs Y Y Y Y Y Y
Spell 0 effects ? hrs Y Y Y Y Y Y
Spell 0 effects ? hrs Y Y Y Y Y Y
Spell 0 effects ? hrs Y Y Y Y Y Y
Spell 0 effects ? hrs Y Y Y Y Y Y
Spell 0 effects ? hrs Y Y Y Y Y Y

People met or interacted with

Major NPC's

  • Camdindel, is a dark elven sorcerer (mind, necro, E&E, some elemental and soul magics). He is a semi retired battle mage, preferring quiet pursuits around furthering his alchemy and soul magic master works. He is callous and amoral, but also loyal and honest. He has a wicked sense of humour. He likes his seclusion, but does not mind the occasional visitor, as long as they behave. He has employed guild parties on a few occasions, so has a good working relationship with the guild.
  • Albrecht of Grymeron, Albrecht is a goblin mage from Grymeron. He stands almost 5 ft tall (inc his 2 1/2 ft tall hat)

Minor NPC's

  • Scram, A mushroom merchant in Gribbit
  • Brett, a local helpful Goblin in Gribbit
  • Camdindel (snr) aka 'Dear old Dad'. A lich-lord who hangs around the tower in the catacombs doing this and that.


Creatures or Races that we encountered

  • Mushroom Trolls, 20ft tall mushroom infested trolls which are able to detach the fungi on them to throw or use in various fashions. Strong and very angry types. Don't like fire much. Attacks physically and using spores.
  • Wild Mushrooms, Don't like fire much
  • 'Chilopode', a 30ft long 'Centipded' some 8 inches wide and about a foot tall, weighs around 600lb or more.
  • 'Medusozoa', a translucent 'jellyfish' like creature (some 100ft across) whose interior fluid acts as acid upon other creatures and flora.
  • 'Nepenthe', a 'pitcher plant' which presents to us as a large water filled expanse designed to lure creatures in and then drown them before digesting. Size of some 200ft across

Locations we survived going to

  • Camdindell's Vale: Camdindel lives in the Superstition Mountains, specifically on the River Rumble. It is located in the tiny plains area on this river (small area of white/cream on the map). This flat area has the river breaking up into multiple paths across, before rejoining at the exit northwards. At this point there is a small man made dam, creating a small round lake (about 500 yards across). There is a well cared for, but little used, cart track on the east bank of the river where it enters the mtns. This leads to the lake, then fades away into the valley area. There is a small jetty on the lake, but no boat tied up. In the middle of this lake is a building on a small island. The building is made of black obsidian, has a 30ft tall, 200 by 200ft main building with a tall tower rising from the centre. The tower is 150ft tall, 25 ft radius. There is a platform at the top, which always has something that looks a large bonfire there. The tower is known to have some lots of magical elemental based defences and suspected to have even worse protection that we don't know of.
  • Darkwell Village

.

The suarime settlement of Darkwell in the area of Northern Insel Garsi and the NW of Gryphon Pass , this is 10 miles SE of The Gryphon Inn and it is 100 miles NE of Novadom. The settlement is surrounded by dense forest and is based in an old dwarven complex carved out of an steep stone escarpment on the northern edge of the forest. The the base of the escarpment is a small fortified enclosure with around 200ft of flat open ground enclosed by a sturdy wooden pallisade.

  • The Gryphon Inn, Run by the Henrikson family of Dwarves who are also guild members.


Rainbow Gates that we traversed



Things we 'acquired'

  • JellyFish Acid
  • A large centipede
  • Samples from the Pitcher Plant
  • assorted fried mushrooms


Amber Nectar

This product of/source for the vindikar is made somehow. The following is some information gained from empirically testing it;

  • Note initial tests were on 2 feckless hobbits
  1. It provides a pool of liquid FT equivalent to 2xFT over and above normal FT for 15min x gained FT. So a 20FT human gains a pool of additional 40FT to use up within 10hours.
  2. The downside is that you should are advised to use up the extra energy in the alloated time period as the downside is potentially fatal whereby unused points transalte to EN damage