Mine Fox Rescue: Difference between revisions

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# [[Horton]] - (m) Human Mind Mage - [[User:ErrolC|Errol]]
# [[Horton]] - (m) Human Mind Mage - [[User:ErrolC|Errol]]
# [[Pierre the Halfling|Pierre]] - (m) Halfling Illusionist - Ian A.
# [[Pierre the Halfling|Pierre]] - (m) Halfling Illusionist - Ian A.
# Merri Blackwood - (f) Human E&E - [[User:Chris|Chris]]  
# [[Merri Blackwood]] - (f) Human E&E - [[User:Chris|Chris]]  
# [[Erzabet]] - (f)++ Human Namer [[User:Mebh|Julia]]  
# [[Erzabet]] - (f)++ Human Namer [[User:Mebh|Julia]]  
; Employer
; Employer

Revision as of 01:51, 28 December 2015

Scribe Notes

Summary

Adventure: Mine Fox Rescue
GM: Stephen
Season: Summer 816 wk
Night: Mon in New Windsor
Level: Medium

Party
  1. Bromli - (m) Dwarven Fighter-Namer - Nick
  2. Cronose - (m) Elven Mind Mage - Ciaran
  3. Mavric - (f) Dwarven Bard - Lisa
  4. Horton - (m) Human Mind Mage - Errol
  5. Pierre - (m) Halfling Illusionist - Ian A.
  6. Merri Blackwood - (f) Human E&E - Chris
  7. Erzabet - (f)++ Human Namer Julia
Employer
Gladys of Pine Creek.
Mission
There has been some sort of accident in the mine. The authorities have sealed it up and declared it too dangerous to attempt a rescue. She has consulted the Witch of the Dark Wood who has seen that the trapped miners still live. She pleads for brave heroes to defy the authorities and rescue her kin.
Does it make a difference that it is Count Richard's clandestine Warpstone mine in the mountains of Foxcourt.

Scribe Notes

Act One

Dramatis Personae
  • Erzabet (aka the Skank) - human party leader, namer, healer
  • Mary - lady adventurer, beginning practitioner of the E&E college
  • Horton - apparently a hero, but his chin is lacking, Mind Mage jaguar
  • Cronose - elven mind mage who has a little hobby horse, its coat is dapple grey...
  • Pierre - a delicate wee halfling with an affinity for baking and making things look good
  • Bromli - front line fighter with no conscience, dwarf, namer, occasional demon, military scientist
  • Mavric - stage manager, bard and playwright, dwarf, somewhat of a fighter, scribe
Scene (Prologue)

A witch is standing on a blasted moor. There is thunder and lightning in the background and the wind is howling. She holds a glowing ball in her hands, raises it above her head. Witch (shrieks): They're alive!

Scene
Guild Security room

A small, robust, plainly dressed, slightly dusty village woman is nervously wringing her hands and looking travel worn and weary.

Gladys: Alack, my dearest love is trapped in a mine which doesn't really exist along with 28 of his closest friends, and my brother. Our evil tyrannical overlord will not attempt a rescue. Woe is me. Our witch says they're alive, and so I have come to seek out heroes. For the princely sum of two goats and as much salvage as you can carry, I implore you to assist me and save our men!

All: Of course we'll come. Let's take a speedy wagon train, with some paying passengers. We'll serve cookies and stories and be there in a few days.

[aside - the destination is in Foxcourt, which is currently lacking a count (Tricky Dicky Foxcourt was in charge)]

Scene
outside the Guild.

Ducal carriage awaits with two pretty paying passengers. Two trunks for Faircourt and one for Newcourt to be delivered.

Erzabet (to her factor): thank you my good man, we shall convey these goods and persons north.

Erzabet (to the party): let us protect these goods and gentle ladies from the bandits and ravening traders who lurk on the road north.

Pierre: allow me to disguise them, us and everything! They'll never find us! Trunks become barrels [note to self - how will we achieve this on stage? Blankets? Curtain drop? Sit actors on chests?]

Set up carriage on wheels across stage? Do we really need this journey portion or is it just boring exposition?

One day's travel. Stop at a town. A dwarf, an elf and a halfling walk into an inn in Mordeaux - sure there's a joke in there somewhere. Maybe this is a comedy???

Mordeaux>Tuscana>Faircourt>Newcourt>Foxcourt

Scene
Overnight at an inn, small town of Crestfall
Young ladies, Erzabet and Maree B upstairs in guest room
Rest of group in stables with wagon and carriage

Stealthy night time attackers - one falls through roof [consider staging here - they are on the roof, so build a frame and have the actors climb up the back?] Comic action - Erzabet kicks second intruder through hole in the roof...

Melee on floor - 2 attackers, Bromli and Horton grappling on the ground

We have a glorious victory and take two prisoners for questioning.

The innkeep approaches to check the state of affairs. Oh wait, is it the innkeep? No it's not, it's one of the wait staff.

Erzabet demands town council action for the brigands and ruffians who have assaulted us! The ruffians are human males, mid twenties, fairly ordinary apart from black clothes etc. Their shoes match the men. We determine that they are professional ruffians. The town guard arrest the ruffians!


[this scene may be irrelevant to the play but has been included for narrative purposes as part of the requirement for being party scribe.

Act Two

Scene: Depart Crestfall. Locals are, in fact, crestfallen at the loss of Erzabet

Travel to a mountain pass towards Tuscana. Go through the border guards control with no trouble. Follow main road through Tuscana towards Bowcourt. We glamp for the night at the roadside.

Continue the next morning and pass through another border control point passing into Bowcourt at Alencon.

Arrive Faircourt middle of the day and deliver Amanda and Jessica to their uncle. We push on.

  • Definitely gloss over all this travelling - VERY boring, does not add to narrative. Included in general notes as part of official record.

Arrive in Grue after dark and decide to stay over. A disturbed night's sleep with local guardsmen interrogating us.

SO many towns to go through. DEFINITELY not including the travelling in the play.

Arrive at the grim, dour town of Newcourt. Gothic castle is excellent though - wonder if they'd ever loan it out to stage a play? Great atmosphere. Draw a quick sketch to capture the essence of it for staging purposes. Consider techniques I would need t use to build it. Weight implications if I use rocks - would it work if I built it in wood and painted it? Certainly easier to move around. Perhaps I could have it on a spinning base in the floor of the stage? Consider machinery required to turn the stage.

Some Guild members present in Newcourt and influential in court circles - Father Brock and Dramus the necromancer. Their minions seem friendly and issue us a bandit ear collection writ. We deliver the chest of goods and get a chit to say we have! The Ducal carriage is stored in Newcourt.

Back to Grue after dark on our way back up to Foxcourt. Hope that in this case the fact that we have not got the big carriage with us will mean we are not interrupted.

Arrive Foxcourt the next day.

Aliases:

Horton - Allister Merri - Anathea Cronose the human doesn't need an alias. Bromli - the dwarf with black hair Pierre is staying Pierre, but whatever you do, don't mention the cookies! Erzabet is becoming Betsy and losing the thing that makes everyone less beautiful Mavric's Travelling Salvation Show

We stage a somewhat amateur show [consider a show within a show motif - too complex at this point?] featuring the warm hearted gypsy princess, her brother, the ugly dwarf, the evil prince, the urchin who carries notes, the wise counsellor with her speaking dog and the narrator. We make 74SP to allow us to have a drink. We leave late afternoon before we get invited to dinner and head out on to the road with plans to camp out overnight. We leave town and continue up towards Elfenberg alongside the river to try and get close to Gladys's town. We arrive late in the evening and arrange to see the witch in the morning. We sleep.

The village is well-fortified, has a moat and a wooden pallisade, serious earthworks. We are welcomed into the village. They tell us about their families, who is missing, what skills they have. They show us warpstone.

Go to see the Witch of the Dark Wood. Horton transforms into a jaguar as apparently that's the normal thing to do here. None of the rest of us transform.

OK good atmosphere here - dark conifers, no brids or birdsog. Could easily replicate for stage - painted black treees, muffled footsteps etc. A number of trees are hjorns - sleeping, mindless trees which have been sleeping for centuries. We come to a small glade. There is a stream trickling down through the glade and a classic witch sitting by the stream. Very impressive costuming for the part.

We have a lovely picnic.Tips:

If we have anything which is good for dealing with chaos that would be useful. Warpstones useful for alchemists doing master works. Condition of the miners - still alive. We can go through the workers' entrance - a side entrance which can be used. 29 workers and rescue party trapped inside. No one unusual went in before the incident, but there are some newer employees who are down there.

All the stories we've hear about things coming out of the hills and mountains are probably true. Water washes over the warpstone and down to the meadow and fields. Monsters are real here. We may not all get out. Or not as we currently are anyway.

We decide to go in with our stuff. Also metal spikes for grounding ourselves. And water and food and herbs and tea.

Calendar

Summer: Meadow (1) 815wk
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Beltane Full Moon 1 Guild Meeting 2 to Mordeaux 3 to Tuscana - stables fight 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 Full Moon 29 30 1 2 3 4
Summer: Heat (2) 815wk
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
5 6 7 8 9 10 11
12 13 14 Midsummer Eve (Faerie Day) 15 Solstice 16 17 18
19 20 21 22 23 24 25
26 Full Moon 27 28 29 30 1 2
Summer: Breeze (3) 815wk
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
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 Full Moon 25 26 27 28 29 30

Reference

People

Places & Locations

History

Unrest in Foxcourt
Bowcourt troops recently released from the Western Kingdom armies opposing the Drow Invasion and dreaming of returning to their homes have been deployed to Foxcourt to hunt down monsters.
Official orders state that Richard, former Duke of Foxcourt, has unleashed shapechanging monsters on his former homeland while the honourable men of Bowcourt were away west trying to save the Western Kingdom. The monsters are to be hunted and driven back into the wilds or preferably destroyed. The criminal Richard is to be executed on sight.
It is understood that several Bowcourt nobles have complained to the Marquessa, pleading that the troops are needed on the borders to protect against bandits, mercenaries, and other remnants of the Drow armies. Refugees from the war zones need the troop’s protection so they can return home.
A private letter from Richard, Lord-in exile of Foxcourt, was sent to Duke Leto and his friends in Seagate. Richard requests that the Duke and noble members of the Seagate Guild convince the Marquessa to see reason and consider what is best for her people. Richard’s elite units have been protecting his people in Foxcourt after the Marquessa abandoned them to the predations of bandits. He does not want civil war within Bowcourt but neither will he suffer his beloved people to be oppressed and brutalised by the Marquessa’s lackeys.

Loot

(and expenses)

Item Qty Effects Br Cr Ma Ho Pe Me Er
Purchased  
1 ...
Looted  

Logistics

Buffs

Magic Rk Effects Dur Br Cr Ma Ho Pe Me Ez
spell 0 0 mins
  • Pierre +20 Stealth for 30 minutes
  • Bromli - chess buff, one time 75% sense danger and +1 Mil Sci rank
  • All - Fear or awe check from book (one step easier) - takes 30 minutes to read once per day
  • Mind Speech (Horton or Cronose) - 70 mins, 7 targets
  • +50% MR, DM reduction from behind, enhanced duration of one spell with duration of >2 hours (Erzebet) 200SP per use
  • 2 sets of counterspells each from Erzabet

MilSci

Watches
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 1
4 5 6 7


Skirmish Formations (Front)
Default

Bromli x

Double File

Bromli x

Single File

Bromli

Nominations