Imagined Problems

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Scribe Notes

Summary

GM: Sam
Season: Summer 824 WK
Night: Wednesday
Location: Birdlands
Level: Low-Medium

Party
  1. Lady Arcadia and La Luna - Played by Kita
  2. Kaitva - Played by Anne
  3. Boom Boom - Played By Ian
  4. Callie - Played by Helen
  5. Eydis Dwarf Mind Mage played by Kelsie
  6. Someone Elf Necro played by Niki
Employer

Seagate guild, sponsored by Brastor locals

Mission

Various reports and sightings of fae like events happening in the Filgiso Forest want a guild party to go in find out what's going on and hopefully stop it.

Pay

To Be Discussed

Scribe Notes

1st Meadow

We started this season like most others, in a guild meeting room sorting out our paperwork, then talking to an employer. We learn of several reports from the Filgiso Forest including but not limited to:

  • Oddly coloured trees (of the pastel persuasion)
  • Circles of mushroom that disappear people
  • Strangely coloured lights

We are to head out to Westgate to work out what’s going on and put a stop to it.

We make plans to sort out the last of our requirements then fly out to Westgate with an endurance buff for the less practised flyers. Shortly after landing we locate our local resurrector, before talking to the Lumberjacks to get a better understanding of the going ons.

We learn of a member of the town ‘Tim’ went missing recently. So we spoke to ‘Borris’ who was present when Tim went missing and learn that there was a multi-coloured tree left where Tim vanished from.

We go and talk to the boss of the Lumberyard, a goblin named Jacob, who gives us a guild, another goblin named Dimwit, into the forest in the morning. We then arrange to stay in the Dunce’s Rest Inn for the night.

2nd Meadow

In the morning we head over to meet Dimwit at the Lumber yard, in which we hear rumours of yet another person going missing over night. When we get to the Lumber yard we learn it was Borris who went missing. While in the yard we noticed a change in the employees in the yard, along with a change in the Bosses cat, which prompted some DA’s around the yard. The last magic to impact majority of the yards men is changing. We followed through the town asking very similar questions and discovered that these answers only came back on townsfolk who have been in the forest. Reading the Aura’s we make a connection to Fey with the magic but it’s not Fey in origin. We also learn that anyone who was present with an individual when they went missing no longer remembers that individual.

We then followed Dimwit into the forest, who made us sit on a stump before enterying cause its apparently tradition. Following Dimwit for half an hour we see a smoke from a campfire. At the campsite is yet another goblin who we learn is named Pipsqueak, who DA’s with last magic to impact with True Awake. Pipsqueak introduces us to the fact that whatever we will happens. So we Will into existence a Borris compass to find Borris and follow it into the forest. At some point during this we realise that we’ve lost Dimwit so we call out for him and a Halfling turns up answering to the name. The halfling DA’s as a construct, which means we can create ‘people’ while in here. So we ceases baying attention to the halfling an continue on.

Half an hour later we find a clearing fill of rabbit burrows with an unconscious person in the middle of it. Approaching the bodies Eydis monitors the minds of the rabbits beneath us. As Boom Boom and I pick up the unconscious person the bunnies all start to pile out the burrows.

Fighting with the Bunnies seemed futile as they kept reappearing out the burrows. So we use the other skills available to us and learn that the bunnies are connected to our unconscious Borris, and seem to effected by Mind Counters. So we laid one down underneath Borris and Eydis willed Borris awake. Borris seemed to be under something called Dream Sleep.

We send Borris hopefully out of the forest following a Westgate Compass after retrieving a Tim Compass from Borris, however Borris doesn’t remember Tim today despite remembering him yesterday. We set off following Arcadia who had the compass as we walked some of the trees started to become marble pillars and we come across a regal building. Inside the building appears to be a library when we step inside the library the compass begins to spin so I double check the Plane of inside and outside the library, both of which read as Imaginarium. On the upper floor atop a chandler is an unconscious man. So we create ourselves the mechanism to lower the chandler. And we use the same trick to wake our presumed Tim. In doing so we accidentally wake the Library and half to Force the books back into the shelves, which helps the Library calm down. Asking ‘Tim’ a few questions, and confirming he is indeed Tim, we learn he is a Hedge Mage, capable of counters, and learn that he believes his Library is in the city not a forest. So we dragged him out the front door and the Library collapses behind us.

Tim starts to believe what we are telling him so we decide to head out the forest. Its at this point we learn that the forest doesn’t want us to leave as it gives us three different directions for the way ‘out’ we eventually decide on a direction with a little bit of information from a mysterious bush goblin named Dumpster. We find a way station camp with couple of contructed buildings for the Lumberjacks who let us stay for the night.

During the night we witness a few of the Lumberjacks attempt to sleep walk into the forest so we tackle them to the ground and then tie them up so they can’t continue to walk off. The sleep walkers DA with Dream Walk.

3rd Meadow

In the morning after having a discussion with the Lumberjacks leader, Jackson, we decide to head back with them to Westgate.

Mil-Sci

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.’’

Watch Order

Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’
First - ??
Second - ??
Third - ??

Night watch
First - ??
Second - ??
Third - ??

Marching Order

Skirmish Formations (Front)
Double File Single File

Buffs

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 Ar BB Ca Ey Ka Ni
Fire Armour (BB) 12 52 Ablative 13 hours ? ? Y Y ? Y
Fireproofing (BB) 12 Prod vs nat fire 13 Hours ? ? Y Y ? Y
Strength of stone (Ca or Ar) 7 + 7 8 Hours ? ? EN ? ? ?
Name (??) ## ???? ? Hours ? ? ? ? ? ?

Short duration buffs

Magic Rk Effects Dur Ar BB Ca Ey Ka Ni
Weapon of Flames (BB) 12 13SC 6DMG 17 Mins ? ? ? ? ? ?
Name ??? ?? ???? ? Mins ? ? ? ? ? ?
Name ??? ?? ???? ? Mins ? ? ? ? ? ?

Misc

Eydis Mandolin playing: within 20', +10SC, +2dam, +10 vs fear, +10MR vs undead or unholy

Loot and Expenses

SP & other cash value loot

Significant Items

Gifts

Purchases

Minor Items

Calendar

‘’Insert correct month here’’