Won't you go to funky town

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Scribe Notes

Summary

Adventure: Won't You Go to Funky Town
GM: Ian Anderson
Session: Summer 821
Night: Wednesday
Location: Birdlands, Massey
Level: Medium

Party

  • Uthgard - Hill Giant Mind Sorcerer Played by Anne
  • Kerry - Human Dark Celestial Played by Helen
  • Eugene - Human Necromancer Played by Sam
  • Rhiain - Human Ice Mage played by Chris
  • Kurt - Human Earth Mage played by Bernard
  • Sno - Half Sea Elf Ice Mage Played by Annuskha
  • Cypher - Dwarven Rune Mage Played by Beth


Employer:

Pay:

  • Some bags of gold each (actual value of ??)

Scribe Notes

1st and 2nd of Meadow

We were meet in a guild meeting room by two ‘Halflings’ who are accompanied by a cacophonous racket of music going on about a Firestarter. They inform us that we are being hired by the Power that Be to stop the music and we are being paid 10,000sp plus potions plus whatever loot we find. Along with this we are told that a Dragon is coming to pick us up from the North Common tomorrow evening. In all of this we learn that Johnny knows that Funky town, the place we are to be going, is in Big Smoke in the Orclands which we are getting to by going through what the Halflings call the Scary Tower. When asked they seem to think the source of the music was a Bardic Demon but The Witch thinks it’s Bunnies.
With this we got into Guild required paperwork. The party consists of:
Cypher – Dwarven Rune Mage
Kerry – Human? Dark Celestial
Eugene – Human Necromancer. Party Mil Sci
Rhiain – Human Ice Mage
Kurt – Human Earth Mage
Sno – Half Sea Elf Ice mage. Party Leader
Uthgard – Hill Giant Mind Sorcerer and Party Scribe

After this we went to Slippery Rock to pick up some party member Amulets, having decided to do get our Greater’s done to the other end. On the evening of the second we meet Misty the Dragon in the North Common where he dropped us in Glows workshop. Glow tells us that she needs a couple of glass jars gotten rid of before the goblins decide that they want to through them and given they have 90ft explosion radius and can only be thrown half is far isn’t necessarily an object they want around in largely populated areas. So Kurt spends a few hours making them harder to accidently set of by encasing them in hardened stone then we headed down stairs to meet with Gablebrocks and be hit with a book of knowledge.

3rd and 4th of Meadow

We spent 2 days suffering with headaches in the goblin caves. During this we had guides to the tower organized.

5th of Meadow

We headed our way over to the tower traveling through a forest with no North according to our plethora of Rangers. Just before dusk we made it to a bramble wall around the Tower. Some of us made our way to within shouting distance of the tower and let them know that we were looking at coming through in the morning.

6th of Meadow

In the morning we headed through the tower which was singing something with lyrics that were something along the lines of ‘Monster Mash’. We were lead through the Tower by what was identified as a Flesh Golem to the Necromancers Workshop. In a discussion with the Necromancer he wanted the Music to end as well. So as all good problem solvers do we arranged for him to pay us to make sure we end the music. From there we headed down to the cistern and Kurt voluntarily is controlled to talk to the Fossegrim. And yet again we arranged to be paid to stop the music from the Fossegrim with Magic Coins to end the music. Travelling through the cistern taking some magic water with us. Making our way through the keep the other side Kerry may or may not have been intentionally spotted which led to

 “Who the fuck are you and what the fuck are you doing here?’ Sarge the Orc
After a moment pause “Sneaking” Kerry

Having to climb long distances we tied Eugene to me and made our way down. Once at the bottom we started to make our way to Big Smoke. At about Lunchtime we saw and axe lying in a tree. When we stopped to investigate Kurt spoke to the tree and we meet a group of Orcs. Boss asked us to turn over some hay insisting it would be good for our lives. So, we did so having a nice chit chat as we went about the work and learned that we had been being followed by a group of slavers. Deciding it was probably better for long term health to hang out with Boss and his men we had lunch with him and stuck around. Then his Animal Mage woke up and said all of three words.

 “Shit. Three Minutes”

With this being announced everyone fell into fight prep. Following Boss’ lead we engaged in a fight with slavers who weren’t backing down, controlling some of the Wargs they brought into fight and walloping the slave boss with a row of trees because he was just in the wrong place. At the end of the fight we walked away with some loot and the majority of the wargs. However, having learnt we had 12 hours to get out of dodge and hide from a Necromantic Power of darkness who was turning up to claim a worshipper’s soul, we bid Boss and his men goodbye and ran on Wargs all the way to Big Smoke.

We made the cities outer wall and settlements just after night fall and just as we start walking our way through the gates a gang of orcs steps out in front of us and starts to hassle Kurt who is at the front. Further down the road a group of orcs are blocking off the road. A moment later when the Orcs down the road cough to get the Gangs attention the Gangs go running. We are addressed by an Orc who we learn is called Boris from the Big Smoke Friendly Healers Society. Luckily just the people we wanted to see. We discuss with Boris our Guild arrangement, being the Kurt was already a member just with some overdo fees this was simple. Turns out the Healer Society has had a healer taken into Funky Town that they wanted returned. With this information we arranged to meet their enchanter and got some directions to a smith were we could deal with our current problem. Making our way further in and to the smith to spend a few hours avoiding said Necromantic Power with the smith Insert Name Here who also conveniently happened to run an underground temple to a certain Fire Marquee.

From there we headed to Station 23 Of The BSFHS. Here we meet with Old Frances the Enchanter and prepaid for our Greaters and arranged to meet him in the morning for them. Once this was sorted we went and found some accommodation in the form of a warehouse which we leased for a couple of years.

7th of Meadow

We meet with Old Frances for our greaters then went and found Lavinia to let her know that we were in town and to see if she’d scry shield our warehouse.

 “Why are we going to see a Jailer?” Rhiain
“Cause you’ve been bad” Kurt

Lavinia mentions that there are some items she want’s recovered from Funky town and informs us that they are sending a Hoard of the unworthy into Funky town to see if they can end the problem. So we head over to a Bards guild on the way over to get some invested Shells of silence and short term counters and then make our way to funky town to watch from a roof.
As we watch it starts to rain and a multihex being with an umbrella swings from poles within funky town and Kurt describes hearing a song saying purple rain when he’s stood outside the bubble. The hoard stops in its tracks and turns and walks away. Kurt and Kerry bound across the roofs to DA the being. From up close they can see it’s some sort of large troll, ogre thing.

Mil Sci

Main Mil Sci
Eugene - D + 21
Ambush/Start of Combat Mil-Sci
Uthgard - D + 21

Logistics

Daily Routine
14 hours in camp. 4 Hour watch, 7 hours sleep, 2 hours for rituals each. Plus Breakfast & Dinner.
10 hours 'on the road'. 4 hours travelling, 2 hour break for lunch/rest, 4 hours travelling.

Ft Recovery (not counting bonus for high En)

  • 21 Ft overnight.
  • 3? Ft per hot meal.
  • 2 Ft for lunchtime break, if not used for an additional ritual.

For a total of 32? Ft a day - travel & casting.

Watch Order

First;
Second;
Third;
One see invisible per watch & one not.

General tactics

Insert basic combat plans here


Combat Capabilities
Fast Moving Melee

  • Kerry
  • Uthgard

Ranged Combatants

  • Eugene
  • Sno

Slow Moving Melee

  • Rhiain (unmounted)
  • Cypher

Utility

  • Kurt

Healing

Significant healing options with good success chances Healers & relevant healing sub-skills.

  • Kerry Rk 6? Subskills of note?


Magic

  • Earth Healing (Ku) - 5 mins cast, 13 En wrap Ft healing
  • Lesser Healing Rune (Cy) - 1 mins cast, 6pt healing
  • Greater Heart Rune (Cy) - 10 mins cast, 6pt En healing

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

Everyone has a Lesser from Kurt

Magic Rk Effects Dur Ut Ke Eu Rh Ku Sn Cy Do Ca
Witchsight (Ke) ## Night Vision, 150' outdoor, 75' indoor, See Invisible # Day - Y T - - T - - -
Cat Vision (Ku) 11 Night Vision, 160' range 12 Hours Y - - T Y - T(Dw) - -
Corroscade/Shadowform (Ke) ## ???? ? Hours ? ? ? Y ? ? ? ? ?
Armour Of Ice (Sn/Rh) 8/10 7 AP Armour +/- temp (4.5/5.5 Hours) ? ? ? Y ? Item ? ? ?
Resist Cold (Sn/Rh) 6/6 +2 gauge towards 7, -3 points from cold damage 7 Hours - - - T - T - - -
Rune Sheild (Cy) 10 15def, 2prot 11 Hours Y Y - - - - Y - -
Greater Heart Rune (Cy) 6 6pt En heal upon next taking En Damage 7 Days Y Y Y Y Y Y Y Y Y
Name (??) ## ???? ? Hours ? ? ? ? ? ? ? ? ?

Short duration buffs

Magic Rk Effects Dur Ut Ke Eu Rh Ku Sn Cy Do Ca
Mind Speech (Ut) 6 7 Targets + PT 70 Mins PT Y Y Y Y Y Y - Y
Weapon of Light/Dark (Ke) ## ??? # Mins - - - - - Tulwar ?? - - -
Weapon of Cold (Sn/Rh) 6/10 SC + 7/11, DM + 3/4 Cold (more vs fire creatures) 11/15 Mins Glaive 10 Axe 6 - Spear 10 Mattock 6 - ? - -
Diamond Weapon (Ku) 7 +7% S.C. 12 mins - - - - - - - Bite Bite
Creating Rune Weapon (Cy) 10 [D-5]+4 acid, D10 pulses 15 mins ? ? ? ? ? ? ? ? ?

Loot

Slavers Fight

  • 3 horn Helm
  • 7 Wargs
  • Reserection Dagger of Murmur
  • Misc Mundane Loot - Sold to Smith in Big Smoke

Calendar

Summer

  Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Beltane
Meadow (1)
  1 Guild Meeting 2   3   4   5 White Lotus
6 Seagate Light Festival
7   8   9   10   11   12   13  
14   15   16   17   18   19 The Castellan Borderers Ball 20  
21   22   23   24   25   26 Seagate Crafters Ball 27  
28   29   30    
Heat (2)
  1   2   3   4 Seagate Guildmasters Ball
5   6   7   8   9   10 Seagate Races 11 The Duke of Carzala's Summer Ball
12   13   14 Midsummers
 Eve
 (Faerie Day)
15 Solstice 16   17 Seagate Summer Fair Day 18 Seagate Summer Fair Day
19   20   21   22   23   24 The Castellan of Brastor's Summer Ball 25  
26   27   28   29   30    
Breeze (3)
  1   2  
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   25   26   27   28   29   30