Mayhem in the Dwarven Mines

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Scribe Notes

Summary

Adventure: The name of the adventure
GM: Miles J
Season: Summer 806 WK

Party
  • Robert – Mind Mage (Human)
  • Dirk – Namer (Dwarf) and Shadow a wolf and a Phoenix
  • Theodonna – Namer (Human)
  • Tolmar – Earth (Elf)
  • A (Sarah) – Wiccan (Elf)
  • Brundar – Binder (Dwarf)
Time on adventure
tbc 826 WK to tbc 826 WK
Employer
Grey Wolf Chief of the Renegade Clans
Mission
Find what happened to the young persons of his clan members who went off to start mining near the Free Trade City.
Original Scribe Notes
Media:Snsu0601.zip

Scribe Notes

Contract To find out for Grey Wolf Chief of the Renegade Clans hat has happened to 30 to 40 of 3rd and 4th born young persons of his clans members who went off to start mining near the Free Trade City. Has already sent Chlorox a Sharman to find out what has happened to them, but he has not sent word back and Grey Wolf is a bit concerned. Will pay 5000sp to each Adventurer and bonus for a number of missing young people brought back. Grey Wolf can supply some weapons and armour and Greater Enchantments for people ho need them. The weapons and armour can be brought at the end of adventure if you want them. 1st Meadow The Party met with Grey Wolf of the Renegade Clans (a Dwarf) to go and see what has happened to some members of his clans that were starting a new mine up near the Free Trade City underground. He has lost communication with them. We have accepted his contract and the party asked many questions to find out about the area that we will be going to and find out any other relevant information that we may require. Also there was mentioned that there maybe a Dwarvin artefact that may need finding or retrieving in the area that we will be going too. Plan to bring in goods to the Free Trade City to sell off for a profit, made a deal with a merchant. (Dwarvin luxury items) eg Dwarvin spirits, Mail delivery, fresh fruits and vegetable, etc. Dirk has mentioned a place where e can get some potions and other things to help us with our contract. We will be flying up to see Karacass tomorrow night after we have the trade goods and other things organised. The mines are 2 ½ days boat trip, plus 7 days by foot from the Free Trade City. Dirk is the Party Leader. Robert can do some Healing. 2nd Meadow We organise the trade goods that we will be bringing along, this takes most of the day. We fly up to Karacass this late afternoon/early evening. There are two 18 foot golems tending her herb garden outside her cottage and there a couple of sets of empty Micholine armour propped up on her fence. We wait to see sign of life from inside her cottage before we go up to the door, bearing gifts. For the potions and other things Karacass requires us to do a small favour for her. There are two Ogres that need to be taken care off as they are interfering with what she is doing, they are down the road. She says one a fighter and the other is a Bard. Dirk talks to his Phoenix that seems to be staying here when he is away. The Phoenix may come with us if there is a library down there. Karacass seems to have taken an interest in Robert and he has also taken and interest in her. She must be using magic for this. 3rd Meadow We go off to sort the Ogres out at dawn this morning. They are about 2 miles from this cottage, behind a waterfall. This is the best time to sort them out as they will be sleeping during the day. When we get there we use one of the crystal balls of vision to see what is in the cave entrance behind the waterfall. There are two big dangerous looking dogs guarding the entrance. We are able to get to the top of the waterfall from a different direction to plan out ho we are going to sort the Ogres out. When we are near the entrance to the cave Tolmar uses Summon Dog to get the dogs out of the cave, we are able to incapacitate them. The Ogres are still sleeping. There were various magical traps and other traps in the cave where the Ogres were. One was a Bard and the other seems to be a Wiccan. We are able to capture them. They had lots of various skin changes which will only last for three months, and a couple of them were human. There was a little doll and a lump of rock which does earth shaping. We will trade some of the skin changes to Karacass for some more potions and things. For sorting out the Ogres, Karacass gives use some Greater Enchantments that will last 3 months, they are at different ranks and they have different side affects. Dirk gets a Rank 11 and loses all his hair, which he did not have a lot to begin with. I got a Rank 17 and I got BAD BODY ODOUR. Robert got a Rank 15, with no apparent affect. (Later we find out that he has 1 in 3 chance of spell rebound). Tolmar got a Rank 13 and his skin has turned violet. Brundar got a Rank 13 and his MA went up one and PS went down one. Sarah got a Rank 11 and her WP went up one and AG went down one. Shadow also gets a Greater, a Rank 17. Everybody seems to be keeping there distance from me and they sometimes look a bit green in the face. Also there are comments being passed around. Dirk divinates some of the items that we got from the Ogres cave. The lump of earth and the doll. Karacass also gives us some experimental potions to have as well and some black tablet, one for each of us, to use on the adventure. Karacass give the Phoenix an amulet, but does not say what it is, as Phoenix will be coming with us. Dirk tells us a bit of the history of the Free Trade City, with its very strict rules of trade. Also he has a small bounty on his head to do with something he did not do. There also used to be the Abomination’s near the city as well and we get a little of the history about that as well, they seem to have be driven out recently and they do not like Dirk either. Karacass tells us to see Drassic at the Free Trade City. When we arrive at the city there is a 10sp per person for coming into the city. Rough area is around the docks. Also the higher up the cliff you are the richer you are. There is a Gentlemen’s club which has a fight club, (Lord Degrease). Dirk has a Beast mastering business in the Free Trade City. While finishing things up at Karacass’s we think of a rough plan and cover story for when we are at the Free Trade City. At 8pm we leave Karacass’s cottage and activate the rune stick portal 500 feet away to get to the Free Trade City. Dirk goes through the portal first and then the rest of us follow. We all get a dunking in the underground river. This seems to have helped with lessening the smell that is coming from me until I use the drying spell to dry myself. This got rid of some of the laughing on lookers. We got to the ‘Spit Roast Hobbit’ to get a couple of rooms for the night and make contact again with Grey Wolf. On the way to the inn we are followed by a street urchin who has a blood oath to the Thieves. Grey Wolf has had contact with Clorox, which was a one way message, about one of the mines which has been totally cleaned out. We can pick up the armour and weapons in the morning. Dirk takes me to a perfumer to get something to cover the smell. It is powerful perfume. We offer to find any ingredients the perfumer may require which we may find in our travels, the perfumer gives us a list. Dirk uses his contacts to try and get us a meeting with Lady Areilstile and also to find out any other information that we may require and to get us transport down to where we are going. He takes Brundar along for the meeting. We will need to go to Gloria’s pub outside the city at the top of the channel to meet a blue skinned person and we will also need to use a lift system when we are near the mines. When we all get back to the rooms there is a letter for Dirk about the meeting time and place for us to see Lady Areilstile. The letter had an acknowledgement spell on it. We go and see the Lady Areilstile and get information, tell her about the mines and the Phoenix gets dropped off there to see the libraries. The Phoenix gives Dirk one of its feathers and says it will come apparent when needed. Dirk is sad to see Phoenix is staying behind. We also get 2 tomes about the mining laws from her. On the way back from the meeting were are followed again, two drunks as cover and a not so drunk goblin oathed to the ‘Hand of Blood’, and the two Ogre that were skinned changed into mice are missing with some sp from Dirk, he was picked pocketed. When we are back at the in, at 10 in the evening we have a knock on the door and it is a Kobold boat Captain. The Captain, Gorix, offers us passage on his boat (70sp per head) for the trip down near where we are going and also for the stop off that we need to do. This captain seems to like speed, he also seems to be a little mad. Dirks piles the captain with drink and later divinates him. The captain says he had a passenger a little while ago, and it was a very young dwarvin girl from the mines that we are going to be investigating, the only survivor of the attacks. She will not be able to tell use anything as she was in a town when the attacked happened. Also Lady Areilstile has the girl now and is keeping her safe. I get a room to myself with some golems for protection, as they will not mind the smell. 4th Meadow A note is sent to Lady Areilstile, asking about the little girl. We receive by official messenger an official scroll with magical seals. The seals are from the different heads of the renegade clans, and if a seal is destroyed or tampered with on purpose bad things will happen to that person. The scroll is the Claim deed for two mines, this is the dwarvin girls’ inheritance. The Lady is the girl’s guardian. Being in possession of this deed we are able to mine in her mines to keep her claim on the mines valid. Anything that we mine from her mines we will have to give her a percentage of it. Also we can legally maintain her mine for her. A little later we pick up the armour and weapons from Grey Wolf. Some kind person gives me a bottle for my odour problem, all I need to do is spray it on and concentrate on a pleasant smell that I would like to smell like and this smell will last for a day. The bottle contents will last for 3 months. I spray it on and think the smell of freshly baked cookies, and everybody starts to drool. Before we go Dirk D/A’s all of use for the last magic to impact and finds out that we have all been Geas, except for Shadow. Dirk does a divination and we finds out that we cannot return to the city if we are being chased by hostile forces. During the night it seems we were visited by someone as Brundar notices a visible mark on one of his golems. We will be keeping an eye out now. When getting ready to go some of noticed we are being follow by a Beggar. D/A’s go a flying. It is an elf of the wicca college and it oath bound to the Claw of the Abyss. Fed up people following so we decide to question the Beggar, when the Beggar notices that we have spotted him and going after him, he sheds his Beggar clothes and attacks us, under the clothes he is wearing metal chain mail. Dirk gets the brunt of the attack when he goes after the elf, the elf throw a gernado filled with iron filings into the skin. Brundar manages to get a spell off and the elf armour and bow drops off him, while this is going on Robert is getting magic thrown at him from a different source. The elf gets away. We D/A the armour and bow, they are both non-magical and they do not have any traps on them, and they seem to be of fine quality. We sell these items down here. Before we sell the items a note is sent to us from the elf wanting to buy back his bow, and to have a small talk. There are two elves, a male and a female, Thorox and Esmay. They are following us because of Dirk, this is because Dirk brings trouble and they want a little of the action. Dirk asks them about the gernados and where to get them as they could come in handy to some people at a later stage, they only give us a little bit of information about this, Dirk hands them the iron filings that have been extracted back to them. Dirk asks them if there are any Healers for hire. They know of a Goblin Sharman that will need to get out of the city soon, (something about him selling tribe items that are not supposed to be sold). Also they say there are bets to how long we are going to survive down in the mines, (5 to 1 to survive down in the mines for a week). The Elf buys back his bow for 1100sp. Robert also has a curse on him from the Greater that he got and it is not a nice one. The Elves directs us to a person who can remove the curse for Robert and Sarah (not sure with Sarah at moment, will find out soon). The elves are not elves, they have a disguise illusion on, can not get more of a reading than that. The elves also did a bit of drooling when they got a whiff of the freshly baked cookies smell. We go to the boat and met up with Gorix to begin the trip. He has some wooden golems and they seem to be melded to the boat. We D/A some of the items he has got on him. His goggles are for farseeing. His boots are for gripping. His mace gives him strength of stone. We decide that it may be wise to tie ourselves to the boat as he said he will be going pretty fast. Dirk tells him of the stops that he will need to make on the way down, one to pick up the Shaman Goblin and the other at Gloria’s pub. Shadow will be put in the hold so we do not lose him on the way down. The rest of us will tie ourselves to what we can. Gorix starts his engines and makes the way speedily down the channel toward the pick up of the Sharman goblin. On the way down to the first stop Gorix hits a slow boat, but we are okay, narrowly misses something else and then does a glancing blow to the wall of the channel, at this stage the boat starts to disintegrate, also Shadow was not properly tied down in the hold, so he is being knocked about. The knots were not secure enough on Dirk and on the last navigation error he was thrown. Dirk went flying and hit the ceiling of the channel, rebounded and lands nimbly on his feet on the boat, but looking a bit dazed. On the docks a goblin is laughing his head off at our expense. It probably is the Sharman Healer. We all get off what is left of the disintegrated boat, Gorix tells us not to worry as the boat will start to reform itself. Shadow has been really hurt on the way down, the goblin steps in to help and get him stable. After Shadow is sorted we get some introductions, his name it Angus, and he is the one we were to pick up. Angus wants to negotiate a contract for being here, even though he is the one in trouble in the city. (Trouble with another goblin Sharman about the direction the tribe is heading, (different to what the two elves said)).

Contract: