Common Bluegrass

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< -- back to Mist over Bluegrass

Le jour 1

Valentine searches the pub for likely adventurers. We form a party. While in the pub a guild rep introduces Sally to us and she asks us to take her to Gugnir’s Hope.

We gather what supplies we can. The guild lets us take 10 healing potions. 8 normal, 2 special potions. The special potions have 20% chance of giving you the runs and 80% chance of healing you completely.

Ghede, we discover, has a kleptomaniac goat. It steals things constantly.

We decide to depart the guild for Seagate. As we are leaving we discover the road is blocked and there are trolls on the bridge. The goat loots some of downed guardsmen while we are assessing the scene.

We decide to deal with the trolls. Valentine charges on his horse, Jaundice fire bolts and the rest of us hit the trolls as we can. We killed two baby trolls. Valentine’s horse is badly wounded.

The goat has a field day and loots all sorts of things. One of the things he brings Ghede is bandages which cure 3 endurance.

We jumped into the river and travelled down the river to try to find the Mother or all trolls. Jaundice lights a fire to stand in to help her spell casting. Ghede offers to cast wind whistle to fan the flames, we briefly contemplate the spectacle of a fast spreading grass fire around Seagate. Valentine doesn’t mince words and tells the party on no uncertain terms not to try it. Ghede tries summoning an enchanted creature to try to find the troll. Six trolls turn up and we leg it back into the water. We end up back where we started at the bridge.

On the road again we are invited back to the guard tower. Ghede discovers the guards wear badges just like the 6 his goat has given him and coats like the one his goat has given him. Ghede slips the coat under the table. The guard shares his very potent alcohol with us and gives us 500sp reward for vanquishing the trolls. The goat gets very unhappily frisky as it is fed too much whisky.

The captain of the bridge guard tells us that the Sheriff’s name is Mc Greedy and he is on the take. He is a shifty bad sort who works for the Baron. The Baron he tells us is a very rich merchant prince, a cattle baron who runs a band of bad men. The Sheriff is in his pay. They quarter people they don’t like.

We had back out of town. On the way through Old Seagate we are stopped by street sellers and fortune tellers. Ghede is told, by the fortune teller, where the good loot is in his goat’s loot sack. Daizy is told 'Where the grass is green and turns blue, dig under the 3rd stump, it will be in the mist'.

We buy various things. Valentine acquires a squire who is a boy who came up and offered his services. We meet an apothecary. He sells us: A suppository poultice for the horse and follow up poultices, some amulets of ghoul’s bane which stop you becoming a ghoul, 19 poultice’s of slowing undead to coat on weapons.

We continue on through old Seagate. We decide to stop for the night at the Brass Door opposite The Season’s Wheel by The Leather Whip brothel.

We meet Kelistray who is the sister of Ghede’s ‘special friend’. She is indentured to The Leather Whip and is forced to work in the brothel until she has paid off her fines. Ghede decides to hire her for the night and leave with her quickly in the morning.

Meanwhile Jaundice has been playing dominos and is unexpectedly winning. A lot of money is changing hands on the game. Lothar spots ritual drawings on the underside of the table. He spills his drink on them to wipe them out. Jaundice won some money. Others who were betting won money. The people who are trying to rig the gambling appear to be thugs from The Leather Whip.

The Leather Whip thugs promise to be back at 2 am, as someone says they will pay for the womans debts in full.

Le jour 2

2am comes around. We take the fight outside the pub. The opposition have an small Earth Elemental which gets out of control. Lothar charms it and make friends with it, so that it will stop killing things. We win however, 2 people get round us and go inside during the fight, and the inn keeper is hurt.

The goat brings back 16 sacks of loot to Ghede. Including a ceremonial roll of 22 daggers. The goat has knocked over a pawn shop, a thieves den, and a black smiths and destroyed an underground lair.

We had out of town quickly and stop for a rest at around 4am in the orchard of the village of Goodblood. The earth elemental follows us and Lothar feeds it things to keep it happy. We sleep for a while because we have been up all night. The Earth Elemental eats 2 chickens.

http://xs107.xs.to/xs107/06396/goodblood.jpg
Goodblood village orchard in full blossom.

The village has wicca and straw dolls to protect the houses for fire and bad spirits everywhere. They make baskets and cane things in the village. A girl joins us who has been cursed. The villagers make us welcome and feed us. Valentine’s squire arranges provisions, donkeys and camping gear for us.

The headman asks us to help the village, they have a chest that they can’t open. We break it open and discover it is filled with sugar cane - sugary addictive stuff, which is bad for you. We decide to burn it, without touching it.

We meet the village wise woman who tells us she suspects Ghede’s goat is skin changed. Daizy casts a Wicca special counter spell. The goat turns into a dark undead creature and we fight it. It turns into smoke and Jaundice fire bolted it.

The wise woman (a witch) tells us: The villagers have a problem with a giant boar that flies into the village at midnight, sniffs around and leaves again. It has fiery hooves hence the fire protection. We should all be inside at midnight.

Lothar decides to leave silver pennies on the spot where the boar lands so that the Earth Elemental meets it. We all go inside.

Le jour 3

The Earth elemental eats the fire and parts of the remains of the greater undead. Then it heads for the sliver pennies. We hear a big rumpus outside from the loft of the barn we are in. When the sounds stop we go out.

The boar, which we discover is really a hippo, is dead. The Earth elemental is very badly wounded, and it slowly heads off limping towards the basement of an large boarded up three story building.

We decide that this is the time to kill the elemental. We attack and kill the elemental. Valentine gets one of the hippo shoes around his helmet during the battle. We bathe in the burning hot mana rich, coal earth left over from the remains of the dark earth elemental.


Le jour 4

Vladimir joins us. He has been traveling with “the goat busters” who are rangers from Seagate who are looking for goat thieves and smugglers. We decide to sleep for the night and set up in the barn. At 4am we are woken by a puma and we see the outline of a goat on a roof. When nothing else happens we go back to sleep. Over night 2 chickens have jumped to their deaths. We check out the buildings looking for mysterious goats and cats. We find a third hippo shoe around the buildings. Valentine and Ghede investigate the roof of the building and find prints. We are given another hippo shoe and told (secretly) that it was in the tunnel under the miller’s house. We go to visit Lady Jello (the village wise woman), she tells us that the village has been terrorized by smugglers, keeping them inside at night. One family sent for help and their daughter was curses. Which we healed by way of E&E general counter. We have breakfast with Lady Jello then head off back into the cellar where we fought the damaged earth elemental. We investigated the tunnels under the cellar and found various passages leading down to water and a wharf. The wharf had 35 – 40 coffins and a barge. We investigate further and come across a disused looking tunnel leading into the general store .We continue our investigations and find smugglers. A fight ensues. They ran away, and collapsed the tunnels. We had to run out. Valentine got killed in the fight. We pack up everything and go in search of a healer. The village lends us 2 mules and a guide to take us to the alchemist in the forest. Valentine’s horse goes mad as we try to take it with us. The party heads for the trees and Ghede is hurt by the horse on the way. The horse (Trample) kills the local guide. Vladimir manages to control trample and send him back to the barn. We find the wonderful Alchemist who heals us all up and fixes up Valentine. Valentine brings Trample the horse to the Alchemists house. The horse looks threatening to the rest of us so we all sleep in the trees.

Le jour 5

We proceed on with Daisy missing the strangely attractive magnetic alchemist. We stay at the Saxton Arms (72sp) on the road. We find out that High Grain is suffering from highway men. One is a woman who has been shot through the face with an arrow. We meet friendly Raphaelite monks on the road. They ask us the go with them to Rothman’s Abby to help take some stuff from the Abby to White Chapel. We head down the road and come to Dune. We meet Rachel from the village on the road who gives us Tulip tea. The monks draw a cross and Ath throws in a coin and we learn that there is trouble out by Gugnir’s Hope. (See Ath’s notes for more detail) On the way into town we are hit by arrows from leprechaun. We subsequently learn that the town has a problem with leprecorns. A Michaeline Knight, Sir Codsworth cures Daisy’s poison with sexual healing (no one else volunteered for the process) and also cures her of her strange pining for the alchemist in the woods. We are also asked to help, 11 drunken dwarves have taken over the bar in the Inn and won’t leave. Valentine solves this problem by sneaking into the Inn and putting a sleeping potion in the beer. The dwarves sleep and we all run to Rothman’s Abby to get manacles and horses. They also heal us of leprechaun poisons at the Abby. We chain them all up to Valentine’s horse, Trample (Who is unnaturally docile due to a backfire - we think) We wake to find one of our dwarven prisoners has escaped. We track him down and haul him back.

Le jour 6

We sleep at the Inn. The monks practice interesting “hands on” healing techniques. Daisy is woken in the night and alerts the party. She sees 2 dogs, 2 leprecorns, a mermaid a white rabbit and an unconscious Michaeline knight. The Leprecorns run out the window. Valentine can’t see them. There is water on the floor and the party is strangely naked. Sir Codsworth does his special healing and gives Daisy Michael’s blessing.