Shopping on Grymeron

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Scribe Notes
The adventure takes place off plane on the plane of Grymeron.

Summary

Adventure: Shopping on Grymeron
GM: Dean
Session: Autumn 814wk
Night: Tuesdays (See Discussion page)
Location: Chez Ellis
Level: Newtonian

Party
  1. Tsayoi – a giant fire mage played by Chris
  2. Tari – an Elven earth Mage played by Michelle
  3. Roderigo - a sneaky hobbit E&E played by Michael M
  4. Arandor - an Elven mind Mage Guard played by Phil Judd.
  5. Anooke - halfling ice mage by Michael Haycock.
  6. Lady Cher - Suarime Binder played by Sean


Employer
Camdindel
Mission
Three and a quarter years ago there was initial contact with the goblins of Grymeron. Two years ago Camdindel finally got around to looking at the reports on this initial foray from Maelstrom. A year later he gave the task of acquiring certain bits and pieces he was interested in to Lorto. Three months ago he tried to kick Lorto up the arse to motivate him to action the list quicker. Now that he has recovered from that dust up he has decided to pursue a less hazardous source of labour and hire a guild party.

List of bits and pieces available on application

Pay
Depends on what is achieved off the list, min 10,000sp each

Scribe Notes

Day 1 - Guild Meeting, Introductions and travel to Camdindell's vale

We met Legion who explained what we were wanted for. Basically Camdindell has finally got around to reading the notes from the mission 3 ½ years ago and has had his interest peaked. So we are tasked to go to Grymeron and acquire in any way possible some ‘samples’ that he’d like to study, observe, use or absorb by himself and his henchmen.

Basically ‘samples’ of whatever we can find would be good with special bonuses depending on the state (live vs dead), size, lethality and uniqueness of the ‘samples’.

Creatures – all are preferably captured alive but if this isn’t possible then capturing its ‘essence’ in one of the 48 soul gems we are provided will suffice. A negotiated visit to Camdindell’s abode for a year and a day would work as well for those ‘samples’ who prefer to be in one state than the other. Note: Soul Gems: these will change colour to glow when full and to release the ‘essence’ then they can be smashed.

Creatures sought are;

  1. Sarth Dragons
  2. Blood Trolls (super dumb 45’ tall monsters)
  3. Dracoslurze
  4. Vindikar (with a special interest in acquiring a queen for its hive mind)
  5. Sarska
  6. Grools
  7. Goblin
  8. Fungus Warrior (or similar)
  9. Cat Wolf (what is its GTN?)

Objects sought are;

  1. Potions of Ignore (time & distance are examples). As many as can be acquired up to a maximum of 20 each
  2. Some un-distilled ignorance (a litre should suffice)
  3. A floating tree seed
  4. Mushroom Leather. Preferably a decent amount of unworked mushroom skin but if it must be worked then measurements may be needed.
  5. Seeds from the Haunted wood. Any and all would be useful but rare and/or unusual would be best

Knowledge sought is (can be purchased or ‘acquired’ as necessary);

  1. Mull Gates, how to find and how to activate
  2. Grymeron Magic, how is this done and how do they store it
  3. Mushroom Cultivation, how it works and how do they make armour from it
  4. Minor Shaping, how do they create their little items

Once this list was discussed Cher was heard to utter “but, that’s wholesale slaughter” only to have the rest of the party respond with “not wholesale at all, it’s very targeted slaughter acquisition of samples”

We ask for a moment from Legion where we assign the party leader to Arandor as he seems so personable or trustworthy but we offset this with the vice-leader (major vice or leading vice) Roderigo. I (Tsayoi) volunteer to be scribe as I must learn the language and idioms of you barbarians the western world as well as continue developing myself through experiences. Lady Tari is made Military Scientist as she has been around a bit and has much martial experience.

Once Legion returns we quickly gather some equipment and by the hour after noon we exit the guild gates and alight a magical carriage for several hours of travel to Camdindell's vale.

We get to Camdindell's tower and have a quick chat with him regarding his wants and we settle down thereafter for a nights sleep in his sentient tower, surrounded by his 'capable' henchmen (including Legion and Maelstrom) and other 'undeady' servants. We do discover that Camdindel's 'dear old dad' is a lich-lord who resides here too and we shouldn't be alarmed should we encounter him here.

Since none of us can access the rainbow/mull gates we have decided to go see Albrecht the Goblin mage who we met during The Rainbow Gates mission and who now resides near Gryphon Pass (he was last found drinking at the nearby Gryphon Inn) where he has set up a trading link to Grymeron and so we will depart for there on the morrow.

Day 2 - Depart the vale, go to The Gryphon Inn and

We arise, break fast and then by 9am we take flight eastwards to the last known location of Albrecht the Goblin Mage whihc is The Gryphon Inn. We arrive just before lunch and we enter the familiar Pub/Inn (well familiar to some of us 'regulars' anyway) and look about for Albrecht. We quickly find him and his 2 Mushroom warriors at the end of the bar seated at the very short table that has been provided for people of such height. We sit down and talk awhile about our issues.

Day 3

Day 4

Day 5

Day 6

Day 7

Day 8

Day 9

Day 10

Day 11

Day 11

People met or interacted with

Major NPC's

  • Camdindel, is a dark elven sorcerer (mind, necro, E&E, some elemental and soul magics). He is a semi retired battle mage, preferring quiet pursuits around furthering his alchemy and soul magic master works. He is callous and amoral, but also loyal and honest. He has a wicked sense of humour. He likes his seclusion, but does not mind the occasional visitor, as long as they behave. He has employed guild parties on a few occasions, so has a good working relationship with the guild.

Minor NPC's

  • Albrecht, Albrecht is a goblin mage from Grymeron. He stands almost 5 ft tall (inc his 2 1/2 ft tall hat)

Locations we survived going to

  • Camdindell's Vale: Camdindel lives in the Superstition Mountains, specifically on the River Rumble. It is located in the tiny plains area on this river (small area of white/cream on the map). This flat area has the river breaking up into multiple paths across, before rejoining at the exit northwards. At this point there is a small man made dam, creating a small round lake (about 500 yards across). There is a well cared for, but little used, cart track on the east bank of the river where it enters the mtns. This leads to the lake, then fades away into the valley area. There is a small jetty on the lake, but no boat tied up. In the middle of this lake is a building on a small island. The building is made of black obsidian, has a 30ft tall, 200 by 200ft main building with a tall tower rising from the centre. The tower is 150ft tall, 25 ft radius. There is a platform at the top, which always has something that looks a large bonfire there. The tower is known to have some lots of magical elemental based defences and suspected to have even worse protection that we don't know of.
  • Darkwell Village

.

The suarime settlement of Darkwell in the area of Northern Insel Garsi and the NW of Gryphon Pass , this is 10 miles SE of The Gryphon Inn and it is 100 miles NE of Novadom. The settlement is surrounded by dense forest and is based in an old dwarven complex carved out of an steep stone escarpment on the northern edge of the forest. The the base of the escarpment is a small fortified enclosure with around 200ft of flat open ground enclosed by a sturdy wooden pallisade.

  • The Gryphon Inn, Run by the Henrikson family of Dwarves who are also guild members.


Things we 'acquired'