What is the Big Bad Wolf afraid of?

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Summary

Adventure: What is the Big Bad Wolf afraid of?
GM: Dean Ellis
Session: Winter 815
Night: Thursdays
Location Chez Ellis
Level: Low

Mission

  • Investigation of a sacred and prohibited area near void wolf lands in Terranova. Employers: Void Wolves. Pay: 5,000sp
  • Record information about Void Wolves and related lands. Employers: The Guild. Pay: Guild rates
  • Collect samples of interest (not souls, we say). Employer: CamDinDel. Pay: transport to/from Terranova and possibly "other stuff" to be negotiated based on what is found.

The Party

Party Leader is a democracy but back up is Quentin

Scribe Notes

1st Frost

Guild meeting: Kale, envoy of Void Wolves hires us.

Maelstrom, colleague of Camdindel awaiting our recruitment of the Void Wolves to do some addtional investigations.

Head off to [[Camdindel]'s, unadventful trip, nice and smooth travel in a well appointed and well stocked carriage. Amira shows her inexperience in travelling and/or drinking quality liquors. Let's hope she matures over our travels, or learns to dump her drinks, otherwise we are going to be babysitting somewhat.

Arrive at Camdindel's, by flying across the lake in the horse and carriages, where we met the man himself and meet some colleagues, Lorto huge man of an assassin, and some freaky man Legion.

We talk about Terranova, the Void Wolves, alchemy, soul magic and all sorts of interesting things. We are advised (yet again) that travelling via the void is not a good idea as we will more than likely not make it however we can travel to Terranova by Portal which can be done by Camdindel's dear old dad who is a greater undead - holy crap!

Maelstrom is going to tag along with us which could be fun if we remember he is there! He can also help with weather protections.

2nd Frost

Head off to Argon's Watch where we met our Void Wolf, Sam, for the first time - wow the armour.

Dear old dad sets up a Portal from Argon's Watch after giving us a get home and arrive in Terranova on a plinth in a sea of ash.

Fly across sea of ash, which is full of shark like creatures. Kale and Sam travel across the void and meet as at the end.

We head into a forest travelling for hours though the forest to the lands of the Void Wolves. The temp drops the further we move away from the ash. We get to a clearing which Kale says has a house in it but they never go there, only go round and he doesn't know why. We may want to check on the way back.

We stay in Horton's pop up tent overnight which is pleasant.

3rd Frost

Next day we arrive at a village by a lake called Slave Lake. Its full of Kale like people. Very quiet.

We sit outside the village while Sam calls some other Void Wolves to speed up our travels. We find out that the wolves, and therefore the Half Elves don't like evil magic using elves, winter creatures from the north and we shouldn't use magic (which we obviously already knew but good to be reminded. Plus they sometimes have problems with an elemental area on the edge of the void wolves areas which causes them issues.

Void Portal arrives and 10 wolves arrive - 6 warrior wolves, and 4 shamans they all defer to Sam who is obviously bigger and therefore the leader at the moment. The shamans howl to create another portal - the howling is almost like they use magic! Another portal arrives with a 10 more Void Wolves - bigger, stronger and now Sam is no longer the leader! 5 warriors, 5 shamans plus Sam.

Their armour has standing spots which seems to be our riding spots, we have to ride by standing side saddle! This is not natural and takes a while to get used to it. Few accidents, nothing major but the wolves laugh at us. By the end we have very sore legs, Amira vomits at every spot we stop - what has she been eating? so much vomit!

We arrive at a large town near dark. The town has a hot spring.... I have never been so happy. Ahhhhh.

The half elves are fascinated/frightened etc all at once. They are shocked by us speaking. Quentin is horrible embarrassed by the speed in which I undress to jump into the hot spring. Horton fixes his problem!

4th-5th Frost

Next day, 4 hours in Amira starts throwing up and struggling. Ragnfríðr remembers she's a healer and heals us all up just before I collapse!

Continue traveling over two days, staying in two different towns with the locals continuing to freak out that we can talk.

Wolves allow Quentin to DA and divinate them. Find out different levels of magic impervious and the older they are the stronger their "cube" of aura is.

Aura - long live sentient Scout - two dimension - 25 years Warrior - complex square cube - 80 years

Sam 50% magic resistence, higher wolves 90% ish (starts to make Quentin to feel sick looking at them so long), lower around 30% imperviousness to magic.

Kale's story is sad but he doesn't realise it. He was taken as a baby and has been howled at for months and months at a time since a young age. It has made him magically imperviousness but he hasn't enjoyed the benefits of being a good looking young man.

Getting better at riding the wolves, legs aren't as sore and sleep is pleasant.

6th Frost

Head into the capital by cresting a ridge and see a big open valley. When we drop down in to the valley and travelled along all you see is this lovely valley but then you see the capital - a big illusionary terrain. Which couldn't see, hear or anything outside which is amazing!

Capital is built in an Elven ruin. It's lovely and warm considering it's freezing outside the safety zones. It has roads, lots of wolves, lots of half elves. Lots of shaping magic around - concealment and temperature control.

Again lots of people and wolves are interested in us but we don't get hassled too much. Lots going on in this city, lots of what looks like studies or lessons. We get near what must be a shaman area or a shaman school because it makes us all feel quite nausated and really don't want to go there.

When resting Quentin remembered we should check for worms, something from the scribe notes he had read. We have them in our brains and mites on our stuff. We got them from the wolves. Amira collapses when checking Maelstrom for worms. Should have done that.

7th-8th Frost

Stay in town, look around buildings especially libraries, tunnels, and hidden places. Aloud to look where wolves don't live. Find a hidden room within the basement of the library. We figure out the mechanism to get in.

Once inside and a ghost appears speaking Elvish. Barking orders for us to clean. Head towards we were to put away the books.

Living quarters, looks like the Elves left quickish. Dig out a cave in and find some human bones. Ragnfríðr talk to the bones, they don't know wolves.

We make way through and find old stores, old areas for books and just a couple of books all in Elvish. Find empty hidey holes. Find some letters. We take books and letters.

9th-10th Frost

Head north/north west, riding wolves again. Gets colder as we go north.

Arrive at edge, look for terrain features that show the borders of where the wolves don't go, what shows within the areas they don't go. Area unkeen to enter is about 100 miles across. Look for patches where we could land. Horton and Cass fly up through obscurement to test ability to find it back again.

Look ahead to where we are going. See unnatural spots of terrain ie regular shaped terrain, obscurement, low fog around places, ordered valleys etc. Looks unnatural. See signs of fires.

Plan to head off tomorrow.

11th Frost

Head off towards where we thought the people were., about 20 miles in by the regular valley structure near the fires. Crest a boundary ridge line area, and Horton turns fast in flight and lands. He doesn't like that area.

Land and walk in via the river bed which heads into a mountain which has a worked pathway next to the river. Divination on the pathway shows old and decrepit, leftovers of protections from weres or similar like the leftovers of the protection. Like the magic hasn't been updated. Signs of geomancy.

Head into path and Horton is not happy, nor is Maelstrom. All fur standing on end. Animal sense of danger kicked in. Problem with shapeshifters ? Path goes up into walkways. It's dark! Amira complains after walking for a while. She really needs to harden up.

Come out into a forested area which is warm. Lots of game trails, bits and pieces of broken old buildings but no real structures. Travel for a number of miles looking for signs of habitation. Find signs a number of miles in. Snares, herbs picked, smell wood burning. Sneak in unseen close enough to observe the habitat.

Find farming community of what appears to be half elves, talking and laughing so they have tongues! Speaking Elvish.

After them being frightened of us for a while, they settle down. We sit and tell stories. They have been here for a while but are guarded with information.

12th Frost

Head off the next day with a villager as a guide so we don't encounter problems with other villages. Our guide, Ben, is a very chatty teenager who has taken a liking to Amira.

Ben tells us about the monsters who live on the edge of the cold, these have multiple arms and sound scary but he hasn't seen them so we can't be sure these tales are true.we get told about a mad hermit on the edge of cold.

We get to the next village and with Ben with us it is much easier to get invited in. And they have hot pools. We hit them first.

Stories are a bit less guarded, tell us around villages near the cold area who have to defend themselves. It is alluded to that there might be better facilities up north. Mad hermit confirmed. Monster stories. Sleep uneventful.

13th Frost

Head off the next day and head up the next ripple of hillside. Part way up stairs, we find a tunnel. Being a good adventuring party we investigate for loot. We find a sleeping bear hibernating. We ignore and continue on. Head up some stairs and find a North/south tunnel but we continue to the top with the expectations of coming back. Up we go to the very top to see the roof of the ripple and see spectacular views. We see more spines of the ripples and some mist or fog in the distance. Ben tells us the fog is where the cold is.

Head back down to go north along the tunnel. It's a tunnel with what appears as dwelling type rooms. We can look across the forest East or west and we can see big towns with about 1000 people with the main town near the fog being defended with walls and stuff.

After walking all day we settle down to a dwelling along the tunnel for the night. Hear some roaring through the night and figure we need to wake everybody up.

A 3 headed monster. A bear head, a wolf like head and a weird humanoid head. It's like a bunch of creatures are mixed together. It's furry but bare spots, about 7 foot long and 5 feet at the shoulder. Big, ugly and hungry! Lucky Maelstrom put up a wall of ice across the door for protection.

Ben freaks out shooting arrows until he throws them. Control animal doesn't seem to work, aura mixed sentinent and non sentinent. Wolf seems stronger. Control on wolf works, whacking it with flaming sword also works. Let's hit it lots. Crap got angry with Quentin hitting it, it broke down the ice wall like it was nothing! Lucky it knocked it's wolf heads out.

We keep hitting it until it's unconscience and I think we should kill it. It smells and it isn't very pretty. Doesn't look loot filled so I'm not really interested but Quentin wants to divinate it so we can't kill it just yet!

Ancient div fails but healing shows that all 3 halves were born around the same time and that obviously these three halves don't make a whole. Obviously not really meant to be bred together.

14th Frost

After a reasonably sleepless night, we head of north again along the spoke tunnels. Walk for a couple of hours and we come to the edge of the fog which is the weather protection. Frozen on one side and warm on the other with a monster hole filling back in within the ice wall. Think the monster came through here and now these crazies want to go through! we go in but Amira and I stop not to far in. It's going to be freezing, how do we get out and even if we do they might attack us like we're monsters! Oh my goodness we are going further and going to go up the tower steps we assume is there from previous spots. And yes they are so we head up. Luckily no monsters on the way but lots of slippery ice. We get to the top and we can't see to the south because of a wall of ice. To the north there is a line of ice including in the air! There is a dome of weather control, ice on the edge of the warm and this incredibly cold and frozen area. In the dome is a city! The Frozen City! It is in a great state of condition compared to what we have seen like whoever cast the ancient weather conditions made it a frozen wonderland. There are some frozen people in the tower and in the city frozen. I'm wondering if a weapon was activated and froze some people.

We break the frozen people off so Ragnfríðr can chat to their bones.

A hand is boiled, some stuff is divinated and Horton and I walk around in circles in the cord area for an hour to see how long we can stay in the cold. After an hour of swearing with Horton we find it works out to be 6 to 8 hours. Horton finds his unease of the warm Rafa goes when in the cold area.

Divinate finds the elf (frozen person) was naturally frozen in an unnaturally fast time and an echo of a curse picked up.

Ancient div on wall shows weather control in place to create frozen area but along the walls timeline we can see an addition curse which makes it unearthly cold plus shows a curse to make shapeshifters dislike the area. Now we definetely don't want to turn the anti shapeshifter thing off as it will not only let the void wolves in but also the monsters locked in the frozen waste.

Hand boiling sees

  • the city in full life, no forest but a huge city in amongst the spokes
  • a ordered departure of the city of the masses
  • sadness around the fact the city is empty
  • shock and a wave of cold that froze them kind of like a shockwave

Ragnfríðr throws herself out the window expecting feather fall on which Maelstrom incredibly quickly applies before she realises she didn't have one. Wow Maelstrom looked concerned. A number of feather falls later and a screaming Ben, we arrive the the valley floor and track away from the wall towards the city for a couple of hours and set up the yurt for the night.

During the night we hear wild growls and we think to the east another spoke has a monster in it, let's not go there.

15th Frost

Reference

Prior Adventures:

Footer

Buffs

Quentin - 3 % to SC, 3 % to DF, 1 damage reduction and 6%fear and reaction rolls Ragnfríðr - 12% def

Watch/Marching Order

Loot

  • Magical Feather Duster
  • Magical Shaving set - shaver that won't cut flesh and a brush that lathers.
  • Set of earrings


Samples

  • Ash from area around arrival portal
  • brain worms
  • mana mites

Adventure Training

1 pt fatigue at half Ep cost from travelling by wolf

Stuff for the Times

Quotes

Horton: "I won't be party leader if all you want to do is Stroke me!"

Amira: About Legion (colleague of Camdindel), "he's all kink"

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