The Hippo's Bride
Summary
Adventure: The Hippo's Bride
GM: Julia
Season: Winter 816 wk
Night: Monday
Level: High
- Party
- Bleyze
- Braegon PL ML Scribe
- Lady Cher of Maltheim Cross, Binder, played by Sean
- Kilroy
- Archbishop Rowan V.
- Captain Zohar Haima ML
- Employer
- Seagate Guild
- Mission
- Investigate these Wicked Goblins, see what can be done.
- Deliver the Hippo's Bride as promised by Scab on behalf of the guild.
Scribe Notes
Brandenburg Goblins
We meet with Kali and he outlines the issues he has been landed with.
- There is a Hippo soaking in a mana pool in the war zone that was promised a bride by a guild party that have failed to deliver. Best to resolve this debt before the Hippo gets grumpy and leaves its wallow to extract the granted wishes from those members and whoever else it tramples along the way. It is also protecting several refugees.
- Mordrin's recent report indicates that the oldest Goblin god was made wicked and killed, this has infected all goblins with wickedness - because they really needed more. Kali would like us to investigate the impact and ensure that Grobbenbonk is still a reliable ally of the guild.
We sort ourselves out and fly to a nearby portal then to the mountains north of Brandenburg.
A phase spider has set up just outside the cave, we chat, bribe it with a cow and find out it has been forced south by Goblin/Orc mass migrations through its previous hunting grounds. The weather is a bit fierce for flying and already controlled by someone else so we head south out of the mountains by gallery.
We emerge late in the afternoon in the hills looking out over the forest. While I set up camp, the others hear drums and scry around.
- There is a lake south of us in the middle of the forest with a bright glow coming from the island in the middle.
- Grobbenbonk's tower is scry guarded.
- The drumming is coming from several fires each with groups of dozens of warped goblins. We assume they are settling in for a wild night so we decide to eat, sleep then visit them in the morning.
- W'nsday
Walking discreetly to where they are camped we find them gone, probably marching most of the night. More organised and driven than we expected. Tracking them and flying north into the mountains we quickly catch up then sneak up on them, almost close enough to grab one for questioning when Bleyze gets bored and kicks some rocks. With the goblins alerted we go for a distraction - a burning bush on the hill. Which works too well, the goblins all look that way, some immolate, a couple of shrubs are turned to stone and a banshee wail pierces our hearts. Concerned about the Banshee wail, we open fire, the last Banshee is stopped just before she would have cried a third time and killed one of us. The living goblins are scattered. Taking a Banshee-Goblin and a de-warped Goblin we retreat to our humble cave camp for breakfast, saunas, divination and questioning.
The goblins are heading to see the Dark Lord (Morgoth) to seek a new God. They were warped in the last few weeks by rune magics to gain fantastical abilities (Banshee wail, wings, Basilisk gaze, size, strength, etc). The Bish suggests recruiting them all to Chantris but the idea of Goblins following a fertility goddess fills most of us with dread. We eventually convince Rowan otherwise by suggesting his potential new titles as head Goblin priest. Their wickedness is no simple curse but it is a sort of contagious infection and we think we could potentially create a contagious cure.
Dark and White Gods
Other ideas include resurrecting the Goblin God, finding them another willing god, summoning the local dragons to loot their hide, a few other artefacts and rare healing/purifying components people have rattling around their pockets.
We decide to find out a bit more before leaping into a solution:
- Talking to Morgor about which god he was planning to hook the goblins up with.
- Investigating the site of the Goblin God's death and having a chat to it.
But first we distract ourselves with the island on the lake in the forest that had bright lights last night. Sneaking up at 40mph we find the island shrouded in darkness and shaped dark spheres, Zohar hails the island and eventually wakes its occupant who reluctantly allows us to visit to chat.
He is a hermit follower of a god of the underworld, darkness and crossroads. Not much interested in the rest of the world except for when he needs to hunt down escapees and return them to the underworld. He is interested in our more interesting shadows and dark/death related magic, he is open to future trades if we come across such items. Without saying anything too openly against Morgor he does advise against assuming good intentions wrt the Goblins. He also suggests checking out the old White Temple in the mountains, it might be helpful.
Back into the mountains, this time establishing Rune Portals as we go. It is about 80 miles which we cover underground in order to avoid bothering the dragons.
The temple is perched on a mountainside and has been unused for at least 20 years, most enchantment has faded but we find a font, steam room, and private study which we make use of. Reading the Naga's journal which includes about 300 years history and our current visit (seers!) and invoking the goddess by name to ask her help. The Naga-priest had a task which was completed, the goddess is a Healer and would be happy to take on a new priest. She is willing to reverse the wicked infection in a contagious way if we bring her goblins, preferably female ones.
Portal back to our camp, track down the goblins who were fleeing east and bring them back to the temple.
Thinking the regenerative powers of a Phoenix would help if there's one nearby, B. Rowan successfully summons one, which heads our way from Glissom with accompanying guards and stirs up the local dragons.
three
Buffs & Mil Sci
Long Term (assumed always on)
| Magic (caster) | Rk | Effects | Dur | Br | Ch | Ki | Ro | Bl | Zo |
|---|---|---|---|---|---|---|---|---|---|
| Spell (Cstr) | 0 | hrs | Y | ||||||
| Strength of Stone (Br) | 20 | +20 EN | 21 hrs | Y | Y | Y | Y | Y | Y |
| Armour of Earth (Br) | 21 | +44 Def, 2 DR | 12 hrs | Y | Y | Y | Y | Y | |
| Rune Armour (Ki) | 20 | +25 Def, +5 AP, SG | 10.5 hrs | Y | |||||
| Fire Armour (Br) | 20 | 100 Ablative Mag. Fire | 21 hrs | Y | Y | Y | Y | Y | Y |
| Heat Shield (Br) | 9 | 40 Ablative Mag. Cold | 10 hrs | ||||||
| Fire Proofing (Br) | 9 | Prot. Normal Fire 4 less Dmg | 10 hrs | Y | Y | Y | Y | Y | Y |
| Cold Resistance - Water (Br) | 11 | Prot -22°C 3 Less Damage | 12 hrs | Y | Y | Y | Q | Y | Y |
| Water Proofing (Br) | 7 | Dry, protection from Rainstorm | 24 hrs | Y | Y | Y | Y | Y | Y |
| Water Breathing (Br) | 6 | Breathe and see in water | 7 hrs | Y | Y | Y | Y | Y | |
| Buoyancy (Br) | 6 | Up/down 17'/pulse, withstand pressure | 3½ hrs | Y | Y | Y | Y | Y | |
| Vapour Breathing (Br) | 6 | 3½ hrs | Y | Y | Y | Y | Y | Y | |
| Witchsight (Br) | 20 | 10½ hrs | Y | Y | Y | Q&B | Y | Y | |
| Fall Banding (Br-Self) | 6 | Land on earth without damage | 3½ hrs | Y | |||||
| Elemental Transformation (Br-Self) | 15 | +3 DR +3 U.dmg -2 AG -2 MD -1 TMR Move through earth | 8 hrs | Y | |||||
| Tracking (Br-Self) | 20 | Tremor Sense 100' | 21 Days | Y | |||||
| Detect Traps & Snares (Br-Self) | 10 | +20% to detect Traps/Ambushes within 70' in Nat. Env. | 11 hrs | Y | |||||
| Heart Rune | 8 | Heals 7 EN when EN damage taken | 9 d | Y | Y | Y | |||
| Willow Healing | 12 | Heals 3 EN / Pulse for 14 Pulses | 24 h | Y | Y | Y | |||
| Soul Shield | 10 | Conceals pacts & thoughts, +30 MR vs Charms, Compels, Controls & Bindings | 21 h | Y | Y | Y | Y | ||
| Enchanted Mind (Zo) | 20 | Prevents Mind reading or detection mentally. | 41 h | Y | Y | Y | Y |
Short Term
| Magic (caster) | Rk | Effects | Dur | Br | Ch | Ki | Ro | Bl | Zo |
|---|---|---|---|---|---|---|---|---|---|
| Spell (Cstr) | 0 | hrs | |||||||
| Feather Fall (Br) | 6 | Fall no more than 5'/pulse | 3½ hrs | ||||||
| Star Wings (Br) | 6 | 36 mph | 3½ hrs | ||||||
| Blessing (BV) | 10 | +10 SC, +10 vs Fear | 1 h 50 m | ||||||
| x | x | x | x | ||||||
| Enhance Enchantment | 20 | +20 Ranks |
- Hair Braiding (Rk 7 Skill) (200sp 1oz silver ribbon each time)
- Sometimes (takes 30 mins per person per day): +50% resistance vs Charm (Demonic, Spells, Bardic Voice). -25% melee damage from attacks from behind. Enhance Duration of one 2+ hour spell until next dawn.
- Rarely (takes 1 hour per person per day) +3 AG (or +2 over racial max).
- Anti-scrying (Rk 21 Spell)
- Braegon + 3 hex radius while on the ground. Undetectable to scrying (including Wizards Eye); Blocks Rk 20 (or lower) Locate, Telepathy, ESP.
- Herbalist Meals/Broth
- 4FT for meal or 5FT for broth/tea
Watch Order
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 1 | ||||||||
| 4 | 5 | 6 | |||||||||
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Default
.. |
Double File
.. |
Single File
.. |
Calendar
| Winter: Frost 816 (7) | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Samhain | 1 | Guild Meeting | 2 | 3 | 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 | 1 | 2 | 3 | 4 | ||||||||
| Winter: Snow 816 (8) | ||||||||||||||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
| 12 | 13 | 14 | 15 | Solstice | 16 | 17 | 18 | Yuletide | ||||||
| 19 | Days of Chaos | 20 | 21 | 22 | 23 | 24 | 25 | |||||||
| 26 | 27 | 28 | 29 | 30 | Twelfth Night | 1 | 2 | |||||||
| Winter: Ice 816 (9) | ||||||||||||||
| 3 | 4 | 5 | 6 | First Plough | 7 | 8 | 9 | |||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | 18 | 19 | 20 | 21 | 22 | 23 | ||||||||
| 24 | 25 | 26 | 27 | 28 | 29 | 30 | ||||||||