Somebody's Daughter

From DQWiki
Revision as of 22:39, 18 October 2016 by Anne (talk | contribs) (→‎Scribe Notes)
Jump to navigationJump to search


Scribe Notes

Summary

Adventure: Somebody's Daughter
GM: Ian Anderson
Season: Spring 816 wk
Night: Tuesday
Level: Low

Party
Employer
Harold the Unfathomable and some Adlandias
Mission
Hired to be heros and take Splashy back to the Deep One
Pay
Some cash, Grenardos and happy goblin potions

Scribe Notes

Session 1
Release The Not Grog

Shortly after second breakfast, I meet the rest of my party. I knew two faces. The human and Elven lunies Minerva and Kaeso. Then there was Aaron who threatened to stab the first person who called him a she. There was also a Caladonian called Angus, an interesting fellow. And then there was a lady called Hedda, she was nice.
After introductions 3 people, I guess you could call them, were brought in. One was a Human who we learned was called Edward. Edward was working for Harold. Edward was to accompany us back with Splashy. The other two were Adlandias, very pretty goblins, who required heroes to save somebody’s daughter. We found out that it had been roughly as well as the goblins could assume a month since the sending of the letter. We were then told the story of Splashy’s appearance from Aaron in which I learnt that the party needs to pay attention and listen more.
We then went to the Water College to find said Splashy, which wasn’t hard as he was living in the fountain. After a pleasant conversation with Splashy, we assumed it would take us roughly 30-40 50 gallon barrels to move him from the guild to a body of water. So we wandered around and found some empty barrels. By now it was roughly Elvens’es. And deciding that Aaron wanted to enchant everyone and our gear he spent the rest of the day enchanting. Minerva wandered off and came back with a shortsword that she insists on calling a gladius.
The next day we packed Splashy into barrels. In the end, it took us 45. We acquired a Lim and from somewhere a wagon. After moving Splashy to the water we released the not grog and Splashy made a Viking longship, well decorated from the barrels. Angus decided it would be a good thing to stare at the Adlandias for a couple seconds. I was then told that the Adlandias are long-lived sentient and both Elf and Goblin. After a couple hours and some grog that makes us better sailors, in which we learn Minerva can’t handle her drink. We get to a ship called the August who is captained by Jack Orc. Edward informs him that we will not be needing his services to get down due to the long ship. After some navigators talk between Jack and Lim we headed south to find The Deep One.

Session 2
Flying and Transporting

We traveled for a day and a half and shortly before dusk the boat changed direction and we travelled north. After a little bit, we entered a fog bank. We traveled dogging sandbanks and rocks for about an hour. We came out the fog and sailed towards a small, walled fishing village with large warehouses known as Sandspit. Aaron mentioned a bar, Angus got his hopes up and they fell quickly when he realised it wasn’t that sort of bar. We pulled up to the town and found lodging in town for the night before heading into the valley in the Donkey Hayvinn. Hedda and I went and found some Elder Flowers for an amulet and came back into an interesting conversation. Angus mentioned doing our own labour and Minerva complained which lead to:

“Angus, she had slaves, do you think she did anything for herself”-Jaycey
“I suppose she was pushed around on a chair with wheels”-Angus
“No... No Wheels”-Minerva

We continued to talk and had to explain the mission to Angus again. Then went to bed after dessert. During first breakfast, we get confirmation that Splashy can do as we suggested and get the boat over the spit. We then observe Splashy who throws the boat over the spit sending a few of the party into the lagoon. After Angus is played with by Splashy we continue on our way towards the cliff through a crack not much bigger than the boat. After 6 mealtimes travelling through the maze, the sandstone walls became black rock and we come out into a lake. There are mountain ranges in the distance and it is noticeably cooler here than in Sandspit. We sail through 3 more meals and then come to a stop. Edward starts to chant and on command Aaron pushes a pig into the lake. Slowly an eye 2 time the size of me rises from the water and speaks to us in our minds. We return Splashy and are told that the boatmen have arranged some payment for our help. After a gift of strength from the Deep One, we spent 3 and a half more hour rowing towards Laketown. We have supper and then go to see Harold the Unfathomable who offers us more food. We get the chance to ask some questions and arrange to catch a ride with one of the ships who are leaving at dawn.

Session 3
To Junction

We meet Bill and Bob at the green dock. We find ourselves seats between the pottery and metals that they are taking up river. We travel up the river for a few hours till we reach Chesterton, a small town with a small dock. Kaeso wanders off and comes back 30 minutes later and tells us of the interesting pub stories about werewolves and other things. Our other 'halflings' come back with half a duck and some other interesting things. Several hours of traveling later we reached Blossom. Bill and Bob decided that we were staying here for the night. Kaeso got some lessons in assassin from our 'halflings' and there was a conversation about who was uneducated. We also meet an old man who told us about a necromantic tower that has rebuilt itself. We left at dawn and at lunchtime we made it to Junction. We decide to stay the night and catch a ride with a carter in the morning. We learn the Tony is going up the gorge in the morning so we find him in the Slippery Duck and speak to him. Afterwards, we discuss the halfling mealtimes We leave with the cart after first breakfast. We walk upstream following the stream on our right. After 3 hours we entered forest. We could see if we looked up through the breaks in the cloud a large black ring. According to Aaron, it was from the hexplosion. Then we pulled over for lunch. And Angus and Hedda after investigating a bit found halfling footprints following big wolf prints. We stopped when we heard growling round a left corner. Angus, Kaeso and I snuck around the corner and saw 2 dire wolves circling a small female halfling. In a matter of seconds one of the wolves flys over our head catching Angus on the way through. After dispatching the wolves Minerva was very surprised to find out they had mind magic. This is the point in which we meet Kathrine the halfling vampire hunter. Apparently, she's graduated to really big wolves too.

Session 4
Frank To Go

After talking with Katherine for a little bit we headed off to Robs place as Katherine kept saying. We discussed bits and peace of our quest with her seeing if she knew anything that would be of help. The Adlandias told us that after we picked up the letter it is a 2 day walk to the dark mile. We arrive in a valley that holds a place with a palisade wall with a wooden gate and an orchard round the side. The Adlandias disappeared round the corner so I decided to follow. They had gone round to the orchard to a circle of mushrooms which they removed half of them dug a bit and pulled a box. As I approached I learnt that this was the safe place for the letter. The Adlandias let out a chant and the other half the circle regrew. The we went back to the rest of the party. Robs inn happened to be the only building other than the stables. We went and meet Rob and sent Kaeso to bed to recuperate from being beaten up by a wolf. I went and found some roast frank, who was a pig, while Minerva looked at a wine bottle. There was idle conversation and then we read the letter the Adlandias dug back up, which read:

Dearest Father
The job is not all that it seemed. Some assistance would be appreciated.
Your darling Elisabeth.

We showed the letter to Katherine hoping that she could tell us more and she mentioned some town out a back passage under the necromantic tower that lead to another place. Cook then gave something to Angus to regain his Endurance. We then set up watches between those of us who were uninjured and had a quite night. We had porridge for breakfast and took some frank to go. We followed the Adlandias across a river and up a very steep climb. And we soon realized we would be lost without them. At the appropriate time we set up camp against a rock wall above the gorge in the foothills and went to bed.

Session 5
The Attack Of The Zorc and Skelleton Horde

It started to snow as we settled down for bed. Minerva assumed we were in Alucia. Aaron told her we were not. Upon learning this information she got up and stared at a tree for a bit and confirmed we were not in Alucia. Minerva cast some light and Aaron showed us the Mirror of Wizzzards. We all settled down to bed. During Kaeso’s and Hedda’s watch we were woken by Kaeso as he heard groaning in the dark. Moments later we saw Zombie orcs, which we have taken to calling Zorc’s, and skelletons. I immediately chose to make myself invisible. Angus was swamped and ended up in a Zorc pile. I soon joined this pile to help. Aaron and Kaeso mowed down the skeletons and Zorcs that they encountered and Minerva blasted everything she could target. After disposing of the Zorc bodies and piles of bones we all went back to bed.

Important Notes

Important People

Mil Sci

Daily Pattern

Travel Magics

Watch Order

1st-Minerva + Angus
2nd-Hedda + Kaeso
3rd-Aaron + Jaycey

Marching Order

Scout: Angus
Main body front: Kaeso
Center: Jaycey, Hedda
Main body rear: Minerva
Tail Guard: Aaron

Buffs

Buffs listed in the table don't need to be detailed, other buffs not on the table must be mentioned at the time they are cast.
Y means always on, N/- means never on, 'Sit.' means when the party has time for buffs before a fight.
Weapon Spells which weapon/s it is going on normally should be noted also.

General buff notes

Lessers
Greaters(Aa)
Enchant Armour(Aa)
Enchant Weapon(Aa)

Aaron: Glaive, Minerva: Shortsword, Jaycey: Shortsword, Kaeso: Hand & a half, Angus:Claymore, Hedda: Hand axe


Long duration buffs

Magic Rk Effects Dur Aa Mi Jc Ka An He
Greater 11 +12 on Resistance and Magic 21 days Y Y Y Y Y Y
Enchant Armour 13 +28 Deffense, +1 Armour 21 days Y Y Y Y Y Y
Enchant Weapon 10 +11 SC, +4 Damage 21 days Y Y Y Y Y Y

Short duration buffs

Magic Rk Effects Dur Aa Mi Jc Ka An He
Scales 11 42 points Ablative Armour 21 Minutes Sit Sit Sit Sit Sit Sit
Enhancing Enchant 9 Enchances Another Enchant 55 Seconds Sit Sit Sit Sit Sit Sit

Map

Loot

SP

2000sp each for expenses.

Items

20 Happy Goblin Potions
Some Granados

Gifts

Calendar

Spring: Thaw (10) 816wk
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting and enchanting 2 Release The Not Grog 3 Travel 4 Travel and Sandspit 5 The Deep One and Laketown 6 Traveled to Blossom
7 Juction 8 Travel with Tony and Rob's Place 9 Into the Foothills 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
Spring: Seedtime (11)
28 29 30 1 2 3 4
5 6 7 8 Rites of Thunor 9 10 11
12 13 14 15 Equinox 16 17 Eostre 18 Seagate Spring Ball
19 20 21 22 23 24 25
26 27 28 29 30 1 2
Spring: Blossom (12)
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 Floralia 22 23
24 25 26 27 28 29 30 Walpurgisnacht