Into the Unknown
I'll run a game but this will only be for new PC's - at a push PC's of 1 game may be considered, but I'm trying to encourage new PC's into our top heavy DQ milieu. It's much more fun at low levels than high IMHO
I've moved the character creation details to the discussion page - CJC 10th Sep 17
Summary
Adventure: Into the Unknown
GM: ChrisC
Season: Spring 817 wk
Night: Wednesday night (starting 20th Sept)
Level: Low
- Party
- Papa Midnight - Human voodoo witch-doctor - played by Fabio 99
- Dimitri - Hill Giant Dark Mage - played by Mike o'keefe
- Haedric - Dwarven Ice mage - played by Stephen M 38
- Schorl - Orc(f) Warrior - played by Julia
- Eydis Oakheart - Dwarven female Mindmage - played by Kelsie 08
- Katalin Hilborne - Human(f) Warrior - played by Clare 50
- Zilmar - Orc Dominator of minds (6 PB) - played by William 48
- Employer
- Hieronymus Ermit of Seagate
- Mission
- Bring his daughter home. She hasn't returned from a guild mission exploring a new portal recently discovered. She was the 3 guild member sent through to explore the portal and none have returned.
All have 2 x guild scrolls of banishment to enable their return should they need to use them but none have done so or returned to Alusia.
- Pay
- 5 x Guild rates + 'Salvage' (within 'laws of the land' - of course)!
Scribe Notes
Session 1
- Day 1
Before our meeting meeting with the guild security, we are introduced to our employer, Hieronymus Ermit of Seagate. He is most concern about his daughter disappearance and he is willing to pay 5 time the going rates for us to investigate what happen to her as well as returning her to her family.
On further enquiry, he explains that his daughter had offered her services to the guild after her son and husband went missing. She took the assigned of exploring a portal 25 miles North of the hills of Aldri; there she vanished like the previous adventurers.
We learn from the Guild Security that the portal had been investigate 3 times in the past year. This resulted in the disappearance of all Adventures. What is baffling for us is that each adventurer had 2 scrolls of Banishment and 2 of Whispering wind, and yet no messages were received.
The guild is willing to equip us with armours, and weapons as well as a 1 item of our choosing plus 2x scrolls of Banishment and 2 x scrolls of Whispering Wind for each member of the party.
Before our departure we enquire about some astrology reading, Potions of healing and Greater, and we spend the following 4 days getting ready for the trip.
- Rahne Astrology Reading
- Bring those you trust
- Gird thy Loins
- Love conquers all
- Do not trust the disbelievers
- Darkness is coming
- Day 5
At noon of the 5th day we depart on horseback headed to Stoneboro.
- Day 6
The following day we reach a natural deep in the ground covered in thick mist. The Spell-caster perceive the area as high mana ground, however we do not venture in and limit our travelling to the ridge of this depression. Just before duck we set camp and Haedric erect the perfect forest traveller camp essential; an Igloo. While on patrol Haedric is attack by a wild boar. Haedric and Dimitri make mincemeat out of it, while the rest of the party are oblivious of what is happening. The two discover a barbed arrow on the body of the boar, before the making breakfast out of it.
- Day 7
After a hearty breakfast we continue our journey. Along the way we make the acquaintance of a wood elf (Nermal) hunting outlaws and Drow. We show the arrow found on the boar and he advise us to get rid of the culprit if we found it. He also gifts us some Elven biscuits, which I hear it can sustain a man like a full meal. After setting camp and a good meal, we retreat in our igloo. A big, white, ice made construction may not be the most conspicuous thing in a forest. We are not particularly concerned about it and in the middle of the night we are attacked by 5 brigands. 3 casualties later, and with 1 brigand fleeing for dear life, we interrogate the captive one. He and his companion were forced into this life after contracting some infectious disease and been driven out of their town.
Session 2
- Day 8
After breakfast we continue on our way north. The path is not well travelled and the only tracks spotted by Haedrik appear to be months old. We follow the trails until we reach a misty area. Lifting the mist exposes 6 unusually rounded shapes in the vegetation. As we ready our weapon we notice that those are the slumped bodies of orcs. They appear to have been killed by Elven arrows. We proceed on our journey, after rallying Dimitri and Katalina who run scared of the undead I just turne. After crossing a stream, we reach a web-tangled section of the forest were we are attacked by 4-feet wide spiders. As we get the better of them, Eydis seize control of 1 spiders mind and with my help we get it to release all the victims tangled in their webs. 3 desiccated orcs are lowered to the ground. After collecting valuables, we search for a suitable spot to camp for the night.
- Day 9
We break camp, and 4 hours into our journey we reach a clearing with a rocky formation on one side, and a 15 feet tall wall extending out of it. The wall appears to continues down the gulley on the far side, and has a door in the middle. We knock and announce our presence; a Guild Security Member lets us in. Before settleing in for the night, we spend some time talking to the guards and inspecting the portal.
- Day 10
At dawn we decide the marching orders through the Portal and we ready ourselves for a walk into the unknown. I observe all my companion traversing the dark shimmering portal and as I enter, I step 4 feet ledge, with the 2 dwarfs dangling from the sheer rock face on either side, and the rest of the party are swimming in the water in the subterranean pool at my feet. After reaching dry ground, we inspect the deep pond were I have spotted the spirit of someone. We resurface the dead body. It’s the remains of Darvos the Rune mage, sent last winter by the guild. His skull is fracture but there is no sign of foul play; he must had cracked is skull by falling in the lake. What an end, may the Loa carry his spirit. We exit the cave and enter a squelchy swamp landscape. The wetland surrounds the hill we have just exited. Before venturing further, we use one of the scrolls to give news to the guild; the spell fail. We must be some place were magic does not work. We head for the top of the hill wile Dimitri fly to inspects the surroundings. He return with news of an inhabited area miles north. Strangely dusk is upon us, so we camp while a make the acquaintance of my new familiar a 6-foot-long Anaconda. The night goes by with no trouble.
- Day 11
Early rise as we have decided last night to build 2 rafts to help us navigate the wetland. We spend the whole day constructing and testing them.
- Day 12
We spend the day navigating the swamp. Every now and then we spot a mound of dirt rising out of the water with the left over traces of camps. This indicated that people are living or hunting in this area. We proceed very slowly on our rudimentary barges and as dusk settles in, we find a spot where to erect our perfectly insulated Igloo, and rest our weary bones
- Day 13
We carry on our journey, after a breakfast of elven crakes. 2 hours in and we meet a man on a kayak. He does not appear surprised to see us however it disappears very quickly. We decide not to follow him and continue, due north towards what we believe been civilisation. After some more fishing, and strenuous poling, we reach a palisade in the late afternoon. We talk to the lizard folk that inhabit the camp and successfully negotiate to have a meal and spend the night in their camp.
Session 3
Eat, drink, talk with village elders. They are good people, this is a bad place. Village name: Liz-holme-zoo Leader: Kristoc Honour the lizard god H'thgar
The swamp is 100 miles across North-east are the Doom Hills - Evil Orcs and Ogres. Old ruins under the swamp, remains of ancient city. Beware of Swamp Monkeys in trees and flesh-eating Roach swarms. Silmaren a.k.a. Oooze are shape-shifters, doppelgangers, recommended to burn them.
Where we came through is known as the Eye of the Swamp. An evil place where many strange and out of place creatures may be found. it turns out they have a cow that was found there, suspicious - we check it out. A skin-changed Alusian. We arrange to purchase the cow (100sp).
Vulsom is the town to the north. Humans and other races. There is currently a road leading north to Vulsom about 1 mile west of the village.
- Day 14 Moonday 14th Thaw
After breakfast, we head west on our rafts to the 'road' - semi solid land and muddy weedmat wedged and woven together into a track mostly navigable by hand carts. After binding his will, we counterspell the cow. Bal-hazar is a 'good' greater summoner, ambushed by a witch, stripped skin-changed and pushed through the portal. He believes he can arrange his own return home and wishes to make his way on his own, he promises to deliver a reward for his rescue to the Seagate Guild.
We anchor our rafts, Bal heads south, we walk north.
Lunch at Deyl's mine just off the track. Peat mine and archaeological excavation. Debt-slaves and criminals used as labour. Schorl does some private work and liberates some gold statuettes that were found in the ruins.
Continuing north we cross paths with a patrol out of Vulsum heading to check on Deyl.
Camping on a larger mound of dry ground, the igloo breaks the surface layer of matted dirt and vegetation to reveal a worked stone roof. Poking around we find a trapdoor and open it. The cloud of stale air knocks out a couple of us. Wind Whistle, dinner and rest while the air clears and we recover. Then we prepare to venture in.
Session 4
Each of the 6 floors below us are identical; 30 feet by 30 feet with nothing left but the stone work. All organic matter is now decomposed and turned to compost.
What we presume being the last floor is a much larger room with wooden double door on our left and a single wood door right in front of us. The wood of those doors look as if unaffected by time as the 4 suit of armour laying on the Floor. I look for spirits, and 4 standing figures appear before me. They are still guarding the portal as they were in their previous lives, oblivious of the changed in their circumstances. They are determined that nothing must come out of this portal.
We investigate the smaller door and after some convincing (hammer and chisel) the door opens up to reveal an armory and storage room. We take all the weapons we can carry as they are in good nick before direct our attention to a 5-foot-long trunk. Scholl has some skills in opening this thing so we stand aside to let her work, before Headrik returns with a key and unlocks the chest.
We retreat for the night before venturing into the portal, however, the night does not pass uneventfully as we are attacked by a huge Lizard folk. After the mind mage gives it a piece of her “Mindâ€, I proceed in extracting all the creature teeth for future use.
- Day 15 Duesday 15th Thaw
Is early morning and I am still divinating all the loot we have accumulated, before descending in the building again.
They key that Headrick found yesterday also opens up the portal, and a long circular Tunnel extend before our eyes. The foul odor hit us as some of the party lay for a quick nap. 10 minutes later, when all the party is up on their feet, we enter the strange and dark passageway until our way is blocked by a crystal wall.
With the dwarves put to good use, we manage to dig free the crystal and enter the next section of the intimidating place. The air is fresh here and the wall are covered with frescoes of foul creatures crawling out of the ground.
We walk down the corridor and discover few traps when Headrick and Schorl dangle few inches above some spikes. We get to the end of the corridor to find an aperture filled with toxic fumes. We return to inspects the traps and at the bottom of the first one, we uncover an obscure a door in the floor.
We crawl the tight tunnel which leads to a room with a trapdoor above our head. We climb up to a 30-foot square room. The room contains 3 Chest and has 2 doors opposite each other. We open the door to the north and find nothing. We send Schorl to open one of the chest illuminated by a fearsome red light and a skeleton attacks her. We run to her rescue and defeat the undead. The second chest spay the party with darts, and the 3 one is full of vipers.
Session 5
Despite Zilmar efforts to persuade us from venturing further, we decide to continue exploring the North tunnel and, as the tunnel turn westward, a lever opens up a concealed door; a new corridor extended North to South. This corridor has 3 doors on the West side as well as 2 crawl tunnel. As we open the first door the spirit of a Lizard-folk youngling appears to me. It tells me that it parents, priest and priestess of a cult, imprisoned it in here. Here been the tomb of the Lizard folks as well as the prison of the greater Evil. Zilmar with a knowing grin exclaims “I told you soâ€. We do not bother with the doors (they are traps according to the youngling) and enter the 1st crawl tunnel. A storage room opens up in front of us. After a quick inspection, we find a jar that contains a brain. It is alive and it tries to befriend the Dwarf Mind Mage while the rest of us wants to destroy it. As we do so, I see the spirit of a Lich departing the brain and the demon of the frescos, devouring it. We return to the surface to rest for the night but not before divining all the loot.
- Day 16 W'ansday 16th Thaw
It’s early morning and we return below ground to inspect the gargoyle statue we had discovered in the second crawl tunnel. The statue is magical and used to value gems. We return to the corridor and inspect the east wall. Another concealed passage extends out from it, and wind itself south of our location toward a barred entrance to a church. Inside, a caged figure speaks to us. She is a goddess and promise us power, riches and a place at is court, in exchange for her freedom. We are now convinced that fleeing this place may be the best option. We do so while dragging Schorl with us as she is convinced by the offer. The dwarves plan to blow up the entrance is executed without casualties. The massive explosion cause by the gasses forms a new crater in the swamp and is quickly filled by debris and water. Happy with the result (except for Schorl) we continue in the direction of the city. Along the way we meet a merchant who is traveling to the mine to sell his pots and pans, and during a pleasant exchange we discover that in the city they loath magic.
Session 6
- Day 17 Th'rsday 17th Thaw
The morning duties are done and we are on our way North towards the city. As the road veer east, the Eydis alerts us to the sound of battle. We rush in succour of some city guards ambushed by 2 canoes filled with ½ a dozen orcs. The guards are pinned in the middle of the clearing by the orcs and taking arrow from both fronts. We arm our self and in no time we have half of the orc dead, some captured and a couple fleeing.
The guards offer to escort us to the city, while their ungrateful sergeant questions us on our reasons for been here. An irate Headrick sees the unappreciative leader scampering away with his guards.
After lunch we continue towards town. As we camp for the night the town is still not in line of sight.
- Day 18 Frysday 18th Thaw
The night passes uneventfully, and after breaking camp we venture further.
By mid-morning the ground start to feel more solid and the surrounding land is cultivated. The fortified town appears before us.
We reach the gates, and the expecting guards welcome us and direct us to the town hall where the mayor is waiting for us. As we enter the office the mayor and the city guards Capitan are busy in conversation with the Sargent we met yesterday; he is very sheepish and appears to have been demoted. As the now Corporal leaves the mayors welcome us and tanks us for our effort in recuing his guards.
After stating our business his clerk provides us with information regarding the missing Air-Mage; she appears to have left town with the Wicca some months ago. We also get rewarded for our help; this will come handy to pay for our accommodation for the night.
Loot and Expenses
- Items on loan from guild vaults - armour, weapons, boots, amulets, etc.
- Scrolls of Banishment - in sealed scroll cases.
- Scrolls of Expulsion - in sealed scroll cases.
- Scrolls of Wind-speech - in sealed scroll cases.
- Waters of Healing D-5+9, free, last the season.
- Cash advance on pay for healing potions, restoratives, greater's.
- Wild Boar meat, fresh off the hoof
- Elven waybread from Nermal
- 2x non-magic rings (150sp ea)
- 48sp and 8 schillings (desiccated Orcs)
- On Darvos body
- 1x Scrolls of Banishment - in sealed scroll cases.
- 1x Scrolls of Expulsion - in sealed scroll cases.
- 2x Scrolls of Wind-speech - in sealed scroll cases.
- Black Gem Quarterstaff
- Amulet of Luck
- Amulet of Jet
- Amulet of Iron
- Amulet of Aquilegius
- Amulet of Amethist
- 2x Water of Healing 10pt
- 2x Water of healing 20pt
- 2x Restorative 8-16
- By the Portal
- 4 Suit full plate, +9 Damage +1 EN +10 Spell Armour
- 4 Kite shield
- 4 Halberd +10% +2DM RK8
- 16 Trowing Dagger +8% +2DM RK8
- Silver Chain Mail with diamonds, 10% weight, 9 protection, the wearer will not be affected by Hand of Death, screen of conjuration, life draining, Agony and putrid wounds
- Magic Staff (must have 120RK to be used) gives +20 to cast chance +20 MR
- 12 Alligator Teeth
- 6 Alligator Claws
- Gold/Silver/Bronze Chests
- 2 Heavy Scimitar: +15% +3 Those two weapons are weighted for a right and a left hand. Right weapon ignores wooden protections. Left ignores never living
- 1 Ring
- 1 Potion
- 1 Crystal Box
- 12 vipers skins
- 1 Bag of sapphires value 2010sp
- 1 Vile containing 1 eye. Will grant gaze attack-petrification
- 1 preserved shroud
- 1 24 carats gold necklace. Absorb sunlight and can be triggered to release it
Buffs & Mil Sci
Long Term (assumed always on)
Magic (caster) | Rk | Effects | Dur | PM | Di | Ha | Sc | EO | KH | Sh |
---|---|---|---|---|---|---|---|---|---|---|
Ice Armour - Self (Ha) | 6 | 11% 1 AP | 4 hrs | - | - | Y | - | - | - | - |
- Lesser Enchantment for season
- Greater Enchantment (rk 20) at cost +21% on one area 4,000sp per additional area.
- Astrology readings
Short Term
Magic (caster) | Rk | Effects | Dur | PM | Di | Ha | Sc | EO | KH | Sh |
---|---|---|---|---|---|---|---|---|---|---|
Weapon of Cold (Ha) | 6 | +7% +3 | 11 mins | |||||||
Watch Order
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|
Schorl | Papa M | Eydis | Shades | ||||||||
Dimitri | Haedric | Katalin | Schorl |
Marching Order
Skirmish Formations (Front) | ||
---|---|---|
Default
Haedric Katalin |
Double File
Haedric Katalin |
Single File
Haedric |
Calendar
Spring | ||||||||||||||
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Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
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Candlemansa | |||||||||||||
Thaw (10) | ||||||||||||||
1 | Guild Meeting | 2 | 3 | 4 | 5 | The Carzalan Generals Ball
Departure; Night in Stoneboro |
6 | High Mana Depression | ||||||
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7 | Nirmal the elf, and brigands ambush | 8 | Dead Orcs and spiders | 9 | The wall and the portal | 10 | Into the unknown | 11 | Building the rafts | 12 | Navigating swamps | 13 | Man on Kayak; Lizard-folk village |
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14 | Deyl's Mine; Ruins | 15 | Ruins tunnel, skeleton, | 16 | 17 | 18 | 19 | 20 | |||||
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21 | 22 | 23 | 24 | 25 | 26 | 27 | |||||||
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28 | 29 | 30 | |||||||||||
Seedtime (11) | ||||||||||||||
1 | 2 | 3 | 4 | |||||||||||
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5 | 6 | 7 | 8 | Rites of Thunor | 9 | 10 | 11 | ||||||
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12 | 13 | 14 | 15 | Equinox | 16 | 17 | Eostre | 18 | The Seagate Spring Ball | ||||
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19 | 20 | 21 | 22 | 23 | 24 | 25 | |||||||
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26 | 27 | 28 | 29 | 30 | |||||||||
Blossom (12) | ||||||||||||||
1 | 2 | |||||||||||||
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3 | 4 | 5 | 6 | 7 | 8 | 9 | |||||||
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10 | 11 | 12 | 13 | 14 | 15 | 16 | |||||||
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17 | 18 | 19 | 20 | 21 | Floralia | 22 | 23 | ||||||
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24 | 25 | 26 | 27 | 28 | 29 | 30 | Walpurgisnacht |