A lack of humer

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Scribe Notes

Summary

GM: Ian Anderson
Season: Autumn 819 WK
Night: Wednesday
Location: Massey
Level: Low

Party
  1. Uthgard - Hill Giant Mind Sorcerer Played by Anne
  2. Carrie - Halfling E&E Played by Justis
  3. Rhoswen - Elf Binder Played by Beth
  4. Rain - Human Air Mage played by Annuskha
  5. Kurt - Human Earth Mage played by Bernard
  6. Eugene - Human Nerco Played by Sam
  7. Christo - Human Dark Celestial Played by Anthony
Employer
Harold the Unfathomable
Mission


Scribe Notes

The Party

Kurt – A human Earth Mage and Our Party Leader
Rain – A human Air Mage
Christo – A Human Dark Celestial
Rhoswen – An Elf Binder
Carrie – A Halfling E&E
Eugene – A Human Necromancer and Party Mil Sci
And Myself, Uthgard – A Hill Giant Mind Sorcerer and Scribe

We got a very quick concise briefing. Harold the Unfathomable in Laketown had a job. More information from him when we get there. A boat was waiting for us in the harbor that would leave in 48 hours. We dealt with basic equipping and got on our way. The first evening there was a ritual to make us sailors followed by a traditional morning hang over. The second evening we meet with another boat that followed us for the rest of our journey.

On the 14th we docked at a defendable small ‘fishing’ village known as sandspit. In which we stayed the night before boarding another ship in the lagoon and sailing through the cliff into the maze beyond. There was some writing on a pillar in the maze that I am informed was Destinian that told us to run. We crossed into a lake and one of our DAers, Christo told us we were now in the Valley of the Trinity.

Shorty we stop in the middle of the lake which makes Kurt inclined to tap on his battle axe. Might have something to do with the fact that he is an Earth Mage in a Lake, with no magic, with a giant Kraken. After ritually dunking the Necro to test for evil we moved on. Proving that Mind Sorcerers are not evil.

After arriving in lake town we were taken to the hall and meet with Harold the Unfathomable, in which we got our briefing.
Apparently his communications with Milhouse, Lord of Milhouse are becoming less formal and more curt so he would like us to take a look. Along with this there are reports of bandits on the road going towards the Western Valley, conveniently the way we are headed so if we could clear up that up on the way through as well.

We stay at a particularly rough inn and pick up some extra hands and after careful consideration we as a group decide to make them forget any affiliation with any group that may be interested in our wagon and to not resist this suggestion in the future

From there we took the main road up to Junction and had no trouble on the way up. While in Junction Kurt talked to Brother Michael, one of the Priests of Misty, who we talked to last time we where here. We then continued our way up to Upvale. On our first day out of Junction the strong wagon was attacked by an undead bear. Which we promptly rekilled. Eugene insisted that we harvest it, so we compromised and took teeth and claws. In the next town up, we discovered someone else who had an encounter with this bear, by the looks of him he was wood cutter. Rain quickly cured him of infection and we continued on our way up making Roberton on the 25th.

We stayed in Roberton for a day and visited the village witch Maybell. Making the trip seemed worth in the end learning some valuable information. Learning our bear teeth and claws came from a were. One that probably got stuck. Maybell agreed to make us a couple of amulets of protection from lesser undead for the rest of the of the parts. Agreeing to this and making sure they’d get back to us even if we didn’t come back through here, we left Roberton the next day.

A days walk towards Upvale we stayed in a town that looked like it was rebuilding from having been burnt. Half a days travel out from Upvale Bird, Rains beast mastered companion, alerted us about people up ahead who were lying down and had dogs. So we prepared ourselves for battle and confronted them. Their ambush didn’t do to well and we killed all but one who we let get awayin hopes of locating him with our E&E otherwise we had Bird follow him just in case. This potentially halting our arrival in Upvale on the 29th and pushing it back a couple days.

Rain sends bird to follow the one we purposefully let go. Bird lets us know of a camp which we spend 4 hours getting 1 mile to tracking him back. The camp to us looks like it could hold up to 1-2 dozen people. In the camp are our injured fellow and 2 others along with 2 dogs. Kurt and Carrie who have become our stealth team, sit in close enough to listen while the rest of us sit and wait. From this we learn that they are this roads group of bandits who are working under 1 boss, who this lot were running to in the morning. With this information we decided to track them back to this camp and formulate a new plan when we knew what we were working with. With this we planned to control the dogs that they had while Kurt communicated with them our plan with the promise of food.

In the morning on schedule the dogs left the men and headed back to our strong wagon and our mercenaries. We continue to follow them for a day before camping while they continued their walk. In the morning Bird informs us of a larger camp with at least 20 people and a pack of dogs. We spend 5 days setting up our plan for a siege. At the end of this prep we used Kurt’s magic to make catapults from some trees and fired grenados on the camp which were far more effective than we thought they would be. Followed by a couple volleys of rocks. With the bears we convinced to work with us we had a wander round to make sure we had gotten everyone.

Upon inspection we discovered their prison who had lived through all of this. I’m honestly quite surprised. An Elf by the name of Loth Lorian, who was being kept hostage as incentive to his brother who they were using to control someone out in Milhouse. Learning of this we took Loth back with us Upvale with us to meet our mercenaries with our loot. Deciding this had a little more to it than we original knew that going back to Harold by cloud might be an idea.

On our way back through to Upvale we noticed we were being tracked or followed by a pack or group of something. We picked up our pace and ran the rest of the way to Upvale, or in my case a light jog. Making the walls just as the group turns up behind us. We had been followed by a war party of Orcs and some Goblins. Standing the Gate and holding them off only ended in 1 person falling unconscious due to lack of magic weapons immediately to slay earth elementals and some stunning. We manage to keep one Orc alive to question later through stun.

The guards take us to a tavern to talk to us, we end up talking to John who is the head of the town and explain what happened just at their gates. With having smoothed everything over we go through the Orcs stuff and selling some of our acquired loot. The Orcs had some Hand axes of Ainty-Undead, and we managed to collect the last of the goblin made traps. With some help of the town we interrogated our prisoner and found out that they were after our Elf friend Loth, and that there was at least 10 more of these war parties not including goblins. With this we also learnt that the Big Boss answered to a higher power.

After this we questioned our Mercenaries about their connections due to their magic glowing swords. Apparently, they were connected to Loth and were supposed to hirer us to help save him. With this we went back to Laketown with Loth to update Harold on what had happened. In our meeting with Mr. Unfathomable we learn Loth’s brothers name is Doth and leave him to talk to Loth. We find a room for the night away from the water at Kurt’s request and go and see Harold in the morning. Harold then sends us to the Shire to meet with Sarah and Kathrine and some more like them to help in what is going on. So with this and leaving Loth to travel with the barges we headed back to Roberton to get our Amulets from Maybel, with them picked up we went to Gloomyvale, stayed in the Ram’s Head Inn and in the morning went to the Shire just in time to catch the birthday party.

Mil-Sci

Daily pattern

Travel Magics

Watch Order

Marching Order

Skirmish Formations (Front)
Double File Single File

Buffs

General Buff Notes

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


Long duration buffs

Magic Rk Effects Dur ? ? ? ? ? ? ?
Name (??) ## ???? # Day ? ? ? ? ? ? ?
Name (??) ## ???? # Hours Y N Y Y Y ? ?
Name (??) ## ???? ? Hours ? ? ? ? ? ? ?

Short duration buffs

Magic Rk Effects Dur ?? ?? ?? ?? ?? ?? ??
Name (??) ## ???? # Mins ? ? ? ? ? ? ?
Name (??) ## ???? # Mins ? ? ? ? ? ? ?
Name (??) ## ???? # Mins ? ? ? ? ? ? ?
Name (??) ## ???? ? Mins ? ? ? ? ? ? ?

Loot and Expenses

Bandit Camp

 * 20,000sp in chests
 * 15 sets of chain
 * Amulets
   *Luck x3
   *Amythest
   *Jade
 *Some cold iron Weapons
 *Silvered
   *Hand and a Half x2 (rk 5)
   *Hand Axe x3 (rk 5)

Orc Siege

 *Goblin Traps
   *Low Rank Summon Earth Elemental
   *Noxious Vapours Gigahex
   *Low Rank Nightmare Illusion

Calendar

Autumn 818wk: Fruit (4)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Lugnasad 1 Guild Meeting 2 3 4 5 6
7 8 9 10 11 12 13
14 Sandspit 15 Laketown 16 17 18 19 Leave Junction 20
21 22 23 24 25 Roberton 26 Witch 27 Leave Roberton
28 29 30 1 2 3 4
Autumn 818wk: Harvest (5)
5 6 7 8 9 10 11 UpVale
12 Laketown 13 Roberton 14 Gloomyvale 15 Equinox Shire 16 Upvale 17 18
19 Harvest Moon .. 20 21 22 23 24 25
26 27 28 29 30 1 2
Autumn 818wk: Vintage (6)
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 Blood Moon 18 19 20 21 22 23
24 25 26 27 28 29 30 Beerfest