An escaped Imp

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Is just one of the problems but we ain't getting paid to fix them all.
Return to Scribe notes

Summary

Adventure: An escaped Imp
GM: Jono Bean
Session: Winter 810 wk
Night: Tuesdays
Level: Low

Party
  • Nomad - played by Stefan (Party Leader & milsci).
  • Boris - played by Michael Haycock (Surfbord)
  • Lathron - played by Simon White.
  • Some rune mage - played by Dillion
  • Aaron - played by Helen Saggers (scribe)
Late additions
Employer
Eric's cook
Mission

An Imp that is a pet of Eric's has escaped taking a Ring of Protection with it. Its believed that the Imp is now causing all kinds of problems in the area of Erics estate. The party are to recover the ring and deal to/with the Imp.

Pay
12000 sp in cash plus some Items Eric had lying about.

Scribe Notes

The Guild meeting and departure - Day 1

The Meeting

We gathered in a guild briefing room; the party Employer was already waiting he had a big bag of cash and some items that "were just lying around" to give us as payment.
We agreed to take half the cash payment plus the Items up front and the Guild Accountants took him off to observe the counting and division of the cash.
This left the party free to introduce themselves properly to each other and sort out scribe, military and party leadership, as well as divide up the Items.

The Party

  • Nomad: an Ancient Asian Ice mage, in red silk; party leader and milsci. (In the hope that the wisdom of age would make up for lack of experience in actual adventuring, of which he has as much as anyone in this party.)
  • Boris: an Orcish necromancer with a couple of previous adventures.
  • Y : a human rune mage /Wiseman in training. He says his name means "Gnaws like a Rat" and he hasn't adventured before.
  • Lathron: a tallish Elven E&E, he too hasn't adventured before. He is also a beginning healer.
  • Aaron: a young ,tall human, with a claymore. An Enchanter with whose survived a couple of adventures; party scribe.

Our Mission

Our Employer returned along with an accountant and 6,000sp in a smaller bag (our up front half of the cash payment). We tried to get as many details as we could out of our employer about what it was he was expecting us to do for him.
It seems an imp that his master Eric was keeping as some sort of pet escaped. It took with it "Stole" a magical ring of protection and is now making trouble for the people of the area. He wants the imp removed and the ring recovered before his master returns and finds out.
He doesn't want the Imp back alive.

Departure

We take passage that very afternoon on the Black Swan a cargo ship at a cost of 23sp a head, and we must supply our own food unless we are willing to work for it.
Lathron is discovered to have a money melting curse.
3 days sail to Zumular.

Getting the Lay of the Land

Zumular

Port of Zumular has had its walls and defences smashed by siege and not rebuilt. Approx pop 6-8,000.
The fortress half a mile beyond the port is a castle that belongs to Blitzkrieg.
Goblins in boats/rafts attack ship as it enters harbour, patrol craft come and chase them way sinking some; seems such attacks are a regular thing here.

Once shore so of the party buy leaches against bugs and others against poisons from local herbalist, we are advised to bring daffodils and blubs out of swamp as these sell for good money.

Enquiring about getting Lathron's curse removed we are told that the Wizards to be found in the blue black round towers or the Priests in the temples maybe able to remove curses.

Our employer takes us to relatives place, Richard is seller of protective Icons, these are Icons are Dolls of various types that give protection to things places and people. We get a few small Icons against Ghouls and goblin magic and Lathron's curse removed (he slept with a doll then burnt it next morning).
Other things available here are Gold nuggets Vs celestial magic, River stones vs. Fear (allowing second resistance check)& Richards Daughter offered tattoos that extend duration of self targeted spells.
We spend 3 days lodging at Richards waiting for a barge up river.

The Manor

After 3 days by barge up river, we got dropped off on a river bank in the middle of nowhere. We then walked 3 hrs along a path though the swamp to Eric's Manor.
Eric's manor a large stone built hut with a turf roof on a circular island with various outbuildings around it, all built the same way.

That night questioning the people at manor we learn about the area around the manor and what lives here in the swamp, there are:

  • Cockatrice in The Steam lands.
  • Spiders in the swamp that drown you or take you up trees (must be big ones).
  • Humming Birds that put wax in your ears that makes you sleep.
  • The Goblins that live in the caves in a mound/hill one can see from the manor are friendly and will trade, but they are the exception. If one was to head directly across the swamp the caves are 5 hrs walk away.
  • A Village is 1 hr by road/path away from the Manor, from there it is 2hrs by path to the goblin caves.
  • Some Necromancers have a strong hold out there in the swamp too.

The Imp we are looking for is an Ice mage and the ring it stole was a Ring of Protection. They do not know where the imp is but suggest hiring goblins from the caves as swamp guides to help us while we look.

As most of the party don't carry any rope we borrowed magic sickle, to use it you cut yourself with it, put your blood in water and follow it to greenest green vine, cut vine, vine becomes rope; Nomads caring this item.

The paths/roads though the swamp are suitable for horses but not carts.

Village /town

The village is just beyond the edge of swamp, a small forest/copse lies between village and swamp on manor road.
A 6ft earth wall with a 6ft timber wall on top goes round 2/3rds of village and the farmland, the wall is between the village and the swamp/copse, there is also a watch tower on the wall.
The village is quite large having maybe 45 homes, an inn, general store, mill, bakery and a tannery.

The party purchase 48sp worth of low grade honey, Pay another 148sp for the big honey jar.
We also get 3 set of 2 gourds of cleaning water at 50sp each gourd. (100sp the set)

Goblin caves

Billy Ruben a Dwarven mind mage joins the party

Sylphs

We add Alexei, a male human, Solar celestial to party, Billy stays in village.

The Naga cave

We follow the directions of the villagers and find the caves, the left and right caves are 15-20ft high and wide with streams flowing out of them the middle cave is dry and narrow 3ft wide 7ft high. The walls are peat.

Coming towards us down the road from the other direction we spot 35-40 goblins that are dark blue, green in colour despite this we head underground.

We come to a large chamber with a stream cutting though it there is 35ft drop from the ledge to water. A bone bridge crosses the stream. 3 trolls live under the bridge.
Nomad with threats, talk of the goblin horde behind and a couple of whacks from his glaive gets the troll to let us pass.

We continue on following the directions given and come to place the peat wall has collapsed, beyond is a proper corridor, block walls paved floor, plaster Arches and ceiling. It ends in a rotting door with rusty hinges.
Inside on a large pile of furs and silks curled on the pile is a large snake, but where the head should be is the top half of a naked woman, she is a Narga.

Leaving the giant spider in the hall we talk to the Narga she will answer 3 questions.
We ask about the willow wands. The wands can be used to add up to 12 ranks to a spell. Each rank uses a charge, each wand started with 99 charges, they will last for 9 months if not used up before then.
We ask about the necromancers and the imp so we can defeat them.
We are told to beware of the Vines of fate, the necromancers use them to bind victims and any damage done to the necromancer will go to the victim instead. However the vines only last a week so it may be possible to attack them as they get replacements.
The necromancers are sacrificing goblins and spiders on the flying Island, they also have spider guards on their necromantic place of power in the swamp.
The island is really in Drackenburg it only seems to be here at night. They hold political prisoners on the island to keep it safe.
We will face necro a celestial magics plus a demonic imp. The imp is trying to summon heroes to sacrifice.
The next few months is a good time to destroy the imp as its master is busy elsewhere working to steal a throne.

The ranger Suzy arrives she has killed Ys spider on the way in, she wants to ask the Naga's advise on recovering a map the goblins have.
The Naga tells her we are her help (dammed know it all oracles) and advises her that we men can be protected from the charms of the dryad the goblins have working for them by making and using an eyewash from the coal dust in the tunnel on our way out.

Y raises his spider, we protect ourselves from the dryad and Y takes some coal with him.
We get out of the caves without any problems there are no goblins waiting for us. Nomad makes a snow/ice dire wolf to ride.
Suzy makes 14 waters of healing.
Ys testicular gets infected he turns into cat spider removes it and makes it into amulet that attracts arrows, Nomad hangs the amulet on the dire wolf.
Seems we have been casting in a place of fertility (just outside the caves), probably not the best place to cast.

Getting Stuff Together

The Goblin Raiders

We go to the stronghold of the Goblin Raiders though the hills and via back ways known to Suzy and scout their defences. It takes us 2 days, during this time we meet a half dozen centaurs, the goblins have stolen 3 women they where fattening up for food they will help us attack the Goblins in return for the food back.

Centaur: How do you feel about the opposite gender of your species?
Nomad: You mean women?

Suzy objects to Nomads agreement to this, Aaron points out there are 400 goblins, 2 giants, a dryad, etc to fight and only a few centaurs that may not survive the encounter or be in a position to make us keep a promise that Nomad, not the rest of us gave.

The goblins live in a valley in a big cave, there are 400 goblins, 2 stone giants, a dryad, 30 wargs and 6 male humans plus some stone gargoyles on the hill above where smoke holes from the cave exit, a canyon with water and steam smoke holes above and a canyon with water and steam (which means somewhere there is heat/fire) is to one side of the valley.
There are usually humans, a cloaked female and giants on guard outside the cave, as well as the wargs and a herd of cows.
By noon of the second day we have a plan of sorts.

Centaurs make a hit and run attack a draw off most of the goblins and the wargs.
We are left with the 2 giants ridden by 3 goblins manning a steam power mechanican missile thrower.
A naked woman in a straw yoke/collar (the dryad) and ogre Sharman, 2 other ogres, 6 humans and a dark elf riding a warg.

Several elves, 3 women are rescued , plus we released the dryad. From the cave we recover the gold nuggets, scrolls with troll skin, quickness or Armour of Earth, and we loot some gold and collect a giant's ear. We also find an anchor which Suzy says is the Mooring of Zumular, we could use it to moor the flying island and then return it to the city later for a reward.
The dark elf got away and we didn't get the last giant.

The centaurs return and give us a ride to make sure we are well head of pursuing goblins.
It takes us 2 days to get away from the goblins and return to the village.

Reference Information

People

  • People in General;
  • Suzy the Ranger, Healer. a 30ish human female ingreen Ranked Armour with a Scimitar (or Falchion) soft boots with ribbons on the heals.

Places

Standard Buffs

Boris has Orc vision, Lathron Elf vision, Billy Dwarf vision.and Aaron Wizards Sight (Rk 5)

Magic Rk Effects Dur Nomad Boris Lathron Aaron Billy Alexei
Ice Armour ? 9 pts ?
Enchant Armour 8 +18 def 270 mins
Enchant Weapon 7 +8 SC + 3 damage 12 mins
Spell?
Greater 11 +or- 12 on 2 areas 3 days

Mil Sci

Watches
  1. Y (Dillion's Rune mage)
  2. Nomad
  3. Boris
  4. Aaron
  5. Lathron
Marching Order

Loot

Expences

Calendar

Frost (7)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Samhain
  1 Guild Meeting Depart Seagate 2   3   4 Arrive in Zumular 5   6  
7 Depart by barge 8   9   10 Overnight at Eric's Manor 11 Goblin caves and Geyser lands 12 Breakfast interupted by Fight with necro and imp 13  
14 Attack Northern goblins 15   16 Return to village 17   18   19 Learn SK spells 20  
21   22   23   24   25   26   27  
28   29   30    
Snow (8)
  1   2   3   4  
5   6   7   8   9   10   11  
12   13   14   15 Solstice 16   17 The Duke of Carzala's Winter Ball 18 Yuletide
19 Days of Chaos 20 DoC 2 21 DoC 3 22 DoC 4 23 DoC 5 24 DoC 6 25 DoC 7
26 DoC 8 27 DoC 9 28 DoC 10 29 DoC 11 30 Twelth Night  
Ice (9)
  1   2  
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