Murky Mind Trip

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Scribe Notes

The following notes have been redacted by guild security

This adventure takes place in the Western Kingdom-ish

Summary

Adventure: Murky Mind Trip
GM: Terry Spencer
Session: Autumn 814wk
Night: One-day (18th May)
Level: Medium

Party
  1. Scab – Wicca – Sasquatch - Male
  2. Henric – Mind – Dwarf - Male
  3. Mordrin – Non Mage – Dwarf - Female
  4. Schorl – Non Nage – Orc - Female


Employer
Viscount Vitlore
Mission
He explained that he had 'a cousin' who recently went mad and seeks our help to heal him
Pay
TBA

Scribe Notes

Day 1 - 15th Harvest

Started at the Guild, End up 'In the North' at an undisclosed location

It was the dead of Autumn and the guild was quiet apart from the research staff going about their specialised tasks and we were just in the guild doing a number of mundane tasks that we'd put off until now so it was a surprise to al of use when guild security snuck up on all of us and extended an invitation from Kali to attend meeting room 1D at noon.

We all turned up introduced ourselves and then guild security informed us that Kali thought we'd be the perfect group to satisfy the needs of a special client whom she had vetted herself and she'd be most happy if we'd undertake the mission. We readily agreed and the party employer was shown in.

A large (6'0") overweight well-dressed noble in rich clothes came in and introduced himself as Viscount Vitlore, from 'the North' of here (presumably the Western Kingdom) and that he was landless for the moment. He was accompanied by a bland servant type named Naram.

He explained that he had 'a cousin' who recently went mad and seeks our help to heal him. When pressed he explains that we are to go to a secure location and attempt to access the 'cousins' mind and provide relief which would hopefully help him recover from his madness.

We tell he we need to discuss this and will visit him at the expensive Seagate Inn which he is staying in, namely 'The Golden Key'.

We decide that Scab would be leader as he's tall and has been around a bit, Mordrin is the most martially inclined and so she will be the Military Scientist and I (Henric) will be the scribe. We grab what little we have and head down to the Inn as agreed after Scab has handed out some of his patented Leeches to each of us.

We meet the Viscount and he leads us to an upstairs room where his rune mage activates a portal for us and we appear in another room (presumably to the north). There we are given food and drink while and another rune portal is enacted for us. We portal once more and find ourselves in a nice manor-house with some mundane servant types around who look handy at playing with knives in the shadows. We are escorted through a few rooms before we enter an infirmary where we finally see the target of our mission.

We are introduced to Tiwan the man servant who is looking after him. He explains that he's a mind mage who is helping the Viscount but to little avail. Another party of mages have previously attempted this mission and they failed to achieve the goal and are presently in another room being looked after in case they too recover from their experiences.

We express our wish to get on with things and we are sat on some beds before our final briefing. We are told to lie down and that we would be magically transported into the targets brain but we couldn't take all our equipment with us apart from one item for certain and more if we have the mental capacity to so. Each of us chooses their special items and is lucky to get 2 or 3 items in before the mind rejects the physicality of the item.

We all next find ourselves in a stormy dark world and in some deep water. We all quickly make sure we can swim and head towards the near shore. A few minutes later we find ourselves on the beach all wet, cold and shivering while looking around for threats. We quickly decide that shelter from the storm would be a good idea and scab spots a structure up a nearby hill which we head towards.

We get there after 6 minutes loping run up the hill and find a shut-up dilapidated farmhouse with an outbuilding or two and surrounded by overgrown fields of some type gorse. We quickly gain access to the kitchen area and start a fire to stave off hypothermia by warming ourselves up and after an hour we get around to looking around the rest of the home.

We find nothing much of interest in this old falling apart farmhouse apart from an old man sleeping in one of the beds in the central room. I judge that old man to be a very old version of the man I saw back in reality and so we seem to have found our target, except when we try to touch him our hands pass through his gaunt white skin as if he wasn't there or is fading away. He still DA's as SLS Human but he's almost not here as he's broken and appears stripped of his mental essences and we don't know what to do with the huge nasty storm going on outside and little to follow inside here with us.

We stay the night getting warmer and resting up.

Day 2 - 16th Harvest - onwards

In the morning the storm has abated and we have had some discussion amongst ourselves and we find we were needed specifically for certain reasons. The Viscount needed 2 master rangers, a mind mage and a 'new mind' for this mission and that Schorl has been given some extra abilities to help her and us on this mission, namely she can speak the groups secret language of Medusa and that the questions that the viscount needed answers to were;

  1. Is the Golden Apple compromised?
  2. Who breached the peace?
  3. Where is 'The Ring'?

Now we know a little bit more we can move forward but we are woefully under-armoured and without several weapons so we decide to fix this to start with as we look out the window and see a forge in the outbuilding.

We all exit the farmhouse, leaving the old man safely inside and go out and start the forge warming up. While that's started I identify a mind glimmer in the storm cellar which we identify as a small cat and a large snake which we kill quickly (the snake not the cat) and we are starting to search the cellar when all of us but Scab wake up in the beds back in our reality.

There we find the manor in a state of panic as we are told that the portal is about to be breached and we are needed. We go down and augment the guards with the Viscount around the portal point. There we find ourselves assaulted by 2 spectres that appear through the portal and battle is joined. Several are injured and drained before being despatched and the portal stick destroyed to prevent a repeat performance.

We make a quick report to the Viscount before being sent back to our beds and the mental world. Scab barely noticed we were gone and so we continue with our plans. We are to take the next 6 weeks to make arms and armour (well Mordrin will be dong the making) for those of us who need it while I go about fixing the house up by repairing the outside damage, getting new wood from the nearby woods and building the fences back up. Meanwhile Schorl and Scab go about clearing the fields of the nasty weeds and blessing as they go.

Over the next 6 weeks the improvement take effect and the nightly storms severity seem to decrease as the house becomes nicer, the surrounding lands better kept and new growths come though past the weeds. We hear during the night sounds of a large creature moving about outside but we stay focussed and continue our good works around the farm and farmhouse. The end of the 6 weeks also sees the old man become less pale and he gains a bit of colour as well as briefly waking where he only really tells us his name of Wolvernn before going back to sleep.

Now that we have some arms and armour suitable for all of us which means we all have some armour and at least one weapon we plan for the creature to return by digging a nice pit for it.

The next night the monster returns and we hear it fall into our pit so we charge out after it to engage it while its inconvenienced by our pit trap. We get closer and throw rudimentary spears at the creature which seems to have tentacles, many faces, is around 15fttall and nasty. We fight it and manage to kill it after it has stolen some of our memories and Mordrin's sword which was stuck in it when it exploded.

When we finish the creature off we see th old man at the door yelling at us to kill it. We go and see him and he says that that his name is Belamy. He tells us that he doesn't know where the ring is but it is safe and that the other side breached the peace before his energy fades afterwards back to sleep.

The next day sees us head deeper into the woods to find more of the things that we need as we feel we are making progress but can't do more staying here.

In the woods we are assaulted by 6 drow including 4 archers, a mounted knight and heavy footman. We win the fight by vanquishing the foes in a hard run fight but Schorl and Henric die from their extensive wounds with their bodies disappearing.

Mordrin and Scab lick their wounds for the night and then carry some of their booty out of the woods back to the farmhouse where they find Henric and Schorl still mortally wounded but walking around as our work isn't yet done here.

We need the ring and the golden apple so we head back into the woods again and this time search the ruins of the tower we passed last time. Our perseverance pays off as we find a hidden chamber in which is a locked box with a ring, a bottle of memories and some papers. We return to the farmhouse and pass these to Belamy who now says his name is Marcus.

We rest up again and in the morning go in search of the golden apple which we find in a hidden orchard. We grab the apple and run back to give it to Marcus but he's still unable to regain consciousness as he's still missing memories so we need to find the last memories. We head out and find a hidden cavern in the woods where we find the reincarnated night monster. Another fight ensues but we are better prepared this time and we prevail freeing up the last missing memories.

We awaken in the beds back in reality and we go to discuss things with the Viscount.