Deserts, Dungeons, & Dwarves pt 2

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Scribe Notes

Summary

Adventure: Deserts, dungeons, & Dwarves Pt 2
GM: Helen Saggers
Season: Summer 817 wk
Night: Wednesday
Level: Low/Bunny

Party
  • Uthgard Sorcerer of the Mind- played by Anne
  • Cristo Dark Celstial - played by Anthony
  • Hedda the witch - played by Joh
  • Elderan the air mage - played by Ian A.
  • Rhoswen the Binder - played by Beth.
Employer
The Guardians of Sol.
Mission
Hired as a neutral third party to, Find out who stole the dwarves camels before they start a clan war accusing each other.
Pay
An uncomfortably large gold nugget, a large piece of rock with rubies embeded, and a dwarf made weapon of choice each.

Scribe Notes

1st Meadow

We start our adventure in the guild meeting room. Standing before me is two elves, a human and a hill giant. Elderan, an air mage and healer of sorts. The strange human I met, claimed to be of the witchy type named Hedda. The other elf Rhoswen was one of them binders we hear of. Then the hill giant, Uthgard who hits things and we all nominated to be party leader. We have a messenger, Halfling and a human called Emma. The messenger gives us the task of finding some camels that have gone missing from some Dwarves. We then went off to the guild library to learn of the plains of Sol in which we would be going. In which we learn there is a way back home, Hedda tells us to make sure we don't forget them... me being the silly human I am state that "we have elves and they don't tend to forget things", before Uthgard came back with "no I believe that's elephants." We all go to get lessers, Elderan and I get greaters for our magical things. So it was then off to find our little messenger, whom we find in a pub stuffing her face with pig. We were then off to the guild landing field where the Halfling turns into a 70-80-foot-long and 15-foot-high WHITE DRAGON. As we struggled to get on its back, Emma cheated and walked up her tail and then poof we vanished from the landing field and appeared in a jungle destroying the trees as we landed. The dragon turns back into its Halfling self, leaving us all with a bit of a rough landing. We all then walk over to this white pillared structure which turned out to a portal to other plains, we push a button which sends us to the land of the Dwarves. On the other side instead of being surrounded by a jungle, were now in rolling hills grass, lots of grass at that. Down the way there are quite a few tents and some nomads. We find out that we are in the land of thou shall not beat each other. On this side the portal only went to three other plains, all; the other symbols had been destroyed. So we wonder across the plain to speak with some dwarves, inside one the tents were some mengdain horsemen, some dwarves with earth brownie colored clothes, and some dwarves with greenie yellow colored and, maybe some off white ones. There are also come farmers, whom if we were in Seagate you'd think they were gentlemen from the western kingdom. The messenger walks over to these lads and say "Adventures, you happy?" before strolling off and vanishing with Emma. Elvin Livingstan is the head of the town council not that there was much of a council. Elvin informs us that the greenie yellow dwarves left their camels in the desert by the portal, after moving logs across. They claim that earth brown ones stole the camels, due to when they went back to check on their camels they weren't there, but even after reason had been spoken that they didn't steal any camels. It is possible someone else in the oasis are a goblin found/stole them but they're 10 missing camels and they have been missing for a week.

Later that day, we go to talk to the greenie yellow dwarves, who say they came like they always do, across the desert from the east. On their way back from trading on the island sea, they put their camels in their pen, did a head count and had forty, when they came back and counted them again they only had 30 rather than 40. Out of the 10 missing there are 7 males and 3 females. They claim that the dirty brown ones stole them as they have 10 more camels their pen than they did beforehand. However the dirty brown ones claim that the greenie yellow ones are complete utter lairs, and they did not steal any camels. They left their camels in their own pen because camels don't like the rain and cold to which they were going. They said they have 10 camels to carry gear.
So with the stories from both of them not really helping, we wonder off to the oasis to investigate the pens in order to check for foul play. We end up on a hot hill top, over to the east there is some water about 20 miles away the same in the southeast. Off to the pen we went to investigate. Hedda finds footprints heading out of the pen and thru the steam, however there is something other than camel footprints there.

Meadow 2nd
We go to follow said tracks and after some staring we believe that the bigger footprints are of the dog type. While following the tracks we find a hair in a tree, which after I cristo stared at it for 5 seconds I found the generic true name of wolven, grey in colour and at least giant height. We continue to follow the tracks and come across a campsite, which I then find a hole and tell roswin to dig, much to her disgust. She finds a long chain with cufflings on it. We decide to camp here for the night before continuing it on.

Meadow 3rd We continue to follow said tracks in the morning, to which at some point we come to a stream that goes either north or southeast. The camel tracks are going into the water and do not come out the other side, with no obvious sign of where which was the camels went, Elderan and I say we should go southeast as that's the common way the camels have been going so far, however our lovely intimidating giant says north and starts walk in that direction so the rest of us follow, we come across a camel camp with the obvious signs of them laying down for a period of time. We continue to follow this river as it wriggles its way to the north, until we reach a huge lake. The camels have traveled east around the lake for about 10 miles. We come to another river that goes south, they have gone into the river, however the giant disclaims we are continuing along the lake, we do so for a couple of miles and then camp for the night
Meadow 4th We continue to follow tracks, Elderan and I see some vultures circling. Ironically the tracks go towards the vultures, we get closer and closer, to the point where Elderan summons one of the vultures to talk, whom tells us that they saw some camels with greenie yellow halters on with some big dogmen that were roughly 7-foot-tall and there were around seven of the altogether, a smaller group of three that were ahead of the other four which were under where the vultures were circling and there was a camel corpse down there that was dinner. After talking to the vultures, we decide to do a 1/2mile wide birth of the dogmen. We get half way round and there is a big wide camel travel. The vulture comes back down. "Yes, the three went that way, the others are coming" so we all play the hide the party game. We attempt to hide in the thorns, palm trees and rocks ect. As we're hiding the dogmen and camels walk past us... we seemed to have found four of our camels. Looking at the dogs the symbol on their shield is the same as the one on the shackles. We decide to go confirm if the dead camel is one of ours, the vulture comes down to which we ask what color the halter is on the camel they're feasting on, the vulture confirms it is indeed one of the greenie yellow ones. 1 down 9 to go. It appears the second group is more well equipped as they have swords and shields, whereas the first groups seem to be going around with sharp sticks and rocks. Escaped prisoners followed by guards in pursuit? We continue to follow tracks until it starts getting dark, to which we find some depressions to camp in for the night.
Meadow 5th We go back to our trail and continue our wondrous tracking, to which we come to a camp that has a fire slowly dying down. We continue walking and come to a road with no tracks but there is the odd bit of camel shit on it, so with that being the thing to follow, we do so. Along the way, we find some lizards. We get to a top of a ridge and we continue to follow the camel shit. Up ahead we can see the camels and dogmen some many miles away. Our lovely air mage decides to bring down a cloud for us to catch up, however we end up a good few miles ahead of them, so we climb a ledge and wait for these dogs some we can negotiate for our camels back.
Meadow 6th.
The dogmen finally turn up, after waiting for about 45 odd minutes, we discuss what the devil was going on. This group however were the pursuers, and they were chasing the other group whom were labeled as camel thieves and traitors by the dogmen. Which we found out they were imperial guards of the empire. They tell us that the camels they have been commandeered in the name of the empire to help the case to catch the traitors. And we could get them back once they are caught. We talk one of the imperials into accompanying us on a cloud and he does agree to as we need him for the authority to arrest these traitors and it is the fastest way to travel. We travel via cloud for around 200 miles, when we make land again we decide it would be a smart idea to camp for the night, so we do so by a very large lake. But before doing so, we decide to go exploring of our campsite, we started towards the left for three hours which brought us to a city of sorts which we decided not to explore. So, we turn around and travel back to our campsite and explore to the right of the site which brings to very unusable and very deliberate planting of trees. After finding this we return for the night as by this time it twas getting rather dark.
meadow 7th
We begin to walk up the road, while doing so discussing ambushing the traitors. While walking, we see a canyon and decide that this would be the best place to hide and do so. While waiting, we continue to set up the ambush, Cristo gets impenitent waiting. Hedda has an interesting idea of masking our scent from the traitors, which was to have one of the pee on us, as much to Cristo's disgust. We camp for the night and Hedda has issues with the wind, first we get a gale force wind and then we get a gentle breeze however its going in the wrong direction. Meadow 8th
Morning happens which not much excitement, sometime after lunch however our imperial guard tells us he can smell incoming camels and new ready ourselves. COMBAT end with one of the traitor's hands cut off, so he is now a lefty. After a great deal of healing from Elderan he lives. Later that day we interrogate Lefty, or the elves and giant does at least, which we later find out that the traitors were selling secrets to the evil men to the south. There is a treaty with them for now. We decide to go for the lovely hike back to the lake with the camels, traitors and imperial guard, once at the lake we build shelters and camp for the night.
FOUR DAYS LATER
Meadow 12th
After resting for a good 5 days, we have 4 new camels turn up with the other three imperial guards turn up, we let the other camels rest up and petrify the prisoners for 7hrs. Meadow 13th
Elderan leaves with 2 dogmen, 4 camels, 2 petrified dogmen and Uthgard on a cloud and travels for 10 hours to the oasis. Meadow 14th
Uthgard and Elderan start to travel back. They make it back in 12-13 hours, Elderan apparently had a little with a cloud. Meadow 15th
2nd trip with the last 2 dogmen guards, 3 camels, Uthgard and Elderan. Meadow 16th
Elderan and Uthgard come back with no issues this time. Meadow 17th
3rd and last trip back to the oasis with the last 2 camels and the party along with the last petrified dogmen prisoners. Meadow 18th
Unpetrified the prisoners. We head back to the pens and leave the camels there then it was off back to the nomads meeting place to see owen.
Meadow 19th
We went to talk to Owen about the camels and the dogmen, who then tells us to go talk to the dwarves about our hand-crafted weapons which was to be payment before going to paradise. We find out from Owen that there are a couple of dead plains which a few Guild members come back in forth through. After pushing a button and saying the magic words, we find ourselves on a hill in Sol. To the north east are some car tracks, so we walk for about 10-15miles and come to a swamp. Car tracks go to the north west and go around it, but we follow a path that goes to the north east. We follow this path to the Livingston's homestead. We make it to river by dark and decide to camp here for the night, Owen points to a patch of forest to the north and says never go near that patch of forest. Meadow 20th
We follow the river and come to some gorges, which we continue to walk through and come to another river about 20-30 feet wide with a bridge, on our side of said bridge there is a farm, which we fin out to the Livingston's homestead. After debating about spending the night or Cristo casting witch sight on those whom needed it and kept going, we go to the Livingston's boat and begin to float down the river, however we seemed to be going faster than the current. We find out that Fred is a water mage, we go under a bridge to which the water is about 40-50 foot wide. Once we pass the bridge we come to a wider river and some docks, which we circle round and park at. We go to the guild building, which is a little house made from wood, we agree to meet at the well in the morning. Meadow 21st
We go meet the village Elder whom is in bright cloths "don't annoy the cat" who is Gauge with white paws. We ask the leader about the Livingston dairies to compare with the dogmen reports. We get a report of the Livingston's investigation of the dogmen city. We also discuss oblate rating tracks of wagons that got them here. We go into a cave where the portal is, and climb down a 30foot cliff. While inside the cave we come to a cabin entrance that doesn't look natural we go up a ramp and to the portal. On the other side, we there is snow blowing from the north west which puts in a whiteout, we however continue and make our way across the ice. About 300-400miles more and come across two more portals, and find a place to camp for the night. Meadow 22nd
So, we go through a portal, there are some cliffs on three sides sloping down, there are some greenie trees. There are also some wheel tracks that we need to hide on this side of the portal and the same again on the other portal. Doug summons and earth elemental, waves go through the earth. Into the blue forest, we go. We see the deer/rabbit cross {mike deer} they are 6foot tall. Little grey bears. 20 miles later we stop and cloud 100 miles to a lake and hill which we camp at. Meadow 23rd
More wavy earth find the cave with portal in it. When we come out a tree at the head of a valley. More wavy earth and lay a false trail. We go back through the tree and then fly through the night. Stay the night in the plan of Gervan- drop bears and nice deer. Fly through the portal back to the Livingston's and stay the night. Meadow 24th
Expulsions back to Seagate.

Marching Order

Hedda
Elderan
Christo
Rhoswen
Uthgard

Watch

1st watch
Uthgard
Hedda(first half), Elderan(second half)

2nd watch
Rhoswen and Christo

Calendar

Summer

  Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Beltane
Meadow (1)
  1 Guild Meeting 2   3   4   5 White Lotus 6 Seagate Light Festival
7   8   9   10   11   12   13  
14   15   16   17   18   19 The Castellan Borderers Ball 20  
21   22   23   24   25   26 Seagate Crafters Ball 27  
28   29   30    
Heat (2)
  1   2   3   4 Seagate Guildmasters Ball
5   6   7   8   9   10 Seagate Races 11 The Duke of Carzala's Summer Ball
12   13   14 Midsummers
 Eve
 (Faerie Day)
15 Solstice 16   17 Seagate Summer Fair Day 18 Seagate Summer Fair Day
19   20   21   22   23   24 The Castellan of Brastor's Summer Ball 25  
26   27   28   29   30    
Breeze (3)
  1   2  
3 Day of Death 4   5   6   7   8   9  
10   11   12   13   14   15   16  
17   18   19   20   21   22   23  
24   25   26   27   28   29   30