A Brick wrapped in a Prophecy

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Summary

Scribe Notes

Adventure: A Brick wapped in a Prophecy
Session: Winter 813wk
Night: Wednesday
Location West Harbour
Level: Very Low
GM: Ian Anderson (Supervising GM: Helen Saggers)

Party:

  • Aaron a male human E&E played by Helen
  • Horton a male human mind mage played by Errol
  • Brunhilda a female giant solar celestial played by Michael Scott
  • Alandis a male elf Ranger played by Fabio.
  • Lim Water mage archer played by Bernard.

Employer:Guild Astrologers

Payment:5,000 sp cash, 2 free resurrections or regenerations, 20pt Healing potion,lessers and sundry guild services.

Summary:A prophecy has landed on the astrologer's desk wrapped around a gold brick. The astrologers would like a group of junior heroes to fulfill it.Even those with B colleges will be acceptable.

Opposed rolling combat system play test

The Prophecy:

One big one wet one cat one enchanted one new
And on the rising on the third they will be upon the north green.
And yea they will have beer and nuts and cloth of drying.
Oh think of the children…
The little green men will be routed and the big green men vanquished.
The ravens will lead and the crows will follow.
They shall alight in the valley of the gloom.
They shall sleep and they shall wake.
There will be noise and Sarah will stake.
Green in the darkness there will be
The only/foot/shoe/… object will be offered.
The former men will be met and there will be running away.
Onwards and downhill.
First the lake then the salt.
The ship shall go and then it shall stop.
Where it went they know not.

Scribe Notes:

Day 1 to 3: Meet the children

The party is off on their merry way with a hand puled cart full of equipment and provision for the mission, in particular beer and nuts! They are on their way to the north common.
On the 3rd morning a thick mist envelop our heroes. The party is wary of it and, with weapons drawn, are greeted by a huge figure which resembles a giant white snake. The huge dragon confer with the 5 and confirms that they are who it was looking for. After gaining consent from the party the 5 are transformed, along with their equipment, into mist and airlifted. After few hours airborne, the flight comes to an end, in what seems to be a cave. While the mist is dissipating, the come to the realization that they are standing in a pentacle, drawn on the floor with Silver Birch. On closer inspection the cave described in form of picture graphs, the history of the local people and animals, as well as depicting Magical creatures. After the miss is completely disappeared, the notice they are not alone. They are in the company of 5 young children who are as astounded as the party them self.
Bob, Kate, Mary, John, and Michael, aged between 6 and 8, proceed with the explanation of why they have summoned our heroes.
They come from further down the valley, the explained and the main city near them is Lake Town, a location that our heroes are not familiar with. Their nearby village was attached in broad day light by 10 Goblins, which they report to 2 Orcs. The youngsters are normally not allowed in this cave as it is a mystical and magic place for the locals of the valley, but they did not know where to go so they hid them self here. They also knew that somehow they needed something Silver to summon the magic so they decided to use Silver Birch.
As the Goblin and Orcs made their way into the village from the main gates, the kids were able to flee, but the parents were rounded up and looked in the village barn. By the description of the children, it appears that one of the Orcs is in charge of the party, and the 2nd Orc is capable of using magic. The children explain to our heroes that the Goblins are armed with Short bows and knifes, the Chief Orc wears a Metal Chain Mail, and the second Orc has a horned helmet.
The 5 children are able to describe the settlement to our heroes with fine details. They explain the cave is located North/East of it, and the terrain is covered with forest. The main Gate is located on the North/West side of the community as well as having a second gate that takes to the fields were the big village bull is located. The 30 houses are surrounded by a palisade “Which is easy to climb” the kids say, and a ditch, at approximately 50 feet from the forest edge. The barn where all the adults are kept captive is situated on the South/West side of the village.
The party inspect the outside of the cave and after recuperating some energy with a meal they prepare them self for the inspection of the village.

Day 3: Giving back the town

The Big, the Wet, the Cat, the Enchanted and the New one are gathered around the fire to discuss the plan of attack. The objective is to free the town from their captors, without raising any alarms, or having anyone of the nasty creatures fleeing. The children have drawn a detailed map of the town and we can see the palisade has 2 weak spots. We decide that might be best to free the captive villagers via the barn thatch roof. As the main gate is guarded by one of the goblin and some others are scurrying in the village, we need to ensure we pay particular care in entering without noise. We will approach the town wall with a couple of ladder. One will be used to climb over the fortification, when the second will be used as a bridge between the barn roof and the palisade. The group sets of by building the rudimentary ladder on instruction of the Enchanted one, Aaron. Once they are ready the party is ready for their mission.

During the stealthy approach to the palisade, we come to the realization that the abductors are inside the barn and are shouting orders as well as intimidating the villagers. Our strategy comes immediately to a halt as we need to take a closer look on the situation.

The Cat, our mind mage has a quick inspection of the barn with is ESP spell and detects that there are few hostile creatures as well as loads of frightened one. The wet one, our water mage, carries on in placing one of the ladders on the village wall and cautiously climbs on it. Once on top he discovers a ledge on the other side were he can walk easily. He climbs down while the New one, the “asparagus grower” follow closely. Once inside the two elves moves cunningly closer to the two barn entrances, so to inspect the situation.

Inside the two orcs and a goblin are standing with their back to the main entrance which is left wide open. On the opposite side of the barn, by the secondary entrance, four more goblins are keeping hold of 4 children.

Wile the weather is closing in and a thunderstorm is brewing in the air, some more goblins make their way to the barn with what resemble a meal on wheel; they are struggling to push a wheelbarrow full of animal’s carcasses. Once inside the orcs help them self to some meet while the goblins throw some of it to the villagers. After the meal some of the goblins leave the barn headed for the tavern, while the rain starts by the bucket load.

The party regroup and decide to inspect and attack the tavern as the noise of the thunderstorm will be covering all the commotion. We climb over the palisade and inspect the village inn. Only 4 of them goblin are inside getting merry by the pint load. The 5 stealthily and under the protection of the “walking unseen” spell enter in the main hall and in less than no time the 4 nasty are finished. Subsequently the New one armed with his newly found best friend “the Sap”, quickly subjugates the nasty at the front gate, under the watchful eye of the Wet one who has is bow loaded for precaution. The party of 5 now proceed to inspect the town, and when no horrible creatures are found the direct them self to the barn.

A new plan is quickly shaping up. The wet one help himself to some oil from the Blacksmith shop and successfully oils the external hinges of the barn doors. The Cat position himself in view of the Chief orc. He will try to control his mind and manipulate him. The Big one and the Enchanted one prepare their weapons, while the elves make their way to the back door. The New one with his friendly Sap, knocks out the two awaken and standing goblins with a mixture of stealth and dexterity as well as finishing the two sleeping goblins on the floor. The mind mage is in control of the chief orc and his moving him toward the goblin. The mage makes the orc hit the goblin who goes for a short flight to his death. The big one disposes of the second orc while the Enchanted stops the burly blacksmith who is brandishing the goblin and using it as a weapon, in the attempt to kill the standing chief orc. “We want him alive” Aaron shouts.

The New one notice that one of the villager is relatively calm, and upon questioning, he notices her spy skills are far more advanced than him. She is Molly, the wife of the burly Blacksmith, and he immediately decides he does not trust her; he suspiciously keeps a close watch on her.

As soon as the captors are defeated and the only standing one is tied up, we informed the villager of the mission assigned to us by the 5 children in the Magic cave, which are subsequently recuperated as well as all the livestock brought in from the fields.

The orc is then interrogated by the mind mage, with loads of disapproving from the New one, the “asparagus grower”.

The interrogation

Despite Alandis willingness to torture the nasty orc, Horton offered to hypnotize it and spare him unnecessary suffering. The orc gladly accept and after the mind mage performs his spell the orc begin its tale.

The orc received his order from the Boss orc on behalf of “The Spectre”. It does not know the name of “The Spectre”, the only things it knows is The Spectre has loads of friends in the goblin nest up the valley. Its orders were to simply take the village and the villagers and wait for the Orc Shaman and its entourage of 6 elite goblins. The Shaman is on his way to sacrifice the village and power up “The Spectre”. It also knows that “The Spectre” does use magic but it does not know the reason why “The Spectre” is coming but he is the big dog, at the top of the food chain. It knows “The Spectre” is under ground up a side valley with an approximately 100 beings army.

The orc is asked to identify a little portrait found in a pocket of one of the dead goblin. It does not know who he is. It only knows it is supposed to help him if it is met and listen carefully to what he says. The orc also talks about a Vampire which will be attacking other villages.

After the interrogation the party consult with Jonathan, the head of the village. He informs them of the existence of a valley at about 7 day walks from here. This is the same direction the orc has given of the goblin and orc nest. The place is called Gloomy Valley which has a smaller side valley known as Gloomy Vale and is governed by the local Baron a knight. This is our adventurer next destination.

The party and the villager are off to sleep, but not many will be sleeping well tonight.

Day 4: The enemies are near

It is the morning of the 4th day and the 5 are getting ready to depart from Robertson Village. According to the captive orc, they will have 3 days before the Orc Shaman will arrive with his elite forces. The heroes plan is to visit 2 village upstream and 2 downstream to figure out from which direction the nasty will come. Subsequently they will try to inform the Lake City Mayor, as well as asking for reinforcements and support, before adventuring toward Gloomy Vale.

While preparing Alandis approaches Molly to ask information and contacts. She recommends him to visit one of her friends. His name is Roberto the Vice sheriff of Gloomy Vale. She says he is a good contact and will be more likely to believe him than the locals. Meanwhile Lim asks Chief Jonathan for a letter which will make them more credible to his friend, the Mayor of Lake Town. He cordially accepts. The others in the party sort all equipment and provisions into sacks, along with the weapons and armours of the orcs. Berunhilda and Aaron prepare few of their spells needed for the day and with Starwings on our back, Unseen and Witchsight, we fly away from the village headed north toward the 2 villages upstream.

After 20 minutes flight, they reach a small village of approximately 50 people. There is no sign of orc or goblins, and life continues for the villager, oblivious of what is yet to come. They continue flying to the next village. Within the hour from their departure from Robertson Village they reach the next big village, which can hold 300 living souls. The place is known as Upforest. Unfortunately there is no villager in sight and only one chimney is smoking in the village. Horton approaches cautiously and cast his ESP spell. What he senses is what the party had feared most; one human confident of brandishing his shield and sword, one malicious and evil figure, 6 more malicious creature and 150 people unafraid of it all.

They discuss the best course of action. The villagers are undoubtedly under some sort of spell of control, and the heroes are outnumbered. Lin suggests dropping grenado and torches on the barn. If they are under any known mind controlling spell, this will probably break it and allow them to attempt fleeing. Due to their time constraint they have no time to ambush the village and fly to inform the other towns. So they deploy their attack with 2 granado and 3 torches, and as they hear noise and commotion coming from the goblins, the fellow 5 immediately circulate back to the little village to inform them of the upcoming events. At a last glance the barn is well set alight.

The companion land at a short distance from the little village as they all remember well how dangerous is to fly in to a town. They most certainly remember their training with the flight masters at the guild. The village gate is open and as they enter they attract the curiosity of a wood cutter. They explain the gravity of the situation to the crowd that is forming around the adventures. When all villagers have been informed and convinced of the coming events, the heroes spend some time assisting with loading the horses for the evacuation. The woodcutter villagers will be safer in Robertson, as they are ready to defend the town.

Once the woodcutters are on their way, the flying heroes direct themselves toward Robertson town. Once there, they proceed with informing the villager of the unfortunate event of the barn in Upforest Town. The 5 companion were too late and all they could see was a barn engulfed in flame. They also advise the locals of the influx of villager from the wood cutter town, as well as the incoming 7 horsemen we have spotted on the road. The horsemen did not look that promising so we suggest to the villager to keep the gate shut at any costs.

Unfortunately time is short so, the party takes off toward Lake Town after providing the villagers with the relevant information. On the way to the Lake they encounter a dozen of villages, so the 5 stop in all of them to explain what they have seen and what is about to happen in the valley. The closed they get to the lake, the more skeptical the villager become.

While in flight Aaron remembers the insignia seen on the shield of the 7 horsemen, it is an Orcish religious symbol. It is now dark when the heroes finally land safely just outside Lake City; everyone except Lim who goes for an unexpected swim in a bog. Nevertheless he is happy to be near such a large body of water. The group call the guards, as the gate is now closed. They ask to speak with the person in charge and after a short wait they are greeted by the sergeant. After a brief explaining of what they have seen and after showing the letter from the chief of Robertson, the sergeant requests that the 5 take a bath before meeting the Mayer.

They are then taken to the Pointed Stick tavern for a wash and for refreshing. While walking the narrow streets of Lake City the party realise they are walking on wooden planks and the city is built on stilts. Once finished refreshing himself Alandis take the chance to speak with some of the patrons of the tavern. It is the town guards favourite hangout and Alandis is searching for information about Roberto the vice sheriff of Gloomy Vale. He learns that he will be dealing with a very dodgy character.

Loot

  • 10x Goblin healing
  • 5x Walking Unseen rk5
  • 6x Witchsight rk5
  • 2x crossbows
  • 2x Orcs glaives
  • 2x Orcs Chain Mail
  • 2x Orcs horn helmet

Persons of Interest

  • Bob, Kate, Mary, John, and Michael: the 5 children that have summoned the 5 adventurers.
  • Molly; the blacksmith wife. She has advanced Spying skills.
  • Jonathan; the village chief.
  • The Orc Shaman
  • "The Spectre"; the baddie!
  • The Gloomy Vale Lord and Baron.
  • The Mayor of Lake Town

Aaron a male human E&E played by Helen Horton a male human mind mage played by Errol Brunhilda a female giant solar celestial played by Michael Scott Alandis a male elf Ranger played by Fabio. Lim

Standard Buffs

Magic Rk Effects Dur A H B D L
Greater Enchantment (A) 7? + 8 on two areas n days(n targets for n days) Y Y Y Y Y
Sparkly Thing(B) 10? +22% Def 1/2 in close 5 1/2 hours

Seagate Times Stuff

Whats Hot, Whats not

Star Wings at daytime. Star Wings in Mist Dragon Territory.

Quotes.

Adventure Summary for the SGT.

After been summoned by a group of children and transported to a magic cave by a dragon, the 5 heroes (Aaron, Horton, Brunhilda, Alandis, and Lim) have disposed of the goblin and orcs who held the kids family and village captive. Subsequently the group has flown around the valley to rescue one village of woodcutters, and set the barn of Upvalley village on fire in an attempt to rescue the villagers. Subsequently, the heroes have continue their flight toward Lake Town, interrupting their journey only to:

  • inform Roberts town of the incoming Woodcutters and the 7 Horsemen spotted on the road.
  • inform the dozen villages of the recent events.

The heroes are now in lake town and are getting ready to meet the Mayor.