An Overflow of Goblins

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Summary

Adventure: An Overflow of Goblins
GM: Keith
Session: Summer 820
Night: Tuesdays
Location: Smiths
Level: Low+

Party

  • Emrys - Firemage male human played by Paul
  • Rhiain - Icemage female human played by Chris R.
  • Sno - Ice mage, Female, Elf - played by Annuskha
  • Kurt - Earth Mage, Male, Human - played by Bernard
  • Ashe Willowberry - played by Jacqui

Employer:
Mission:
Plane: Golarion
Pay:
Days on Adventure:

Scribe Notes

Chapter One: A Theatrical Overture

Our employer was a grey-haired human named Drandle Dreng of the Pathfinder Society. He explained that we would be going to the half-flooded Puddles district of a city called Absalom. Apparently, it subsided in an earthquake some decades ago, and they haven’t got around to fixing it (for political reasons it would seem). Some goblins had laid claim to a ruined theatre had found something nasty in their explorations and sealed it up. We needed to begin by meeting with King Zusgut, and asking for permission to explore the chambers below.
With Drandle Dreng was one Eolund Klein of the Vigilant Seal. I knew his type. One uptight knight. He was adamant that we were not allowed to release any ancient evil. Anything evil we found we should destroy or bring it back to his order. Yeah, right. Thank goodness he wasn’t planning on coming with us.
We were offered Guild rates plus salvage as compensation.
We were given Rank 11 lesser enchantments by Kurt, and by Basalic, the father of Rhiane and Emrys (they are brother and sister, Emrys being the elder, which explains much). Rhiane got a two area Rank 10 greater enchantment from the guild apprentices costing 2500 sp. Snow got one area for 1000.
We took three days to allow Kurt to make silvered fangs for Norto and Shadow which let them be targets for weapon spells. Meanwhile Sno and I escorted Rhiane to Slippery Rock where amulets were purchased.
4th Meadow
We went to the Guild stables, entered the back of one stall and stepped through into another stable in the city of Absalom. The plane was called Golarion. The stable door was oak and had preservation magic. Waiting for us was a halfling named Rani with oddly coloured hair who was our escort to the Grand Lodge. She led us to an immense spired building inside a ring wall. To one side was a grove with a black obelisk with an eternal flame burning. Many names were inscribed on the wall, and I deduced correctly that it was a wall of remembrance. We followed her into the spire and to an office. Inside was Drandle Dreng, snoring. After he woke up, Rani went to get tea and cakes. There were even bones for the animals. Drandle Dreng explained that there was now another group interested in whatever the Goblin King is hiding, so we should hurry. Accommodations would be arranged for us at an inn in the docks area called the Lusty Mermaid. An elven water mage named Zerina was fetched. She would provide water-proofing and water-breathing spells each day at the inn after breakfast. We also obtained tide-tables. Hide tide was currently at dawn and dusk. We learned that the goblin tribe is called the Crooked Toes. That some say the old theatre was haunted. And that the Goblin King (not that Goblin King) likes to recite poetry.
Rian led us through the Puddles to the ruined playhouse. There was a pervasive odour of mould. The roof leaked. It was full of Goblins. Some were trying to sing. On the stage there was a larger goblin on a theatrical throne wearing a dilapidated crown. There was a group of human mercenaries, among them a dark celestial and enchanter. This was the opposition party. Rhiane did her best to persuade the King that we had prior as representatives of the Pathfinder society. But the King insisted on a competition – at performing his play.
The mercenaries went first. They were truly terrible. The goblins hissed and booed. We went for an approach involving a great deal of low humour that would appeal to goblins (which we figured we could manage even without a troubadour). It worked. The ice mages made the floor slippery so we could include pratfalls – and we incorporated the animals in the performance. The goblins liked this, and their king deemed us the winners.
We learned that the creature in the basement was very, very big, has a giant mouth, sharp teeth and was green.
We headed down into the basement. It was damp and stank of salt water and rot. We could see the tide line.
There were crabs and spoke to one. It told me that the monster has four legs and also swims. It has a tail. Two beady eyes. Has scales, but not fins. It was beginning to sound like some sort of crocodilian.

Chapter Two – The Dogpile Tactic

So it was. We continued into the basement, rounded the corner, and there, charging out of its lair, was a crocodile. Rhiane and Snow charged in with their spears, followed by the animals. Who closed on the crocodile, even as the crocodile closed on the fighters. It was a literal dogpile. Norto bit the crocodile hard in the throat and it went still. We turned it over, preparing to skin it, and Emrys pointed out a spot on the belly that was somewhat warmer. I deftly sliced it open. Inside, softly glowing, was what the others identified as an ever-burning torch. There was also an emerald gem in the corroded remains of its setting (worth perhaps 100sp), and a few corroded coins. This crocodile really had eaten something it shouldn’t. Searching through the rubbish in its lair, we found roughly 40sp in loose change, a crowbar, a spanner, the head of a hammer, and a rusty sledgehammer. And a filthy fez, which proved to Hat of Disguise, and maybe 20gp of cheap costume jewellery. We figured that the hat must have been used by one of the actors for quick costume changes.
Kurt pulled away the rocks blocking the passage leading onwards, and then led us into the sewers. Seeing that it was a wide waterway with walkways either side, he cast enlarge animal on my Norto, making him bigger and stronger. This was a good thing because the party we had bested in front of the goblins appeared on the opposite side of the sewer. We argued for a while with the leader, but when the other two stared preparing spells, it was all on. The big fighter who was the leader, made the mistake of charging through the water into melee, and was promptly dog-piled. I shot the enchanter behind him in the leg (okay, he took an arrow to the knee) which pretty much incapacitated him. The fighter refused to surrender in no uncertain terms, and Norto, good dog, tore his throat out.
I caught up with Kurt and the two mages, just as the enchanter dropped to the floor unconscious, and his companion, a dark celestial, surrendered. He spilled his beans, confessing that they had been hired by a noble named Olanea Teramor. They were working for a very dubious organisation called the Aspis Consortium, and had been ordered to map the place. He handed over his jacket and about 500sp worth of other valuables. We sent him has his friend back to the Pathfinder Society (for their own protection as much as anything else).
From them we gathered the following:
3 amulets of elderflowers
3 amulets of luck
1 amulet of diamonds
1 silvered weaponsmithed hand and a half sword
1 silvered shortsword
2 silvered daggers
3 bronze pins bearing the symbol of the Aspis Consortium
We continued on into what was apparently a ruined pumproom. Magically-powered pumps once kept it dry, but they broke in the earthquake. We carried on and found a crevice leading to a natural cavern, created by subsidence. It was filled with a large saltwater pool, complete with fish, and glow-worms on the ceiling. Rhiane turned the surface to ice so we could walk over, and stare into the depths. We spotted a chest, half-buried in the muck. Using rope, grapnel (and very strong animals) we hauled it out. But it was locked, and none of us had sufficient skill to open it.
So, we carried on, and found the sewer outfalls leading to the sea, south and east. Down another passage we found a cove where a barnacle-covered rowboat was moored. But nothing much interesting. We wrapped the chest in crocodile hide and headed back to the playhouse, where we obtained payment from the goblins.
Then we went back to the Pathfinders’ Guild. Rani was waiting for us, but she could not open the chest. She took us to her friend Spike in the observatory who attempted spells of opening on it. She failed twice, but finally it opened. It was FULL of coin. And a sheaf of documents. And a magical pendant in the form of a jade cat. Its aura said that conferred catvision on the wearer, with a secondary magic that made certain agility checks easier. There was a strange sigil on the chest, which Spike said was the symbol of Dagon, one of the Old Ones.

Military Scientist Section

Daily Pattern

  • Sleep/Camp 12 Hours
  • Ritual 2 Hour
  • Travel 8 Hours
  • Meals 2 Hours spread through day * 3 meals.

Default pattern, vary as wanted by party

Marching Order

Ashe, Norto
Sno, Shadow, Rhiain
Kurt, Emrys, Schwarz

Watch Order

6 Hour watches. Kurt, Rhiain.
4 Hour watches. Emrys, Sno, Ashe.

Default Tactics and Other Notes

Default tactics when it works.
Sno & Rhiain form a centre with shields & spears.
Ashe & Norto act as Agile fighters. Emrys does attack magic.
Kurt does Mil-Sci & Ranged.

Buffs

General notes.


All Buffs

Magic Rk Effects Dur Em Rh Sn Ku As No Sc Sh
Armour of Ice (Rh) 6 6 points of Ft Protection* 3 1/2hours? N N Sit N N N N N
Fire Armour (Em) ?? ?? ?? Y Y Y Y Y Y Y Y
Animal Growth (Ku) 8 +4 DM, +1 Ft/En NA, *2 EN, PS, FT. 9 Days N N N N N Sit Sit Y
Lesser Enchantment (Ku) 11 -1 on dice rolls. 3 months Y Y Y Y (Ba) Y Y Y Y
resist cold (Rh) 6 +2 temp guage, -3 cold dm received ?? sit sit sit sit sit sit sit sit
?? (Caster) ?? ?? ?? ? ? ? ? ? ? ? ?
?? (Caster) ?? ?? ?? ? ? ? ? ? ? ? ?
Weapon of Cold (Rh) 6 +3 cold DM, +7HC 11 Min N Sit (Spear) Sit (Spear) N Sit Sit (Bite) Sit (Bite) Sit (Bite)

Loot

Potential Awards

Stuff for the Seagate Times

Quotes

What's Hot / What's Not

Articles, Notes, etc

Calendar

Summer

  Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Beltane
Meadow (1)
  1 Guild Meeting 2 3 4 Travel to Golarion, Speak to Goblin King. 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