Reclaiming Walontaun

From DQWiki
Jump to navigationJump to search

Summary

Starting night: 17/09/2014.
Starting time: 7:00 pm.
Location: 30 Sheridan Drive, New Lynn, Auckland.
Note: Chocolate free event please

Adventure: Reclaiming Walontaun
GM: Craig Harper
Season: Spring 814 wk
Night: Wednesday
Level: High

Party
  1. Grendel Mind/Water Mage - Mil Sci (Seige & Logistics) - played by Simon W
  2. Wordsmith Namer - Scribe, Mil Sci (Land) - played by Errol
  3. Lath Air Mage / Blast - Mil Sci (Air) - played by Jono
  4. Eltan aka Stupid Stupid Rat Creature Earth Mage, played by Joe
  5. Sir Wojer Air Mage / Warrior- played by Ian
  6. Kilroy Rune Mage - Party Leader - played by Dean
  7. Captain Zohar Haima Water Mage - Mil Sci (Water)- played by Chris C
Employer
Duke Baltmond Alagaad the Duke of Aladar, via Capt Thomston
Mission
The party is hired to investigate the possibility for the original inhabitants of Walontaun to return home. Well, that's what Capt Sorenson said at the Guild, at first. But they thought it more realistic that we 'rangers' confirm that Droskyne is (barely) inhabited (although outside the line of forts), recover Walontaun's important civic artefacts, and remove dangerous items/monsters in preparation for later return. As even his boss didn't get what we are capable of, we spoke with the Duke, and negotiations continue.
Pay
20,000sp (in total - I know), and they won't ask about any random dangerous items that we remove from the pummelled lands. The civic artefacts are for the Duke's service, obviously. And it would be rude to parade ironmongery with non-vacant family crests attached around the capital, wouldn't it?

Scribe Notes

Sitrep

Captain Sorenson (of Grobbantaun Guard) has been dispatched via ship to hire and brief us.
After the Drow incursion, large portions of Aladar have been severely damaged, and much of the population has been displaced. Approximately the eastern third has been covered in 6-10' of silt. It will be fertile in the medium term, but is currently a wasteland, abandoned by the Duchy's human population. A powerful Necro holds sway in the southwest, Demons and Trolls are established on the borders, the Aquilians have been less damaged by the incursions, dangerous magics and groups of bandits, monsters and undesirables roam the east. A N-S line of forts protects the west from the worst of the anarchy. Droskyne is an barely-sustainable ordered island in the near-east.
Various civic artefacts of Walontaun (e.g. town bells) are thought to remain in whatever is left of it, and are desired to be recovered. Us 'rangers' are needed to evaluate the situation in Droskyne, and recover Walontaun's essentials, with a view to the population returning as soon as it can be made stable. The party confers, decides we can offer much more stabilisation and recovery than the Captain has been authorised to pay for, and spends the next day and a half preparing and investigating matters such as the amount of seed grain available to be shipped north.

Further Negotiations

Late afternoon 2nd Thaw After reviewing the various long-range transportation options available, Grendel opens a warpgate to take Sorenson and the party to outside Grobbantaun. Unfortunately the refugee shanty town is extensive, and we get an up-close view of the difficult conditions of the internally displaced. The soup kitchens and extensive Guard appear to be managing for now, but matters are clearly precarious.
Sorenson takes us to his senior, Captain Thomston, who is able to give a more complete briefing. We are warned against flying near Grobbantaun, Droskyne and Walontaun, and reports of wild beasts and bandits roaming the east continue. Appropriate letters of authority are arranged, and we are advised to meet with Lord von Slivis, who's lands are east of the fort line, and south of Droskyne. We need to pressure Thomston to arrange an audience with the Duke (to discuss political matters beyond Thomston's authority), but he does so after we supply a cattle beast for his men.
After breakfast on 3rd Thaw, we are introduced as 'Adventurers from Seagate' to the Duke's court. His Grace is of course very interested in our declared ability to grow a sown grain crop overnight over a 25 mile radius from a place of his choosing, and have generous harvests for the following three years. Negotiations on the logistics and distributions continue with the Duke's staff.
We invite Lord von Slivis to lunch, where he provides directions to Slivin Manor, his substantial house off the main road to Droskyne. He wants information on the state (and occupany!) of the manor, and we agree to payment of 15,000sp and a favour at court if we secure it for occupation. A detailed briefing on the buildings is given by his Captain.

Slivin Stomp

Making our way to the wooden fort on the main road in the afternoon, we check in with the Sargent. Droskyne appears to have calmed down, there are few reports from there now. Lots of 'strange stuff' everywhere. Also orcs to the north, and drow bands to the east. Suspects that Slivin Manor is something like a bandit base, as nothing has been heard from that area for a while. Getting some sleep in (having planned an early morning raid) is delayed by thumps on the little (can hold 20 men, and some horses) fort's wall after nightfall - normal, and strong wood soon becomes boring, it seems.
The cleared land near the fort is quiet as we leave at 2am, but the forest on the way to the manor is 'alive'. As we approach the house on the hill, the smell of a butcher's shop grows stronger. There are many animal(?) corpses scattered around - rendered orges or orcs? Much worse are the huge horse-sized 'electro-fly' maggots feeding on some. We avoid them, sneak to the gardens, and scout. Every window is broken, and there is a general feeling of neglect. A few dozen apparently sentient minds are detected inside, along with a few in a high state of alert. We cover all the inside of the manor with knockout gas and fog, and charge into the kitchen.
The couple awake in the adjacent dining room are quickly dispatched - men gone feral!? Immediately more figures approach the dinning room's many doors. Chain-cast runewalls, Forbiddings, and magic'd blades deal with the 20 of them, as they are very aggressive but badly equipped. We find 10 ko'd survivors (good MR!), including one in the remains of a lieutenant's uniform, and investigate what is making them so aggressive.
Small pouches with crystals that many carry seem the likely source (good, no random vegetation to worry about!) We seal off the manor with Runewalls and Walls of Thorns, and work out how to remove the drug from their system. The Lieutenant is portaled to the Guild, and a Cleansing Flame applied. This is a effective, but especially traumatic, way of purging the drug. We find we have Lord Slivis's son, who has a great tale to tell. His force had to make their way back from the battlefront months ago, greatly aided by the crystals, which they took from drow. However they are addictive, and once the manor was reached (by instinct), it was all they could do to retain enough sanity to hold the house.
We take all the living and dead to safety, so the Lord can figure out what to do with them. It will need a strong force to hold it in this magic-scarred land (several 8' flies were zapped during the night). We are rewarded with several items previously made in Slivian's lab, all of which were found impractical in polite society, but which the Lord is sure there is a market for in Seagate.

Dros-ward roundups

Mid-morning on the 4th, we go to the Fort on the road, re-buff, and do a flying scout towards Droskyne. It seems that the Droskyne River has been dammed, presumably by the silt. Large areas west of Droskyne are flooded, and that currently above water is cut with channels in the silt 10'-15' deep. There are patches of verdant scrub (presumably Blessed areas), and some worked islands. We spot a large pack of humanoids preparing to attack a group of guarded workers, and swoop down to intervene.
The pack draws off the guards before the dozens of other pack members cross a channel in the silt. Grendal lands on their flank as the rest of us insert ourselves to protect the workers. Grendal's focused, boosted TK Rage wreaks great damage, leaving only a few survivors - dealt with via webs, walls, and good old-fashioned running them down.
As we deal with the worker's fear of the guards and the interrogation of the 'Dog-warriors', we also have to gas more of those damn electro-flies.

  • The Dog-warriors are from Terra Nova, and know of 3 other packs in the wider area. They are enjoying not being given orders all the time. Are quite prepared to treat us as higher-rank pack members, and Kilroy (who changed into dogs) as leader. Potentialy useful in service to the Duke.
  • The workers are glad to be freed of the harsh rule of 'The Colonel' in Droskyne. They were kept as prisoners on the town, poorly fed, and worked subject to the guard's beatings and monster attacks.
  • The guards (those left, some ran off early) are thugs, working for The Colonel, and intimidated by us.

We take everyone back to Grobbantaun (as they can all be made use of), and magic the thugs to tell us what they know. The 'Colonel' is called Wallarus - no-one of that rank exists according to the nobles, but the fighting men report a bullying sergeant of that name. He runs Droskyne from the Towm Hall, with a inner circle that includes 'wizards' (at least one fire-using). His men guard the inhabitants, who are kept in the prison, or the cellars of houses in barricaded streets. Various bandit groups in the area visit (and pay homage?), notably 'Hugo' to the north, and 'Sir Prentice' on the road east of the Duke's fort.
Deciding to deal with Sir Prentice first, increasing transportation options, Lath and Eltan take the road while the rest of us are Unseen escorts. When Prentice confronts us, he is given every opportunity to be civilised. His quite impressive numbers of archers are nullified by Fog and feared by Blackfire. The scrap on the road is brief, and Prentice is run through. His followers are gathered, even those that scattered return to his decent little fort in the forest. Nearly all will serve well, being ordinary men struggling to survive. Those that have lived through the last few months are competent fighters (mainly archers). We plan to set up a fort on the road, and have them guard it until they can be swapped for other troops.

Calendar

Spring: Thaw (10) 814wk
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Candlemansa 1 Guild Meeting 2 Prep, Warpgate to Grobbantaun 3 Audience w/Duke,
To Fort
4 a.m. Slivian Manor
p.m. Dog Warriors, Sir Prentice
5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
Spring: Seedtime (11)
28 29 30 1 2 3 4
5 6 7 8 Rites of Thunor 9 10 11
12 13 14 15 Equinox 16 17 Eostre 18 Seagate Spring Ball
19 20 21 22 23 24 25
26 27 28 29 30 1 2
Spring: Blossom (12)
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 Floralia 22 23
24 25 26 27 28 29 30 Walpurgisnacht

Reference

People and places.

Loot

and expenses.


Item Qty Effects Gr Wo
stuff  
  • 40 cattle itemised (2? so far for GT Guard)

Seagate Times

  • Sir Wojer 'Why are we taking them alive?', not said of the enemy
  • Lath 'My eyes are false', Zohar 'Anything else?'
  • Zohar 'Do you have any recent maps?' Lord Slivis 'I'm sure it hasn't moved.'

Logistics

Long Term (assumed always on)

Magic (caster) Rk Effects ** on duration includes Enhance Enchantment Dur Gr Wo La El SW Ki CZ
Special Mind Speech (Gr) ~ ~ hours
Bouyancy (Gr) 7 4 hours
Mind Shield (Gr) 13 Mind cannot be read(not just telepathy). If thoughts somehow transferred to a book (such as some demon's own for example) thoughts will appear as untranslatable gibberish, but does not protect against Mental Attacks 27 hours
Cold Resistance (Gr) 6 7 hours
Waterproofing (Gr) 7 21 hours
Water Breathing (Gr) 13 14 hours
Rune Shield (Ki) 20 +25% Def +5AP 2Sp Grevs 21 hrs
Smite (Ki) 20 Resist or D+21, stun, prone 21 hrs
Armor of Earth (El) 20 +42 defence, +1 damage reduction 10 1/2 hours
Strength of Stone (El) 20 +20 Endurance (assumed), or Strength 21 hours
Blending (El) (Gr) 6 when stationary causes party members to glow (assuming witchsight is on) 7 hours
Feather Falling (La) 9 Float downwards 10 hours**
Vapour Breathing (La) 16 Can breath any gas 14.5 hrs**
Resist Heat & Cold (La) 16 5 steps better on weather table & 5 less damage. 29 hours**
Flying (La) 13 Air Mage flying spell at 43 mph. 13 hours**

Short Term

MilSci

We are following classic realms of skill mastery being; Ground Wordsmith, Air Lath, Sea Captain Zohar, Seige & Logistics Grendel.

Magic (caster) Rk Effects ** on duration includes Enhance Enchantment Dur Gr Wo La El SW KR CZ
Trollskin (El) 8 regenerate endurance damage for duration 14 pulses (70 seconds)
Waters of Strength (Gr) 6 [D-2]+6 PS 40 mins
Fast as the Wind (La) 16 +6 TMR up to a max of 16. 44 mins
Wind Walking (La) 18 Travel (as air) at 140 mph (~13 miles range) 9.5/18.5** mins
Enhance Enchantment (La) 12 up to +12 Ranks spell duration 70 secs
Enhance Enchantment (Ki) (Gr) 20 once per day up to +20 Ranks spell duration 110 secs
Weapon of Flames (Wo) 17 +18 SC , +9 Damage, +17dam Undead etc 22/39** mins
Counters on entities (Wo) 8 +28 MR vs entire Branch 13/21** mins
Counters on areas (Wo) 8 +54 MR vs college 13/21** mins
Watches
1 2 3 4 5 6 7 8 9 10 11 12


Skirmish Formations (Front)
Default Double File



Single File