The Disappearance of Yasmin's Hammer

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Scribe Notes

Summary

AdventureThe Disappearance of Yasmin's Hammer
GM Jono
Season Autumn 822 WK
Night Playing Monday night starting in March 2023 in Glendene (Jono's place) at 7:00pm.
Area Alusia
Level Low

Party

Character name College / Skills Race Player
Ruby Fire Human Kelsie
Sonny Holliday Celestial Hobbit Michael M
Johann Wicca Human Michael H
Thornie Earth Dwarf Michael P
Marcus Namer Human Michael Y
Dae Mind Elf Gus
Employer
...
Mission
...
Pay
...

Scribe notes

Night 1

Autumn 822 WK (a year ago).
Ruby, Johann, Dae and Thornie are very young, practically still children. We all live in Gugnir's Hope.
We are all connected to the smithy in Gugnir's Hope. Ruby's mother is works for the Blacksmith Guild, admin over the three guilded smithys at "The Forge", a dwarven artifact in the centre of a block of 6 smithys. There is a fire mage, maybe part elemental, who tends the forge and seems to live in there. Ruby is going to be a blacksmith, Johann is trying to avoid being a blacksmith, Thornie's family provide coke and coal, and Dae's family are specialist swordsmiths.
We are sent to collect a portcullis from the dwarf quarter, which is surprisingly easy as they want it out of the way. We borrow a wagon to transport it, but surprisingly get paid some coppers for unloading the ale that was taking up space in it. We pay that to the wagon owner, who is surprisingly unconcerned about us "moving" his wagon, to take the item to the smithy.
On the way we meet a dwarf who says that the portcullis is his, so we pay him 30SP for it and get a receipt. Who knows whether he had any claim, but then again, neither did we.
We are also attacked by some of the drovers who are in town, who regularly try to bully us. They throw some fruit and veges. We throw some rocks. Dae gets one of them smack in the middle of his forehead - yay - but I (Ruby) get mine in the eyes of the wagon oxen, which bolts (at oxen bolt speed), tipping some of our group out, but we get back to the smithy in record time.

Then we are sent to the bathhouse to price up fixing the boiler. Strangely it looks like a bite has been taken out of it.
We find a large 5 sided scale and assume that a water monster has done it. After redirecting the water and putting out the fire so that it is under control we investigate.
Poking into the boiler with a wooden stick, there doesn't seem to be a bottom, but when the stick comes back out it is floppy, so maybe there was a bottom. Dunno. We get some stuff from Thornies alchemist sister that when put into water will show up invisible water creatures. When we put that in the boiler, the water turns orange and swirls away like going down a drain. Looks like it does go somewhere else? Why was it orange?

Back to the smithy to report. Someone turns up with a weird shield that they have found. We pay them off with our last copper and they leave it with us. It is covered in blue scales and is leaking water. They found it behind the bathhouse. Ahah! one of it's scales is missing and when Dae puts the scale in place it sticks and it stops leaking. I get a length of pipe for defensive purpose.

Back at the bathhouse we investigate the alleyway behind, and something has climbed up or down the back wall and the roof tiles appear out of alignment. From the inside we can tell that the something went up to the attic and busted out through the roof. then into the alley. We follow the wet footprints to a sewer entrance where a metal grate has been forcibly removed. Ahah again! Our portcullis. We can sell that back to the town. It is also evident that both that and the remaining grate have been floppified, the present one having solidified in an stretched open form.

We go back to the smithy to collect equipment to go and hunt it down. Well, that was my plan, some of the crew turns out don't like "small" 5 foot holes. Anyway, the grownups set us all to work preparing for some bigwigs coming to town so we can't get away, but I stash various useful items for a quick getaway.
No luck. They are keeping a good eye on us. Turns out the bigwigs have come for the apprenticeship fair and we are all four snatched up to train as mages. Woohoo! Fire magic will take out that water creature when I can get back to it.

Night 2

After a year of learning magic, weapons and other stuff Ruby, Dae, Thornie an Johann, along with a halfling, Sonny, are hanging out at the forge. Dae is expecting an Adventurer from The Guild of Seagate to turn up to pick up a weapon that his family have mended. Just after he arrives we are instructed, for the price of a scone each, to move the drovers along, because they are outside sending customers around the corner to the dodgy end of the building. We take advantage of the presence of An Adventurer by accompanying him to confront them, and they are sent on their way, but they look like they'll be back with more trouble.

A tough boss drover tells them to cut it out or else. His name is Oorsk and he tells us where to find him, if there is any more trouble.

Thornies sister wander's by and says she will give us strange powders to make the bullys' lives difficult.

I am wondering about the magic shield we had last year and it turns out that it has been through the town's lost property system and returned to us as nobody claimed it. It is smaller than I remember and looks thirsty so I put it in a bath. The adventurer divinates it. It is made from a Drowning Deep Turtle, and gets smaller when it takes damage, but can be fixed by warm water. It is protective against fire. Johann is going to use it cause he can fight and it won't like me.

The bathhouse lady says that the magic shield was probably dropped by a shadow man. They make them and trade in them. We think the shadow men are not undead. Maybe they drowned in the deep. She has been to the Drowning Deep, rumour has it. Maybe being able to ignore pain makes you able to go there. She gives us some chewable healing potions.

We rescue Thornie's sister from being dwarf tossed by some drovers. The town guard lets us throw rocks at them and they are fined. Some of it goes into the reward fund, and we get some (lots)

We, including the adventurer (oh his name is Marcus), are deputised to go after the water monster that I have been trying to get all year. There have been people going missing and pets. Isn't that always?

Johann still doesn't want to go down the sewer but luckily they also seem to have an entrance in the basement of Sonny's family bakery, or anyway there has been scratching and moaning down there and the forge were hired to put in a strong cover over the entrance.

So some of us go to talk to our mentors.

Ruby runs into the master firemage, who is part elemental maybe. He heats up a bronze staff to scorching and lends me an apron and gloves so that it doesn't burn me, and also gives me 3 coals to burn up shadow men (who usually come in sets of three) when they are down. Sonny's mentor in Celestial magic is 3 sisters, one named Yasmin. They will be in town for two more days and offer some buffs, but the metaphor goes over his head and we don't realise that until later. He has been told to cut the shadows away from their hosts with a silver dagger, and that they are valuable, more valuable alive (as if!)

The elves and Johann's witches are not in town.

Johann takes a lot of oil.

We go to the bakery and are fed. They also make sure that Sonny and I are not in some sort of icky relationship. Then we are let down into the basement with a secret knock to let us out. First Sonny makes light. The first thing we notice is some sort of sweet roselike smell. The first thing we see is a body on the stairs. I go to check it out but it gets up. So I whack it with my hot stick. But it is terrifying. Then someones notices that my shadow is weird. One of the shadow men has stuck to me. Sonny cuts it off me with the dagger. Yay! Marcus calms me down. Yay!. Too much screaming hurts the throat. I stick the shadow with my stick and it makes a hole in it, but I don't remember to coal it.

We can see three shuffling somethings across the room. Every entity including us is casting extra strong shadows.

The trick with the dagger works but only Sonny has silver. It is difficult manoeuvring on the stair because nobody can stand next to Ruby. Johann is setting things on fire which they don't like including everyone but me.

We are underprepared and I decide that it is time to slam the hatch shut and retreat for silvered weapons, and fire protection.

Night 3

We exit the basement and are met by Sonny’s dad. Sonny asks his dad for a reward (for his friends, not for himself of course). Mister Holliday offers more sandwiches and hands over 25g in a small pouch

I describe the body. He doesn't know who it is.

We get a list of people who have gone missing:

  • A Rat catcher
  • 2 adventurers
  • 3 dwarf explorers (came in at a lower level.)
  • A necro was thrown down the well 2-3 months ago. (Maybe he is responsible for the shambling creatures we saw down there)
  • 6 bandits were chased in there but might have come out again.

Is there a map? We could ask the dwarfs.

We discuss buying silvered weapons and make a shopping list but they will take too long to make, so we will try to borrow something from the elves.

They are 2 hours out of town near Bladesmith. We trek out there and Dae's dad offers us a glaive, 2 sabers, 2 war hammers and 3 daggers. Of these only Dae and Thornie can use a dagger; all the rest are useless.

He also has some arrows for Dae in the form of a bunch of flowers. When we mention shadow men he gives Dae a vambrace which will make him tougher. His mother comes out and it turns out his dad was being difficult. She gives us two battle axes, a berserking hand and a half. There are also 2 silvered cestus and toe caps, for Sonny to return to his brother (eventually).

In 5 years she will speak to me again about my intentions towards her son. What is with these people? She gives us a token to cast into the forge; it will enchant 3 weapons for about a season.

They do an astrology read and say - In town there will be a greasy animal naked through the streets. To catch it in 2 days at dusk will be good. We stay the night. In the morning they are restringing Dae's bow with 6 strings. We walk back to town.

We DA and divinate our new stuff. See loot list. Now we have weapons. It is time to get the buffs.

On the way we came across some Fortune-tellers in the square. I am keen to hear and everyone goes in eventually.

The tents are very magical, mostly much bigger on the inside, and we all see someone different. We learn (consolidating some things):

  • There are "water hobbits" that look like large red dolls in armour. One is in the tent and leaves. His name is Leithwick and is the one I should speak to when confronted by the mushroom man in the hills.
  • Romance turned aside left and right for Ruby. Striking down of a bride frees me from such obligations as I didn't know that I have.
  • Some thing of great worth to the town (the Baron's seal) has been stolen by the Necromancer and sold to the shadow men who have taken it to the west to the hill and the green ponds of the green goblins.
  • This is a problem because the Baron is a prick to everyone when he is annoyed.
  • Slayed almost all of them, luring for revenge. (not sure about this)
  • Sonny will be fascinated by a woman who has entered his life recently. Watch out for a charm spell.
  • Sonny's brother will be blamed for the crime
  • Sonny is given something to make him "bite proof" until he returns from the hills.
  • Three are pursuing one to stop entering the hills.

We go get the buffs. See buff list below.

Night 4

Loot and Funds

From town: Used/Carried by Writeup
Drowning deep shield Johann
Chewable healing potions: 3d10 2 each
Fire protective apron & gloves Ruby
3 coals to burn shadow men Ruby
Borrowed from the Elves: Used/Carried by Writeup
Vambrace, Dae
Flower arrows Dae
Hand and a half: berserking Ruby
Battle axe: is +2 right, -1 left Johann
Battle axe: double vs creatures of water Thornie
Cestuses: consolidating of power Johann
Toe caps: blessing of second floor man Sonny
Token for forge to buff 3 weapons dur about a season Sonny, Johann, Ruby
Six strings on bow: true shot Dae
Dagger cut through wheat or mistletoe without harming plant Thornie
Basement loot: Used/Carried by Writeup
Bone breast plate Ruby
Monkey hand amulet: resist magic Ruby
Belt of skulls: bonus to cast agony
Piles of bone dust
Magical bedding
2 silver rocks
Basement loot B: Used/Carried by Writeup
2 used bombs
Necklace with 3 gems from large skeleton
Kite shield of faces
Twisted trident
Shaman’s broken staff with shrunken skulls
Chain armour with silver collars
Wicca amulet not sure which
2 goblin amulets of luck

Finances @ end of night 4

  • 1000sp worth of magic training
  • 800 + 800 when we were deputised
  • 25g = 300 from Sonny's dad
  • 400 looted in the basement
  • 800+800 reward when we came out of the basement
  • total= 3900 divided by 6 = 650 each
  • Marcus has lent 650 and Johann 200 to Ruby so together with her 1000 + 650 she can get Weapon of Flames for 2500

Spell costs The cost for learning new spells can be found starting on page 11 of the DQ Players Guide 2022.
Here is a link to the PDF - DQ Players Guide 2022.

Buffs from Mentors

Celestial:
  • Strength rk8 5pt
  • Shadow form or coruscade rk 8 18/9
  • some kind of luck for Sonny
Earth:
  • Lesser
  • Rk 6 SOS on endurance
Fire:
  • Rk 10 fire protection
*rk 10 fire armour

Calendar

Autumn 823 WK: Fruit (4)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Lugnasad 1 Guild Meeting 2 3 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 1 2 3 4
Autumn 823 WK: Harvest (5)
5 6 7 8 9 10 11
12 13 14 15 Equinox 16 17 18
19 Harvest Moon .. 20 21 22 23 24 25
26 27 28 29 30 1 2
Autumn 823 WK: Vintage (6)
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 Blood Moon 18 19 20 21 22 23
24 25 26 27 28 29 30 Beerfest