The Session in Which Dan Visits the Fetchling House
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@ -65,5 +65,7 @@ title: The Beasts in the East, Session 2
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## Other Notes
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- MY BOYYYYY!
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## Upcoming Events
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journals/seventh/_posts/2025-05-14-beast-east-02.md
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---
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title: The Beasts in the East, Session 3
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---
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## Current Objectives
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- Proceed to the Far Territories, and reclaim Fort Rather
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## Events
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- The party, re-gathered in their room in Castle Ganth, are gathered and ready
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to pursue their next objectives: asking the Count the questions from Syrup,
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and then move north is search of the scouts!
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- Syrup asks us to ask the Count for permission to move and camp closer and
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to resupply, to find the missing scouts, and to gather any intel on Fort
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Rather.
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- Some nuance about the camp: Syrup is happy to camp nearby, outside the
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city, or even in the city. Camping nearby has the least risk, but also
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the least opportunity for aiding the city. Closer, and even within the
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city, gives much greater opportunity to help out the city, but also
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greater risk of trouble. Camping in town could even let us control the
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city, through martial low, if necessary (though this is likely
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unwanted).
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- We speak with Kaldur's fetchling in the city, trying to gather information
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from Fort Rather. He seems surprised to see us, and welcomes us in. The party
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generally doesn't catch this, except for Stackor. We ask some questions:
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- Who's in charge? To his knowledge, it's still Van der Mere
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- How many soliders are in the fort? A skeleton crew, as most men were taken
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away with Van der Mere to fight a second invasion from the Horde
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- How many total soldiers does Van der Mere have? 2000
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- He notes there are some loyalists still, among the troops.
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- We ask again about any details of the firebombomb and assassination
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attempts. He shares that rumors are it was the populists.
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- We leave, and head to speak with Captain Ilio. We ask him about any ongoing
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troubles, and whom to speak with about camping and resupplying.
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- We move into the guard house to speak in private. We inform Ilio about our
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true(r) intentions with Fort Rather, and gain a bit more of his trust with
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regards to camping and resupplying. He offers to speak with the Count on
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our behalf, and will notify us of his response.
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- We ask if there's anything we can do in the mean time. He mentions looking
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into the Count's assassination attempts would be the greatest help.
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- We head to the market.
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- We first ask if there's an alchemist in town - there is not. We learn that
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there are several alchemical items sold by several merchants in town,
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supplied by Fort Rather.
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- We head back to the fetchling's house, asking him about an underground/black
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market. We inquire specifically about the alchemists' fire and gunpowder,
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which the fetchling is quick to answer it didn't come through the black
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market. His suspicion is that either an alchemist is in charge, or an
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alchemist is on the team behind the assassination. We conclude it does _not_
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sound like a populist plot.
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- We head to and investigate the Chapel of Abadar. We get the key from Randy. We
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detect no indications of wrong-doing.
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- We decide to head back to the Fort, for the paladins to heal more of the
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wounded. On the way, the fetchling makes himself known to some of us, and
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leaves a note behind. It is a bill of sale for a large shipment of alchemical
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glassware to the Hawkman estate, from a source in Fort Rather.
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- We continue to the keep. The captain meets us at the moat, and presents to
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us papers permitting us to camp and quarter at the Hawkman estate. The
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documents give explicit permissions to quarter in basically all the
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buildings.
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- The paladins get to their healing; Stackor _teleports_ back to Syrup and
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updates him. Smokey tells people to stand aside.
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- Stackor provides full updates on all goings on, including details
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about the fetchling (and his potential memory problems), the
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potentially forged bill-of-sale, and the information we gathered about
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Fort Rather.
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- Syrup takes the bill of sale, and will follow-up on it
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- Syrup doesn't trust the fetchling
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- Stackor _teleports_ back to the party, and updates us on his meeting. Our next
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objective is moving north, after the missing scouts. We finish up and head
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north.
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- Leaving out the eastern wall, we come across the fetchling again. We talk
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about things.
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- The fetchling mentions to Stackor that runic magic can be twisted. This is
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apparently directly related to the resurrection of Cayden Calien,
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happening tomorrow.
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- Next week, we witness the return of a god! Hopefully...
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## Player Characters
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- Sir Beet, a human paladin of Iomedae (Thans)
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- Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
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- Jen Erica von Illamage, a human wizard (Mike)
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- Burren "Smokey" Blunt, aka Bat-Man, but in the bat language, so like a bunch of "eee eee" and stuff (Dan)
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- Stackor, a dwarven wizard (James)
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## Locations
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- Ganth
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## NPCs and Notable Characters
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- Colonel Syrup, commander of the Altasian forces
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- Ignatious "Geo" Joe, an oread shaman
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- Brother Gabro, an oread monk
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- Randy Magogum, a fine man, worshipper of Abadar
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- Captain Ilio, captain of the guard of Ganth
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- A (or many) fetchling(s) in service to Kaldur Black, named "Thalactos" by Sir
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Beet
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## Other Notes
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- The fetchling offered to help Stackor be in two places at once. It would make
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sense if the fetchling was _also_ doing this, and would explain why they
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didn't remember things.
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## Upcoming Events
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