diff --git a/journals/seventh/_posts/2025-05-07-beast-east-01.md b/journals/seventh/_posts/2025-05-07-beast-east-01.md index 6a56208..926422b 100644 --- a/journals/seventh/_posts/2025-05-07-beast-east-01.md +++ b/journals/seventh/_posts/2025-05-07-beast-east-01.md @@ -65,5 +65,7 @@ title: The Beasts in the East, Session 2 ## Other Notes +- MY BOYYYYY! + ## Upcoming Events diff --git a/journals/seventh/_posts/2025-05-14-beast-east-02.md b/journals/seventh/_posts/2025-05-14-beast-east-02.md new file mode 100644 index 0000000..cf053d8 --- /dev/null +++ b/journals/seventh/_posts/2025-05-14-beast-east-02.md @@ -0,0 +1,113 @@ +--- +title: The Beasts in the East, Session 3 +--- + +## Current Objectives +- Proceed to the Far Territories, and reclaim Fort Rather + +## Events +- The party, re-gathered in their room in Castle Ganth, are gathered and ready + to pursue their next objectives: asking the Count the questions from Syrup, + and then move north is search of the scouts! + - Syrup asks us to ask the Count for permission to move and camp closer and + to resupply, to find the missing scouts, and to gather any intel on Fort + Rather. + - Some nuance about the camp: Syrup is happy to camp nearby, outside the + city, or even in the city. Camping nearby has the least risk, but also + the least opportunity for aiding the city. Closer, and even within the + city, gives much greater opportunity to help out the city, but also + greater risk of trouble. Camping in town could even let us control the + city, through martial low, if necessary (though this is likely + unwanted). + +- We speak with Kaldur's fetchling in the city, trying to gather information + from Fort Rather. He seems surprised to see us, and welcomes us in. The party + generally doesn't catch this, except for Stackor. We ask some questions: + - Who's in charge? To his knowledge, it's still Van der Mere + - How many soliders are in the fort? A skeleton crew, as most men were taken + away with Van der Mere to fight a second invasion from the Horde + - How many total soldiers does Van der Mere have? 2000 + - He notes there are some loyalists still, among the troops. + - We ask again about any details of the firebombomb and assassination + attempts. He shares that rumors are it was the populists. + +- We leave, and head to speak with Captain Ilio. We ask him about any ongoing + troubles, and whom to speak with about camping and resupplying. + - We move into the guard house to speak in private. We inform Ilio about our + true(r) intentions with Fort Rather, and gain a bit more of his trust with + regards to camping and resupplying. He offers to speak with the Count on + our behalf, and will notify us of his response. + - We ask if there's anything we can do in the mean time. He mentions looking + into the Count's assassination attempts would be the greatest help. + +- We head to the market. + - We first ask if there's an alchemist in town - there is not. We learn that + there are several alchemical items sold by several merchants in town, + supplied by Fort Rather. + +- We head back to the fetchling's house, asking him about an underground/black + market. We inquire specifically about the alchemists' fire and gunpowder, + which the fetchling is quick to answer it didn't come through the black + market. His suspicion is that either an alchemist is in charge, or an + alchemist is on the team behind the assassination. We conclude it does _not_ + sound like a populist plot. + +- We head to and investigate the Chapel of Abadar. We get the key from Randy. We + detect no indications of wrong-doing. + +- We decide to head back to the Fort, for the paladins to heal more of the + wounded. On the way, the fetchling makes himself known to some of us, and + leaves a note behind. It is a bill of sale for a large shipment of alchemical + glassware to the Hawkman estate, from a source in Fort Rather. + - We continue to the keep. The captain meets us at the moat, and presents to + us papers permitting us to camp and quarter at the Hawkman estate. The + documents give explicit permissions to quarter in basically all the + buildings. + - The paladins get to their healing; Stackor _teleports_ back to Syrup and + updates him. Smokey tells people to stand aside. + - Stackor provides full updates on all goings on, including details + about the fetchling (and his potential memory problems), the + potentially forged bill-of-sale, and the information we gathered about + Fort Rather. + - Syrup takes the bill of sale, and will follow-up on it + - Syrup doesn't trust the fetchling + +- Stackor _teleports_ back to the party, and updates us on his meeting. Our next + objective is moving north, after the missing scouts. We finish up and head + north. + +- Leaving out the eastern wall, we come across the fetchling again. We talk + about things. + - The fetchling mentions to Stackor that runic magic can be twisted. This is + apparently directly related to the resurrection of Cayden Calien, + happening tomorrow. + +- Next week, we witness the return of a god! Hopefully... + +## Player Characters +- Sir Beet, a human paladin of Iomedae (Thans) +- Sir Tern Ipswitch, a human paladin of Ragathiel (Bill) +- Jen Erica von Illamage, a human wizard (Mike) +- Burren "Smokey" Blunt, aka Bat-Man, but in the bat language, so like a bunch of "eee eee" and stuff (Dan) +- Stackor, a dwarven wizard (James) + +## Locations +- Ganth + +## NPCs and Notable Characters +- Colonel Syrup, commander of the Altasian forces +- Ignatious "Geo" Joe, an oread shaman +- Brother Gabro, an oread monk +- Randy Magogum, a fine man, worshipper of Abadar +- Captain Ilio, captain of the guard of Ganth +- A (or many) fetchling(s) in service to Kaldur Black, named "Thalactos" by Sir + Beet + +## Other Notes + +- The fetchling offered to help Stackor be in two places at once. It would make + sense if the fetchling was _also_ doing this, and would explain why they + didn't remember things. + +## Upcoming Events +