Countdown to Coronation

From DQWiki
Jump to navigationJump to search

return to Scribe Notes


GM
Ross

Chapter One: Invitations

  • Sabastian (Dashing Leader, Superlative Scribe and insightful Military scientist)
  • Vladimir (cook, ranger and all around valet)

21 Snow 809 WK

Looking for work I hunt the notice board and spy a job wanting escorts. I search the guild for companions and find a new member at the butchers, Vladimer – he look the sturdy type. I convince him to join in and we are eventually introduced to and imperial agent from Kanlaoise, and it is explained to us that Valarie Longmeadow and Morgan the Grey to the Imperial City for the Coronation. We are provided lots of paperwork and notes. We will receive the princely sum of 2,000sp for our duties. We complete guild paper work and due to my extensive experience elect myself as Party Leader, Scribe and Military Scientist. I've never acted, or had any training as a military leader but I'm sure it cant be too hard.

We spend the afternoon prepare and meet with our escort that evening. She leading us along the road into the into the setting sun and the sun suddenly sets remarkably quick, and were enclosed in darkness. Some minutes later the sun rises again and we find ourselves in the room of a library in a tall tower. The tower is located on the river on the town of Sa'Surhan. The Priests present us with a plaque to identify us are Imperial Agents and invitation to the two invitees, then large dour guards escorted out of the city, depositing us at the docks.

At the docks we chat to some Blackrock Dwarves but theres no exciting news so we head off and fly to Cleftdeep. When we arrive the rain is a torrent too heavy to allow passage through the pass so we enter Cleftdeep to dry off , eat and trade. I buy some gems from Crazen Jagged for 3,000sp. Of interest there is a demand for rubies due to the coronation. Later that afternoon the weather eventually clears and we head off.

Flying though the pass in the mountains we are knocked out of the sky by Metastopheles and suffer some minor damage. Vladimir is terrified by a dragon attack, but I explain its all part of the adventures life. We camp that night only to discover the Vladimer cannot cook. What was he doing at the butchers? Even I know that youre suppose to take the insides of the rabbit out before you cook it!

22 Snow

Spend the next day flying and camp that night with some nomads. In exchange for repairing some of their good we are provided food and lodgings. The food is far superior that what Vladimer cooks.

23 Snow

After an entire day of flying we finally make it to the area of Morgan's tower. Vladimer confesses be hasn't completed his ranger training. Why did I bring him, no cooking and isn't a ranger either!

We encounter an Elven patrols and following the presentation of our plaque and some grumpy comments we are pointed in the direction of the tower. They explain flying is dangerous as a dragon (Metastopheles) menaces any flyers, and enjoys eating available horses.

We make our way to the tower and encounter Eyebite, Morgans familiar. He harasses and threatens us, as expected, but reach the tower without being transformed into mice. Morgan is pleased to see us and following a nice meal he agrees to allow us to escort him to an Imperial City.

That night I perform a reading of the nights sky

Black Hand come forth
From North to South
From Ice to Sand
From death to beyond

Morgan explains that the Black Hand orcs are unusually active in the North, but otherwise I have no idea what the message means.

24 Snow

We travel all day on Morgans carpet. Not as exciting as wings, but far less taxing. That nigh we camp in the foothills of the mountains. Vladimir wakes us as he observes fires and light a few miles away during his watch. We decide to investigate, preparing for battle, and discover a nomadic group fighting a last stand against savage Orcs. Following a great battle we single handedly turn the tide of the battle killing or scaring off the Orcs, saving the Nomads – a tribe of the 'Seven Families'. We take s suit of plate armour, magical glaive (necromantic magic) and amulets from the fallen Orcs. The nomads are thankful for the rescue and are naturally generous to their saviors, I lose track of Vlad for the remainder of the night.

25 Snow

We spend the day assist the nomads with healing and repairing their devastated camp.

26 Snow

Fly to Longmeadow, arriving midday. The have erected light but flimsy fortifications. We lunch with Valarie and she explains the fortifications are build in response to Blackhand attack, in addition they now have patrols our and are waiting for support from the Dwarves. Im concerned they don't have sufficient training for the conflict with the Orcs.

Have a chat to Gramps, one of the older hobbits in the village and all agree their methods are amateurish so we convince them to allow us to take 'Bartholomew Longtoe', one of the few that can read Elven, with us to obtain some Military Scientist training. Gramps enjoys his wine so I lend him my goblet until I return – the supply of quality wine is limited so he is overjoyed with the gift.

27 Snow

We depart with Valerie and Bartholomew, making our way to the border post. Following some tense moments we are allowed in once our plaques are authenticated. They are are very upset about the glaive and weapons are drawn while the Priestess is summoned. Eventually the glaive is taken to a small chapter and places on an alter where is catches fires and slowly melts as its purified.

That even at dinner the commander explains they will escort our guests to the capital city and the Star elves will be contacted to train the hobbits. This is unusual, they typically have no interest in the wellbeing of the other races, so there much be a common interest.

28 Snow

We are asked to deliver a message to Metastopheles and this will be later explained to us. We depart at noon in a pillar of light and appear in the Temple of the Sun. As the light fades we are greeted by Karasova and escorted to five priestesses – four dressed in white and one in black. Vlad looks very concerned, and later explains we could feel his own death while in their presence! The priestess in black as an aura strength of an avatar. We are requested to tell Metastopheles that 'The Lord of Blood has returned. The Lady of Peaceful rest will grant him some abilities he traded away for cooperation'. What did he trade away?

The buy the amulet and armour (16K) to learn further bout the owners.

A priestess uses the noon sun to transport us to the port city of Prestige, and run down and dreary city on the east coast. We fly into the desert and Metastopheles finds us. Following much grumbling and threats escorts us back to Prestige and the Priestess takes us to the capital city Mazarathin. While Metastopheles disappears into the city we wander off and find Orthostopheles, explain the happening over the last few days.

We return to find very annoyed elves and wait a few hours to be transported back to Seagate.

29 Snow

Appear back at Seagate at midday.

Chapter Two: The Trouble with Big Ron

  • Sabastian (Leader, Scribe, Military scientist)
  • Vladimir (now really a ranger but still cant cook)

15 Ice

Having the urge for another adventure I look thought the notice board for more work - Honest Ron is looking for people to retrieve some goods so I head down to the butchers (again?) and pull out Vladimer for some more work. Ron is a second hand cart salesman whose resides near the river in Arn's Ferry. We cross the bridge and meander our way to his establishment, which sells some off the most poorly kept and expensive carts Ive ever seen. Ron appears to spend most of his money on his hair and combs.

Rons explains he would like us to retrieve some cooking implements from a tower, and we reach by rowing into the harbor with a box. We enquire further and Ron is unable to provide any addition information, so we suspect something is amiss. We decides something is suspicious so acquire the green lacquer box from his rooms that night – he has a vast collection of combs and hair wax. The box is divinated and discover it will store and magically isolate anything placed inside, but anyone opening the box is whitefired! Also if the box is taken over water it will take you to the plane Cormelle. We pay another visit to Ron and he begrudgingly explains he is the middleman, and was hired by a stunningly attractive Elven looking woman, but suspiciously cannot remember anything else – even under hypnotism.

16 Ice

We hired a small boat that morning and row out to the harbor. We need not row far (fortunate really as Vlad is a terrible rower) before we are surrounded by mist, wich disappears a few minutes later to reveal a long, beautiful beach with near a rather prominent pier. Small colourful huts are spaced along the beach. The beach ends in a hedgerow that extends into the distance. We land and explore – although pleasant and a great place for a holiday there is nothing of interest. We pass though a gate in the hedgerow and find ourselves in an enormous park that appear to go on forever, it looks like its Spring. We wandered deep into the park and find a small walled village that we decide to investigate. As soon as we pass through the gate into village it becomes dark and cold, as if its winter.

After some investigating, and a hot meal in a local tavern, we find ourselves pondering the town square. Everyone unconsciously ignores the centre that seem to contain an ominous black tower – it seems to go into the clouds. Only a short distance away it takes an extraordinarily long time to reach the tower, and we are beaten by snow and wind. Fighting our way inside we find a room with hundreds of sheets of paper whipped around by the wind. The papers start whipping around and cutting us, so we escape into an adjacent room – only to be attacked by a crazy feral cat that eviscerates Vladimer. The cat is dispatched and we start a small find and use it to set alight the papers.

The next few hours are spent climbing the tower, it becomes progressively darker and colder. We explore various floors only to find empty rooms and horribly mutated and crazed creatures. Upon reaching the top floor we find a crazed debauched ball that we pay entry to obtain access. The room is dark with flashing lights and scantily clad dancers, wearing black leather and an assortment of spikes. We manage to locate a tainted item in the area limited to important guests. So cunningly plan, with the liberal uses to Blackfire to create a commotion and escape with a Black Bowl. Touching the Bowl causes enormous damage, and in the chaos and pursuit we leap out of the windows and fly to the ground. We have escaped the tower, which begins to crumble, but the town is being overrun by Orish attackers.

Taking short hops flying we avoid the attackers make our way to the close to the beach, the landscape we pass is warping and decaying - corrupted. We are forced to stop and rest as the bowl is draining has drained away most of our life. We eventually reach the beach to be faced by a raging storm, the rowboat has survived and struggle into the boiling seas, eventually surrounded by a bloody red mist and eventually find our way back to the Seagate coast, and we dock our boat that is rotting around us.

We acquire a boat and haul the toxic bowel to the Guild. Much discussion ensures and we decide upon placing the the Bowl into the box, soaked in conterspells to stop us turning into ash.

We pay a visit to Ron, but find him missing, his assistant tells us he departed with an stunningly attractive Elven looking woman. We make haste back to the guild only to discover an attractive Elven woman has visited and, and proven ownership of the box, departed with it. Whoever this is we decide that they're someone very powerful that we want to avoid, so after brief deliberation we decide to hide out with Orthostopheles, the toughest person that we know.

Beating a path to the tree that takes us to Kanlaoise and discover a suspicious wagon tracks leading around the tree. We arrive in the forest and make our way through the glade and into the city. When we arrive at the residence of Orthostopheles to find a smug Karasova departing, leaving behind a mule with a well maintained mane. Karasova was behind it all, and is now in the possession of Celestial Bowl. The Bowl was corrupted by the Lord of Blood, and its presence causes corruption.

Perplexed by the secrecy of the ruse used by Karasova we suspect someone is up, but don't know what.

Chapter Three: Arms and Blood

  • Sabastian (Leader, Scribe, Military scientist)
  • Vladimir (still cant cook, why do I take him along?)

19 Ice

We decide to aid in the defense of Longmeadow and following a talk with Valarie we head back to Seagate and arrange for a shipment of weapons and armour from Brastor workshops. We take back the mule, which is a transformed Ron, and he turns back to a human but is major cursed to be bald. He unknowingly rewards us with 1,700 is cash in jewelry, but pays for the Guild to list his curse.

I take Vlad up to Brastor and give him a tour of the area, eventually ending up in Emmitsburg. Ishamael takes Vladimer under his wing and provides a few weeks of training in stabbing and killin' while I visit various workshops to arrange the Longmeadow production and shipment.

14 Thaw

My good friend Riptide ships the good up to Seagate and they are packed on a wagon, obtained from Ron, and taken through the tree. We park the cart in the glade and wander into the city to visit Orthostopheles. As we make our way to his residence we notice there are an unusual number of guards around the city.

Orthostopheles is out and about at the Palace, but Valerie and two Dwarves are in residence. They explain the Wood Elves have planted a tree to allow transportation to Longmeadow so, following a long lunch, we make haste. Valarie will be returning with us to pick up some herbs, as she has been made an unrefusable request to provide some herbal concoctions for various Sun Elves.

Travelling back to the glade we are meet by a wood-elf called Silverlake and he is concerned about the corruption The Lord of Blood is causing and would like to assist. We escorts us through a tree and we appear in a small copse of trees in a fairy ring in Longmeadow. He explains he had arranged for the Sun Elves to provide intensive Military training to the Bartholomew.

Valarie packs up and departs, but provides us a few herbs. We join Gramps for dinner and he explains much has changed, the Wrought Iron dwarves have sent militia to Longmeadow and they have spent time fighting the Orcs. Some of them have returned with wounds that aren't healing.

Silverlake would like us to head back to Cormelle but would like us to remove the source of the corruption, as the box will not contain the corruption forever. He is not sure who created the island, but if we can remove the corruption it will weaken the Lord of Blood. The source of the corruption is somewhere in the village and he will provide a number of charges of 'Stellar Collapse' to remove them, but its best if we were not near the centre as it is rather devastating. Once the corruption is removed the world of Cormell will reset and return to normal.

15 Thaw

We decide to head back to Alusia so Vladimer can completed his training, as were adviced our trip will be dangerous.

23 Seedtime

We arrive at the Glade at dawn and are met by Silverlake, Baccarat, Orthostopheles and Delerium. They provide some resource and advice, changing us to an Orc and Goblin, and we fly from the glade across the lake to be transported into a violent storm. The coast is a scene of devastation and the pier destroyed. We managed to land on the beach, obtaining bruises and a soaking on the way. We struggle up the beach and make our way through the broken gate to face a scene of devastation – the land is a wasteland, everything is dead and pockmarked with pools of fettered, diseased water.

We fly to the town to find it transformed into fortified Orc town with large barbed walls with the smoke of forges and fires. We learn the hard way the walls are trapped with reverse gravity, and we manage to climb our way across the walls. The streets contained squads of plate wearing Orcs and haggard bands of starving humans.

We pestered by some roving humans, and we dissuade them not to attack us. One of the human agrees to assist us and he explains the Infirmary and Forge are the most frightening place, so we decide that's the place we need to go. The infirmary is a huge three storied building with a atmosphere or death and horror. The building is patrolled by three headed corrupted dogs. Vladimer convinces them to rip each other apart and we scale the building and break our way through the roof. We find ourselves in a barracks room with dozens of terrified children chained to their beds. We offer them some food and try to find whats going on, but are interrupted by a guard and dog trainer and burst in. A fight ensures and many of the children are killed by the trainer with blood leaches that transfers damage to the chained children.

We scuttle down stair past many doors, locking the which ones we can, to find a large alchemical lab on the bottom floor, we spy the accursed doctor and his assistants busy at work. We use the 'Stellar Convergence' on the lots, and cause enormous destruction but the evil alchemical master survives, so we hit him with another. We're a bit frightened that he has survived two, so we charge in and manage to finish him off with our blades. We scuttle out of the chaos and manage to evade capture. The sounds of much fighting come from the direction of the gates.

Sneaking across town we make our way to the Forge, a giant three storied warehouse that reeks of death. The inside of the warehouse is one giant room - there are dwarves chained beating out the weapons, humans feeding the coals and a chained Ogre working a giant crucible. More concerning are two Blood Lords killing slaves to 'bless' the completed weapons with the blood to killed slaves.

We spend some time plotting and come up with a cunning plan, I climb to the roof and cast a number of meteorite showers to destroy the roof, at the same time Vladimir uses 'Stellar Convergence' on the Blood Lord. The roof explodes and debris showers the forge, but one of the blood lord survives. I cast further Meteorite showers to destroy the crucible and Vlad begins swatting as he uses the last charge of 'Stellar Convergence' on the remaining Blood Lord. Chaos ensues as the remaining Bloods Lord withers, the Orge is slain and the crucible tips over spilling molten metal everywhere. We grab a few of the Blood weapons/armour for later examination and beat a retreat. We notice the bodies of the Blood Lords have mysteriously disappeared.

Waiting on the roof we observe the beseigers moving into the city, having crushed the Orc defenders on the gate. I fly down to a group of Lancers and introduce myself to the Commander of the attack, a paladin called Captain Denelain, they are liberating the city from the Orcs.

Some hours later the majority or Orcs are slain or fled and the Command tent is set up in the town square. The physical shape and aura of the town is slowing changing, the harsh dark being replaces my more friendly like buildings, it is beginning to rejuvenate. The dark building at the centre of the square replaced with a white marble plinth containing a list of names, of the souls taken by the Blood Magic – the magic of the plinth is memory. Again no one enters the centre of the square. I discuss our efforts with the Captain and he will pass on our names to the King and Court magician.

Bidding our goodbyes we depart and the lands appear uncorrupted, new shots of growth appearing. We experiment with the hedge before we depart, you can climb over the hedge but you are dazed and it takes almost 10 minutes. You can fly over but it becomes very cloudy while over the hedge, and it takes a long time.

We pack up the armour and fly out to sea, into mist...

24 Seedtime

...appearing back in Kanlaoise and land in the glade. Silverleaf appears and we explain what happened, presenting the weapons, alchemical potions and leaches. He departs and we wait, and 30 minutes later imperial guards appear with a large coffin like box. The pack up the weapons and armour and depart with haste. A metal brazier with a floating fire is user to consume the potions and leashes. We are thanked by Silverleaf and offered some training in exchange for our efforts.

Chapter Four: Secrets Revealed

  • Sabastian (Leader, Scribe, Military scientist)
  • Vladimir (promises to learn how to cook)

22 Blossom

We've spent the last few weeks training, stay with Orthostopheles in his opulent residence, and are surprised to see Baccarat at lunch. He explains all the political activity taking place is a front for the real power plan, he suspect some deeper activity is taking place that needs to be revealed. Additionally there is a significant increase in the trade of gems, and this activity is not all attributed to the Coronation. There is the sign of a long term offensive as most infighting between the houses is unnaturally quickly ended. There is now little pressure on the minor races and the trade of minor magic. It is rumored the minor races are allowed to illegally trade prohibited items, and this is to allow the Drow secret trade.

Keithrial Zaffria is the leader of the 'Crimson Bloodmoon', a large band in the mountains responsibly for the majority of trade with the Kijaand Empire. They were also rumored to be involved on the rebel attack on Sernoyia. Little is know about Zaffria, he is never seen and can't be observed in the stars.

The fighting between he Ice elves and Highvale is in a stalemate, sure partially to the new Highvale leader – Sachen Highvale (runemage).

Baccarat would like to build up his economic base and enter the market of gems and metals and has reestablished the Drow house 'Tel'Emain', which was thought to be extinguished. We are to act are contracted merchants for House Tel'Emain and sell low ranked air magics and enchantment scrolls and attempt to buy gems and metals. Delerium provides us with a coat of deep pockets Baccarat an itemization card to contain items.

23 Blossom - 24 Blossom

Spend a few days in the market scrutinizing goods with my well trained merchant eye, we learn the value of the local good and what is in demand.

25 Blossom

Take the tree to Longmeadow and talk to the recent Dwarven recruits. They've build themselves solid stone dwarven home, that stick out amongst the hobbit dwellings. Over a bowel of hot, thick stew they explain there is trouble with goblins, and believe the goblin tribes are beaing lead/forced by the Orc clans. They are attacking the mines and using powerful alchemy. Spend the evening with Gramps and discuss the future of the village. The Drow have established a fortified position not far from the town and are making demands for food and goods.

26 Blossom

Fly south we land that afternoon and trade with a large camp. The group consists of three tribes that are forming into a single tribe for protection – the Empire are building forts on the edge of the desert and encroaching on the tribes territory. We spend the day trading and talking and learn the 'Crimson Bloodmoon' and altered their name to 'Crimson Brigade' (perhaps due to the Lord of Blood?), and their lieutenant passed through the village two months ago buying a large volume of leather. Unusually there are a number of Empire bred woman in the village.

27 Blossom

Talk and trade, picking up some fantastic boots. The merged tribe will be the largest in the area and will move higher into the valley.

28 Blossom

Fly south and encounter another camp that looks permanent, its leader is a human called Nalor and he leads a well armed band. Following some discussion it becomes apparent they are serious traders and aren't interested in common goods, only magic. We sell them some windwalk investments for 9,000sp of precious and 1,000sp of semi precious gems. Interestingly they have a large collection of raw, unprocessed gems to select from – many gems still have rock attached. We trade some Boomsticks in exchange for 3,000sp of precious gems and 500sp of semi precious gems. We learn the gems were appropriated from the Brokenspine Ogres.

They know little of the 'Crimson Brigade' but suggest a visit to Highvale, as a member of the Brigade resides there by the name of Rose. Near the camp are some runes of transport, they are Elven but not the Sun elves.

We camp with them that night and are impressed with their organization, they have mages as well.

29 Blossom

A predawn mist rises off the ground and surrounds us, but burns off immediately ar dawn. We and the camp are concerned. Its was a magical scrying magic.

We depart early and reach the monastery by lunch. Wu Fang feeds us some noodles and we discuss events over the last few months.

  • He felt a great shift in the world three days ago.
  • They were attacked by exiled orcs from Highvale from time ago, but slaughtered them.
  • Drakes occasionally bother them, but the Iron Fist frighten them away.

We offer assistance but there is nothing we can do, so we continue our trip and arrive at Highvale. Rose is away and we stay at the 'Outlandish Outlander' that night. We talk to Baccarat and learn

  • three days ago a faction of the church swung their support to the old Emperor, this was a surprise to all be he belives it is part of a coordinated action.
  • Karasova is not Delerium,
  • Karasova wears the 'Belt of the Titans' – this gives you the physical abilities of a titan.
  • The Star Elves made the box that we used to retrieve the Celestial Bowl.
  • Lake rune is a marker rune and is actively used. Maybe high elves or someone with deep contact in the empire.
  • Sun elves are holding back assistance against the Blood Lord to force other to request help and become indebted.
  • Much political activity is occurring and Orthostopheles is frantically trying to keep up
  • An assassination attempt was made against Orthostopheles – it failed.
  • Desert forts are being built to weaken the houses and fortify the borders.
  • Baccarat may be out of contact as he is assisting Orthostopheles

30 Blossom

Have breakfast with some Dwarves and discuss the gems we have. They cast their knowing eye across our good and suggest they're from mines in the North, between Cleaftdeep and Longmeadow, but mined with Goblin alchemy, which is not normal as it's very risky. They must be pushed by others. As discussion moves to trade we learn the the demand for gems at their mines is very high. They note the town of Highvale is fortifying and everyone is becoming paranoid. They are visiting the new leader later in the day and offer to put in a word for us.

We visiting the markets to get a feel for the prices – there is an absence of high quality gems in the market. Make our way to the Command residence and are provided a few minutes discussion with the new chief. He is gruff but fair grants permission for us to open a trading house. He acknowledges his respect for they 'Crimson Brigade' are they have spent most of their profits in the last few days on healers for a sick member.

We receive a message Rose has returned and we should see her immediately. She is a hobbit, but all business and insists we talk to a companion of hers upstairs. A middle aged man awaits who introduces himself as Keithrial Zaffri. We is wounded and infected following a run in with Orcs, he lead the attack to gain the gems and Nalor is his lieutenant. He believes he was targeted by the Orcs, it was a trap to kill him. His wounds aren't closing and the healing only delay the decay – he is slowing becoming corrupted. We learn some startling facts

  • Karasova is a real half elf and the sister of the Regent.
  • Karasova father was the old emperor, but he is not the father of the regent.
  • The Old Emperor is now an Agent of someone.
  • The Old Emperor possesses many powerful artifacts he discovered while in power.

We talk to Baccarat and let him know what we have learnt. We are told to flee immediately, stop talking and fly from the town now, and he will arrange for us to be picked up. Rather frightened by this message we run our of the building wearing shadow wings and fly away, we are met by a large cloud that speeds us through the skies to the imperial city where we meet Baccarat and Orthostopheles – following a short discussion we agree to fly to Longmeadow and take the tree to the glade then flee to Seagate.

Many hour later we arrive in Seagate and take Keithrical to a Church with hope of having the corruption removed. We return to the guild and awaiting contact from Baccarat.

EP etc

XP Time Money
Chapter One 10,200 21 Snow – 29 Snow 9,200sp each (after tax)
9 days
Chapter Two 7,600 15 Ice-16 Ice 1,700 sp (before tax)
2 days
Chapter Three 10,800 19 Ice – 24/11 6 x sleeping infusions
3 days 2 x cure disease.
Blessing
Talents
Chapter Four 14,200 23/13 – 30 Blossom Boots +1 to Ag rolls
8 days