Red Laughter - The Hunt
Summary
Adventure:
GM: Jim
Season: Spring 824 wk
Location: Online
Night: Sun
Level: High+
- Party
- Employer
- Mission
Follow up a Prophecy
- Pay
The friends we made along the way.
Scribe Notes
Chapter 1: Lady Suneth's prophecy
The party gathers to discuss Lady Suneth's prophecy. Lady Suneth, a Kerberite from House Kerberoth, has received intelligence from "the black" and composed a prophecy. The prophecy speaks of a shadowed realm, a wraith of dread, and a noble count freed from the serpent's mark. It mentions three agents, a wise matron, and a veiled seer. The party speculates on the meaning, noting they have three months to act. There will be untold death if we fail.
The party consults with Lord Tirwh, ruler of House Kerberoth, he expresses concern about the situation in the Land of Nod and the potential world-threatening nature of the events. We ask about reaching the Land of Nod. Warious routes are discussed, including through House Tintagel and past the Keep of Five Faces. Tirwh offers little direct assistance but provides information about the political landscape and potential dangers.
The party begins preparations for the journey ahead, visiting Henry the Toymaker, a somewhat eccentric character, to see if he has any useful magical items. After some dramatic bargaining from Henry, which consists of feigned distress and appeals to the suffering of his children, the party acquire the following items;
- Water General Spell Rack: A bracer-like item with a large blue gem. It can store Water General spells equal to the user's rank in Water General Counterspell.
- Magical Pass Action Storage: An egg timer-like device that can store magical pass actions in exchange for life energy.
- Figurine for Corniger: a figurine made of diorite for his horse, Corniger.
Chapter 2: Journey to Jiroth
Callas's guides the party, using a route she knows, to the Heights of Chaos, which takes about five days. Along the way, they discover the Gardens, a special location where they can find a rare herb once in their lifetime. They choose not to use this opportunity yet, saving it for when they have higher herbalist skills.
From the Heights of Chaos, they can see Jiroth in the distance. The party uses Earth Door to travel quickly down the mountain, reduce the treacherous travel to reach Jiroth from a day to an hour. They arrive at the walled city with ramparts rather than proper walls and note the stream running through the middle of the town, which seems to have magically enhanced sewage treatment.
The group visits the Temple of the Singing Bees and makes an obeisance to gain access to normal mana levels in the area. They learn from the guards that people have been disappearing, possibly due to Nephilim activity in the mountains. The party decides to investigate, heading northeast into the mountainous terrain.
Chapter 3: Calamity at Surah
On their way to Surah, the party are ambushed by three blue, devil-like creatures with backwards-bending legs and tridents. A brief but intense fight ensues and the party quickly dispatch the devils, which which disappear in smoke upon defeat.
After the battle, they continue tracking and discover a blasted section of hillside with a summoning circle, triangle, and stone altar. On the altar lies the body of a sacrificed child, less than 24 hours old. Investigation reveals the altar is dedicated to "the Beautiful Marquis." An Ancient Divination reveals that the child's soul was used in a ritual to make the summoned devils chthonic, meaning they cannot be banished from the realm.
They discover tracks leading away from the altar, belonging to a woman wearing soft shoes. The tracks disappear after about 20 feet, suggesting some form of magical transportation. The party debates their next move and, which no leads, decides to return to Sura to inform the authorities. In Sura, the high priest is alarmed by their findings. He provides limited information about the Beautiful Marquis, describing them as a powerful sorcerer of the Mind college with control over white magic and a focus on calculation and measurement. The party learns that families have been going missing from the outskirts of Surah.
Chapter 4: The Hunt
They decide to investigate a farm where a family disappeared three days ago. Afters some hours of trekking with a guide they reach with farm and find some tracking from the farm, the family and other individuals, one using magical concealment. The magically concealed tracks likely belong to the same woman from the altar and the the family's tracks lead in a different direction from the concealed ones.
As night falls, the party decides to follow the family's tracks, hoping to rescue them from their captors, tracking the missing family along a ridge line, with a deep river to their right and a heavily beaten game trail to their left. They estimate the tracks to be less than three days old. Aware of their visibility against the skyline, Turf uses his name change spell to disguise himself as a horse to reduce their profile.
As darkness falls Callas and Turf detect several creatures sneaking up towards them, about 150 feet away initially but closing quickly. The party quietly prepares for a potential ambush, preparing weapons discreetly, not wanting the ambushers to know they have been seen.
Chapter 5: Ambush
Three Mariliths, blue devil-like creatures with four arms, backwards-bending legs, and wielding glaives and shields, charge the party. A fierce battle ensues. The fight is swift and decisive, Turf's powerful blows with Snickersnee and his Soul Blade quickly dispatch two of the Mariliths, Archibald's Hellfire spell damages the remaining devil. Then to deadly Slaad enter the battle, One is pitch black, the other mottled green and brown. Their skin is like stone and Turfs blows, that would kill a nomrmal person, barely hurt them. Corniger, Archibald's horse, delivers the deadly blow with a devastating charge and horn attack.
After the battle, the party discovers some magical components on the Mariliths' bodies, including copper nails that can enhance the Sinking Doom spell, and bronze horseshoe-like items useful for gem creation spells. Examining the bodies the party are able to work our they are resistant to slashing weapons but vulnerable to crushing attacks.
Chapter 6: Pursuit
As the group examines the Slaad corpses, Callas spots a female figure about 150 feet away, sitting on what appears to be an invisible mount about 70 feet off the ground. Recognizing her as likely responsible for summoning the creatures they just fought, the party springs into action.
Turf windwalks after the figure, which flees from the party. In a daring maneuver, he materializes directly above her, attempting to grab her mid-flight. Despite the woman's impressive defenses, Turf manages to grapple her. A mid-air struggle ensues as Turf repeatedly stabs the woman, who is revealed to be an Ogress. The Ogress has powerful defences which Turf overwhelms with his powerful attacks and they both plummet towards the ground.
Turf grabs a wand from her belt before letting her unconscious body call to the ground. The Ogress crashes to the ground, not surviving the impact. The party regroup and they search the body. Turf uses a ritual to bind her soul into a nearby rock, preventing any chance of resurrection or escape.
Chapter 7: Rescue
Regrouping, they continue tracking their original quarry - the missing family. After about an hour of searching, they discover an artificially created cave. Inside, they find the family of five (two parents and three children) being guarded by an Ogre Mage. The party are able to sneak in and launches a surprise attack, the Ogre Mage is quickly overwhelmed and defeated without being able to retaliate. The party frees the family and debates their next move, concerned about a possible second Ogre Mage in the area.
Deciding the family's safety is the priority, the group escorts them back to Surah. They use magic to enhance the adults' strength, allowing them to carry the children and travel faster. Callas hides the Ogre Mage's body using her tunnelling spell.
They arrive in Surah as the sun rises, presenting their findings to the high priest. The party reports on the various creatures they encountered - blue devils, Mariliths, Slaads, and Ogres. They also mention the bound soul of the Ogress and the altar that needs cleansing.
The high priest and townsfolk praise the party for their actions, particularly eliminating the Ogress and Ogre Magi threat. There's some concern about the remaining Ogre Mage, but it's believed he's more likely to flee than cause further trouble. The party being offered accommodations in Surah for a week, with a celebration planned to honour their deeds. However, the group is aware of their time constraints and plans to move on soon to address other pressing matters in their quest.
Chapter 8: Lady Callas, the Wonder Worker
In Jesurea they seek access to the Astral Gate. The priests require a service in exchange, and Callas offers her healing abilities. She treats several locals, including a man with a gangrenous wound, saving his life. Her exceptional healing earns her the title of "Lady Callas, the wonder worker," and this service secures the party access to the Astral Gate.
The party continues their journey north using Turf’s magical carriage. They stop at a Carchemish to rest and gather information. While speaking with the locals, they learn about the rising threat of gorgons in the area. During their stay, they encounter a group of black-armored mercenaries. Black arranges for future contact with a Mind Mage among the mercenaries.
The next two days are uneventful as the party travel as the party travel to Hurrian, and then across the sea to Al-Marhirbah and to Aeaea - the city of Witches.
Chapter 9: Revelations
Aeaea is a city of Witches, Archibald and Turf can see an enormous thorn wall surrounding the city, however Callus sees nothing. Callas head into the bustling city, there is lots of trade in fabric, she makes enquiries and is directed to the residence of Lady Cerise. Cerise, a figure of authority in the Crimson Sisterhood, happily greet Callus. Lady Cerise discloses her role as Matron of the Crimson Sisterhood.
After hearing the prophesy Cerise believes the "Noble Count" is the Comte de Versillac, who was once undead but restored to life by a holy man. The Comte, now deeply hostile toward the Church. She also believes "A seer, veiled in mystic shroud" is Jade Rain, whom is known to Callus, and advises we visit immediately. She gives Callus a magic scroll in exchange for taking a letter to Jade Rein. Cerise warns of dark forces at work, urging caution as the party proceeds on their journey.
Chapter 10: The better part of Valour
After travelling for almost a week the party finds themselves in a deep part of the Abyss, near a lake-like area. They hear a slithering sound approaching and prepare themselves for a fight. As the sound grows closer, they feel the ground heaving beneath them.
Black Archibald sees cracks forming in the ground coming from the north. The party realizes they're facing an enormous creature, something that makes the earth shake must be an enormous size. Realizing the potential danger, the group decides to retreat rather than confront the creature. Callas uses Earth Door to transport the party away from the immediate threat.
Upon reaching safety, Turf uses a Crystal of Vision to look back at where they were. He sees an enormous lenticular-shaped creature, about 22-23 meters long and 3 meters across at its widest point. The party concludes it was likely a Shoggoth, a powerful and dangerous entity in the Abyss. Marking the location on the map as "Shoggoth Point" the party choose a different route to reach Jade Rain.
Chapter 11: Tea with Jade Rain
Travel to Jade Rain's residence takes around a week. The cave is appointed with various comforts. Jade Rain, described as having pale green, almost translucent skin, welcomes them and offers tea. Turf and Archibald are provided a simple tea while Callus is served one with an exquisite flavour.
As they settle in, Turf presents the prophecy written by Lady Suneth. Jade Rain analyzes it, providing insights:
1. She identifies a section referring to the "Comte de Versillac," suggesting he has a crucial role to play.
2. Jade Rain explains that the Count's quest involves discovering the role of the original orcs in the unfolding events.
3. She points out the phrase "with papal ties to cleave," noting its ambiguity—it could mean either to split apart or join together.
4. Jade Rain suggests the prophecy might be directing them to influence papal ties, either strengthening or severing them.
5. She draws attention to phrases like "enterprising schemer," "cunning gaze," and "steer the course of coming trials," hinting at the need for careful negotiation and strategy.
6. Jade Rain warns about the "Eye of Discord," suggesting extreme caution when dealing with this entity.
7. She recommends speaking to "Moonlight Sleeping on a Midnight Lake" for more information, but cautions that this being is a demon lord and would require proper compensation for any aid.
Throughout the conversation, Jade Rain provides cryptic hints and warnings, emphasizing the complexity and danger of the situation the party faces.
Chapter 12: The Prince of Demons
Returning to House Kerberoth they await the arrival of Damien, the Prince of Demons. His approach is heralded by trumpets from the Abyss, and he arrives with a procession of 3,600 demons. It takes a day for the procession to reach the castle. Lady Suneth is flustered with the arrival of a Prince, and insist the party assist to clean the castle, which already appears immaculate.
Damien is described as wearing baroque armour that seems to be moving. He carries a halberd and shield strapped to his back. After a three hour feast, where Turf spend the entire time drumming his fingers. Post dinner the party is invited to join Damien in the green chamber for brandy and cigars.
Each character chooses a uniquely described cigar, which upon smoking, seems to have magical properties. They create various "pools" for the characters:
- Callas gains a sanity pool.
- Turf gains an impatience pool.
- Black Archibald gains a doom pool.
Chapter 13: Schemes and the Missal
Turf is particularly eager to cut through the pleasantries and focus on the heart of the matter, prompting Damien to discuss a figure connected to the church, Giovanni de Crescenti. There is some confusion about Giovanni's role, with suggestions that he was a power broker rather than a direct agent of the church. The group learns that Giovanni was heavily involved in raising Pope Sylvester II to the papal throne, only for the pope to later flee in fear of a prophesied apocalypse at the turn of the millennium.
During the discussion, Damien gives the party an ancient Missal. He mentions that the Comte de Versillac might be willing to trade a service in exchange for the Missal, though its exact value and significance are unclear. The group takes the Missal, recognizing it could be a useful bargaining chip when they eventually meet the Comte.
With this new item in their possession, the party's path becomes clearer. Their focus now shifts to securing the Comte’s assistance, knowing that they may need to offer the Missal as part of their negotiations.
Chapter 14: Farewell and a Chance Encounter
After concluding their meeting with Damien at House Kerberoth, the party sets off to traverse the Abyss. The journey is perilous, and they know the dangers of this shadowy realm well. The Abyss, with its dark, oppressive atmosphere and strange, unpredictable forces, stretches before them as they leave the relative safety of House Kerberoth. They proceed cautiously, aware that while the Abyss can be eerily quiet at times, it can quickly become the stage for catastrophic events.
As they make their way deeper into the Abyss, they encounter Midnight Sleeping on a Moonlit Lake. He approaches the group in a careful, civil manner, not rushing or displaying hostility. Sir Black Archibald, recognizing Midnight from previous encounters, chooses to meet him halfway. The conversation is cordial, though brief, as Midnight does not appear to be accompanied by his mistress, and he seems to be on a personal journey deeper into the Abyss.
During the encounter, Midnight mentions that he is looking for Sweet Regret, offers his assistance, stating that the party need only call on him if they require his help. He gives Callas an intricately carved ivory plaque, which appears more three-dimensional the longer one looks at it. The plaque holds a special significance, though its exact purpose remains unclear to the group. After this encounter, Midnight continues on his way, leaving the party to reflect on the nature of their meeting.
The group resumes their journey, and though the Abyss holds many dangers, they are unmolested for the rest of the way. Their thoughts now turn to the next stage of their mission, knowing they have gained a potential ally in Midnight Sleeping on a Moonlit Lake.
Chapter 15: Sir Andrew and Venice
The party reaches the estate of Sir Andrew, the Lord of Chivalry, who resides in the hills north of Venice. Upon arrival, Sir Black Archibald explains their mission and requests the use of Sir Andrew’s **Astral Gate**. The gate would allow the group to fully cross into the Plane of Nualis, leaving behind the dangers of the Abyss. Sir Andrew, without hesitation, grants them permission to use the gate.
Once the group passes through the gate and firmly enters Nualis, they express their gratitude to Sir Andrew and prepare for their next move. However, they first make their way to Venice to complete a task on behalf of **Henry the Toymaker** and to explore further leads regarding their quest.
In Venice, an enormous walled city bustling with activity, the group quickly catches the attention of the gate guards, but they are allowed through without much scrutiny, aided by the imposing presence of Sir Black Archibald’s warhorse. Their first stop is St. Mark's Square, where they notice an odd reaction from the Missal they carry when near the statue of St. Mark. The book seems to resonate faintly with the religious aura of the square, but the group decides to focus on their main task and move on.
The party then seeks out **Giuseppe Briati**, a famous craftsman known for his expertise in glass and metalwork. They deliver a special musket for repairs, as per Henry the Toymaker’s request. Giuseppe inspects the unusual firearm, noting its peculiar design, which resembles a large pistol, and agrees to repair it within a season. The party thanks him, satisfied that their business in Venice is now complete.
With their task finished and further intrigued by the Missal's behavior, the group prepares to leave Venice and continue their mission to stop the Eye of Discord.
Chapter 16: The Comte's Domain
The party arrives at the outskirts of the Comte de Versillac’s domain. The landscape around the estate is a mix of fertile wheat fields and orchards. As they approach, they see the Comte’s imposing black castle in the distance, standing stark against the surrounding plains. The scale of the castle is immense, and its black stone construction is unusual for the region, where limestone or marble would typically be used.
A river encircles the estate, serving as a natural moat, with a drawbridge leading to the castle's entrance. Beyond the drawbridge, the party notices two sets of defensive walls: the outer wall, which is massive and fortified, and a barely visible inner wall that adds another layer of protection.
As they pass through the nearby town, the group sees villagers working the fields. The town itself is unfortified, unlike the heavily defended castle that looms over it. Callas observes the strange use of black stone for the castle, which stands out against the otherwise typical landscape.
With the fertile land contrasting sharply with the castle’s formidable appearance, the party makes their way towards the stronghold, preparing for their next challenge as they seek an audience with the Comte.
Chapter 16: A Short History Lesson
They are greeted by Alois, a tall, strapping man of noble bearing who introduces himself as the Comte’s equerry and escorts them inside.
In a small, book-lined withdrawing room lit by massive bronze and wooden candlesticks, the group meets the Comte, who welcomes them graciously. He is a striking figure—strong and refined, with a bearing that suggests both elegance and hidden strength. After brief introductions, he offers them a rare wine, amber in color, said to be the work of an alchemist vintner. As they taste it, they experience a curious sensation of time stretching, each sip lingering as if time itself had slowed. Black, Callas, and Turf analyze the drink, realizing it holds a unique temporal quality from the aged grapes.
Conversation shifts as the Comte grows somber, listening to the prophecy they’ve brought with them. Turf reads aloud a section, and the Comte’s reaction is palpable; he seems shaken, deeply affected by the words. He shares the story of a mysterious sorcerer from the church who once visited him with a strange mission: to "redeem" him by instilling a powerful remorse—a ritual that allowed the Comte to survive and continue on his unique path. This process, the Comte reveals, was transformative, setting him on his journey toward a strange immortality. Yet he wonders what became of the man who sacrificed himself to perform this ritual, unsure if the man's fate brought him peace or torment.
Chapter 17: Desert of White
The discussion soon turns to otherworldly threats tied to their prophecy. Black and Callas consider the "Sea of White" as possibly pointing to the White Sea in northern Siberia. Recalling various past encounters, they discuss old powers and ominous forces, connecting the prophecy's references to shadowed lands with the possibility of a return of beings such as Morgoth or Sauron.
Intent on discovering the fate of the Comte’s lost acquaintance, they propose a ritual to summon the man's spirit. Preparing carefully, they make their way to the chateau's basement, where they find a space ready for summoning, lined with engraved sigils and surrounded by protective barriers. The Comte provides hydragerum to complete the ritual, which Black notes with admiration.
With everything prepared, they proceed with the summoning, casting spells and layering protections around the circle. As the ritual builds, they await any sign of a presence—but none arrives. Turf realizes that the summoning has failed; the man's true name has changed, suggesting he has ascended rather than fallen. The group shares this result with the Comte, whose tension eases slightly as he absorbs the news. His friend, it seems, has not been condemned.
Chapter 18: Continuing the Investigation
After the failed summoning, the party remains in the chateau's basement, contemplating their next steps. They discuss the implications of the sorcerer's apparent ascension and what it means for their quest. The conversation circles back to the prophecy and its ominous references. Callas suggests that the "Sea of White" could indeed refer to the White Sea in northern Siberia, a place of ancient mysteries and chilling cold.
Black recalls past encounters involving sealing horrors in Siberia and mentions connections to Middle Earth and ancient evils like Morgoth. They debate the possible awakening of old powers and the threats that could emerge from the "Sea of White." The group references various entities and events, including the Star Vampire, and the Doors of Night—a term that stirs concern about barriers between worlds weakening.
Realizing the gravity of their situation, they acknowledge that more information is needed. The Comte listens intently, offering his insights where possible. He seems both intrigued and troubled by the possibilities they discuss. The party decides they must investigate further, perhaps even journeying to the White Sea to uncover the truth behind the prophecy's warnings. In the meantime the Count will look into some of the other things mentioned in the prophecy.
Chapter 19: Journey to the White Sea
As the party continues northward toward the White Sea, they arrive in the city of Arkhangelsk, a stark coastal port surrounded by snow and ice. Along the way, they had received scattered accounts from locals about the “Sea of White,” a place steeped in eerie tales and whispered rumors. Once they arrive, Callas senses something unusual about their surroundings, a shift that feels distinctly otherworldly. She soon realizes that they have crossed into a Middlemarch—a deliberately constructed, liminal boundary that does not occur naturally. The party understands that this crafted space obscures its edges, making it impossible to pinpoint exactly where or when they crossed into it.
Aware now that they are within a hidden, possibly dangerous area, they proceed cautiously, searching the coast and nearby landmarks for any clues. As they explore, they come upon a peculiar sight—what they initially thought was chalk in the landscape appears, under closer examination, to be bone, ancient and imbued with a faint magical aura. They note that the coastline itself forms a shape that resembles a massive paw print, with bays and inlets appearing as pads and claws carved into the land.
With a mixture of curiosity and caution, they take samples and perform various checks, confirming the presence of a magical aura lingering faintly on the bones. Callas uses a crystal of vision spell to gain a broader view, observing the landscape from above and confirming that the peculiar “paw print” pattern stretches nearly twenty-five miles across the coast. The enormity and ancient nature of this discovery suggest that the “Sea of White” holds more mysteries than they initially expected, potentially connected to the prophecy’s dark warnings.
Chapter 20: Hidden Jewels
Turf divines the bones and uncovers a GTN of Urulókir (Middle-earth fire-drakes or fire-breathing dragons, such as Glaurung). However, he notices that this essence or attribute has been superimposed on a previous GTN. Callas is able to identify the underlying GTN but does not recognize it. By collaborating, they establish a shared understanding of their DA's, allowing Turf to apply his expertise in Naming to what Callas perceives. Through this, they determine that the underlying GTN is Ur Sea Serpent. They conclude that a process is underway that will eventually transform the GTN entirely into Urulókir. There are also indications that this transformation could be catalyzed, leading to the full resurrection of a wingless Middle-earth dragon or drake.
The party continues to the southern end of the sub-arctic sea, where Turf experiences the loss of some quality and observes a star reflected on the sea during the day. After some investigation, they determine that this star is a jewel of great historical significance to Turf's people. The party sets out on fire steeds, riding across the waves, and Turf descends into the depths as a shark. He encounters ancient sharks of immense size and fortunately they leave him alone. Locating the radiance of pure light, which is surrounded by plant growth on an otherwise barren sea bed. He retrieves the jewel, accidentally swallowing it in the process.
Back on shore, Black retrieves the jewel by reaching into Shark/Turf's stomach. Fortunately, Turf suppresses the urge to bite Black's arm off, and the jewel is successfully recovered. Turf heals from the intestinal damage that occurred. That night, Turf has a vision or dream, which he conveys in the following form:
Beneath the waves where light refrains, A gem of fire in shadow reigns. Its gleam is caught by restless foam, Yet none can claim it as their home.
The waters guard with jealous pride, A secret star where echoes hide. Its blaze unquenched, though sunk and still, A silent hymn, a timeless thrill.
Black interprets this as a reference to Ungoliant and the party become visibly unsettled. Concluding that their work here is sufficient, the party travel the previous path and return to the Compte.
Chapter 21: What next?
The Compte agrees with Black’s interpretation and becomes even more hesitant to be involved. With some gentle persuasion about the gravity of the quest, he suggests they consult someone knowledgeable about gates. Additionally, he shares his findings: the Crescenti family is attempting to gain greater control over the Church by organizing a crusade against the Compte, thereby promoting their own candidates and influencers within the Church. This would give them significant influence over the selection of the next pope.
The Compte believes the most effective course of action, assuming direct confrontation with Ungoliant is not feasible, would be to eradicate the Crescenti family entirely. The family seems to be based in Ravenna, with origins in Austria, where they still maintain a presence. The exarch of Ravenna is completely under their influence. Moreover, the Crescenti family has strong ties to the Eye of Discord. The Compte theorizes that the Crescenti may represent the mortal lineage or offspring of the Eye of Discord. He offers a reward of 50 white points to the party if they undertake this task.
The party decides that consulting a library, either in Leng or Alexandria, might be the best next step. From there, they can determine which urgent task to undertake first; address Ungoliant or if they should focus on the Compte’s request in the meantime.
Chapter 22: Alexandria
In Alexandria the party tries various methods to locate the library. Eventually Black uses a void detection ritual to try to locate the library. During this, he unexpectedly detects two things: the library's presence (which has a connection through the abyss as it seems this is how it is able to appear on different planes at different times) and a creature that moves through the void, associated with a particular type of "red" that reminds them of "Red Laughter" - a dangerous entity they've encountered before.
The group discusses various approaches to finding both the library and tracking Red Laughter, including seeking help from local scholars (which is deemed too risky given the period's attitude toward magic) and using Callas's "Wild Hunt" ability as a last resort.
They explore Alexandria, and through Black's feeble tracking abilities and the lingering "taste" (of burning human feces) from his void detection, they follow the trail. During this, they encounter a young priest (appearing around 13 but actually in his early 20s) being followed by nine nuns. Callas's spy craft and Turf's magical detection abilities reveal these are "Poor Clares" - highly trained church operatives who serve as assassins and protectors. The priest himself appears to be a philosopher of some significance, potentially useful for their library search, but currently under protection.
As they continue tracking, Black detects writing on a purple wall which reeks of burning human feces. When Turf DA's it, he discovers it's connected to a powerful entity of "avatar level" - a greater fiend. Combat ensues.
People and Places
People
- Jade Rain - an enigmatic figure familiar to both Cerise and Callas. Lives in the Abyss.
- Comte de Versillac - who was once undead but restored to life by a holy man, and as a consequence has a serpent mark on his brow. He is deeply hostile toward the Church.
- Lady Cerise - Matron of the Crimson Sisterhood. Lives in Aeaea, a city of Witches
Prophesy
- "A seer, veiled in mystic shroud, with visions deep and true" = Jade Rain
- "Yet far within the twilight’s grasp, a noble count remains" = Comte de Versillac
- "a matron wise and bold" = Lady Cerise
These comments represent info from Jade Rain
In the shadowed realm where mortal woe and spectral might entwine,
A tale of dark and light unfolds in the world’s bleakest design.
Where ruthless fiends and holy men in fate’s grand stage do play,
The next three moons will spin their threads in destiny’s display.
A wraith of dread with burning eyes, in torment’s guise arrayed,
By darkened lord’s command doth seek the hearts of men betrayed.
In lands where sorrow’s seeds are sown, where fear doth reign supreme,
The fiend with cruel intent shall weave a harrowing dream.
In the murky depths of witchcraft’s art, a matron wise and bold,
Foretold by agents three of yore, the tale of terror told.
She sent forth those with secret aims, where fiendish shadows creep,
To pierce the veil of devil’s schemes, where mortal souls do weep.
Yet far within the twilight’s grasp, a noble count remains,
Whose life, though freed from serpent’s mark, bears past’s enduring chains.
This count, with quest of balance bound, through hidden paths shall tread,
May thwart the devil’s ruthless hand while soul debt he does shed.
The CdV has a part to play
There is some diabolic interest.
Find CdV, get him to do something and that will tell us that is going on
Our leverage against CdV is the fact he has been freed from the serpents mark - he has a debt/obligation to pay.
Has a special defence against the bad thing = Whose life, though freed from serpent’s mark, bears past’s enduring chains.
The CdV's quest involves discovering the role of the original orcs (first elves) in the unfolding events.
Party may need to take an undiplomatic with the CdV to get him to assist.
A seer, veiled in mystic shroud, with visions deep and true,
Hath seen an urgent embassy, a path of fate to view.
This mission bears a humble quest to seek the noble’s aid,
To glean what truths the count might hold, in the murk where shadows played.
The Count may refer to a countdown
In distant coasts where merchants plot, and schemes of power weave,
An enterprising schemer stands, with papal ties to cleave.
His cunning gaze on shifting tides, with alliances entwined,
May steer the course of coming trials, with threads of fate aligned.
Cleave could be read as splitting apart or joining together
Papal = the pope = which resides on the plane of Nualis
There is a family of schemers Giovani de Craschenti. They are the "Eye of Discord," and extreme caution must be taken when dealing with this entity.
The current pope, Turgius is a smart puppet of the GdC
Three things to look at;
• Enterprising scheme
• Cunning gaze = eye of discord
• Coming Trials
hinting at the need for careful negotiation and strategy.
Might require us to influence papal ties, either strengthening or severing them.
Thus, as the lunar cycles turn and shadows deepen still,
The forces of the dark and light will clash with potent will.
With every stride and hidden move, their fates entwine and twist,
In the grand design of cosmic dance where none may long resist.
And so shall fate unroll its scroll, with twists both sharp and sly,
Till ends are met and truths are known beneath the cosmic eye.
In this tumultuous sphere of war, where mortal and divine,
Will weave the strands of destiny, by cunning or design.
Crescenti Family Details
Influence in the Church
- The Crescenti family has notable influence within the church hierarchy. Giovanni de Crescenti, a key figure in the family, was instrumental in ensuring that his nephew, Sergius, ascended to a position of power within the church after a "purge in the Curia" in which many cardinals were killed.
- Sergius, who replaced the previous leader, is described as an "intelligent puppet" of Giovanni de Crescenti, suggesting that while he held authority, he was largely controlled by Giovanni, allowing the Crescenti to maintain their influence within the church.
Character and Motivation of Sergius
- Sergius appears to have been selected because he would not oppose Giovanni's manipulations. He valued a secure and wealthy life more than any real authority over doctrinal matters, implying that his loyalty lay more with his comfort and safety than with the spiritual mission of the church.
- Under his leadership, the church flourished as a "financial empire," which suggests that the Crescenti were using the church's influence to increase their wealth and economic power.
Papal Ties and Manipulation
- There is an ongoing effort to either "split or join" the connection between the church and the Crescenti family, depending on interpretation. The prophecy mentioned in the transcript seems to imply some destiny regarding the Crescenti's influence over the papacy, suggesting a significant impact on future political or religious directions.
Giovanni de Crescenti's Role
- Giovanni de Crescenti is directly referred to as being involved with and possibly orchestrating changes in church leadership. His role in finding a replacement for his nephew implies a strong, perhaps Machiavellian, influence within both secular and ecclesiastical circles.
- Giovanni is associated with a "merchant empire," indicating that his influence is not only ecclesiastical but also rooted in extensive financial and commercial power.
Buffs & Mil Sci
Buffs and Abilities
Magic (caster) | Rk | Effects | Duration | Be | Hr | Mr | Se | Va |
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xxx | xxx | xxx | xxx |
Magic (caster) | Rk | Effects | Duration | Be | Hr | Mr | Se | Va |
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xxx | xxx | xxx | xxx |
Magic (caster) | Rk | Effects | Duration | Be | Hr | Mr | Se | Va |
---|---|---|---|---|---|---|---|---|
Immolation | 12 | Def +20 | 6.5 hrs | |||||
Magic (caster) | Rk | Effects | Duration | Be | Hr | Mr | Se | Va |
---|---|---|---|---|---|---|---|---|
Infravision | 10 | |||||||
See Invis (Rk) | Effective rank for seeing invisible | |||||||
Stealth (%) | 0 | Std / Ranger Outdoors | 63 |
- Greater Enchantment
- ?
- Mil Sci Raise Morale
- +1 WP
Watch Order
Hour: | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Std Watch | xxx | xxx | xxx | |||||||||
xxx | xxx | xxx | xxx |
Marching Order
Skirmish Formations (Front) | ||
---|---|---|
Default
xxx xxx |
Double File
xxx xxx |
Single File
xxx |
Calendar
Spring: Thaw 824 (10) | ||||||||||||||
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Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
Candlemansa | 1 | Guild Meeting Meeting Lord Tirwh and Lady Suneth |
2 | Travel the Heights of Chaos. | 3 | Travel the Heights of Chaos. | 4 | Travel the Heights of Chaos. | 5 | Travel the Heights of Chaos. | 6 | Travel the Heights of Chaos. | ||
7 | Drive carriage to Surah | 8 | Arrive in Surah fight. Rescue family. | 9 | Rest in Surah | 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 | ||||||||
Spring: Seedtime 824 (11) | ||||||||||||||
5 | 6 | 7 | 8 | Rites of Thunor | 9 | 10 | 11 | |||||||
12 | 13 | 14 | 15 | Equinox | 16 | 17 | Eostre | 18 | ||||||
19 | 20 | 21 | 22 | 23 | 24 | 25 | ||||||||
26 | 27 | 28 | 29 | 30 | 1 | 2 | ||||||||
Spring: Blossom 824 (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 |