Wall walkers of Adjepbar

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Scribe Notes


Summary

Adventure: Wall walkers of Adjepbar
GM: Jono
Season: ~Winter 826 WK
Night: Starting Monday at 7pm on the 15th June 2026 at Jono's.
Area: The Five Sisters
Level: Medium
Info: Information from players for Jono
House Rules: Jono Quickness and Slowness

This is for a small group of players for a short adventure to work for the interests of a wealthy trading family in Adjepbar. They want to find out who, is stealing from the vaults, among other things.

This is a short game as its really a play testing of some new software for DQ. NPC-forge.com - DQ Character app, DQ GM Mentor, NPC Forge, Scribe Notes Keeper, and Item Forge leading to supporting a new VTT.

Party

Aurora Keith (Scribe)
Keshah Surfboard (Party Leader)
Lizette Dylan (Mil Sci)
Kelsie?

Scribe notes

(( These are the last test of scribe notes - Test Page for - Scribe notes wiki output))

Day 1 - The Merchant's Shadowed Commission

Within a high-ceilinged chamber, somehere in the Seagate Adventurer's Guild, whose walls shimmered with faint inner light, the merchant lord of one of Adjepbar's oldest trading families regarded the three adventurers seated before him. The air carried the scent of ledger ink, spiced wine, and the distant clamor of the market below. The merchant representative, who did not give us his name, spoke without preamble, his voice low and measured.

"We believe someone is spying on our merchant business," he said. "Our rivals have been improbably lucky for the past year. They anticipate our caravans, undercut our prices, and steal our buyers before ink dries on the contracts. We do not wish to alarm the rest of the house. You will investigate discreetly. Report only to me."

Keshah, the black-haired mage with striking green eyes, inclined his head. "You'll learn about us soon enough," he replied. "What precautions would you suggest?"

The merchant outlined the web of alliances his house maintained with seven other families, the importance of heraldry, and the sprawling compounds where secrets multiplied like mold in the cellars. An internal probe had yielded nothing; outsiders were required. Payment would be generous if results came within four weeks. Equipment would be provided, but the Wall Walkers must remain unconnected to the family should anything go wrong.

It seemed reasonable to me that we should go there as merchant representatives ourselves, so I made enquires about if any local merchants were looking for markets in Adjepbar. I ended up getting in contact with a local leather works that had lots of stuff to sell. "Thirty tons of leather," I noted, steering the talk toward practical matters. "Two barns, bound for the Five Sisters Way. We can arrange watchers and a caravan if needed."

Keshah nodded. A young man entered quietly, offering additional details on the shipment before withdrawing. The merchant's expression remained guarded. "If you remain untroubled and successful, further contracts will follow. There are ancient ruins in the north that may hold answers, but that is for later."

Conversation drifted toward the city's unwritten laws. One of the Wall Walkers murmured the words of a subtle social charm, its effect like oil smoothing troubled waters. The merchant answered their careful questions with visible reluctance. We did discover that the kidnapping and ransoming back of remarkable looking women was an accepted practice. At that point, all eyes turned to Lizette, our read haired, emerald eyed beauty.

"Under Lord Bray's precedents, the death of a woman is often not counted a crime," he said flatly. "Kidnapping and ransom of commoners draws little notice. Honor matters more when dealing with the powerful. Champion the wrong house and you place yourself outside all protection. Challenge a lady or accept one, and the rules of engagement are merciless. Lose face and you may lose far more."

Keshah absorbed the warning, fingers tapping the table. Rumors of double agents and an elemental that had seized a distant throne were mentioned in passing, along with the possibility of bodyguards who could allow armor to remain hidden. Keshah told us the story of what happened the last time he was in Adjebah, something to do with a kidnapped daughter being 'employed' as one of the Four Horsemen of the Apocalypse and a very angry and very powerful father who wanted her back. When the meeting concluded, handshakes were exchanged and quiet thanks offered.

"Good luck," The merchant said as we rose. "You will need it in these houses."

Their first commission had begun: walk the delicate line between merchant houses, expose the spy, and survive the customs of a city that rewarded cunning far more than mercy.

Day 2 - The Glowing Walls of Adjepbar

The discussion turned practical as weariness settled over the group. Lizette offered her healing arts, restoring strength where fatigue had accumulated from our earlier exertions. Keshah told us he had some rune portals that could get us quickly to our destination, several hundred miles south, but they would make us rather tired going through. Fortunately, it would only take two hops but we would need to rest for a bit after each hop. So, late that evening, we set off. With refreshed resolve, they consulted their map and activated the dimensional artifacts. The world folded around them, and in the space of two swift jumps we stood amid the crumbling stones of an abandoned ruin high on a windswept plateau. Beneath them the desert stretched away in silvered darkness, while green hills rolled northward under starlight.

Night still held the land when we descended toward the city. Its outer wall emitted a steady bluish radiance, casting ethereal light across the sands. Aurora remained just beyond the glow, watchful, while the others approached the northern gate. The streets within revealed a wonder: flat-roofed buildings whose terraces overflowed with rooftop gardens, lush greenery defying the arid climate. Ground floors showed few windows, most shuttered or barred, but higher levels opened to the air.

We followed the map to a busy intersection where the night market thrived despite the hour. Hundreds of locals moved among stalls, trading cloth and linen, steel tools, spices, and hot food that scented the warm air. Most traveled in small groups of three or four; guards patrolled discreetly. Children darted between adults while merchants called their wares beneath strings of lanterns.

Keshah stayed close as the party observed the flow of commerce. One among them, seeking not to blend but to command respect, approached a clothier’s stall. The merchant, an amiable man with quick eyes, listened to the request for garments befitting a representative of an important trading house.

"Gold," the merchant advised with a knowing smile. "Gold proclaims wealth and influence here. Red can serve, but gold… gold draws the eye of those who matter." He spoke of the coming festival on Friday, when the city would celebrate with special trade and pageantry. Samples were brought forth—fine linens, richly dyed silks, a tailored jacket with flowing sleeves in the local style. The chosen ensemble was measured and fitted while the group sampled warm bread and kept watch on the surrounding crowds.

By the time the transaction finished, the sky had begun to pale toward morning. Eight o’clock brought a pleasant eighteen degrees and clear air. The Wall Walkers, now attired as prosperous emissaries, moved deeper into the glowing city with purpose, the weight of their covert errand for the Adjepbar merchant house resting lightly on their shoulders.

Summary

Session 1

The party, newly formed, accepted a commission from an unnamed merchant of a prominent Adjepbar trading family. The merchant reported that his three-level warehouse complex, together with its sub-level and guarded gates, was subject to systematic espionage. Shipments, sales figures, and access protocols appeared compromised. He instructed the adventurers to identify the spies — referred to in the adventure title as the Wall Walkers — while maintaining absolute discretion, reporting findings directly to him, and avoiding open conflict. Payment and a timeline of several weeks were agreed.

After extensive preparation concerning appropriate festival attire, social presentation, and fatigue management, the group employed a powerful long-distance translocation artefact. They materialised outside an abandoned ruin on a raised plateau overlooking desert to the south and green hills to the north. From there they entered the glowing-walled market town of Adjepbar on a clear morning. The party secured lodging, browsed vendors selling radiant goods and festival clothing, and began preliminary reconnaissance while remaining together. The session closed with the group blending into the morning market crowds ahead of a major festival scheduled for Friday.



Loot