Red Laughter - The Hunt

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Scribe Notes

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

Lady Suneth

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.

Lord Tirwh

The party discusses their their skills and what preparations are required for the journey ahead. The party visits 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

The party begins their journey using Callas's route 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

The party are soon 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

On the trail

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

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

Chase

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

The party regroups and continues 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

The party arrives in Jesurea seeking 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: Journey to the Abyss

The party head back to Hurrian and pass through the astral gate to Jiroth and back to House Kerberoth and into the Abyss. Travel in the Abyss is driven by intent, and Archibald lead them to Jade Rains house. The party travel for almost a day until they hear a very loud hissing sound, and prepare for a fight.

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
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.

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.

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.

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.

Buffs & Mil Sci

Buffs and Abilities

Long Term (assumed always on)
Magic (caster) Rk Effects Duration Be Hr Mr Se Va
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Short Term/Situational
Magic (caster) Rk Effects Duration Be Hr Mr Se Va
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class="mg" | xxx
Self Only Buffs
Magic (caster) Rk Effects Duration Be Hr Mr Se Va
Immolation 12 Def +20 6.5 hrs
Senses and other stuff
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
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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

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xxx xxx
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Double File

xxx xxx
xxx xxx
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Single File

xxx
xxx
xxx
xxx
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Calendar

Spring: Thaw 824 (10)
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