Five go forth in Cornumbria: Difference between revisions

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We fly back to Gully's in with 3 tasks to complete - gather mistletoe, release a sea-horse in a lake amid marshland & find purple sand.  
We fly back to Gully's in with 3 tasks to complete - gather mistletoe, release a sea-horse in a lake amid marshland & find purple sand.  


We will fly to the lake via Axbridge Town. Flying is of course great if you are a thunder god & have a sky chariot pulled by goats, but for mortals such as I is a queer & unnatural process. I crash badly outside of the town & am forced to shift shape to recover from the grievous wound suffered, whereupon some farmers spot me in wolf-man form & arrive pitchforks at the ready. With their fears mollified by Brunhilda, we are referred to goodwife Sally at the Pig & Whistle Tavern. Horton the Fearless (the sly hound also it seems) plies the comely barmaid with her own ale (& his silver tongue) on the pretext of obtaining information for us. Prior to Horton having to retire to a private room at the tavern to "Sleep" she reveals the following:
We will fly to the lake via Axbridge Town. Flying is of course great if you are a thunder god & have a sky chariot pulled by goats, but for mortals such as I is a queer & unnatural process. I crash badly outside of the town & am forced to shift shape to recover from the grievous wound suffered, whereupon some farmers spot me in wolf-man form & arrive pitchforks at the ready. With their fears mollified by Brunhilda, we are referred to goodwife Sally at the Pig & Whistle Tavern.
 
We arrive at the said Pig & Whistle. Lots of people pass through while we are there. Horton the Fearless (the sly hound also it seems) plies the most comely barmaid with her own ale (& his silver tongue) on the pretext of obtaining information for us. Prior to Horton having to retire to a private room at the tavern to "Sleep" she babbles the following in no particular order: she talks of the Tribemens being savages, who wear blue paint & spiky purple hair, holding a wild hunt every night  - where a perfect white stag is accompanied by weird twisted creatures half human (This could simply be a guild party of course - weird twisted half human & all that!). She  claims someone stole the wife of the ruler of Cornumbria…this could be the ale talking as the story gets more interesting the further it goes… if we are invited to Nixie hall we should careful (ok?) they have green pointed teeth… in the swamp the water will be calm but if we stray off the path we will be killed & eaten by Fossengrim… BUT Fossengrim love liquor and can't resist it. ( I buy three bottles of "whiskee"- some sort of local liquor & Horton takes three bottles of applejack in preparation - it won't go to waste either way!)… the barmaid has had enough by now - exit her & Horton…
A bard is present & we now question him. He says that: Flint has a truce with the tribes because usually the tribes kick out interlopers. He says it is not all that dangerous & that one must be polite to their chiefs & be careful to not  their daughters unrequested. It is polite to share food if offered. They favour pikes & a large swords as weapons. There is a fortress in the mountains by the sea. He is unsure where the place with the magic waters is. I commission him to write a saga of the mighty adventures of Mungo Thirdson (well worth it at 40sp). 
 
There is a Tinker present selling pretty things, magic dwarves shoelaces that let you walk as fast as a dwarf, potions etc. Lady Nicola buys 2 x restoratives & 1 x healing. He sells 5 x heal anything poisons for 2 sp each - yes we were all born yesterday - but if he spends it on ale & has a laugh at our expense then that is how the fates have cast their bones & there is nothing we could have done to stop it.
 
I talk next to two outdoors type in the corner sipping tall ales & smoking taller pipes. I buy a further round but they can't help & suggest local guides.
 
'''10 Meadow''' That morning we decide to fly over and scout the region we shall explore but lady Nicola's spell backfires badly & we have to revive her -  a large breakfast ensues. As we leave, I and ??? purchase stylish two shoulder potion bandoliers, tastefully decorated with skulls, spiders, axes etc ( 1 pulse grab) 40 sp each… We fly over civilised cultivated land & from the air can see  a large swamp to the west….


== Information ==
== Information ==

Revision as of 06:30, 12 January 2014

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Summary

Night Tuesday (mainly)
Place:13 Layard St Avondale
Phone 021 1067365 or 8285154
Information: Information from players for Julia.

  • Horton - Mind Mage - Errol Cavit
  • Mungo Third Son - Fearless warrior from the northern lands of ice and snow: War Chief (Mil Sci) & Herald (Scribe) - Michael McFadden
  • Brunhilda - Solar Celestial Female Hill Giant - Michael Scott.

Lothar - A sly e & e sort partial to the grape & grain. Lady Nicola - Holy but good with a sword.

Scribe Notes

1 Meadow: We are going to Cornumbria to do a vital job for the Duchess of Caith, Mother in Law of the Duke of Brandenberg. The guild security tell us: The independent clans of Brandenberg have annoyed the Countess… . & they don't pay taxes! (Well that is hardly a crime –a cover story no doubt for something far more important and Bard -wourthy !!!) The area we are going to is unmapped but known to be full of dragons. A foul Villian called Count Azure dwells there. There is an Orc necromancer living in Castle Erwhon. Causa & Erewhon are rivals.

Our employer's representative is a factor from Caith, a middle aged solid looking matron, serious of manner with (surprisingly) barely an admiring glance my way, called Elspeth Summers, twice removed from the noble Lady Lizette. The information is very secret (so I instantly try to forget it) & mostly I ponder the great conundrum of which is more fearsome & would best match my new set of armour - a large axe or a large sword ? Anyway, the jist of what she says is this: Our cause shall be just & wourthy. We need to “discourage” an evil & foul band of merchants & traders by “taxing them” of all of their possessions – which we may lawfully retain by way of legitimate & necessary disbursements. We need to beware the black fleet of Count Azul. Clan Flint, a gang of fearsome foes dwell somewhere there. We must be discrete! ( Aha – no flags or trumpets during battle) but should they believe we are Conumbrians, an equally evil clan but fine singers and prone to wielding the vegetable known as the leek, then so much the better. Our adventures, if if they weren't so secret would have be material for bards for generations.

We hold a mighty feast the night before our departure to prepare ourselves properly for this adventure. Lady Nicola - a serious lass spends her time praying (no doubt to conduct herself properly in battle - some folk are like that - they suffer from nerves but so what all that matters is that you can front on the field) & does not attend. Anyway, the ale flows freely & as does the haunches of roast meat, the telling of tales & camaraderie. By the end of the night I know we have now properly bonded into a fearless band of warriors who would fight back- to-back a top of a mound of our stricken enemies - to the last man against the most insurmountable of foes…. I am 500 sp the lighter & "decide" to sleep in the tavern under the table that night.

2 Meadow: We are going to travel by sea with Captain Dylan who is half elf half selkie - (i.e. he is a bit fey so keep that iron well hidden) but commands a swift & well armed corvette crewed by 10 sailors of mixed race. He will convey us across the bay to the Freetown Mages guild. I practice Navigating for the two days it takes to travel there

Session 2 scribe notes - here:


Session 3.

5 Meadow: We head toward the tall stone walled tower of Grobbenbonk, the Sherrif of Orctown. (If you were Sherrif of a place called Orctown, you'd have a decent tower too.) We are met at the gate by guards - an Ogre & 2 hobgoblins (big f$@% rs all.) Grobbenbonk is elderly & borne on a pallet. He tells us he controls various portals. He pays taxes/ tribute to the Duke. The message from Jethro is delivered to him.

Grobbenbonk wants us to locate a foul & treacherous former lieutentant called Himble who as stolen a powerful magic crossbow, red in colour . We will get 500 sp as a reward for the bow & 1000 for Himble or body part thereof (actually just his head) & also our employer's regard. Himble we are told is a rough looking Hobgoblin, big scar to the face, broken tusks, green hair - i.e. like all of them only bigger and meaner. Orctown seems a lawless & appropriately treacherous place - but heedless of the danger we head off in search of Himble - who obliges in true cowardly fashion by ambushing us on the way with a gang of thugs. My request for single combat is replied to by the deadly crossbow shooting bolts with strong magic charges causing significant damage. After a desperate battle to within inches of everyone's death, we overbear Himble & retrieve the bow. Blood, weapons & the bodies of our enemies litter the field of combat - no doubt the carrion birds are gathering (darkening the skies) & the women are wailing about something… plunder the reward for the victorious is recovered including 3 amulets: 1 x diamond, 1 x beryl, 1 x carbuncle, a pile of daggers & shortswrds +2 cunningly designed to be used in close combat.

We fly to Freetown on the 5th day of our adventure to repair armour & some very nasty wounds that Nicola & I have sustained to out nether regions - best left unmentioned.

Session 4.

Four days are spent in Freetown having our wounds healed (thanks be to Frey or whoever is deity of bedroom adventure - I forget who, I usually rely on a round of oysters washed down with 4 or 5 tankards of ale) & Nicola's special Rapaelite armour fixed. On 10 Meadow we wander around the market looking for a guide. Some Hobbit scamps apparently picked our pockets (30 sp each) - but so what if they get to stay up late drinking, feasting & boasting of their daring at our expense - I am glad for them. Eventually we head to Mistress Roundbottom who finds our guide - Samantha Lightfoot. Wither her help Brunhilda & I search for new shields - a buckler for her (500sp) & a large round one suitable for a shield-wall for me (779sp). We are successful, locating masterwork pieces. Mine is easier to handle than the norm and can be used to shield one person beside me.

We fly back to Gully's in with 3 tasks to complete - gather mistletoe, release a sea-horse in a lake amid marshland & find purple sand.

We will fly to the lake via Axbridge Town. Flying is of course great if you are a thunder god & have a sky chariot pulled by goats, but for mortals such as I is a queer & unnatural process. I crash badly outside of the town & am forced to shift shape to recover from the grievous wound suffered, whereupon some farmers spot me in wolf-man form & arrive pitchforks at the ready. With their fears mollified by Brunhilda, we are referred to goodwife Sally at the Pig & Whistle Tavern.

We arrive at the said Pig & Whistle. Lots of people pass through while we are there. Horton the Fearless (the sly hound also it seems) plies the most comely barmaid with her own ale (& his silver tongue) on the pretext of obtaining information for us. Prior to Horton having to retire to a private room at the tavern to "Sleep" she babbles the following in no particular order: she talks of the Tribemens being savages, who wear blue paint & spiky purple hair, holding a wild hunt every night - where a perfect white stag is accompanied by weird twisted creatures half human (This could simply be a guild party of course - weird twisted half human & all that!). She claims someone stole the wife of the ruler of Cornumbria…this could be the ale talking as the story gets more interesting the further it goes… if we are invited to Nixie hall we should careful (ok?) they have green pointed teeth… in the swamp the water will be calm but if we stray off the path we will be killed & eaten by Fossengrim… BUT Fossengrim love liquor and can't resist it. ( I buy three bottles of "whiskee"- some sort of local liquor & Horton takes three bottles of applejack in preparation - it won't go to waste either way!)… the barmaid has had enough by now - exit her & Horton…

A bard is present & we now question him. He says that: Flint has a truce with the tribes because usually the tribes kick out interlopers. He says it is not all that dangerous & that one must be polite to their chiefs & be careful to not their daughters unrequested. It is polite to share food if offered. They favour pikes & a large swords as weapons. There is a fortress in the mountains by the sea. He is unsure where the place with the magic waters is. I commission him to write a saga of the mighty adventures of Mungo Thirdson (well worth it at 40sp).

There is a Tinker present selling pretty things, magic dwarves shoelaces that let you walk as fast as a dwarf, potions etc. Lady Nicola buys 2 x restoratives & 1 x healing. He sells 5 x heal anything poisons for 2 sp each - yes we were all born yesterday - but if he spends it on ale & has a laugh at our expense then that is how the fates have cast their bones & there is nothing we could have done to stop it.

I talk next to two outdoors type in the corner sipping tall ales & smoking taller pipes. I buy a further round but they can't help & suggest local guides.

10 Meadow That morning we decide to fly over and scout the region we shall explore but lady Nicola's spell backfires badly & we have to revive her - a large breakfast ensues. As we leave, I and ??? purchase stylish two shoulder potion bandoliers, tastefully decorated with skulls, spiders, axes etc ( 1 pulse grab) 40 sp each… We fly over civilised cultivated land & from the air can see a large swamp to the west….

Information

Tasks

  • Stop trading in and out of Cornumbria (the Word is already out)
  • Other Jobs
    • Deliver message from Jethro to Grobbenbonk
    • Recover red Rune bow of Grobbenbonk's from Hobgoblin
    • Return Water Horse to magical lake in swamp (and leave quickly)
    • Pick mistletoe from tall tree in middle of forest

Persons of Interest

Loot

Logistics

Buffs

  • Greater (+7 two areas)
  • Strength of Stone + 12 (EN/PS)
  • Shadowform/Coruscade Def +36/+36
  • Armour of Earth Def +12

Calendar

Summer

  Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Beltane
Meadow (1)
  1 Guild Meeting 2   3   4   5 White Lotus 6 Seagate Light Festival
7   8   9   10   11   12   13  
14   15   16   17   18   19 The Castellan Borderers Ball 20  
21   22   23   24   25   26 Seagate Crafters Ball 27  
28   29   30    
Heat (2)
  1   2   3   4 Seagate Guildmasters Ball
5   6   7   8   9   10 Seagate Races 11 The Duke of Carzala's Summer Ball
12   13   14 Midsummers
 Eve
 (Faerie Day)
15 Solstice 16   17 Seagate Summer Fair Day 18 Seagate Summer Fair Day
19   20   21   22   23   24 The Castellan of Brastor's Summer Ball 25  
26   27   28   29   30    
Breeze (3)
  1   2  
3 Day of Death 4   5   6   7   8   9  
10   11   12   13   14   15   16  
17   18   19   20   21   22   23  
24   25   26   27   28   29   30