The Fox vs The Marquessa: Difference between revisions
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We found out that the Marquessa and Richard’s father had history when they were younger. Something personal, not necessarily romantic. This fell apart around the time Richard’s father married, and relations have steadily got worse. | We found out that the Marquessa and Richard’s father had history when they were younger. Something personal, not necessarily romantic. This fell apart around the time Richard’s father married, and relations have steadily got worse. | ||
We checked the other chapels and investigated the nature of the magics that had been applied. Numerous rituals, spells and artifacts had been used, some as expected, others novel. This was done by the [[Royal Wizardry Squadron]], and we arranged a meeting with them. Some of them had died that Michealmas night, who had been in the chapel. They didn’t really tell us much that we didn’t know already. <br/> | We checked the other chapels and investigated the nature of the magics that had been applied. Numerous rituals, spells and artifacts had been used, some as expected, others novel. This was done by the [[Royal Wizardry Squadron]], and we arranged a meeting with them. Some of them had died that Michealmas night, who had been in the chapel. They didn’t really tell us much that we didn’t know already. <br/> | ||
We decided that it might be a good idea to request an audience with the King. Sher told us that she had been here six years ago, and had actually seen the King turn from a wolf into a man in front of the royal court. <br/> | |||
We were told initially that the King would see us on the first of next month, and were told to come back the next day. A man wandered into the room where we were waiting, and introduced himself as “call me Rickâ€. He knew that his mother had hired us to deal with Richard of Bowcourt. Lath asked for his take on the matter. Officially the rule of law must be followed. Unofficially, Foxcourt troops have been less effective, and taxes down. It would have been better for the Kingdom if this rift hadn’t happened. However, if evidence was found, it might be possible to grant a royal suspension of Richard’s sentence. Of course, the Marquesa would not be happy. <br/> | |||
===Chapter Three: Of Much Ado About Death=== | |||
Day 8<br/> | |||
We returned to the Guild, and debated whether we should go to Terranova first, or go to the Plateau of the Blue Moon. It was considered that if we can locate the Elven City we could go there. We looked in the library, but the scribe notes were less than helpful in terms of how to get there. There were partial maps of the coast of Terranova, but they had little information about the interior. This meant that it was debatable how long we would take to find the place, it could be weeks, and therefore we should proceed to the Plateau of the Blue Moon first, since we had to be there at a particular time. <br/> | |||
The library did have maps of the far east of the Lunar Empire, and we were able to locate the plateau in question right over the far side of the empire. Going by cloud at 160 mph certainly appeared to be an option. We could use the portal to Tycho, and fly by cloud from there north-east, and go around the northern edge. Erzabet said we should take some strong liquor in case we encountered a certain blind dwarf. But it was decided to go around the southern edge and deal with the aforementioned necromancer first. We were warned not to be too ostentatious with our magic in and around the Lunar Empire. <br/> | |||
So we took the portal to Tycho City and arrived at the Guild outpost, a tower just out of town. We were out of fatigue as is usual when using such portals. We went into town and had dinner, then slept at a nice hotel until the predawn. Then we left town and Lath summoned a cloud, and a pair of elementals. We took tea and rested on the cloud, and felt much better. After travelling at twenty thousand feet for fifteen hours, in the predawn darkness along the Poison Coast, we flew into the rising Sun across the hills, avoiding all the nastiness in there, and were approaching the target village by mid-afternoon. We landed. Lath wanted to make a defensible position, but we had forgotten to pack an Earth mage.<br/> | |||
Day 10 <br/> | |||
Captain Zohar got out a crystal of vision and investigated a homestead on the outskirts of the village. There was a human working in the fields, all very ordinary. Lath cast flying on us, and we landed out of sight of the village, then wandered in on foot. There was a bustle of activity, and a person with a hayfork came out to meet us, speaking Lunar. Lath asked if there was a necromancer troubling the area, but the person said there was not. From his aura, we deduced he was indeed human, under no compulsion, skilled in farming, and no magic had impacted him in the last season. Then we purchased local foodstuffs, and asked about the local town, learning nothing unusual. <br/> | |||
<br/> | |||
So we walked to the town. It was a typical farming town, but there were earthen ramparts around the place, presumably decided to deter raiders. Runners headed into the centre of town as we were sighted. We were met by a pair of burly young men. Lath introduced us as a band of hunters, looking for somewhere to spend the night. The townsfolk seemed to be fairly typical common humans. The first suspicious thing we came upon was a ward of animate dead, triggered by any dead sentient travelling through it, that had been there for some weeks. It would animate any dead bodies that crossed it. Lath told the guide that one of us was injured, so a healer would come. Then she damaged Captain Zohar’s foot.<br/> | |||
As we walked on to the Inn, we saw a shrine to some kind of fertility deity. The Innkeeper offered us an attic room where we might sleep. Lath spent some time contriving to get the guide interested in Erzabet. His name was Marcus. We learned that there was a tax man who came every year, but no local lord as such. <br/> | |||
Food arrived; fresh layered vegetables, fruits, cooked meats, and such like. There was wine to drink with it, watered but not unsatisfactory. Everyone here seemed a bit nervous around us, which wasn’t that surprising. As evening came, people were avoiding the Inn, which was also not unusual. The herb woman arrived, told Lath to tell him to avoid walking on it, and applied a salve. As we went upstairs, Captain Zohar grabbed her, as Erzabet cast a compulsion on her. Then she asked about the necromancer. She said he was a good man who protects the town; 5’11’ with dark hair, and middle-aged. Normally he would have returned to town from working in the fields where he was supervising the workers; people who had tried to attack their town. His house had a brown door, and there were roses in the front garden. He came from the south about five years ago. She did not know how he might have annoyed Death. Then Lath cast knock-out gas so she forgot what had happened, then woke her up with the counterspell. She left, and we went to talk to the Innkeeper. But he didn’t want to pass on our message to the necromancer that we wanted to see him. Lath decided to use her voice spell so everyone within miles heard her request. <br/> | |||
We waited outside, and then about half an hour later, after sunset, a number of people began approaching. They were some kind of variant zombie. They looked much more intact and less “damaged and rotting†than normal. Behind him was a cloaked figure. He called out, asking what he wanted. Lath explained that we wanted to talk with him. The undead seemed quite focused on Lath. Lath explained that we had been speaking to Death, and that Death wasn’t pleased with him. Erzabet pointed out that the problem was that he had bound the souls in them, whereas Death was waiting for them. And Death doesn’t like waiting. Lath offered to take him to see Death as one of the alternatives. The others involving destroying the undead, him, and quite possibly the town. Or just releasing the older zombies. He could not leave his undead troop for more than a few days. Erzabet started playing chess, hoping to communicate with Death. But that didn’t work. <br/> | |||
After a while we came to the arrangement that Lath would send her air sprites to work the fields, while he released the older ones among the undead. Then, in the morning, he would go with Lath and Erzabet to visit Death.<br/> | |||
Day 11 <br/> | |||
In the morning, the necromancer came back, telling us that he had released many souls from the undead. We got on the cloud and travelled around south and west, around to Death’s temple. Cher, Captain Zohar, Wordsmith and I waited by the lake, while Lath and Erzabet went to see Death. When they returned the necromancer got along quite well with Death, in between being terrified; and ended up becoming another of Death’s agents. Then we returned him to the village. Lath made arrangements to place one of her statues here, requesting a suitable plot on which to place it.<br/> | |||
Wordsmith as we veered off course: “This is what we know as a granite cloud…â€<br/> | |||
Day 12 <br/> | |||
We took off at noon and an hour or so later we found the Plateau of the Blue Moon, rising 6000ft above sea level. We could see some humans in blue robes making their way up trails to the plateau. There appeared to be trolls on top of the plateau. We landed on the trail above the blue-robed people, and set up a camp. About half an hour later, the people in the robes arrived. They were humans, and worshippers of Truth. Lath spoke very truthfully to them, after offering tea. She told them about the trolls, which were a danger known to them. They were happy for us to go with them. It took four days. <br/> | |||
They told us that the incontrovertible truth was one of the truths that might be accessed at the Temple of Truth. The Temple only appeared at the night of the Blue Moon on Plateau of the Blue Moon. <br/> | |||
Day 16 <br/> | |||
As we approached the top of the trail, a couple of trolls attempted an ambush, but died quite quickly. <br/> | |||
Day 17 <br/> | |||
We saw a rippling line of light come across the plateau, leaving behind it a blue mist. The pilgrims left us, telling us that to find the Temple we must remain focused on the Truth. Then, they walked into the blue mist. We drank tea to raise our willpower, and then we walked into the mist. As one party member at a time walked in, they vanished and dropped off mind speech. When we went in we could see each other again, and the mind speech came back, but wavered in and out. This appeared to be something like the astral. <br/> | |||
I concentrated on visualising the chapel where the Arch-Duke died and seeking the truth about what happened on Michelmas night. We all ended up going in slightly different directions. Erzabet and Lath found something resembling a temple, with a well inside. A bit later, I walked into the same place, followed by the rest of the party, only it looked different to each of us. I saw a chapel with a font in the centre. We felt we should drink the water, and so we did, all of us. We were filled with truth, and knew we could not lie. To seek the incontrovertible truth I realised I must dive in and search for the source. We found ourselves confessing truths about ourselves. But Lath and Erzabet were best at it, or perhaps they had most to confess. <br/> | |||
They returned and recast a number of spells. They told us what they had learned. Rashak had chased the souls of the Duke’s Guard and followed them. So, it was in fact the Duke’s Guard who betrayed him, through no fault of their own. And they had all died. <br/> | |||
== Calendar == | == Calendar == | ||
Revision as of 04:05, 12 January 2017
Summary
Adventure: The Fox vs The Marquessa
GM: Stephen
Season: Summer 817 wk
Night: Thu in Royal Oak
Level: High
- Party
- Lath - (f) Human Air Jono
- Erzsabet, Lady Hillborne - (f) Human Namer Julia
- Zohar Haima - (m) Human Water, Admiral of the WK Chris
- Ace, the wonder dog - Dean
- Starflower - (f) Elven Mind - Jacqui
- WordSmith - (m) Human/Lizard Namer - Errol
- Cher, Lady Maltheim Cross, Suarime Binder, played by Sean
- Employers
- Mission
- Truth, Justice, and Peace
- Bring Marquessa Dulcinea to justice for her crimes against Foxcourt and the people of Bowcourt. Gratuity of ~50,000sp Alchemical services each.
- Bring Richard formerly of Foxcourt to justice for treason and conspiracy in the murder of Duke Frederick of Aquila. 1,000tsg bounty.
- Required skills, actions or mannerisms
Subtlety: This is defined as; delicate or faint and mysterious, cunning, wily, or crafty – aka ingenious, clever, skillful, adroit, cunning, crafty, wily, artful, devious. Also so delicate or precise as to be difficult to analyse or describe and making use of clever and indirect methods to achieve something delicate.
Discretion: This is being careful and prudent in one's speech or actions, especially in order to keep something confidential or to avoid embarrassment.
Lines of Enquiry
1 - After meeting with our employers separately we agreed to undertake investigations on their behalf.
We then before heading to the WK undertook a side trip towards the Lunar Empire and went to see the fates who gave us an avenue to explore to satisfy our employers to an extent. This however involves correcting some Chaos incursions to the plane by the placement of some items of Law in strategic places. The particular items of Law are to be found in the city of the Ruby Scourge.
While there we also visited Death who advised us that the Ruby Scourge was overdue Deaths invitation to rest awhile with him.
Oh what to do!
2 - We started on the western kingdom politics angle and we uncover some uncomfortable truths but nothing amazing.
3 -
Scribe Notes
Chapter One: Of Many Meetings
We began by meeting with Karli the Namer, and were instructed firmly not to mess things up. Most especially, Carzala should not become part of the Western Kingdom. Then we were to meet with the Marquesa, followed by the Count.
We were led into a sitting room where there was a young human lady, taking tea. She said that the Marquesa would be seeing us soon. Then the Lady herself appeared, a remarkably well-preserved human woman. She explained that Richard of Foxcourt had taken advantage of the current situation to return and to stir up strife in the area, and that she believed that he was about to start a civil war. She told us that she authorised us to carry out the sentences that had previously been handed down on, and gave us a sheaf of legal documents. She expected us to follow all the laws of the Kingdom in so doing. No impropriety must be seen. We obtained permission to further investigate. She was offering cash.
Before going to meet with Richard, we studied the legal documents. Richard was found guilty of being complicit in the murder of the Arch-duke in 804, and sentenced to death or exile. Should he ever set foot in the Western Kingdom he can be executed.
We are then led into a somewhat more masculine room, where a human male was waiting. He offered wine. He then told us that he had been framed for something that he did not do because it was politically expedient; the Marquesa wishing to place one of her nieces in charge in Foxcourt. His troops had been active in defending Foxcourt against the drow; but now the Marquesa’s troops were active in Foxcourt, causing a lot of hatred and strife. He presented us with legal documents accusing the Marquesa. He offered the services of master alchemists, skilled in working with warpstone.
Regarding Michaelmas. The official story was that agents of Rashak entered the cathedral and destroyed all and sundry. Richard was killed, but survived, and that made him vulnerable to accusation. The other survivors were the Marquesa, her son, and two bodyguards. It is likely that the agent who betrayed the location to Rashak was also killed. The church itself should have provided ample protection against attack.
Day 2
Since it might be relevant, we studied and copied maps of the Western Kingdom, especially of Foxcourt. We established a bind point at Kilroy’s front doorstep, where we would return if banished. We went to Slippery Rock to buy restoratives. We also took time to discuss our various abilities and plan what to do next. We decided to head for Foxcourt to order to investigate the “bandits†via Konigsburg (where the Michealmas incident occurred). Captain Zohar persuaded us to first talk to the Fates.
Day 3
We took the portal to Tycho City, had breakfast, then we flew to a place on the edge of the Lunar Empire where there were many temples including that where the Fates dwelt. There we were greeted by a matronly woman. She did tell us that she wasn’t happy with the path that Karli is taking. After some discussion, we asked where we could find the evidence that will identify who was actually responsible for the deaths at Michealmas. She told us that Rashak was, of course responsible, but neither of our employers was the betrayer. We will need to gather witnesses and present them with an incontrovertible truth. She told us that there was a well in the far east of the Lunar Empire that will led us to incontrovertible truth.
In return she wanted a favour. She wanted a Guild Member who has given their self over to the Courts of Chaos. We needed to restore the balance, by placing Artefacts of Order in appropriate places. Seagate, Novadom and a weak spot in Mittlemark Hapstat. These Artefacts of Order were to be found in the Vaults of the ancient Elven City in Terra Nova. We should take no more than we need.
Death wanted to see us, so we went down to the lake and caught toads to put in our mouths. And then we visited Death. A boat made its way to us, poled by a couple of humanoids. We went with them. There was a cold that felt like it would not be unwelcome, bringing an end to struggle and strife. And there was Death standing before us. He too, had a task for us. In the East there was one who was capturing souls, and needed to be stopped. He was currently mortal, but was trying to change that. His name was Kurzon, a master of necromancy, and should be found east of the glowline, in a small town (Molarisor). The lost souls (from the Michaelmas massacre) were taken into the Great Spire in the Gatar Depression, but are most likely in tatters. In the Elven City, there was one who has been avoiding Death for a long time, known as the Ruby Scourge.
We then returned to the Guild.
Chapter Two: Of Many Murders and One Cathedral
Day 4
At the Guild, we discussed with Karli what we had learned. Erzabet shared that she thought the King might be a shape-changer wolf, and that one of his cousins most certainly was. Apparently Richard of Foxcourt was also currently a shape-changer, and his alchemists were able to confer shape-changing abilities on people.
There was a knock. It was a Guild librarian returning Patch who had been wandering again. There was also a message. It read: “Truth may be accessed on the Plateau of the Blue Moon, on the Night of the Blue Moon on 26th - 28th Meadow.†Lath then organised the Guild librarians to find out where this place is. When we went to the library, they were working on a massive map of the Lunar Empire. When Lath asked, they pointed out the location of the Plateau of the Blue Moon. I took the time to memorise as much of this map as possible.
We decided to go to Konigburg and see what we can find out, firstly regarding the relationship between Foxcourt and Bowcourt and how the current acrimony came about, and secondly investigating what happened at the Cathedral.
Lath cast gaseous form on the party, and we travelled, arriving at a statue in a copse of trees just outside Konigburg. Then we walked into town. People studiously avoided us. Lath organised us a warehouse as a base of operations and a place to stay.
Then we visited the church. It was no longer in use, but there were guards about. Lath, under the guise of writing a book, set about organising access to the place. Captain Zohar decided to try finding a philosopher who might know about the history of the dispute. Meanwhile, I made my way (followed by the Wonder Dog) to the local red light district to see if information might be obtained from those who worked there. Erzabet went to the court.
Day 5
Discretely, we went back to the church. The building itself was perhaps 50ft by 30ft and had a large hole blown in one wall. The grounds were consecrated, but this effect ended by the church, indicating that it could not be re-consecrated. Detect aura showed nothing detectable within the chapel. It appeared to be a magically dead zone. There was no mana at all in there.
Inside the church we investigated the corner where the Marquessa was said to have escaped on Michealmas. We found that there was a priest’s hole that might possibly accommodate one, maybe two persons, but not the Marquesa and her guards. I attempted divination using stored mana from my powerstone, but found there was literally nothing in there to divinate. I used psychometry on the walls to ask what happened to the protections – the answer was “soul curseâ€.
We picked up a piece of paper and took it outside. Then it had an aura of formerly living, but there was no answer to the question regarding the last magic to impact. I picked up a piece of rubble with claw marks on it, and tried psychometry on it to determine what manner of creature damaged it, but there was nothing. In fact, it appeared that the object had no history beyond the two minutes since I had taken it from the chapel.
Lath started talking to the groundsmen, scaring them silly, asking them to send the previous gardeners to us who might know more of the past of this place.
Day 6-7
We spent the next two days greasing palms and talking to people. I didn’t say much, because it seemed that elves were not popular in this place.
We learned that four Michaeline chapels had been prepared for the meeting. The royal guard had decided at the last minute which would be used. When witnesses were asked what happened they said that there was a flash of darkness from the chapel, and then swirling fog surrounded it. When they returned, it was full of dead bodies.
We found out that the Marquessa and Richard’s father had history when they were younger. Something personal, not necessarily romantic. This fell apart around the time Richard’s father married, and relations have steadily got worse.
We checked the other chapels and investigated the nature of the magics that had been applied. Numerous rituals, spells and artifacts had been used, some as expected, others novel. This was done by the Royal Wizardry Squadron, and we arranged a meeting with them. Some of them had died that Michealmas night, who had been in the chapel. They didn’t really tell us much that we didn’t know already.
We decided that it might be a good idea to request an audience with the King. Sher told us that she had been here six years ago, and had actually seen the King turn from a wolf into a man in front of the royal court.
We were told initially that the King would see us on the first of next month, and were told to come back the next day. A man wandered into the room where we were waiting, and introduced himself as “call me Rickâ€. He knew that his mother had hired us to deal with Richard of Bowcourt. Lath asked for his take on the matter. Officially the rule of law must be followed. Unofficially, Foxcourt troops have been less effective, and taxes down. It would have been better for the Kingdom if this rift hadn’t happened. However, if evidence was found, it might be possible to grant a royal suspension of Richard’s sentence. Of course, the Marquesa would not be happy.
Chapter Three: Of Much Ado About Death
Day 8
We returned to the Guild, and debated whether we should go to Terranova first, or go to the Plateau of the Blue Moon. It was considered that if we can locate the Elven City we could go there. We looked in the library, but the scribe notes were less than helpful in terms of how to get there. There were partial maps of the coast of Terranova, but they had little information about the interior. This meant that it was debatable how long we would take to find the place, it could be weeks, and therefore we should proceed to the Plateau of the Blue Moon first, since we had to be there at a particular time.
The library did have maps of the far east of the Lunar Empire, and we were able to locate the plateau in question right over the far side of the empire. Going by cloud at 160 mph certainly appeared to be an option. We could use the portal to Tycho, and fly by cloud from there north-east, and go around the northern edge. Erzabet said we should take some strong liquor in case we encountered a certain blind dwarf. But it was decided to go around the southern edge and deal with the aforementioned necromancer first. We were warned not to be too ostentatious with our magic in and around the Lunar Empire.
So we took the portal to Tycho City and arrived at the Guild outpost, a tower just out of town. We were out of fatigue as is usual when using such portals. We went into town and had dinner, then slept at a nice hotel until the predawn. Then we left town and Lath summoned a cloud, and a pair of elementals. We took tea and rested on the cloud, and felt much better. After travelling at twenty thousand feet for fifteen hours, in the predawn darkness along the Poison Coast, we flew into the rising Sun across the hills, avoiding all the nastiness in there, and were approaching the target village by mid-afternoon. We landed. Lath wanted to make a defensible position, but we had forgotten to pack an Earth mage.
Day 10
Captain Zohar got out a crystal of vision and investigated a homestead on the outskirts of the village. There was a human working in the fields, all very ordinary. Lath cast flying on us, and we landed out of sight of the village, then wandered in on foot. There was a bustle of activity, and a person with a hayfork came out to meet us, speaking Lunar. Lath asked if there was a necromancer troubling the area, but the person said there was not. From his aura, we deduced he was indeed human, under no compulsion, skilled in farming, and no magic had impacted him in the last season. Then we purchased local foodstuffs, and asked about the local town, learning nothing unusual.
So we walked to the town. It was a typical farming town, but there were earthen ramparts around the place, presumably decided to deter raiders. Runners headed into the centre of town as we were sighted. We were met by a pair of burly young men. Lath introduced us as a band of hunters, looking for somewhere to spend the night. The townsfolk seemed to be fairly typical common humans. The first suspicious thing we came upon was a ward of animate dead, triggered by any dead sentient travelling through it, that had been there for some weeks. It would animate any dead bodies that crossed it. Lath told the guide that one of us was injured, so a healer would come. Then she damaged Captain Zohar’s foot.
As we walked on to the Inn, we saw a shrine to some kind of fertility deity. The Innkeeper offered us an attic room where we might sleep. Lath spent some time contriving to get the guide interested in Erzabet. His name was Marcus. We learned that there was a tax man who came every year, but no local lord as such.
Food arrived; fresh layered vegetables, fruits, cooked meats, and such like. There was wine to drink with it, watered but not unsatisfactory. Everyone here seemed a bit nervous around us, which wasn’t that surprising. As evening came, people were avoiding the Inn, which was also not unusual. The herb woman arrived, told Lath to tell him to avoid walking on it, and applied a salve. As we went upstairs, Captain Zohar grabbed her, as Erzabet cast a compulsion on her. Then she asked about the necromancer. She said he was a good man who protects the town; 5’11’ with dark hair, and middle-aged. Normally he would have returned to town from working in the fields where he was supervising the workers; people who had tried to attack their town. His house had a brown door, and there were roses in the front garden. He came from the south about five years ago. She did not know how he might have annoyed Death. Then Lath cast knock-out gas so she forgot what had happened, then woke her up with the counterspell. She left, and we went to talk to the Innkeeper. But he didn’t want to pass on our message to the necromancer that we wanted to see him. Lath decided to use her voice spell so everyone within miles heard her request.
We waited outside, and then about half an hour later, after sunset, a number of people began approaching. They were some kind of variant zombie. They looked much more intact and less “damaged and rotting†than normal. Behind him was a cloaked figure. He called out, asking what he wanted. Lath explained that we wanted to talk with him. The undead seemed quite focused on Lath. Lath explained that we had been speaking to Death, and that Death wasn’t pleased with him. Erzabet pointed out that the problem was that he had bound the souls in them, whereas Death was waiting for them. And Death doesn’t like waiting. Lath offered to take him to see Death as one of the alternatives. The others involving destroying the undead, him, and quite possibly the town. Or just releasing the older zombies. He could not leave his undead troop for more than a few days. Erzabet started playing chess, hoping to communicate with Death. But that didn’t work.
After a while we came to the arrangement that Lath would send her air sprites to work the fields, while he released the older ones among the undead. Then, in the morning, he would go with Lath and Erzabet to visit Death.
Day 11
In the morning, the necromancer came back, telling us that he had released many souls from the undead. We got on the cloud and travelled around south and west, around to Death’s temple. Cher, Captain Zohar, Wordsmith and I waited by the lake, while Lath and Erzabet went to see Death. When they returned the necromancer got along quite well with Death, in between being terrified; and ended up becoming another of Death’s agents. Then we returned him to the village. Lath made arrangements to place one of her statues here, requesting a suitable plot on which to place it.
Wordsmith as we veered off course: “This is what we know as a granite cloud…â€
Day 12
We took off at noon and an hour or so later we found the Plateau of the Blue Moon, rising 6000ft above sea level. We could see some humans in blue robes making their way up trails to the plateau. There appeared to be trolls on top of the plateau. We landed on the trail above the blue-robed people, and set up a camp. About half an hour later, the people in the robes arrived. They were humans, and worshippers of Truth. Lath spoke very truthfully to them, after offering tea. She told them about the trolls, which were a danger known to them. They were happy for us to go with them. It took four days.
They told us that the incontrovertible truth was one of the truths that might be accessed at the Temple of Truth. The Temple only appeared at the night of the Blue Moon on Plateau of the Blue Moon.
Day 16
As we approached the top of the trail, a couple of trolls attempted an ambush, but died quite quickly.
Day 17
We saw a rippling line of light come across the plateau, leaving behind it a blue mist. The pilgrims left us, telling us that to find the Temple we must remain focused on the Truth. Then, they walked into the blue mist. We drank tea to raise our willpower, and then we walked into the mist. As one party member at a time walked in, they vanished and dropped off mind speech. When we went in we could see each other again, and the mind speech came back, but wavered in and out. This appeared to be something like the astral.
I concentrated on visualising the chapel where the Arch-Duke died and seeking the truth about what happened on Michelmas night. We all ended up going in slightly different directions. Erzabet and Lath found something resembling a temple, with a well inside. A bit later, I walked into the same place, followed by the rest of the party, only it looked different to each of us. I saw a chapel with a font in the centre. We felt we should drink the water, and so we did, all of us. We were filled with truth, and knew we could not lie. To seek the incontrovertible truth I realised I must dive in and search for the source. We found ourselves confessing truths about ourselves. But Lath and Erzabet were best at it, or perhaps they had most to confess.
They returned and recast a number of spells. They told us what they had learned. Rashak had chased the souls of the Duke’s Guard and followed them. So, it was in fact the Duke’s Guard who betrayed him, through no fault of their own. And they had all died.
Calendar
| Summer: Meadow (1) 817wk | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Beltane Full Moon | 1 | Guild Meeting | 2 | 3 | 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 | Full Moon | 29 | 30 | 1 | 2 | 3 | 4 | |||||||
| Summer: Heat (2) 817wk | ||||||||||||||
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
| 12 | 13 | 14 | Midsummer Eve (Faerie Day) | 15 | Solstice | 16 | 17 | 18 | ||||||
| 19 | 20 | 21 | 22 | 23 | 24 | 25 | ||||||||
| 26 | Full Moon | 27 | 28 | 29 | 30 | 1 | 2 | |||||||
| Summer: Breeze (3) 817wk | ||||||||||||||
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| 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 | Full Moon | 25 | 26 | 27 | 28 | 29 | 30 | |||||||
Reference
People
Places & Locations
History
Consequences
| Item | Qty | Effects | La | Ez | Zo | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|---|---|---|
| Purchased | |||||||||
| 1 | ... | ||||||||
| Looted | |||||||||
| ... | |||||||||
- Mutations
- Charges
Logistics
Buffs & Mil Sci
Long Term
| Magic (caster) | Rank | Caster | Effects | Dur | Erzabet | Captain Zohar | Lath | Kilroy | Starflower | WordSmith | Cher | Bert (Air Elemental Left) | Eernie (Air Elemental Right) |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Flying (Air Mage) | 20 | Lath | Wind picks you up. First time takes 1 min, after takes D +2 pulses to arrive. | 10.5 hours | Y | Y | N | NA | NA | ||||
| Barrier of Wind | 21 | Lath | Def of 42% in close, melee or ranged. | 11 hours | Y | Y | NA | NA | |||||
| Vapour Breathing | 16 | Lath | Can breath. | 8.5 hours | Y | Y | Y | NA | NA | ||||
| Feather Falling | 9 | Lath | Wont fall to your death. | 5 hours | Y | Y | Y | NA | NA | ||||
| Resist Heat & Cold | 20 | Lath | 6 effects better on the weather table and 6 less damage from heat or cold. | 21 hours | Y | N | Y | Y | |||||
| Enchant Armour | 23 | Zo | +48% Def, +1AP and +23 spell armour | 12 hours | |||||||||
| Water Proofing | 10 | Zo | as it says | 33 Hours | |||||||||
| Mind Shield | 8 | SF | as stated | 27 hours | |||||||||
| Mind Speech | 12 | SF | as stated; planar range via headband | 6 1/2 hours | |||||||||
| x | x | x | x | x | |||||||||
| Walk Unseen | 6 | Ki | As it says | 7 hrs | |||||||||
| Water Breathing | 6 | Ki | As it says | 7 hrs | |||||||||
| Smite | 20 | Ki | First strike has additional resist or d+21, stunned and prone | 21 hrs | Y | Y | Y | ||||||
| Rune Armour | 20 | Ki | +25 Def, +5 AP, 2xSG | 10.5 hrs | Y | Y | N |
Short Term
| Magic (caster) | Rk | Caster | Effects | Dur | Erzabet | Captain Zohar | Lath | Kilroy | Starflower | WordSmith | Cher | Bert (Air Elemental Left) | Eernie (Air Elemental Right) |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fast as the Wind | 16 | Lath | 7 to TMR up to 16 total TMR | 44 mins | Y | Y | Y | Y | NA | NA | |||
| Enhancing Enchantment | 14 | Lath | +14 ranks on either range, rank or damage. | 16 pulses | Y | Y | N | NA | NA | ||||
| E&E Gen | 10 | Erszabet | +X to MR vrs E&E Charms | ~11 hours | Y | Y | Y | NA | NA | ||||
| E&E Spe | ~11 | Erszabet | +X to MR vrs E&E Charms | ~12 hours | Y | Y | Y | NA | NA | ||||
| Celestial Gen | ~10 | Erszabet | ~10 hours | Y | Y | NA | NA | ||||||
| Celestial Spe | ~11 | Erszabet | ~12 hours | Y | Y | NA | NA | ||||||
| Weap of Flames | 17 | WS | +18 SC , +9 Damage, +17dam Undead etc | 22 mins | 2 | NA | NA | ||||||
| Counters on entities | 9 | WS | +29 MR vs entire Branch | 14 mins | NA | NA | |||||||
| Counters on areas | 9 | WS | +57 MR vs college | 14 mins | Y | NA | NA | ||||||
| Tome of Tales | Erzsabet | +1 step vs fear or awe checks (1 times wp goes to 2 times wp) | 24 hours | Y | Y | Y | Y | NA | NA | ||||
| knights folly | Erszabet | +1 rank milsci | 24 hours | Y | Y | Y | Y | NA | NA | ||||
| hair braiding | Erszabet | +50 vs charm, demon charm, bardic voice. 25 DR from behind, enh dur one spell, +3 ag, +25 seduction | until sunrise | Y | Y | Y | :( | NA | NA | ||||
| Rose tea | Erszabet | swap 7 stat points from one stat to another | Y | Y | NA | NA |