The Treaty of New Hope
Summary
Adventure: The Treaty of New Hope
GM: Helen S
Season: Spring 805 WK
Night: Someday
Level: Level
- Party
- Drum
- Loxi (Party Leader)
- GoK (Strategic planner)
- Faith (Scribe_
- Shemin-ah
- Grendel
- Phaeton
- Human the Fool
- Time on adventure
- 1 Thaw 805 to 8 Blossom 805 WK
- Employer
- Drum — Seagate adventurer
- Mission
- To compose a eulogy for a group of allegedly deceased famous heroes.
- Payment
- A myriad of pence each, which is 39 guineas, 14 shillings and four-pence; plus a barrel of ale or honey-mead. This is roughly 4 cubic inches of gold. Plus a set of still-warm dragon-skin armour each if we rip them off the bleeding corpses. Nice.
- Original Scribe Notes
- Media:Snsp0502.zip
Summary
| Date | Events |
|---|---|
| 1 Thaw. | We are hired and learn some background of the planes of Rue and Sol. |
| 4 Thaw. | We are transported to Sol by StarSong, a dragon. We portal to Rue. We meet DiamondFlame, a dragon. We get directions, and fly for the rest of the day. |
| 5 Thaw. | We sail into New Hope and explore. |
| 6 Thaw. | The party splits into three and covers the continent. |
| 7 Thaw. | Drum negotiates with DiamondFlame. The elves meet the local wood elves. The humans do cultural research. Sheminah leaves the party. |
| 8 Thaw. | The party reunites and update each other. |
| 9 Thaw. | The party reaches Bald Hill. |
| 10 Thaw. | We meet Sir Warren and lay out the facts. |
| 11 Thaw. | We flee from Bald Hill chased by their army. |
| 12 Thaw. | We meet Roland at Swansford. It rains like there will be no tomorrow. |
| 13 Thaw. | We meet Vandra at Beacon’s Hill. GoK & Sir Konrad fight an epic duel. |
| 14 Thaw. | We kidnap Sir Konrad. Drum is turned, and punished by exile. |
| 21 Thaw. | Drum returns without GoK. The dragon hunters arrive at Swansford. |
| 22 Thaw. | We fly to Bald Hill and meet Sir Warren. A death-warrant is drawn up. |
| 23 Thaw. | We fly to New Hope with Roland, where we meet Father Thomas. |
| 24 Thaw. | We start to potter back to Swansford. We get Roland back in time. |
| 28 Thaw. | Vandra, Roland & Sir Konrad leave Swansford by barge. |
| 1 Seedtime. | Sir Konrad is missing. That evening we are in Bald Hill. |
| 14 Seedtime. | Tourney starts. |
| 15 Seedtime. | The Peace Treaty is signed by all survivors. |
| 16 Seedtime. | We leave to hunt Pig Iron. |
| 27 Seedtime. | At last we are attacked. |
| 4 Blossom. | An audience with Lord Manfred finally goes well. |
| 8 Blossom. | Back at the Guild. |
Scribe Notes
The Dragon Hunting Dragon-hunters
1 Thaw 805
Drum hires the group to compose a eulogy for a group of allegedly deceased famous heroes. These heroes are famous for killing (young) dragons, and the parents of the deceased would like a proper farewell. The heroes are:
- Sir Warren of Baldhill, a chivalric knight of the highest order, whose skill with his lance is legendry amongst defeated foes and their womenfolk.
- Sir Conrad of Heronbill, a red-haired giant, a stalwart warrior and master of the axe and the tankard.
- The Enchantress Vandra of Swansmouth, a sword-wielding sorceress with her skirts slit to the waist and her leading attributes on display.
- Healer Roland, a follower of the dead god Mithros, and herb man.
- Emma Crowdale, an exotic ethnic fortune-teller who can make your silver cross her palm before you know she’s there.
- Gloin of Stone Mountain, a dwarven smith.
They all lived on a plane called Rue, in a cluster of planes ruled by ruthless draconic overlords, or “caretakers”. This cluster of planes includes the plane of Sol which contains the town of Paradise, which SAG members have visited three times in the last two years.
Despite having a near-perfect mix of colleges (Earth, Celestial, E&E, Namer, plus Ice for blast, a spare Celestial, and an Illusionist for towns), and Mind in case we wish to be first runner-up to the dragons in the evil overlord stakes, we have very few useful all-day spells. Resist Cold on GoK (he left his scarf behind, poor thing), Disguise for me (too distinctive a cognomen), and Strength of Stone, Shadowform and Witchsight for the rest.
We decide to stock up on supplies for three days. Non-magical supplies are to be stored in Drum's rather large backpack. Supplies include a month of provisions (a week fresh, the rest dried), a week’s drinking water, basic camping gear including tents, a pavilion for the elves, medical supplies including bandages, splints, and a range of rare alchemical and natural substances that Phaeton wishes to study to allow him to devise antidotes. Many lengths of rope & twine, shovels, axes, knives, and other survival gear are also included. Trade goods, gems, coins. The melons and sorbet are packed in ice, and kept well away from the strawberries to avoid bruising or over-chilling.
Each person has five cubic foot of storage allocated for personal items. These items must be non-explosive & non-magical, and must not leak if broken. Mine include 6 changes of clothes, from formal to working silks, four sets of footwear, three sets of armour, and most of my spare weapons. Also a small supply of coca leaves and dried cocoa beverages for medicinal purposes only. Not to mention knuckle bones, ornaments, some costume jewellery, dies, cosmetics, paint, cayenne, and various herbs for undisturbed constitutional strolls.
We learn a bit more about the plane of Sol. It has a range of races including humans, nymphs, centaurs, fauns, dryads and rocs. Apparently they engage in normal friendly trade. The settlement of Paradise is new, but a powerful Seagate fire mage called Shizane ensures that it is at peace with its neighbours. We will pass near it briefly.
3 Thaw
In the evening we set out from Seagate in a hired boat and travel five miles upstream to a quiet pasture. We camp, checking the erecting of the tents and preparation of food. The humans work well. We also have trial watches.
With the paucity of elves, there are humans on every watch, so a professional lack of conversation is likely. Watch Order
- GoK & Human
- Faith & Phaeton
- Loxi & Grendal
- Drum & Sheminah
4 Thaw
Pre-dawn, we strike camp and wait for StarSong, a young dragon and close personal friend of Drum. Mist starts rising from the pasture. A voice resounds in Loxi’'s head. Something coagulates from the mists. Shortly StarSong takes the shape of a 20" high, 50’ long (plus tail) shiny golden dragon. Her neck is very long and spiny, and her wingspan is over 250 feet. StarSong makes quite an impressive entrance. We all mount up, and wedge ourselves as best we can between the spikes. She levitates into the growing light of dawn.
We blink. We are now in another world, soon identified by Phaeton and Drum as Sol. To the east is a long valley, to the west are the Paradise plains, to the north are mountains, and to the south is the sea. StarSong indicates the plains and says "I've got humans”. Loxi replies "We can treat that”. StarSong descends slowly to the south. We fly over a valley, then hills, then some rough ground with scattered trees. We see a clearing with a portal in it, and land.