Northern Lords

Summary
GM: Jono Bean
Season: Autumn 817 WK
Night: Monday (starting 14th March, 7:00pm)
Location: 11 Murial Place, Ranui West Auckland
Level: Medium/High
Information: Information from players for Jono.
Play test:
Alchemist,
Assassin,
Beastmaster,
Thief,
Ranger, and others.
Preference given to those who played on Chelemby Northern Darkness part one, or guild members who's background is from the northern area.
- Party
- RagnfrÃðr Yngvarrsdóttir Gythja of Hel - Kelsie
- Mungo the humble So Named by Odin Himself - Michael
- Mordrin Freya's champion- Clare.
- Silverfoam, Military Scientist, Namer(ish), played by Michael P.
- Lady Cher hero of the north, played by Sean.
- Alandis the fire eye, Fey who walk in shadows, played by Fabio.
- Mission
- Travel to newly captured area of the Kingdom of Ibanvaal.
- Find and assist Mungo.
- Sort out some local issues
- Sort out issues with the lady of the lake.
- Time allowing follow up on a treasure map.
- Pay
- A meal of blessed náttmál for each person.
Brief overview
- The party (less Mungo) eventually met in Dagenborg; Located Mungo; and moved swiftly to Wilderness near Sulubin Jarldom — reaching that walled town after slightly killing 2 stranger dryads & 2 party elves ... also the Party Leader (but somehow she came back quite quickly); encountering two goddess at loggerheads ("Are you happy sister?"), etc. Rumours and tall-tales confirmed Mungo (one of Sulubin's rulers) was captured by a small force of orcs, then taken west by humans into Mengala Kingdom. Sulubin is a geothermal & political hotspot.
- Mungo fled to Sulubin, barely avoiding his torch-wielding pursuers, who were "The Bitten", one of the strange groups in the hills, followers of Ohgoth. They wanted Mungo because he was "Royal and almost bitten". The party sallied forth and rescued him, deluged by black toads, fallen cupids, and the like — closely observed by too many locals. Hearts were broken (or half-so) but those Curses were removed as fast as possible, except on Mungo who was Charmed away (because he shapeshifted) and literally swayed from side to side by would-be fellow cultists. The party rescued Mungo. Again.
Scribe notes
Chap.1 From Seagate to Port Chelemby to Dagenborg to Sulubin
THE PLAN (1st leg): After a brief discussion, Lady Cher, Alandis, & Silverfoam discussed the options to travel W & N to meet Ragna, Mordrin, & Mungo. After a day's preparation, Alandis, Gullinbursti, & SF will sail north, carrying additional gear for trade & gifts (see appendix), and for Cher (who will take the “Pauper portal†to Chelemby). They'll reunite 6 to 9 days later, since SG-to-PC at the standard max MageWind speed (25 mph) requires almost 100 hours sailing … The deeper water sailing is navigable outside daylight hours, but with the single Navigator, 16 hours is still the maximum that is practical and the opportunity to use enhanced rank effects may present itself,
Details, Deviations, and other interesting things: Before dawn on the 2nd, A,Gb,Sf & gear travel to AnteCarzala where SF has harvestingrights to the forest. Also Cher ??QQ (if she needs any enhanced spells, and it would be easier to itemise some cargo). Sufficient lumber is felled (Lute of Castramentation) for the Ark Loyal, a 2-mast Lanteen-rigged caravel, both masts, a [temporary] barge, with some spare lumber. In several Rank-40 effect Shipstrengths the ship is assembled: Barge; then the Reinforced Caravel's hull around it; both masts; and one all-over. Known locals load the barge and assist with additional mead and honey purchased locally and are paid 200sp plus left-over reaping not wanted. Discretely sailed the short distance to the coast, Ship, Alandis, (?? and Cher, if there) made Wind-&-waterproofed; optional Waterbreathing. With MageWind, the Ark shot due West at up to 45mph clearly flying SF's own standard, to see how she'll take it (and maybe to show off a little); Alandis standing by the 2-hex sunbathing Gullinbursti should any fliers investigate. Proceed to Port Chelemby.
Other things noticed? Avoided??
THE PLAN (2st leg): After collecting Cher, and possibly some intelligence, Party sails North to Dagenborg, taking 3 to 5 day depending on local conditions, at some stage changing from caravel to longship, possibly converting excess parts of the Ark to something useful. Meet up with rest of the party
Details, Deviations, and other interesting things: after about 600 miles (24 hrs at 25mph, so at least a day and a half), sending Lady Cher ahead on Windwalk to advise the headman & other friends, beach the Ark. Counterspell the overall Shipstrength, and those on the mast, and the caravel hull. Distribute the gifts especially quality sails (for Olvir), domestic items & honey (especially for Olm & their children), southern fruits, good-but-plain spyglasses, rope, some mirrors, to our former hosts/allies/friends, the Headman; the Oracle etc). The gifts including as much of the freshly felled wood as they want (saving a few tons for bribes gifts at Dagenborg). SF provided the cask of beer and some food for the impromptu feast, and breach at least one of mead (probably two if we want Gb to share; even if flattered by the number of folk that want to drink with him, he'd only cooperate if he saw it as a chance to drink more himself).
Spend the next day allegedly recovering & resting — i.e., visiting friends, gathering intelligence. If possible, particularly presenting the Oracle a wax-sealed, stoppered, dark-glass ewer of "southern" wine (since she'd appreciate the metaphor and the substance). Cher too, no doubt, but hopefully she'd have time to shape the figureheads to the two ends of the new Longship, the Swift flier: Gullinbursti's tusked head, shoulders, & forelegs stretched out in flight at the prow; the hind quarters at the rear (I'm sure she's artist enough to convey the unsubtle message to those trying to pursue us).
Reunited, mostly
We left on the following dawn; Our longship reaching the Capital after at least 13 hours sailing .. call it the afternoon of the day after we left Lepesaar [TECHNICAL ASIDE each small hex 12.5 mi & normally travelling at 25 mph, unless special action require, e.g., flying ahead to check the channel/shoals/reefs]. Gifts were conveyed to the castle (especially the gilt framed mirror, always popular with royalty), and we contacted Ragna or Mordrin whichever was more easily locatable&/or we could be directed to [I'm claiming it was Mordrin]. A Locate indicated that Mungo was in the new jarldom by the big lake.
POLITICAL NOTE: We did discover that the locals believe that the Jarldom of Sulubin has only been granted to Mungo/Ragna/Mordrin for life and that control of the territory will then revert to the local families. His Dagen Majesty has graciously declined to mention their obvious misinterpretation.
The next day(?) QQ-TBC, Mordrin "lost" the entire, battle-ready party (except, obviously, the man who would be Humble) and we ended up in the highland wilderness some 30-35 miles SW of Sulubin.
Never stand between sisters who're talking between clenched teeth
SF checked with Mordin & that it was OK to take a minute to fell some of their trees, to make a large dinghy or small which would get us all to Sulubin within an hour. Slightly messy since the land was uneven & the logs didn't neatly stack as usual, but started rolling — but not a problem, since they were still within Shipstrength range and nobody was bowled over. Unfortunately some fey staggered out of the woods & died {DA: Dryad formerly living; "oops"} as did the life-aspected MilSci/Scribe [had to resist death magic when people die nearby]... so the next bit is uncertain, but apparently so did Alandis (the other, seakier Elf), and the Party Leader who (because she was a human with connections) was resurrected or returned or whatever.
Hel the Death-Goddess turned up; as did Freya, each grabbing a shoulder of Ragna (or possibly her corpse).
Apparently Hel & Freya have issues.
One said: “Sister why do you meddle with my priestess? This will not standâ€. (Does it really matter which one said it?) .
Anyway no further party-member died, or not for very long. QQ please confirm!!
Freya invited all to meet her granddaughter, esp Alandis, and for Mordren to bring the Lute of Castramentation to discuss amends.
Presumeably Hel also said something — You'd tell the scribe if it was important, Yes?
The Goddesses walk out to different parts of the woods.
"Are you happy sister?"
Rumours from Sulubin
Party reaches the town after noticing large dog/wolves and Seal-like creatures swimming in the lake.
There is Geothermal heating in parts of town; ships in the harbour; and LOTS of factions. When those in power (or 2/3) reached their Keep, Many persons of significance and associates turned up. LOTS of talking and Meaningful Looks, often unfathomable to outsiders. Reports about Mungo (or the crazy hero [resumed to be him] include:
- Set upon by 20 not-normal orcs, well-armed, armoured, and disciplined and then taken by human guards west.
- The drow heard of it, a battle of one man.
- A battle with 1 man fighting and it took hours.
- There is a skald wondering the land & charming people out of all their possessions.
Other info
- The local lord is Ragna Edain.
- Also important is a large Family, the RALDs, that are related to one of the runners up for Menglanan crown; they are clearly running some sort of crime racket led by an old scary women. Most missing a finger or two.
- The elves are cured. (Alandis was injured? sorry, must have been dead at the time)
- Ragna saw a seer.
- Outside was aloud howling ... wolves, wind, something very big. Mordrin has heard it before, but not yet got around to sorting it out.
Over the evening, The powers that be realise more things are going on round town that need attention:
- 6 of the captains are involved in a cartel of raiding. Far more husbands & men than wives.
- Some strange foreigners that are (it is said) living in the hills & have a mine.
- Another group with foreigners are brewing/distilling, and are involved with buying/selling arms & armour.
- Miners doing their own thing; and getting into trouble with farmers.
- People occasionally going missing in the tunnels under the ?? Town
- The Jarldom is paid food & service, but lacking currency
- Trade is heavily "tariffed"/extorted by the local lordlings.
- There's also a sea creature living on one of the islands.
- One urgent case involves 5 men who want to marry 1 woman (who wants to marry a 6th instead whose been run out of town by the 5 who want to kill him). Her mother had 17 kids in 4 years. [actually it was 7 years she admitted]. But her Mother said it is up to Mordren to decide the husband — there's a magical item, which she'll be giving to her eldest dtr. Who ever is left alive in a year's time.
Finally there is a trouble-making family (called ___??) //HELP PLEASE// Shield is black with a white Bend (Sash), run by Hedla, the ancient shield-maiden, who has refused the kings' demands for the marriage of her daughters ... especially since they would only be 4th or 5th wives for their Dagen-sponsored Lords.
Chap.2: Mungo come, Mungo go
SF was distracted from the undoubtedly fascinating local politics by the gently vacillating Locate arrow on Mungo. From a nearby window, a horde of distant torches were advancing down from the hills towards the castle, also veering about the true line of approach, like a Wild Hunt pursuing a frenetically zigzagging quarry. The party arms up, spells up, and heads to the derelict walls in a semi-defensible area. Mungo and the Horde are closing quickly.
SF in the air was glowing to show Mungo where to head, loudly raising morale etc; Lady Cher & Ragna defended the nominal entrance gate while Alandis and Mordin cover the right & left flanks in their different but effective ways. Behind the party, interested townsfolk and local notables observed, making it imperative that the Party (and hence, the New Regime) swiftly overpower the invaders without undue loss of nominally innocent local lives. Given that the Walls were broken, almost non-existent in places, and that the landscape was scattered with copses and thickets between expanses of ice, Cher cast Ice Traversal.
Two incoming Deluge of Black Toads (Celestial special), not particularly harming the party, revealed the location of two of their spell-casters (due to Manasight). Mungo burst in and, rather than give an idea of what we were up against, shouted for a Skald to record his imminent acts of renown (and such a sycophant did indeed coalesce from the clottish crowd).
A couple of Mungo's immediate chasers also breached the so-called wall (mostly by stepping over it) on the near right, SF released an acid grenado and advanced towards the nearest of the small arrow-firing fliers [GTN: Fallen cherub]. Alandis disappeared but (as evidenced by a surprising number of bodies discovered afterwards) was both busy and discrete on his flank. Mordrin and her axe hewed through the foes on her side, while Ragna Summoned a Rake & told it to attack the beings attacking the town.
SF cast a Rank20 Bane under the bulk of the enemy force including 3 caster and a long lizard-like creature [reducing the BC of spells cast from within the area by 65] . And the rake exploded several of the attackers immediately beyond the “wall†... which was a temporary surprise to some.
Ragna: "Oh it's my magic!"
The necromantic Rake even recognised that Cher was not the enemy (which isn't always as easy as it should be). The attackers' morale swiftly shattered, and they fled.
Indeed the only opponent with any backbone was one of Mungo's immediate pursuers (who even, when disarmed, wrenched out one of his own ribs), still calling on Mungo to join the forces of Oh-Goth, his leader and Mungo's natural leader too, apparently. Seems only Oh-Goth can carry "the rock" (a big, black stone that no-one else can safely handle (?? conjecturally Chaos stone).
Mungo (boasting to the crowd): “What care I for a jarldom when I am going to win a throne?â€
Toady Skald (recognizing a cue): “Win a throne, my lord? From whom?â€
Mungo (after a dramatic pause): “From My Enemies!â€
[The crowd goes wild]
One of our heroes is missing, AGAIN
The recently revived (Ragna & SF) received replacement Lesser enchantments from a local ... we went down, down, down to a geothermal casting area and the effect was raised 20 ranks (i.e. “permanentâ€).
BTW, when we studied it the next day, we discovered that a Tree of Life sapling was planted here 5 yrs ago. As yet, no effect, but there will be a population surge in the next 20 years or so. In the basement there are 6 exits (Make it clear to Mungo, we will NOT take an exit each this time either). There is light coming in through the crack unnaturally, that it lighting the tree.
SF quickly empathied & Divinated Ragna (who, as a fellow tabula rasa, clearly shewed all the recent magical impacts of the region to establish the cursed nature of the F-Cherubs' shafts and other ill. Four of us (Ragna, Cher, Mungo, & SF) were either fully or half-cursed with a Broken Heart. At its worst, the cursed victim cannot be healed at all (even by natural recuperation) and may be subject to further attacks from a distance; if partially saved, the victim only receives half-effect from all types of healing.
SF, Ragna, & Cher were de-cursed (@ 3hours). Unfortunately, when it was Mungo's turn he was gone, lured away ... but the Locate was still active and he was within a single enhanced Windwalk cast. The party was mildly harassed by fey/minions, subdued Mungo, and used Ragna's 1-shot RC-potion to quickly remove his curse, then strategically retreated to Salubin.
>>> QUESTION (from confused scribe): was it at this point or earlier that we took one of the enemy into custody to examine and ethically "debrief" ?
Chap. 3: Up the Hill & Down the Mine
Sulubin: SWOT
To be fixed:
- The town walls are insufficient
- The food reserves are low to non-existent
- The harvest was not good (no hybrids; very rock terrain)
- But there are very few (virtually no) able-bodied men to harvest it anyway — with the wars, but also ...
- People go missing in the night (Presumed to be the Bitten, but there are strange things in/under the Lake). QQ Mostly men?
- Even the ships are undermanned.
Other points:
- Fishing is good. There are rack of drying fish by the shore.
- The water is rained on; but it parts around the “Strange Island†by 100'.
- Even if we can't rescue/restore sufficient of The Bitten, suggestions to consider and practical actions include:
- Mordrin can organised work levies for urgent repairs (& plan/prioritise tasks), although there are few workers currently.
- SF, with the Lute, can clear surface Stones from potential farmlands & gather them for building materials/fill. Ditto [non-dryads] trees, ...
- Find/Bribe witches to cooperate on Blessings, etc.
- Ditto for an earthmage to cut stone (by elemental?) if there is a suitable source within easy transport (eg, on or near the lake). Can Cher shape a rock outcrop into building blocks?
- Allow a Woman to be the Head of a Holding/business, with rights to own/control it, even if married. (Ragna will have practical advice and the influence to sell the idea)
- If party resolves the main missions, organise trade/mission (with whom?) to transport grain, etc. Aside: transporting stuff up to the headwaters of the Nekro from most of Ibanvaal (and by extension foreign countries) is easy. The problem is the next 15 or so miles to the shores of Lake Ekjel.
More immediately, Mungo debriefed us on what he remembered of the Stronghold/Mines of the Bitten, e.g., the Strange blue hard substance, almost glass-like (gives bad dreams sleeping near it.) We then powered up, including the necessary recasting of spells lost when most of the party killed.
Suggested new S.O.P. Since Sulubin is low-mana, we should move out of town until we reach normal mana-level — just costs 2 or 4 fatigue from SF, depending on the method/distance. Once DA confirms NML, we complete the power-up in a tactical position. Especially as we'll need 2 enhanced WindWalks for the entire party to reach and scout the territory of The Bitten.
In Fact, we located it closer to the Town than expected so, for the return, touch (non-Dryad) wood we only need an unenhanced Windwalk to get back [SF's current std max range = 20¼ miles]
IN preparation, Mordrin Braided our hair (not Cher obviously) for resistance to Charm at +50, etc, enhanced duration of 1 spell effect.
We drank Tea +45 stealth 13 hr; +5 fat, 13 hr; 130 min for -5 off rolls.
Specific casts.
*From MilSci. Enh. Counter spell (Celestial special) … also gen, unless you expect to request a change (not all requests granted); Water&Windproofing; Water-breathing; (NOTE: For SF's counters, effects, etc, see PDF linked to the Buffs section). Since SF can get extra target(s) to non-damage, non-self spells of 1 per 5 full [real] ranks , he gives priority to spells that multiple party-members want.
* From Pty Leader [Ragna] +16 defence, +7 stealth; +7 fat & +4 end armour tot; ??Weapons spell +7BC, +2 damage.
* From Alandis: 28 pts of fire protection'
* more please
* more please
In the Land of the Bitten
We variously noticed:
# There were some 20 shanties and several paths around the place.
# Mordrin "sensed" the mine (again) as did Mungo.
# 3 armoured sentries guarded the palisaded entrance to the Mine-complex.
# The Palisade had rips out at the top, and there are 3 more guards on the inside, communicating regularly with the outer guards.
# Puddles disappeared into the ground ?!
# 6 people were cooking over fires, in ordinary clothes; cooking for a lot (at least 40+), with 3 armoured guards on look out.
# So a lot of people were missing or elsewhere (raiding? Down the mines? due back quite soon to judge from the food)
# Some huts were (recently?) destroyed by a large creature.
# There are FOUR other mine entrances ... with scoria in front of them;
# Large pack of wolves in a kennel-like area.
# There is open ground in front of the main mine entrance, & we could clearly see something like a large "breathing in and out" effect (undetectable creature? Mine or magical mechanism?)
# Moving to a better viewpoint, DA-ed a few GTN Human; Lycanthropy curse (for the past 9 months 4 days in that case) ; Not pacted.
# Those 3 armoured guards paid attention erratically to the approach to the palisade. There are people inside that occasional stir the guards up. (Good! Better bored than paranoid/vigilant)
# "Something" left large gouges on the ground from the pallisade. Heavy on one side.
We climb down Mordrin's rope from the top of the hill above the Main mine entrance, we snuck past the 3 guards on the inside of the palisade.
In the Mine(s)
The route down soon split split into 2 paths. We went down the one with old wooden rails ever 2ft or so.
Mungo the decidedly NOT humble turns into a lycanthrope, lost his anti-charm braids and manages to resist the Call of the Wild/Insane/Leader.
Air wsa flowing through the area. We enter the large ribcage (Blue whale ribs, v old) onf a chamber.
There was a ladder up to a room; 2 entrances going down; and a water flow. Mungo remembers that the Left route goes down 2 miles, where there is the blue stuff (mentioned before; the Right goes to the silver mine & to one of the other exits. Both ways have had about 40-odd sweaty humanoids.
We followed the direction of Mungo & Mordrin's foot-tapping itch and continue down. Don't know where the water goes to or from but it is drinkable. About 3 hour of hard exercise (so most counterspells have fallen off. The wooden rails crossed a wooden bridge and continue into a hole. 5 mininutes later, came across supplies of food in sacks, hand-carts, creatures (Goblin). Waft of hot, rank (no, sulfurous) air from below. 5 more minutes later saw lava tricking down the wall.
Ragna saw A whispy figure over some rags (presumably somewhat undead), mauled, & sees the body itself. (human GTN, died about 14 hours ago). MUNGO remembered this was once a goblin warren. Ragan interrogated her dead but cooperative witness:
- What enemies did you see other than goblins? A: "A fierce creature the size of an ogre (may have been), and some fighting orcs in armour, controlled by a goblin priest."
# What else should I know? A: "They came for the fire sands".
# How can I find out more? A: "You should talk to Roggeth".
Scribal note: Is that a variant on the OhGoth we heard of, or similar?
Goblins, petrification,
Alandis noticed the stench of bad creatures on the air (orcs or such?). Fortunately we are We protected from fire; [28 pts of fire protection]
6 goblin scouts preparing to secure the entrance we came from and a larger group (goblins & orcs) only a few are in old weapons all with good (non-gobbo) weapons and re-tailored armour. There is an egg-like rock, like a stalagmite but unnaturally so. And soon we saw more egg-shaped things including one on the tracks. We decided to investigate:
Ragna: "Don't extinguish your flame! just hide it."
Alandis the elf (with a hint of sarcasm): "And where am I going to put it?"
Ragna: "Your Fireproofed, what's your problem?"
BUFFS
to be completed ASAP.
Note: when it is safe, SF can cast a mega hex that enhances the effect of magic cast on targets there, or from that megahex, by 20 ranks.
Calendar
to be posted shortly
Provisions, Trade goods, & Gifts for the voyage
ESSENTIAL PROVISIONS
- Good-qaulity Provisions for a crew [of 20] for 3 months (approx. @60sp/day);
- plus about 6.000 sp worth for a few feasts for Crew & guests (especially at Lepesaar), including caged chickens (& feed), good Beer, fresh fruit; root vegetables; grain.
- Casks of Antecarzalan Mead for Gullinbursti. [request Cher to itemize several]
Trade goods
should include
some 8,000-10,0000 SP
sheep-skins, blankets;
axe heads; adze heads; small casks of long, heavy nails;
casks of dried Summer fruit;
decent ropes; simple metal boxes of hard-tack;
parchment; candles (wax and tallow).
Plus SOME Borovian luxury/specialties: Mirrors in various sizes & styles; spyglasses (mostly practical, a couple flashy) -- [all produced at cost]
Plus a Further 30,000 sp of purchases made at the Quartermaster's discretion for trade.
Profits from the voyage to be split 1 for SF; 2 for the lens/mirror workshop; 2 for this voyage's Quartermaster; 3 for the crew.
Specific gifts
Separate from the Trade goods:
For Olvir: quality sails and ropes (purchased); wood & leather spyglass.
For Olm (his wife) & other Lepesaar villagers: quality pots, knives, buckets; southern fruits (some fresh, mostly dried); sweetmeats; honey; quality candles; Several bushels of wheat; selected culinary/aromatic herbs. Also Iron Axe- & adze-heads. and a few tons of green lumbar
For the Soothsayer (near Lepesaar): a sealed elegant, glass, stoppered flagon of dark wine
For the Dagenborg Queen, Halfreth (who was so helpful last time): Flashy, guilded mirror; small caskette of southern pearls
For the Other queens: silver needles; combs; etc. (not too valuable).
For the Dagenborg King, Osidar: a silver-chased, brass spyglass and several sunstones (polished calcite crystals, "taken, with permission" from the region of the Superstitious mountains); a chess or game-board with pieces of exotically coloured wood.
about 5,000sp worth of bribes/douceurs (over & above the remaining green Lumber)