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Post by tubaman118 on Feb 24, 2018 15:51:10 GMT
THE WORLD
In the early years of 1400 AD, a crack in reality appeared, moving denizens Of multiple worlds to our reality. The majority of them split and formed their own civilisations, the sylvan elves took over the majority of Japan, dwarves set up cities throughout Norway, mining and delving deep into the world, Dragonborn took up residence in the mountain ranges and deserts of the Americas, and various other races embedded themselves into the regular communities of the world.
Over the years the sylven started to keep to themselves, not really getting on well with any other races, believing themselves to be better than any other race, and that the mixing of races is a terrible thing.
The dwarves set up large portions of industry in the world, vastly improving the relationship between Europe and the rest of the world by providing cheaper and more efficient manufacturing, and also by vastly improving the mining of minerals. In 1910 the dwarves discovered an incredibly large wealth of gold in the mines at Trondheim, causing the world to adopt a standard currency of gold.
The Dragonborn soon created their own country, Adricastor, within the borders of America, keeping mostly to themselves, however, some of their citizens worked together with other races to set up universities of magic, allowing people from all over the world to learn the mystic arts. The modernisation of technology stopped, as most things were now achievable with magic.
Alongside the transference of races, there was also a change in the deity’s of the world. Seemingly the gods from this divergent reality also transferred across, turning this world into their own domain, leading to the creation of many temples and churches to these gods.
In 1910 it was revealed that denizens of the elemental planes had also entered the world, with many of them setting up residence as heads of state across the world. No one across the world quite knows which leaders these are, as they seem to control the world from the background. one of these leaders, king George the fifth, was revealed as a large golden dragon as he single handedly stopped the beginning of world war 1. After revealing himself to be a dragon, king George gave up his crown, and moved back into one of the elemental planes, and leaving his daughter, Elizabeth, to take his stead. It has long been rumoured that she is also a dragon, and a member of this world leading council, but no proof has yet been provided. England, however, maintains its place as the de facto world leader, with every other country bowing before the might of the dragon that was revealed.
The year is 2015. Rumours of the high council of leaders are still rife in the world, however the actual identities of the members of the council or their reach and power in the world remains unknown. There are certain communities that are against the idea of a world council that have unlimited control, and are rallying to their government against this, but the governments of the world are all trying to suppress these elements, also denying the existence of these overarching leaders.
There have recently been a series of seemingly unprovoked attacks on dwarf communities by members of the grand state army, starting in southampton and winchester, leaving many dwarves dead, this situation has started to rile up the dwarven communities.
The Campaign
It is spring 2015, the players have been summoned to winchester by the high keeper of knowledge, Patrin Lhamboldennish. He has summoned you to his office at the mages institute to discuss current events , and to ask a favour.
The Players (with a brief backstory)
Irven "chubbs" Neale:
Wood elf druid, level 1
Irvin, 75 (born 1940), stands around 5 feet tall and is a bit chubby, has long blonde wispy hair, reaching almost as far as his belt. He has green eyes. Irvin is most commonly seen wearing a deep greeny-brown cloak, with a large hood.
backstory: Eghan and Alane met in the early years of their 60’s, immediately becoming friends and to no one's surprise, falling in love. In the late years of the 1890’s Eghans father, Donall, left him in charge of the family trading business; growing and distributing hempen wares, and other trade from the city of Galo Alora; travelling around england trading with other cities, and making connections. Eghan expanded this trading business quite extensively, expanding their business portfolio to include wines, sweet foods, elven clothing and cloaks, but still keeping the traditional hempen wares in their business.
In 1940 Eghan and Alane had their first, and only, child: Irven
Irven was always a bit of an outcast amongst his peers, spending large chunks of his childhood travelling with his mother and father to various trading towns, and on various journeys. When Irvin was 15 he and his parents went on a trip from Galo Alora to winchester, to take place in the solstice festival market. It was here that Irven met and befriended a young dragonborn named Patrin. Patrin and Irvin spent many an hour discussing the medicinal and magical effects of different herbs and plants, with Patrin encouraging Irvin to start looking into the herbal benefits of hemp. Patrin and Irvin parted ways several months later, but maintained correspondence through letters.
For many years after this Irven shut himself away, experimenting with byproducts of the hemp that his parents produced, becoming a little more distant from his family and the few friends that he had. After many years of experimenting, Irven had perfected his new medicinal herb, finding it very useful for people with stress, mental unclarity, and even taking the edge off of pains and suffering.
When Irvin was 30 he decided to start travelling, trying to find people to sell his new product to various apothecaries and healers around the country. During his travels, he started to pick up on hostilities between different factions and races across the land. Irvin found it very difficult to find someone to buy, or even test, his product; most sending him away without a second thought. Irvin took to eating and drinking slightly too much, spending much time during his travels in taverns and restaurants throughout england.
Irvin settled slightly in the rural hampshire countryside, preferring the tranquil quiet company of nature to the hustle and bustle of the big city. During his time in the secluded countryside Irvin came across a small encampment; a simple campfire, a tent made of hempen material, and a very jolly Halfling sitting there named Korkas Lightfinger. Irvin was fascinated by the way that Korkas seemed to be at one with the forest, Korkas revealed that he was a druid, and had been training for many years to understand the call of bird and beast. Irvin travelled with Korkas for the next 40 years, training in the ways of the druid, meeting others along the way and gaining more and more knowledge each year.
After a length of time training amongst the druids Irvin received a letter, a message from an old friend in winchester, requesting Irvins attendance at a meeting
Varis amanodel: Half-elf paladin of Heimdall, level 1
Varis stands just shy of 5”11, 214 lbs of solid muscle, and is 23 years old (born 1992). He has a clean shaven head, but a thick blonde beard; very odd for a half elf. Varis sports a large tattoo of an intricate curled horn; starting on the left bicep, and curling across the collarbone onto the chest. Varis is usually seen wearing his chainmail armour, made in the colours of Heimdall: deep blue, and bright silver.
backstory: Varis was 5 when he was delivered to the grand pavilion, the sole temple to Heimdall left in england. The man that delivered him to the high priest, Skari Geir, looked very familiar to all the members of the temple on that night. Standing about 6 foot 2, with long flowing blonde hair, and a thick bushy beard, the man in question walked with confidence up the steps to the temple, holding the child by the hand. He handed the child over to Skari, along with an amulet bearing the curled horn of Heimdall. Skari, upon recognising this man as Heimdall himself, bowed deeply, and asked what was wished of him. Heimdall asked only for the boy to be taken care of, and that he be given the amulet and a letter upon his 20th name day.
Varis was raised by knowledge keeper Oord, along with Davin Holbrook; a young human, who would soon become Varis’ long time friend; and until the age of 10 it seemed that Varis would follow in Davin footsteps to become a faithful watcher, a guardian of the temple. At the age of ten Varis started to have dreams. Dreams in which Heimdall himself appeared to him, and spoke to him in a long forgotten language. After telling Oord about these dreams, Varis was chosen to be trained as a paladin, the first paladin of Heimdall for 2 centuries.
At the age of 16 Varis was sent to study under Patrin Lhamboldennish, the high keeper of knowledge at Winchester’s mages institute. Spending 2 seasons at the university Varis soon become very close friends with Patrin, earning his trust and respect. During his second season there, Varis approached Patrin, to request to be taught the ancient language of the Norse. Patrin passed all the knowledge that he had on to Varis, relishing the chance to attempt to resurrect a dead language. During his time at Winchester Varis’ dreams started to appear more often, culminating in a minor vision quest. He saw an elf woman; long beautiful hair, tall, elegant; walking alongside a familiar tall, blonde haired man. Varis followed the pair as they walked, traveling through a forest unknown to him, but always keeping the pair in his sight. Following them deeper into the forest Varis started to realise that he couldn’t see the woman’s face, and as she turned towards him for the first time, he woke up.
Not knowing what the dream meant, Varis left Winchester confused, and headed back to Grimsby and the warmly welcoming grand pavilion.
The next 4 years were fraught with confusion for Varis, Oord being unable to answer his questions Varis decided to go straight to Skari Geir with his concerns. Skari explained that paladinic visions were common, and that he himself had a few when he was younger.
On his 20th name day Varis was released from his training. As part of his paladin ceremony Varis was giving a traditional Heimdallic tattoo: a curled horn reaching from his left bicep, and curling across his collarbone and across his left pectoral. After his coming of age ceremony, Skari summoned Varis to his quarters, and as promised, handed over the amulet and letter that were given to him some 15 years earlier.
Varis left the temple in order to go and explore the world, spread Heimdalls word, and to do his part to keep the world safe. In the early months of 2015 an old friend reached out to Varis, requesting he attend a meeting at the winchester mages institute
Halvard Olin: Hill dwarf monk, level 1
Halvard is 3’11, 35 (born 1980), 130lbs of athletic prowess. Halvards head is adorned with brown hair that has been kept shaved for a long time, and a single braided brown beard, clasped at the bottom with an iron band adorned with dwarvish runes.
backstory: Halvard was born to Alrick and Meradin, their only child. They lived together in a small house on the northern outskirts of bristol, overlooking the Downs, feeding Meradins’ inspiration for painting. Halvard had a fairly comfortable upbringing, his father Alrick running an independent micro brewery: Alricks Alehaus, and his mother being a master painter. Meradin was trained in secret by a world famous landscape artist, Davrug Ipabis. Meradin however didn’t profit from her art, instead she sold her work and donated all proceeds to organisations that help people in the dwarven communities of bristol, and help the needy.
Halvard spent most of his childhood struggling to make friends, and subsequently spent most of it alone, spending a lot of time studying. When halvard was 12 his mother started to grow weak, gradually losing use of her limbs. Within a year she had completely lost use of her arms and legs, and was restricted to her bed. During this time Alrick and Halvard travelled with Meradin to winchester, to the mages institute in the hopes that they would have a cure for the ailment that was taking Meradin. Upon arriving in winchester the family went directly to the mages institute, and were granted an audience with Patrin. He agreed to Meradin being treated at the university, but made no promises that her health would improve.
With Meradin now being interred in the mages institute, Alrick decided to go back to bristol to continue his work, however Halvard decided to stay in winchester. Halvard spent the next 6 months visiting his mother every day, until eventually she passed.
His mother's death sent Halvard into a spiraling depression, seeing this Patrin sent word to the monks of the Bastion of the banded claw, and soon after Halvard was inducted into their ranks.
Over time Halvard grew accustomed to the pain of loss, and started learning how to channel it into his work, his training. Halvard soon became engrossed in the training of kensei monks, seeing how they connected with their weapons reminded him of his mother and her paintbrush. He took to painting and calligraphy in his spare time, becoming more elegant in his form; and started practicing with a blade, copying the technique that he so often saw inside the temple. One evening, whilst Halvard was practising alone Garett swiftfist, the temple master, came to Halvard. He offered to train him in the way of the kensei properly, instructing him to get to the temple early in the morning for training.
For 5 years Halvard trained one on one with Garett, gradually mastering the teachings that were being imparted. After those 5 years Halvard left the temple to travel back home and see his father.
Overjoyed to be back, Halvard went to his childhood house in search of his father. Finding him hard at work in the brewery, Halvard offered to help; and for the next 5 years helping around the brewery.
Eventually Halvard grew weary of the small life in bristol, and headed to america, aided in part by his now close friend, Patrin. Halvard then spent 10 years travelling through Adricastor, spending several years in the city of Othar amongst the mages who trained alongside Patrin.
Having gained the trust of the arch mage of Adricastor, it was revealed to Halvard that the magical incident in 1959 was no accident, but instead an actual silver dragon appeared over the city and effectively put a stop to a rebellion that was happening at the time.
At the end of his 10 years in Adricastor Halvard received word from Patrin that he wanted him to attend a meeting in winchester, Patrin seemed really worried so Halvard procured a teleportation circle to get back to winchester as quick as possible.
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Post by tubaman118 on Feb 24, 2018 21:11:23 GMT
Session 1
Irven, Varis, and Halvard all start off sitting in a waiting room at patrins office. Clark the clerk (patrins office assistant), a human in his early 30’s, is sitting at the desk; behind him is a large intricate map of adricastor, and either side of this stand 2 identical heavy oak doors. After a short while, and introductions being made, clark says that Patrin is ready to see them. Upon entering Patrins office, they are greeted by their friend looking very worn out and tired. His office is a neat one, decorated wooden wall panels, interspersed with glass fronted display and book cases line the walls; in the center of the room is a large solid smoked oak desk and a large wooden high backed chair that their friend, Patrin, is sitting in. the wall behind the desk is occupied by a large stained glass window depicting gods and men, and outside the window is a view over the city of winchester. Patrin explains to the party that there have been an increasing amount of attacks on the dwarven communities throughout england, and that he has information from an unnamed source that most of these attacks are being committed by members of various city guards. He asks that they go and investigate, requesting that they go and speak with Hayden Rees (Commander of the Southampton garrison of the grand state army [grand state army: think police but a country wide armed police force rather than just city wide]), and suggests that until you have spoken with him not to trust any of the guards, and even after speaking with hayden only to trust people that hayden says are worthy of that trust. The party agree to travel to southampton and speak with hayden, and Patrin asks Clark to get them horses from the stables so they can make better time. As clark enters the room, the party see a slight blue magical shimmer disappear from the doorway, but none of them work out what it is. Upon leaving the university clark informs the party that the horses won't be ready for 2 hours, and implores the party not to let Patrin know that they had been delayed due to his mistake. The party agree to this, and try to calm Clark down, without much success. The party decide to explore some of winchester and go to the market. They meet up with Dave the Cakeman, an old friend of Irven and purveyor of incredible cakes, and they all eat some mind blowing cake. As the party are exploring the market, Varis notices that there is a man in black clothes following them. They decide to continue with their exploring to see if he carries on following them. Seemingly their follower notices that he's been spotted, and darts down a side alley. As the party walks towards the pub, the queens head, they notice that there are 5 people down the alleyway, one in full plate armour, and 4 in black. They continue to the pub, and have a drink. Whilst there Halvard notices some of the other drinkers speaking derisively about dwarves, but chooses to ignore it. Eventually the party notice the follower walking back and forward in front of the window, and decide it's time to ask him some questions. The party find themselves in a 20-25 foot wide alleyway between the Queens head and the Marksmans belt (a high end bow and crossbow store). To the far left of the alley is the rather discreet door to an unnamed parlour of lady favours, and opposite this door stand a row of industrial bins. Between the party and the wall at the end of the alley stands 4 men in all black, and a dwarf in full plate armour. The party are attacked. Varis attempts to land a shortbow shot, unfortunately missing entirely. Halvard rushes in, swinging his sword up across the first bandits chest, causing a grievous wound, but misses on his follow through punch. The bandits all try to attack, none of them manage to land any hits. The party notice that the armoured assailant is a dwarf wearing the plate armour of a southampton city garrison guard. Another volley of shots from both Varis and Irven land on 2 of the bandits, and the already injured one tries to flee; however Halvard runs him through with his sword, slaying him on the spot. At this point one of the other bandits yells out to the dwarf, shouting “Thadeus they’re onto us”, thadeus angrily swings one of his hand axes out, beheading him in one swift movement; and then dissappears, seemingly transporting away using arcane means. The party quickly dispatch one of the remaining bandits, and tie the other up and question him. When questioned the remaining bandit reveals that Thadeus was paying them to follow Patrin, and keep an eye on anyone that has meetings with him. The party knock out the remaining bandit, leaving him stripped and tied up propped against the door of the house of lady favours; they then hide the bodies in the bins, and quickly leave the scene. Upon arriving back at the university stables they find clark the clerk outside, looking very worried. As the party approach Clark explains that Patrin is waiting inside for them. The party informs Patrin that they were followed and attacked, explains that the followers were working for a city guard, and that they were paid to follow Patrin and see who he was meeting. Patrin implores the party to hurry to southampton, and talk to Hayden with much haste, and the party set of along the winchester road towards southampton. Note from me: I'm going through and editing each sessions notes so they are a more readable narrative; if i miss anything explanation wise, or anyone feels that anything in the world needs further explanation then let me know and I'll throw in some extras
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Post by tubaman118 on Feb 27, 2018 10:23:28 GMT
Session 2
The party head southwards out of winchester, heading towards southampton on st cross road to carry out Patrins request. Whilst on the road the party notice a pack of Rangers entering the forest to the side of st cross road. Whilst on the path through the forest towards shawford the party notice a giant eagle circling above the forest. Upon arriving in shawford (one of two small towns in between winchester and southampton; with a central town square, a blacksmith, a tavern and all other buildings are accommodation) the party enter the blacksmiths shop and forge, and meet Angora (a master blacksmith, and super sassy lady). The party sell spare scimitars and crossbows attained in the fight from earlier that day, and then continue their travels.
Upon leaving Shawford the party take the more direct path towards otterbourne, opting to travel through the quickly thickening forest rather than taking the circle pathway around the outside. As they travel deeper into the forest, the party notice that the wildlife is starting to become more scarce. Halvard notices in the distance a lone wolf, seemingly watching them from the side of the road. He informs the rest of the party, and they all dismount, and halvard heads into the forest to approach the wolf from behind. At this point the party are jumped by a group of 3 bandits, one of which seems to be the master of the wolf. A small fight ensues, irven and varis fend off two of the bandits whilst Halvard takes on the third and the wolf. Halvard easily dispatches the wolf and knocks out the bandit, but Irven and Varis have a little more difficulty, both getting seriously injured during the fight. Halvard comes to their aid and easily defeats both bandits, trying to leave one alive for questioning, unfortunately not he underestimates the strength of his punch and kills the last one.
The party then heal themselves and search the bandits, finding small coin pouches and their weapons. They then hide the bodies in the forest, and continue on towards otterbourne.
Arriving in otterbourne (the second small town on their journey) the party find a tavern, and rest for the night. In the morning they leave otterbourne, noticing that the forest thins dramatically on this side.
As the party progress towards southampton they reach chandlers ford, or the remains of it. The town is burnt out, completely destroyed. As they pass through the shell town they notice small signs of movement on either side of the path, but put it own to the wind. Whilst travelling through Varis asks if anyone knows what happened here, Halvard and Irven fill him in, explaining how members of the Grand state army were sent to remove the town, believing it to be filled with thieves and bandits. The town started as a small slum of hovels that had been evicted from southampton and set up their own place. The authorities, after several year, decided to evict them all, and burn the town down. The burning happened early, before people had a chance to leave.
Upon arriving at southamptons entry gates the party are stopped by members of the city garrison, and harassed about their purpose in the city. Varis and Irven mention that they have some goods that they wish to sell at the market, but when the guard realises that they don't have a vendors license they are placed under arrest. Upon revealing that they have been sent to see hayden the guards ease of, and summon hayden to the gate.
The party follow hayden to Centurians quay, the upper class district of the city which borders on the market district and the docks. Hayden leads them up into his office: a small room filled with shelves and cases, a simple looking desk sits under a window in the wall, covered in loose paperwork. Halvard wanders the office as Irven and Varis speak with Hayden, noticing the sheer amount of paperwork that is everywhere. He notices what he believes to be an investigation report into a Thadeus Orebreker. The party explain what they have been told and seen, and upon further questioning they let Hayden know that Thadeus was indeed the person that attacked them in winchester.
Hayden reveals that Thadeus is one of the cities commanders, being in charge of the docks and market district. The party are asked to go and investigate Thadeus in his district at the docks.
The party all level up to level 2!
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Post by tubaman118 on Feb 27, 2018 13:05:13 GMT
Session 3
The party finds themselves outside Haydens office, contemplating their next move. They are joined by Kayleigh, one of Haydens lieutenants and someone who Hayden has said he trusts with his life. They decide to head towards the docks and see if they can gather more information regarding Thadeus Orebreaker. Whilst kayleigh arranges a horse for herself the party discuss whether or not they trust her, and decide that she seems trustworthy. They follow her towards the docklands district, seeing that the city seems to be functioning very well and not seeing anything out of place. As they get further towards the docklands they notice that the people they’re seeing start to change; becoming more hardy looking workers, more blue-cloaks, more carts laden with goods heading away from the docks, and a large cart being unloaded into a tavern of sorts. Upon arrival Kayleigh takes her leave, not wanting to be seen with the party as Hayden didn't want to alert Thadeus to the fact that they were looking into him. As she leaves the party sees a stables off in the distance, and goes over to stable their horses. The stable worker is sitting dozing in the sun, as the party approach and wake him and he tells them to just tie the horses up inside, and he goes back to sleep.
As they leave the stable they notice a shadowy figure ducking in between 2 of the warehouses opposite. The party go to check on the warehouse and see if it has anything to do with its contents, however they are stopped at the doorway by 2 guards, and told that they cannot enter as this particular warehouse is a grain store, and must be left untouched so it can't be entered by anyone. The guard does offer to help them if they’re looking for anything in particular, and when the party mention they are looking for Thadeus the guard suggests that they would need a meeting, and points out two of Thadeus’ personal lieutenants and suggests asking for their help in arranging a meeting.
Deciding to investigate the alley where they last saw the shadowy figure, the party head off. Noting that the alleyway doesn't have any doorways or windows leading out to it. The party notice a set of tracks leading farther into the alley, and then turning left at the end heading towards the river. The party follow these tracks, leading to the river and discover broken bars in the sluice gate leading out of the city through the river. Deciding to follow all of the party dive underwater and swim through the open sluice gate and emerge on one of the river banks on the outside of the city. Following the tracks deep into the forest the party reach the outskirts of the remains of chandlers ford. They come across a clearing and a partially collapsed building. After some fraught minutes of searching they discover an entrance-way leading to a large downwards slope, leading deep underground. At the bottom of the deep slope the party find a large closed doorway.
The party come into a small entryway, chairs are pushed up against the walls, and shelving full of small glass bottles and drinks line the wall to the left. A strong looking wooden door sits in the wall to the far right. As the party explore the room 4 small greenish humanoids, run through the door, slamming it behind them, and attack the party. The party very quickly dispatch these beings, and continue further through the doors. Coming across a further 7 of these small humanoids in the next few rooms, one of which escapes down a well as the party dispatch all the others. After all these creatures had been dispatched and searched, the party discover a couple of keys and a doorway that is locked at the far end of the tunnel. Checking the doorway with the key the party make their way into the room beyond. On the back wall of the room was a large fresh looking rockslide, blocking what looked to be a tunnel that used to exit this room. Up against the right hand side of the room stand 2 tall bookcases, full of interesting looking books and items, and a big travelers chest; made of dark mahogany with wrought iron banding. In the room the party see the single smaller humanoid that had escaped the previous encounters, alongside 2 much larger green humanoid, clad in leather armour and wielding greataxes. Dispatching the creatures therin with ease, the party open the large chest and find much treasure: 1300cp, 1400sp, 70gp, 1 silver ewer, 1 cloth of gold vestments, 1 black velvet mask stiched with silver thread, A pair of copper chalices with silver filigree, Potion of water breathing, Spell scroll (Mirror image), Dust of disappearance, Keohtoms ointment, Wand of secrets.
After this the party make camp outside the dungeon, resting up and healing their wounds.
Bluecloaks: the common name of the Southampton garrison of the Grand state army
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Post by tubaman118 on Feb 27, 2018 16:16:14 GMT
Session 4
The party awake outside the dungeon on the outskirts of chandlers fords ruins, after one final search of the caverns, and a deft beheading of one of the green humanoids, they make there way back up into the outside world. Travelling directly towards the city walls and the dock workers entry gate. Upon knocking on the door the party are met by a young female halfling guard, who lets them in through the walls and into the docklands district.
The party decide to go and check on their horses, so head towards the stables. Upon arriving at the stables they find the same stable hand asleep outside; they decide not to disturb him, but rather to enter and check that the horses are ok. They find their horses in fine health, having been fed and cared for.
They depart the stables and notice the 2 lieutenants that were pointed out to them the previous day, an elf and a human, standing on “guard” duty outside one of the many warehouses. They duck round into a back alley to discuss what they’re going to do. Irvin transforms into a spider and hides among Varis’ clothes, the party then head over to the two lieutenants and request a meeting with Thadeus. The Elf responds whilst the human stands looking frustrated, and says he can organise a meeting for them for the following morning. With this the party depart, leaving the spider form of Irven behind to see what the lieutenants do. He sees the elf pull out a small scroll, write on it, and then hold the scroll out and sees it disappear. He investigates the Elfs belt and sees more scrolls, deciding to see if they contain anything good he crawls up so he can see them. Seeing they are blank Irven then scuttles off and joins the rest of the party and explains what he saw.
The party then head back to the stables and retrieve their horses, deciding to go and speak with kayleigh back at the Centurion district, and to update her on all the current goings on.
Arriving back at Centurion district, they discover Kayleigh in the process of preparing her horse to try and find them. She leads them into her office and asks to be updated on the events of the previous day. The party give her a brief explanation of everything that has happened, and Irven pulls out the head that he removed earlier. Kayleigh looks shook, says she has never seen anything like it before, and suggests speaking with Hayden.
The party then head to Hayden's office, preparing to explain the previous days events too him. Upon mentioning the broken sluice gate hayden makes a few notes to get it repaired. The party then show him the green head, Hayden is shocked, and tells the party that hes never seen anything like it, and feigns ignorance to any knowledge of an underground area around chandlers ford. Irven presses him, and he reveals that there has long been rumours of an underground city, and that this is the real reason that the city was razed. He reveals that the previous garrison commander was investigating rumours of an underground disturbance when the Black Cloaks took over, and destroyed the entire area. No knowledge is known of the Black Cloaks, no one knows where they come from or who they report too.
Hayden suggests that the party take the head to the mages guild, as they have more knowledge of other beings, but requests the location that they found them; pulling out a map and asking for the party to mark its location on there, promising to get some people down there and excavate the collapsed tunnel in secret. He asks how their digging into Thadeus is going, and the party tell him that they spoke with two of Thadeus’ lieutenants; an elf and a human, and names them as Doe Graymane and Ralnor Leophyra, and tells the party to keep him informed as to their investigation, informing them that they may get some useful information if they can get Ralnor on his own.
The party then head towards the mages guild, selling their various art items on the way, and making note of the expensive look and feel of the area.
Upon arriving at the mages guild Varis pulls out the wax seal from Patrins letter, and requests an audience with a high mage, they are ushered inside, and promptly seen to by an older human gentleman in deep red robes. He puts up a magical shield to protect their conversation from any prying eyes and ears, and examines the head that the party have. He excuses himself and scurries off, returning moments later with a large ancient looking book. He flips through some pages and turns the book to the party, revealing detailed drawings of the creatures they had fought. On the pages they are named as Goblins and Orcs. the mage details how they are denizens of the under-plane, another side-plane that exists alongside the Faeplane, and that those creatures were banished from the Faeplane before the transference.
The Mage then offers to take care of the head, and burns it into oblivion. He requests that you not keep this a secret for too long, and upon hearing that you have already told Hayden he seems to relax.
The party then head back towards the docklands district, and go to stable their horses. They find a different person at the stables, a “young Elf girl” named Ely, who charged the party 5 copper each to stable the horses, and seems to take pride in taking good care of them.
Leaving the stables the party see Ralnor on his own, looking stressed, and they head directly to him. He asks that they follow him somewhere more private so they can talk, and starts saying that Thadeus has been instructing himself and Doe to commit crimes, and that Doe has just gone to see Thadeus. He falls silent suddenly, and the party here a voice from behind, telling Ralnor that he should have kept his mouth shut. The part turn to see Doe, 3 guard swordsman and 2 guard spearman. Doe charges towards the party and attacks.
After a violent but swift combat the party successfully vanquish Doe and his retinue, with the help of Ralnor. Halvard heads towards the end of the alley to retrieve the longsword that Doe dropped.
(Party awarded 343 exp each for this combat, however they won't actually receive it until they sleep.)
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Post by tubaman118 on Feb 28, 2018 11:30:33 GMT
Session 5
The party take a short breath having finished their fight, pull the bodies back into the alleyway so that they aren't visible from the outside, and do a brief search of Doe Graymane.
Ralnor heads off at a sprint towards the stables, grabs a horse and gallops of in the direction of the Centurion district, the party grab their horses and follow, heading at speed back through the city.
As they arrive at the gates to Centurion the party see Ralnor being manacled by the Centurion guard, and the party explain the situation to Hayden and Hayden mobilises the majority of the Centurion guard, sending them under Kayleigh's command to the docks with the purpose of apprehending Thadeus.
As Hayden prepares to follow himself he requests that the party follow, and tells them that he doesn't know what is happening forsure.
As the party and hayden head back through the city they notice that all the citizens have moved back into buildings, and that there is no longer anyone in the streets. Upon arriving in the docks the party see a battle taking place before them, around 20-30 dock guards attacking the Centurion guard, many people are down on the floor, there is blood flowing everywhere.
The party follow Hayden as he ducks down a familiar alleyway, heading around the bodies of both Doe and the guards that the party left slewn on the floor earlier, and hayden knocks down a hidden door at the far end of the alleyway revealing a set of stairs heading up into the building.
Upon reaching the top of the stairs the party head out onto the city walls, following haydens lead, and breach the door into Thadeus’ office. Inside they see a very empty room; a bookcase sits against the wall to the right, a desk and chair sit facing the large glass window that occupies the far wall, and under the desk sits 6 drawers. As the party start looking through the bookcase and drawers Hayden exclaims, pointing out the window at a Dwarven sea vessel heading out of the sea gates. Varis turns and strikes the window with his shield, causing no damage, and then strikes the window with his hammer, so that Irven can shoot a flaming arrow out at the ship. As the arrow sails through the air the flames are extinguished, but the arrow strikes true and hits the main mast of the ship. The party then start searching through the desk and the bookcases, Varis and Irven (with the aid of the wand of secrets) discover a hidden compartment inside the desk filled with letters in dwarvish rune. Halvard looks through the bookcase and finds all the documents therein are merely relating to the imports and exports of the port. Irven passes the letters over to Halvard, and Halvard has a brief look through and reveals that they are all signed by Skodgrir. As Varis and Irven find the letters they turn to mention them to Hayden, only then realising that he is no longer there. Rushing out of the doorway they see Hayden jump down from the city walls, falling the 80 feet to the docks and breaking straight into a run as he does. The party find a ladder farther down the wall and quickly scale down to meet Hayden, noticing now the large quantities of dead scattered along the pathways and leaning against the walls. One person leaning against the wall with a spear through his chest speaks out, using his dying breath to pass on the knowledge that Thadeus was on his own on the ship, he took the ships workers with him but laid waste to all the dockworkers by himself.
Upon hearing that there was nothing further to do on this side of the wall, the party and Hayden head back to the area that the battle was taking place in, arriving to find all the dock guards that were not slain in battle in chains seated in a large circle on the floor, and all but two of the Centurion guard uninjured and maintaining the peace. Irven heads off to the stables to find Ely and see if she is ok, however upon arriving at the stables he finds the stables empty, with no sign of Ely, but small amounts of blood on the floor. Irven steps back outside and questions one of the guards, however the guard doesn’t offer any information about Elys whereabouts. Upon asking Hayden about her whereabouts he reveals that she has been living in the docks for nearly 150 years, and that he's sure she's fine. Hayden requests the party attend a meeting at his office early in the morning, saying that he wishes for them to travel to trondheim to continue the investigation into Thadeus. The party agree, and head off to find somewhere to rest and sleep for the night, coming across an empty tavern (the rusted knut), it is revealed to the party that everyone has been given evacuation orders, and been instructed to leave the Dock district whilst the investigation takes place. The party sit down to eat, discussing the various events of the day, and then come to sleep.
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Post by tubaman118 on Feb 28, 2018 11:33:07 GMT
Session 6
The party awake in the rusted knut inn, finding it empty and the innkeeper gone. On the bar they find a key and a letter, explaining that they have been evacuated and requesting that they lock the doors and post the key through the letterbox on their way out. Halvard explains the content of the letters that were found yesterday to the rest of the party, revealing that the letters are all signed by Skodgrir Ironbreaker (the current ruler of the dwarven kingdoms) and that they refer to a plot involving Thadeus and 4 others to infiltrate various organisations throughout England. Varis reveals that he is from the Grand pavilion in Grimsby, a location specifically mentioned in the letters. The party decide that that should be their next destination, as Varis is concerned for the welfare of his friends and fellow worshippers, after speaking with Hayden this morning.
The party head out of the inn, locking up behind them, and approach the 2 members of the centurion guard that are standing outside the inn. Asking about the location of their horses, as the stable is closed up, they are informed that their horses are being looked after, and are offered 3 guard horses to get to centurion from the docks. The party graciously agree, and one of the guards runs off to find the horses for them. Whilst the horses are being attained the party ask the other guard about the situation. He informs them that all the guards from this district have been arrested pending investigation, and the guards of centurian have been sent out to take over from them.
Whilst heading through the city the party notice that there are no guard around, but also there are barely any regular people either. Upon arriving in the outskirts of Centurion district the party notice a row of some 70 guards in manacles lined up at the entrance of the guards garrison, seemingly for questioning. The party find Kayleigh waiting for them, and she offers to stable their horses so that they can enter Haydens office.
As the party enter the office they notice that Ralnor is manacled in the corner, and a mysterious elven man is standing opposite Hayden desk. He is clad in all black armour, and has a black cloak hung on a hook to his side. This Elven man requests to be filled in on the events of the previous day, and the party do so, withholding any information regarding the goblins and chandlers ford. With this information the elven man leaves, and Hayden fills the party in with what's been going on his end. Informs them that Kayleigh has been put in charge of the excavation of the tunnels under chandlers ford, and requests that the three of them go in his stead to investigate the goings on in grimsby. He doesn’t want this investigation to go through the official channels until absolutely necessary, and notes how you seem to have done a lot of good work so far.
The party agree to head to Grimsby to find out more about the goings on there, and hayden arranges transport from Winchester for them, sending a note ahead of them to Harar Flatcoat, the trainmaster of Winchester. He suggests that they drop in on Patrin first and update him on all the goings on, and to see how his investigations are going.
Hayden also mentions that he feels that within a few weeks he can arrange transport for the party to Trondheim so they can further investigate the link between Thadeus and Skodgrir, explaining that it will be easier for them to get in and out rather than members of the GSA, with a need to avoid the official channels he admits he has no one else to turn too.
As the party leave Hayden sorts out some fast horses for them so they can get to Winchester in the day, and explains that he must go and meet with Lord Barthold Penningworth, the high lord of Southampton. As he is saying this a gnomish gentleman in a purple travelling cloak and fine clothes approaches from the south east. Halvard recognises this gentleman from his past, he can't quite place from where though. Hayden greets the gnome with a deep bow, referring to him as lord Penningwood, and stating that he won't be held up much longer, further introducing the party and explaining how they helped in the previous days events. Lord Penningwood says he is already aware of most of the events, and that he is very happy that help was so close at hand. Lord Penningwood then heads back towards the large estate that he calls home.
The party leave Southampton heading towards Winchester, as they approach the forests in between they are joined by a contingent of the Rangers, who provide them with an escort until they are on the final stretch to Winchesters city walls.
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Post by tubaman118 on Mar 1, 2018 11:29:46 GMT
A foreword to this sessions notes: this session took place the week I found out that my grandfather had passed away, Hence why there is a lot less information and detail in the notes. the notes return to better quality soon, I promise!
Session 7
The party arrive in winchester and seek out patrin in the mages guild. Upon arriving the party become aware of a magical protection that has been put in place surrounding the entire area, and a heavy guard presence. The party are permitted to enter and find lots of hustle and bustle on the inside, they stop one of the mages and get Irvens potions identified, and then ask a different mage what's going on. They are informed that the whole place has been magically sealed off while they conduct investigations into the magic user that attacked southampton, and some other secret investigation.
After speaking with Patrin regarding the events that transpired, Patrin reveals that they have been asked to secretly look into the goblin presence. Varis leaves Patrin with a copy of the letter that he has carried with him since he was a child, hoping for translation. The party all head out to the train station.
After getting mildly lost on the way, the party end up arriving at the market district in order to get to the train station. They sell some goods, and find an armorsmith by the name of arnold, at arnolds armour. Upon entering they come face to face with arnold, a 14 year old human, who is working on a set of armour at the counter. The party notice several sets of armour mounted around the room, all of which are absolutely exquisite, and they request some custom armour for Irven. Whilst Irven is out getting cake as payment, Arnold offers to make something useful for Halvard, and gives him some special hand wraps, revealing that he has in the past made the same for Garrett Swiftfist (the master monk at the temple in winchester). Irven returns and pays for the armour, and the party depart towards the train station.
The party arrive at the trainstation, and approach 2 of the people on the platform, 1 of whom is the current mayor of london: boris johnson. They are turned away by the manservant with him, and then approach the trainmaster who stands on the far end of the platform.
Whilst on the train to lincoln the party discus many things, test out Halvards new ability to catch projectiles by launching javelins and books at him down the carriage, and then Halvard spends time perfecting the forging of Skodgrirs signature.
Long story short, the party discover that the forest of Lochland is in shut down, and they will not be permitted to enter it. They find out that the local farms are finding their livestock missing, and believe that wolves from the forest are responsible. They go and get permission from the lord of the area to enter the forest, and he takes the party to the Ranger captain in charge of protecting the forest. The party are given a letter to deliver to the rangers on the far side of the forest, and are asked to keep an eye out for a group of rangers that have been lost in the forest.
The party stay on the path and travel for a good 7-8 hours before setting up camp. Upon leaving again in the morning the party find that the markers left along the path disappear, and head back down the path to find any clue of where the people that left the markers left the path.
They find some broken branches to the left of the path, and a trail of blood. Following this path for a further 20 minutes the party find a clearing with a series of burn marks on the floor, similar to lightning, but there isn't any damage to the trees overhead of that area. As the party investigate the clearing, they turn and see a man come out of the forest, torn up clothing and looking beat up. As they watch the man starts transforming into a wolf like creature. This creature is joined by another creature.
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Post by tubaman118 on Mar 3, 2018 13:30:50 GMT
another foreward: this is the last session with the weak notes, after this they get far more detailed!
Session 8
The wolfman attack! The party survive- barely. Having slain the wolfman they turn back into people, and upon further investigation the party discover that they are clad in the remains of ranger uniform, and all have mysterious burn marks on their shoulders and backs, seemingly matching the burn marks on the floor in the clearing.
As the party continue on their journey through the forest they gradually notice the trees thinning out slightly, and come across a much larger clearing- a burnt out campfire in the middle with benches on either side, a much larger burnt area to the southwest of the clearing with a stack of (already searched) crates and supplies. And spread throughout the clearing are 6 bodies, all draconian and most of them fairly well decomposed. 5 bodies are almost fully decomposed, and 1 looks a lot more fresh, probably only 2 days old. Upon further investigation the body that is more recent looks to have been killed by some sort of beast, probably the same ones that attacked the party.
As the party investigate a heavily injured ranger flees the forest into the clearing, screaming loudly before collapsing on the floor. He is followed out of the woods by 2 more wolfman, and as the party look on in horror the seemingly dead ranger transforms into a wolfman.
After defeating these wolfman they turn back into rangers again. The party all eat a cakeman cake and fall unconscious….
After a few hours of sleep the party awake to the sounds of animals. They leave the clearing, marking the location for the rangers so they can recover the bodies.
Upon leaving the forest the party are met by a member of the rangers, where halvard handed over the letter the rangers in lincoln had given him. This ranger explains that a group of people led by the rangers captain had entered the forest and never returned. This ranger sends a cleric, thistle warheart, to deal with the parties injuries, and thistle tells Varis that Davin is missing. Varis is shook.
The ranger returns, requesting the party meet with the ranger high command before continuing on their way. They meet Daeven Amakir, high commander of the ranger corp. He is flanked on either side by 2 elite looking rangers, 1 human and 1 elf. Following their conversation and a brief argument between Irvin and Daeven, the party follow through to grimsby and approach the grand pavilion.
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Post by tubaman118 on Mar 3, 2018 13:32:11 GMT
Session 8.5 (Varis solo)
this session takes place with only Varis, just before session 9
The party are asleep in the bunks in lower level of the grand pavilion.
Varis is woken by Skari, it is very early, close to 3am. Skari leads Varis back up to the main chamber of the grand pavilion. Skair sits, and looks to Varis. Skari -“Its been a long time; I only wish your visit came under different circumstances. Tell me, why have you come?”
Varis’ mind is filled with thoughts of Davin, and his loss, and says “I don’t remember how I found out, but I heard that Davin was missing, and Im here to aid in his rescue.
Skari looks confused and angry, “you didnt come here for Davin, Why are you here?”
Varis is shocked into silence, unsure what Skari needs.
Skari- “you are confused, you are lost. That is why you are here. My brother, you have lost your way”
Skari reaches out, his hand seeming to burn a deep red, and as he raises his hand to Varis’ forehead it glows brighter and brighter, until it is burning a brilliant white. Varis’ vision is consumed by whiteness, all else fades. Eventually the white fades to darkness.
Two minutes pass.
Varis shouts into the darkness “whats going on here?”
He finds himself in a field. Surrounded by tall lush grass, the sky above a light blue, the air that surrounds him is crisp and refreshing. he see the sea in the distance, a cliff line falling away into the still blue of the ocean. And a figure standing on the cliffside. A tall heavily muscled man, close to 7 foot. Hes wearing a simple vestment, and his head is adorned with short blonde hair. Varis recognises this man.
The man turns to Varis. A deep voice seems to appear directly into Varis’ head
“You’re serving me well, but your friends are in danger. I cannot be there for them, you must be their saviour.”
Varis’ vision fades into darkness again. The air itself growing heavy, and his lungs seem to struggle to draw in air. Varis looks down and sees that the very earth he is standing on has changed to a darker grey, and either side of him stand darker buildings made of brick. The sky itself is void of colour and light. Looking deeper into the floor, Varis’ notices a sigil carved into the ground beneath him, a circular sigil around a meter across, encircled by four carvings of Heimdall's horn.
This, in turn fades. Varis finds himself in an abyss, surrounded by darkness. There is nothing.
Once again Varis hears a familiar voice in his ear, this time female. “You must return now, the darkness is not your home. You cannot stay here”.
As Varis blinks the darkness fades, a brilliant flash of white, and he finds himself back Lying on the floor in the main chamber of the pavilion, with Skari muttering prayers overhead.
Skari notices that Varis has woken, and asks what Varis saw.
As Varis describes what he saw, he notices Skaris skin starts to crawl, and his face and nose begin to extend and darken. His eyes turn bright yellow, and his pupils extend into slits. His body begins to elongate. Varis hears skaris voice: “return to me my brother” and snap awake, in a bed in the lower areas of the grand pavilion. His friends asleep in their bunks.
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Post by tubaman118 on Mar 3, 2018 13:34:35 GMT
Session 9
Irven and Halvard both wake to find Varis sitting up in his bed, sweating profusely and with shear fear in his eyes, and seemingly struggling for breath. Irven asks how he is, and Varis lies saying he went for a morning run. Irven and Halvard both believe him. Halvard asks what the plan for the day is, Irven says breakfast and Varis says that he is going to get his shield repaired. Varis leads the others to the kitchen, then heads to the armoury himself. Irven and Halvard find the kitchen baren, with only some very old bread, and some scraps of meat. Halvard and Irven trade some equipment whilst cooking, leaving Irven with a crossbow, and Halvard with a shortbow. They rustle up a small breakfast and eat.
Meanwhile Varis heads to the armoury and forge. Making his way in, Varis finds it completely empty. There are no weapons or shields or the other armour pieces that he would usually find there, and the arms master is also missing, there is noone in the are at all. Varis leaves his shield with a note requesting it be repaired when possible.
Varis then heads into the kitchen to join the others. He finds it very odd that the kitchen hasn't been stocked for a while, and conveys that to the others.
They all head upstairs, and find the entire hall empty. The doors are shut and locked, and all the candles, incense burners, and fires are burnt out and cold. There is a fine layer of dust coating the floor. Halvard notices that there is no light coming through windows that line the top of the Building: the sky is dark, but not normal dark, its void of all light.
Varis heads back to the armoury to find the keys for the doors, making the others aware that the doors are only ever locked in times of dire emergency. Returning with the key Varis quickly unlocks the doors pushing them open. The whole party looks out, realising that the stairs and paved surfaces that once surrounded the Grand pavilion are no longer there: seeing instead an environment of stone, as far as the eye can see. On the horizon the sky fades to purple, but other then that the sky is completely void of all light.
Halvard steps out of the doorway, and as he does, the doorway disappears from his vision. He finds himself standing on a natural grey stone, and as he turns back towards the doorway he sees a large mountain with a single path leading towards a small cave. Irven and Varis realise that Halvard can't hear or see them, Varis tries to pull him back in, however Halvard seems unable to reenter.
Irven does some thinking, and comes up with the words pocket dimension. He is unsure why, but he feels that that is a fitting word for their current situation. Varis casts detect magic, he doesn't notice anything, apart from his sword. He also notices that the Irven is emitting a faint magical aura, as would any creature of Fae ancestry, and also notices that He himself is emitting a much more powerful aura. He tells Irven this, and they both agree that that is very strange as Varis is only a half elf.
Irven and Varis write a note and poke it through the door letting Halvard know that they cant hear him.
Varis states “darkness is not my home” and walks through the doorway to join Halvard. Irven looks confused and follows suit. The party, now reunited, decide to follow the pathway and seek shelter in the cave that they can see up in the mountainside.
Entering the cave front Varis yells “hello?” and gets no response. The party explore further in, discovering that it carries on into a tunnel that splits into 2 as it carries on further back. The party follow the right hand side as it splits off, seeing it lead into 2 seperate tunnels again, one leading to an obvious dead end, and the other sloping down into a room that is out of visual range. Halvard and Irven head down the tunnel, noting that it gets distinctly warmer the further down it goes, they decide that they must be inside a volcano, or at least approaching a source of lava underground.
Irven notes that there is a distinct lack life in the area, there are none of the usual mushrooms or moss that would normally be seen in underground areas, they are unsure why this could be. As the party head back to move down the right hand part of the tunnel they find the walls start to widen, and the area moves from smaller tunnels to a larger cavern type area. Whilst moving through the cavern Varis notices that there is another tunnel heading from this room, but it seems like the floor is paved, rather than natural. Upon heading towards this doorway Varis finds his arm pressed up against something moist and squishy.
As the others watch, Varis is absorbed by some kind of clear gooey liquid. In a panic Irven throws down a torch and lights it, and Halvard rushes up and tries to pull Varis away. Failing this, Halvard pulls out a sword and slashes towards the area, his sword becoming entangled and pulled away from his hand. Varis manages to pull himself free, using Halvards arm as help, falling to the floor gasping for breath. Irven casts some Healing magic to allow Varis to feel a bit more alive, then pulls out his new crossbow and shoots at it, the bolt sinking deep into it. Halvard launches a dagger at the cube, missing by millimeters and hitting Irven. Halvard and Varis then take it in turns, dodging out of the way of clear flailing tentacles that are now sticking out of it and swinging at them, gradually slicing chunks out of it. Halvard swings towards it with two punches, catching the hilt of his sword with the secondary punch, which disintegrates the slimey entity. The party collect all their ammunition and assorted gubbins that they have used throughout this fight.
Heading down the paved slope area, noting that it gets much warmer again as they head down, the party come to a closed door. Varis checks the door over, determining that there is a trap, and Halvard has a look and notices that there is some kind of magical protection in place. Whilst trying to unlock the door, Varis uses a dagger to pick the lock, but upon making contact the door just swings open. They emerge into a much larger cavern, which seems to be more like a rocky shelf. Two small springs seem to emanate from a small ledge 40 feet ahead, and they then meet up into a waterfall which falls into a giant abyss, a large open expanse sits to the end of this area, it is more than dark, it is seemingly a void. To the left of the party is a staircase, heading downwards further into the stonework, and a faint glow of torchlight can be seen from the bottom of the stairs.
Varis is drawn to the edge of the shear drop into the darkness. He recognises the darkness and feels a distinct familiarity to it. As he stares out a vision of Heimdals face appears floating in the darkness.
Halvard notices noise coming from down the stairs, but he is unsure what it is. The party sneak their way down the stairs, and find themselves in a large oval shaped room. In the center of the room stands a large foot high plinth with a large pile of bones placed on top. To either end of the oval there are large torches mounted to the walls, and on the opposite side of the room stands a large alter with a giant eagle above it, torches mounted to the tip of both wings.
The party explore the room, finding an open book placed on the altar, written in a language that none of the party understand. Varis reaches out and closes the book to look at the cover.
As Varis touches it he feels a familiarity to the book, and sees on the front of the blue leather binding an early depiction of the horn of Heimdall, old enough that it seems to be a pretransferrence symbol.
As Varis notices this Irven and Halvard both notice that the bones on the plynth start to swirl and move, Irven takes a few steps back, and the bones all come together into a large boney snake like creature.
Reacting very quickly, Halvard throws a dagger at this new threat, but the dagger glides past the creature. The creature slides quickly over to a corner a, opening its skeletal mouth wide and unleashing a large beam of purple lightning into Varis, and arcing from Varis to Irven, hitting them both and frying them, they both look very close to death. Varis mutters a quick prayer, hoping to successfully cast turn unholy, however the creature seems to shrug it off, and then ducks back behind the altar. Irven, still dazed from the lightning strike, casts Ice knife, throws an icey dagger towards the creature, hitting the creature squarely along the side of its head. Halvard rushes in and slashes his sword through its spinal column, following through with a solid punch, both these hit it squarely and seem to wound it well, the creature turns in anger and bites down towards Halvard, but halvard ducks out of the way avoiding the contact. Varis, in anger, runs towards drawing his longsword as he goes, the sword becomes enveloped in a burning white flame and brings down a blow so hard that the bones crumble to dust.
Varis sheaths his sword, and approaches the altar. He reaches out and picks up the book.
As soon as Varis touches the book a man appears. Both Irven and Varis realise that this is Heimdal himself, however Irven doesn't notice his arrival. As Irven begins to rush forward to intercept, the being lays a hand on Irvens shoulder. Irven feels warmth and strength flow back through his body.
Heimdal reaches out towards Varis, Varis drops to one knee, and raises his hand and the book towards Heimdal.
The party awake from this vision quest in the Grand Pavilion, lying in simple white vestments, and lying on simple bedrolls in the centre of the great hall of the Grand Pavilion. Surrounding you are all the worshippers from the Grand Pavilion deep in prayer led by Skari.
He looks to Irven, and mentions that he can see that he has been touched.
Halvard sits up, and asks Skari if this happens regularly, and Skari responds saying that this is the first time. He follows on saying that they heard noises the morning after the party arrived, and that they’ve been out for four days. Skari says how they believed them dead, until the morning came and the party all began to glow, and then says how Varis changed while they were out. Both Irven and Halvard look to Varis, and he looks almost indistinguishable from the form that Heimdal took, and as they look he returns back to normal.
The party speak through the events with Skari, explaining what had happened. Whilst this happened Irven notices that all the tapestries depict the man they saw, and it clicks for him that it is Heimdal. Varis notices now that the tapestry that is hung behind the altar at the far end of the temple has changed, and that it now depicts Heimdal standing next to the altar that they had just seen, holding the same book that they just saw. It is revealed by Skari that that is a depiction of Heimdal delivering his knowledge to one of the first temples that held his name.
Soon after there is a heavy knocking on the door, and Skari rushes over to unlock it.
Standing outside the door are 5 very weary looking travellers, two humans, an elf, a dwarf and a halfling, and one of the humans is immediately recognised by Varis as Davin, his lifelong friend and fellow worshipper of Heimdal. This is the party of people that went missing in the forest in january, and the group that caused the lockdown of the Lochland forest.
They reveal that they got ambushed in a clearing, and then the clearing got struck by purple lightning. They all awoke in a different place, a dark place, where they were further ambushed by the same dragon like creatures, and then an actual dragon. They slew all the foes, and left a marker where they initially appeared in the hopes that they would find a way back. Varis recognises the description as being the same sigil that he saw in his visions.
The dwarf, Kragreath Silverpike, steps forward and drops to his knee, presenting Skari with a Gold cloth wrapped object. Skari takes it in his hands, unwrapping it to reveal Gjallarhorn, Heimdals mythical horn. They explain that one of their foes had it, and blowing it is what called forth the dragon that they fought.
Skari explains that the horn was lost long ago, before the great transference, when Heimdal and a small group of other lesser gods fought out a great war on one of the underplanes.
(the party all level up to 4)
I said the notes would get better! this is the last session that I hosted, so from now updates will be every week or two, depending on how often we manage to get together and play
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Post by tubaman118 on Mar 18, 2018 19:47:27 GMT
Session 10
The party all awake in their beds at the grand pavilion, having gone to rest after last sessions events. Irven, waking 4 hours before the others, heads to the kitchen and makes a really intense scooby doo style sandwich. Varis and Halvard awake to the smell of cooking food, and head to the kitchen assuming that Irven is up to no good. Varis tells Irven off for using so much food, and Varis and Halvard make a small breakfast for themselves. Irven eats second breakfast. The party all hear the noise of people upstairs, and the sounds and smells of the start of day worship. Before heading up to the rest of the temple, the party all reconvene in the bed areas and make a list of their current objectives: identify the black cloaks ( and investigate them; goblins?!?; thadeus, Skodgrir and the dwarves; Reirnick from birmingham, investigate why he went to Grimsby. The party decided that they wouldn't have enough time to head to birmingham to fully investigate the council of priests (the organisation that Reirnick was sent from), they instead decide that they should speak with Skari and Davin regarding Reirnick, and then head back to southampton as they are running out of time, remembering that they were told that they had 2 weeks until they would have to travel to Trondheim. As the party discus this, there is a knock at the door. A young boy in simple vestments hands a letter to Irven and then runs away. Irven questions it, but then realises that everyone has probably heard that he was touched by Heimdal and that people might be intimidated by that. The letter reads “your presence is requested by Skari, please attend his office at your convenience.” Everyone gathers their stuff, and they head upstairs. As they head out the party hear angry shouting from the kitchen, it sounds like someone is annoyed by all the food that has been eaten. The party arrive at Skaris office, and knock on the door. A voice from inside tells them to enter. Upon entering the office the party are met by a small very plain office. Skari is sitting behind a small wooden desk, opposite him sits Davin on one of many chairs. The only object in the room is a copy of the book of Heimdal (think the bible, but not. One could even say the Heimble). Skari stands and greets the party, asking what information that they came to the temple to find. Davin speaks up, saying that he thinks that he knows what the party are looking for, saying that his companions and himself were tasked with following a dwarf from the high council of priests and seeing where he went, but that as soon as he got to the edge of the Lochland forest the dwarf simply vanished. Irven asks if it was teleportation magic, Davin is unsure but has never seen anything similar. Davin is under the impression that Reirnick returned to birmingham, and says that they didn't know any more information as he was only there for a day. His only goal was to get Skari to attend a meeting with the high council of priests, but when he refused Reirnick left. Irven asks Skari for more information regarding regarding the ranger corps, and tries to find out about their commanders. Skari informs him that it is very rare for high command to be mobilised, and that they don't have any specific base location. He further informs them that the paths through the Lochland forest are reopened, and that if they take horses the party can make it to lincoln in one day. Irven asks about horses and asks if Skaris has any spare that the party can borrow, skari mentions that their is a stable that they would be able to hire one from, Irven at this point remembers that he can turn into a horse. Varis suggests to Skari that they may at some point head to Birmingham to find out more, and Skari says that he would like to know what they wanted with him. Skari presents the party with a wax seal bearing the symbol of both Skari and Heimdal, as proof that they have the favour of the temple. The party give a brief summarization of their current goals, informing him of the current goings on with Thadeus, Skodgrir, and all the events of southampton, further informing him that Reirnick is under the payroll of Thadeus, and that he was sent to grimsby under the order of Skodgrir. Skari admits that they have long suspected that there was something going on, and saying that he has been pressured to go back to trondheim, but that he no longer owes any allegiance to the dwarven capital. He believes that they are trying to take control of the commanding elements of the Grand state army. Irven offers his last 2 cakeman cakes to Davin and Skari, Davin takes it and Skari takes it but says he will pass it onto a more needy member of the church. Skari turns to Irven, and says that he has a gift in turn, saying that Irven has shown himself worthy in the eyes of Heimdall, he takes off a small ring and presents it to Irven. Irven puts the ring on, and it magically shapes itself to Irvens finger. Varis removes his warhammer from his back, and presents it to Skari, saying that it has served him well but that he feels it will be better placed with another member of the temple. Skari takes it with great reverence, and passes it to davin to take to the armoury. The party thank Skari for his hospitality, and Skari offers words of safe travel and tells them to be careful in their further travels. He then departs the room, leaving the party to talk to Davin in private. Varis asks Davin whether he knows what the book in the tapestry is and if he also sees that it has changed, and Davin agrees that the tapestry has changed, and that he hadn't seen it until the previous day. Varis and Davin discuss the fact that this is the first time that either of them have seen a depiction of the original book of heimdal. Davin heads down to the armoury with Varis’ warhammer, and Varis heads to the front of the temple to find Irven and Halvard.
The party find the stables at the front of the temple and hire a horse, arranging to leave it with the farm at the other side of the Lochland forest. They also buy another saddle so that Irven can turn into a horse and be ridden by one of the others. Irven transforms into a horse, Halvard mounts him, and Varis mounts the horse that they had hired, and the party heads towards the forest and follows the proper path through the forest rather than the dirt track that they arrived using. Their travel through the forest is undisturbed, and takes far less time than on the way up. They notice that there is a lot more wildlife about in the forest then there was before, and a few members of the ranger corp on regular patrols through the forest itself. Towards the start of the forest Halvard notices a large eagle circling overhead and notice it head south west towards the lincoln. Upon arriving at the far side of the forest, with the sun getting low, the party find themselves in the small town of market rasen. As they emerge from the forest they notice another giant eagle taking off in the distant, somewhere between lincoln and their current location. The party head towards the stables that border onto the forest, in the hopes that they can leave the horses with them for the stable master at grimsby to collect. Irven, still in horse form, knocks on the door. As the stableman exits the building Irven then transforms back into his regular form, and requests that they leave the horses with him. He asks why they’re disturbing him as a horse, and Irven suggests that he is being “racist” towards druids, leading the stableman to slam his door in their face. As the party walk away Ulrick, the owner of the farm opposite, comes over and thanks the party for their help with killing the wolves and saving his livestock. He offers to look after the horses, and Irven gives him the last of his Dave “cakeman” cakes, Ulrick takes it and thanks the party again, before leaving back to his home. The party continue to travel on the road towards lincoln, after about 5 minutes the party see a lone figure on horseback riding towards them. As the figure gets closer they recognise it as Lord Dorian Hammersmith, lord of lincoln and its surrounding areas. He stops his horse close by and approaches, greeting the party. He tells them that he had been notified of their imminent arrival by the Ranger corp and invites them to come and take supper with him, and stay at his estate for the night. The party agree to this, and follow close behind, heading directly to lincoln. The party approach Dorians estate, an elegant but relatively small estate featuring a large front garden and a 2 story manor house. As they arrive Dorrian leaps off his horse and someone from the garden runs and takes the horse elsewhere. The party follow Dorian as he reveals that he has been informed by Lord Penningwood of their work in southampton, and thanks them for all their help in general, pointing out that they have been more useful than the Grand state army, and says that he and lord Penningwood have put together a small reward for them. The party find themselves lead into a large dining room; a long heavy wooden table sits in the middle of the room, an ornate looking fireplace sits on the right hand wall, and the left hand wall has large windows overlooking the city. Above the fireplace is a large painting of Dorian, flanked on either side by an older dwarven couple who the party assume to be Dorians parents. As the party sit Dorian pulls out a medium sized coin bag, and slides it across the table towards Halvard. Halvard opens it and sees that it is full to the brim with Platinum bars, approximately 100PP. Halvard looks up and asks Dorian if he is serious, and Dorian responds saying it is the least that himself and Lord Penningwood could do for all the work that they have done. At this point a group of manservants bring food in, a large meal of lamb and all the trimmings, enough food for more than the amount of people that are there. During the meal Halvard notices a beautiful pair of short swords sitting on the mantelpiece; one of pure white, and one of pure black. He asks Dorian about them. Dorian informs him that they have been in the family for many years, but that they don't see much use these days, he offers to exchange them for Halvards cut of the money that was just paid if he wants, and Halvard jumps at the opportunity and takes them to feel their weight and how fine they are. After the meal Dorian shows the party to their rooms, and they take a nights rest. The morning comes, and the party thank Dorian for his hospitality, and head out to the train station. As they arrive at the trainstation they buy tickets for the trip back to southampton, and board the train, noting that there is a lot of cargo already on the train, including some very heavy looking, very well sealed crates. They soon depart the station on their long trip back to southampton.
About 6 hours into their trip the party feel the train slow down, and eventually stop. Varis pokes his head out of the door to see what is happening, and sees the driver of the train get down from the engine and draw a bow, aiming it straight at Varis. Six armoured and heavily armed bandits emerge from the forest on either side, and begin approaching the train. Halvard deftly leaps out of the right hand side of the train, seeing the bandits emerging from the woods he walks forward and draws his swords in preparation. The bandits continue their approach towards the train, 4 going down the left hand side and 3 heading down the right hand side. Irven summons his bear totem to assist his allies in battle, then proceeds to move off the right hand side of the train and casts entangle, causing many vines to sprout from the ground and wrap around the feet of the 3 bandits that are approaching on his side of the train. The train diver looses her bow at Varis, missing by quite a distance, and a one of the bandits on the right hand side of the train takes a shot in halvards direction, also missing. Varis jumps down from the train, and runs towards the closest person; his sword glowing with divine light as he swings it up and across the bandits chest, tearing through the armour and slaying her on the spot, and readys himself to attack the next person who comes close. One of the bandits, who looks slightly more fancy than the others, runs towards halvard and takes a swings towards him with his greataxe, hitting him squarely in the left shoulder and nullifying the bonus that Irvens totem provided. Halvard retaliates, swinging through with both his new swords drawing them both across his chest in quick succession; the brilliant white blade shimmers with a newly formed layer of ice, freezing the flesh as it makes contact, and then the deep black blade finds purchase on part of the armour and bounces off harmlessly. 2 more of the bandits approach, one taking an unsuccessful swing towards varis, and the other attempting to hit Halvard but Halvard dodges with a deft movement. Irven pulls out his crossbow, and shoots towards the fancier looking bandit, lodging the bolt in the armour on his shoulder, seemingly not hitting the bandit himself. Another two bandits run forward, the first turning his run into a very heavy attack towards Varis, swinging his sword at the weaker armour on his legs, and drawing blood. Varis responds by taking a heavy swing back at the same bandit, but he puts too much weight on his injured foot causing his sword to swing wide. The captain makes a break for the train carriage, running past Halvard and Irven, both of whom take a quick swing out at him, Halvard lands his shot with the white sword, and Irven swings wide with his fist. Halvard takes a swing out with his white sword, a new layer of ice forming across the blade, and cuts it deep into the flesh of a close bandit, bringing his black blade through the same opening, and killing the bandit who drops to the floor. Halvard then runs back into the train carriage, hoping to catch up with the captain. One of the bandits on the left hand side makes a break for the door, Varis reflexively swings his sword out towards him cutting deep into his throat, dropping him to the floor and leaving him to bleed out. Another bandit runs forward on the right hand side and takes a swing towards Irven, missing widely, and he then runs onto the train blocking the door. Irven sees the captain through the window of the train and speaks some magical words, causing the captain to freeze in place and become completely paralyzed. One of the remaining bandits takes a shot with his bow towards Varis, who lifts his shield and deflects the arrow just in time. Varis then runs forward, taking a long slash across the torso of one of the remaining bandits, his blade burning with a divine white flame cutting deep into the flesh and killing him in one shot, the body falling limply at Varis’ feet. Varis then continues forward round the front of the train engine. Halvard yells to his allies to leave one of the bandits alive then heading further into the train, approaching the back of the frozen captain. He sinks his deep black blade up and through his back and into his chest, killing him instantly. As the body of the captain falls to the ground Halvard spins towards the remaining bandit on the train and strikes out with his other sword, cutting deeply into his side. The Bandit on the train takes a swing towards Irven, missing widely, Irven turns and tells the remaining bandits to give up and that their lives would be spared, following up with an Ice knife directed towards one, wounding him heavily. At this point both bandits drop to the floor and place their hands over their heads. The party tie up the two remaining bandits, and question them as to what their cause is and what they are after. They find out that they were hired to raid the train, they didn't know what they were stealing, all the know is the captain had organised to have the train driver replaced and the train guards removed. Varis searches the bodies of all the slain people, finding their fares on the train driver (1pp 2gp) and nothing else. Upon his return Irven asks if he found anything, to which Varis responds saying he didn't. Irven heads into the train, and finds one of the locked crates has been split open by the captains axe. He finds many clear gemstones spilling over from the hole in the crate, and he pockets eleven of them. Having loaded all of the dead bodies and the two prisoners onto the train, Halvard heads round to the train engine, and tries to work out how to make it work. After a few minutes of looking he notices that there are two levers that have had significant use, and a large button that has the words emergency brakes written on it. After around half an hour of experimentation Halvard works out how to start the train, and they continue their travels. After a further 8 hours of travel Halvard swaps out with Irven, allowing him to have a rest; a further 10 hours later the train arrives in winchester at approximately seven Am. As the train pulls up to the station the party find a whole group of guards in an unfamiliar uniform waiting for them. A group of them immediately board the train, collect all the spilt gemstones and carry the crates off and disappear from view into the back of the station. One of the guards asks what happened, and Irven explains that they were attacked on the train, and that there are two prisoners on board as well as the 5 corpses. At this point Harar (the train master) comes onto the platform and asks what happened. He informs the party that the guards where private bank guards coming to collect the delivery that was on the train. He lets the party know that it's probably worth staying in the city incase they have any further questions. The party exit the station, with the goal of meeting up with Patrin at the mages institute.
So this is probably the most notes I've ever done! This session was particularly character heavy towards the start, with a nice bit of combat towards the end
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