Monday 27 February 2012

Quantium Dog...

Arriving in Quantium, the crew find rooms at the Rusalka tavern and take the opportunity to do some long outstanding shopping.  Moretta gets a replacement composite bow and Nazel visits the neglected Library in the poor district and meets Chadwick the scribe, learning a spell to allow him to contact the Inevitables as he gains in knowledge and power. 

Tay Vorn decides to learn about firearms and joins Inego Montoya’s school to learn the musket and flirts with Lissa, a precociously talented seventeen year old woman.  Lissa’s father runs the Black Dagger tavern and while visiting this dive, Tay Vorn discovers that Lissa’s father is Kurgan, the brutal head of the Black Dagger thieves’ gang.

Laris visits the Temple of the Sun and has his wolf-spirit possession suppressed by a magical ring provided Lady Reatha, the local High Clerist.  He is quite romantic towards Gith’orl and buys her flowers as a thank you.

Talum demonstrates his skills with the lyre to the local Bards guild but they still seem reluctant to open up to him yet.  Talum also searches for signs of Sergio the Vizier but despite hearing that Kolgot is in town, Talum is unable to trace either of them.

The team finally visit Nerith Alia, mage leader of the Nexian Shadows and she hires them to investigate the Star Cairns in the south of the country, where just over 160 years ago, a group of wizards set up five concealed magical research laboratories, based on an ancient arcane tome.  Tay Vorn tries to foment trouble between the Shadows and the Black Dagger Gang.

The girls, Moretta and Gith’orl, track down the Inn of Eleven Delights, a brothel and gambling house where anything can be had for a price.  Here they meet Hero, a corpulent fixer who can arrange most things if a value can be agreed upon, and purchase military uniforms and passes, stolen from soldiers in the north of the country but probably safe to use in the southern areas that the group are going to.

Visiting The Black Dagger, Tay Vorn convinces Kurgan to allow his daughter to accompany the party but lies about where the group are heading to.  He also tries to drive a wedge between Kurgan and Willen, Kurgan’s second in command and a cleric of Norgorber.  Willen tries to cast a divination regarding Tay Vorn but for whatever reason, his god refuses to enlighten him.

Gathering together in the morning and preparing to leave, Talum spots some ne’erdowells spying on the party but loses them in the crowds.  Not knowing about Kurgan, Talum suspects that they were working for Sergio; only time will tell whether he is right.

Once on the road, the troop make good time in their wagon, with Lissa sharing Tay Vorn’s horse, but once into the southern swamp area the group are attacked by a bridge troll.  No relation of true trolls, bridge trolls are a sort of elemental spirit that combines wild magic and local belief to incorporate as creatures out of children's stories.  Taller than a man on a horse, its sudden appearance is initially shocking but Gith’orl paralyses it with a quick spell allowing Tay Vorn to finish the beast off with a terrible blast from his musket.  Nazel appropriates the creature's hide, knowing well that he can use it to make a magical jacket or cloak.

Thursday 23 February 2012

Dramatis Personae et Loci

Dramatis Personae et Loci
Quantium
Master alchemist Borume
Tavern Rusalka
Ancient library
    Master Scribe Chadwick
Temple of the Sun
    Cleric Lady Reatha
Bard's Guild
    Garath, Bard
Inego Mantoyer, Weapons master, high society favourite
Lissa, swordgirl, father Kurgan
Kurgan, Black Dagger Inn, leader of Black Dagger Gang
Sergio the Vizier
Kolgot, gnome locksmith
Nerith Alia, head of Nexian secret service ('The Shadows')
Laris, mercenary were-wolf
Willen, leuitenant of Kurgan, cleric of Norgorber
Inn of 11 Delights,
    Hero, fixer
Wildsgate
Ancilith, felmale half-elf bard
Marsak the Reeve
Nazost the Scrivener
Captain Argun, one armed noble
Kaldal, baron of Wildsgate
Sodersund, Regent of Wildsgate
Lady Aborn, red dragon

Tuesday 21 February 2012

Nex Please!!

Journey into Nex (15 Feb 2012)

Having solved the problems in Wildsgate and said their goodbyes to Ancilith, Marshak, Nazost and the other friends they had made, the party prepare for their journey across the wilds of Nex. With a gypsy wagon and two good horses, the party are ready to go.  Following the road, they decline to visit the small town of Wester and like-wise, though they see it in the distance, they avoid the water-pools around the grassland oasis of Sheneny.  The signs and tracks across the grasslands speak of huge dinosaur-like herbivores dissuade them from exploring too far from the road.

During the first night of camping, the guards are disturbed by a large tyrannosaur stalking past the camp but concealed inside the instant fortress or hidden inside the wagon, the great beast doesn’t recognise them as prey.  The ruined city that they can see to the north glows in the night with the sickly corpse-shine of magic gone awry.  The spell-casters related a little of the history of this country and of how it’s great war with the necromancers of the country of Geb to the south resulted in the dangerous and unpredictable areas, both fixed and free-floating, of wild magic plaguing the country.  The cities and larger towns are able to protect themselves from the vagaries of this wild magic with huge protection circles cast around them but outside of the towns, magic is not so safe and reliable.

Investigating the ruin of the city of Petcarlham the next day, they discover first one and then a number of what they at first take to be skeletons but under investigation are revealed to be a simplistic form of bone construct or golem generally referred to as thralls.  Investigating further into the city, Tay Vorn discovers the bodies of the fools who attempted to mine the city of its valuable marble using the bone constructs only to have the magic that animated them go wrong and rebound on them in a hostile fashion.  Confronted by one of the thralls that is different to the others, it’s animating runes shining and crawling, Tay Vorn decides that discretion is the better part of valour and they party flee the ruins for now.
The party camped in the grasslands for a second night, this time south of an unnamed ruin marked on their map and again the evening was not without its incident.  During the night some kind of strange, blind and blighted dragon-like creature with the intelligence to use mimicry to lure its prey attacked the party and only quick thinking by Gith’orl saved the wagon from destruction by the napalm-like breath of the dragonspawn.

The next morning put the party close to the town of Powmonoah where they stop to allow Moretta to get the wagon a fresh paint job.  While in town, Tay Vorn tries out some of the firearms that have been imported from Alkenstar in the Mana Wastes and Talum and Nazel investigate the steamjacks; steam powered constructs that aren’t vulnerable to the wild magic but aren’t all that reliable either without skilled maintenance.

Leaving Powmonoah, the party find themselves on a much more well-travelled and well maintained road and, as they are travelling in the same direction, they give a ride to a currently unemployed mercenary called Laris.  Laris seems to keeping an eye out for someone but seems friendly enough.  He hasn’t been with the group for many miles when he spots a possible ambush and dashes into the woods at the side of the highway. Tay Vorn rides after him and is in time to see Laris changing into a kind of were-wolf but the distinctive feeling of wild magic is in the air and from his behaviour, Tay Vorn realises that Laris is cursed in some way rather than evil. Subduing the beast, the group save Laris, at least for now and he accompanies them on the last leg of their journey to Quantium.