Current Objectives
- Proceed to the Far Territories, and reclaim Fort Rather
Events
- The party, re-gathered in their room in Castle Ganth, are gathered and ready
to pursue their next objectives: asking the Count the questions from Syrup,
and then move north is search of the scouts!
- Syrup asks us to ask the Count for permission to move and camp closer and
to resupply, to find the missing scouts, and to gather any intel on Fort
Rather.
- Some nuance about the camp: Syrup is happy to camp nearby, outside the city, or even in the city. Camping nearby has the least risk, but also the least opportunity for aiding the city. Closer, and even within the city, gives much greater opportunity to help out the city, but also greater risk of trouble. Camping in town could even let us control the city, through martial low, if necessary (though this is likely unwanted).
- Syrup asks us to ask the Count for permission to move and camp closer and
to resupply, to find the missing scouts, and to gather any intel on Fort
Rather.
- We speak with Kaldur’s fetchling in the city, trying to gather information
from Fort Rather. He seems surprised to see us, and welcomes us in. The party
generally doesn’t catch this, except for Stackor. We ask some questions:
- Who’s in charge? To his knowledge, it’s still Van der Mere
- How many soliders are in the fort? A skeleton crew, as most men were taken away with Van der Mere to fight a second invasion from the Horde
- How many total soldiers does Van der Mere have? 2000
- He notes there are some loyalists still, among the troops.
- We ask again about any details of the firebombomb and assassination attempts. He shares that rumors are it was the populists.
- We leave, and head to speak with Captain Ilio. We ask him about any ongoing
troubles, and whom to speak with about camping and resupplying.
- We move into the guard house to speak in private. We inform Ilio about our true(r) intentions with Fort Rather, and gain a bit more of his trust with regards to camping and resupplying. He offers to speak with the Count on our behalf, and will notify us of his response.
- We ask if there’s anything we can do in the mean time. He mentions looking into the Count’s assassination attempts would be the greatest help.
- We head to the market.
- We first ask if there’s an alchemist in town - there is not. We learn that there are several alchemical items sold by several merchants in town, supplied by Fort Rather.
-
We head back to the fetchling’s house, asking him about an underground/black market. We inquire specifically about the alchemists’ fire and gunpowder, which the fetchling is quick to answer it didn’t come through the black market. His suspicion is that either an alchemist is in charge, or an alchemist is on the team behind the assassination. We conclude it does not sound like a populist plot.
-
We head to and investigate the Chapel of Abadar. We get the key from Randy. We detect no indications of wrong-doing.
- We decide to head back to the Fort, for the paladins to heal more of the
wounded. On the way, the fetchling makes himself known to some of us, and
leaves a note behind. It is a bill of sale for a large shipment of alchemical
glassware to the Hawkman estate, from a source in Fort Rather.
- We continue to the keep. The captain meets us at the moat, and presents to us papers permitting us to camp and quarter at the Hawkman estate. The documents give explicit permissions to quarter in basically all the buildings.
- The paladins get to their healing; Stackor teleports back to Syrup and
updates him. Smokey tells people to stand aside.
- Stackor provides full updates on all goings on, including details about the fetchling (and his potential memory problems), the potentially forged bill-of-sale, and the information we gathered about Fort Rather.
- Syrup takes the bill of sale, and will follow-up on it
- Syrup doesn’t trust the fetchling
-
Stackor teleports back to the party, and updates us on his meeting. Our next objective is moving north, after the missing scouts. We finish up and head north.
- Leaving out the eastern wall, we come across the fetchling again. We talk
about things.
- The fetchling mentions to Stackor that runic magic can be twisted. This is apparently directly related to the resurrection of Cayden Calien, happening tomorrow.
- Next week, we witness the return of a god! Hopefully…
Player Characters
- Sir Beet, a human paladin of Iomedae (Thans)
- Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
- Jen Erica von Illamage, a human wizard (Mike)
- Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
- Stackor, a dwarven wizard (James)
Locations
- Ganth
NPCs and Notable Characters
- Colonel Syrup, commander of the Altasian forces
- Ignatious “Geo” Joe, an oread shaman
- Brother Gabro, an oread monk
- Randy Magogum, a fine man, worshipper of Abadar
- Captain Ilio, captain of the guard of Ganth
- A (or many) fetchling(s) in service to Kaldur Black, named “Thalactos” by Sir Beet
Other Notes
- The fetchling offered to help Stackor be in two places at once. It would make sense if the fetchling was also doing this, and would explain why they didn’t remember things.