Current Objectives
- Proceed to the Far Territories, and reclaim Fort Rather.
- Potentially, we’re going to kill the Ogre King
Events
- The group is at the Hawkman Ranch, staring at the ruins of the exploded
pump-house. After some deliberation, we decide to confront Syrup directly. He
is in the Ranch House proper, where we meet him with his under-officers. Of
note, Stackor identifies he has a new Amulet of Non-Detection on. Otherwise,
no suspicious auras or effects.
- Syrup feels confident of Hawkman involvement with the assassinations. Most of the family is under arrest, except for the brother-in-law, who is currently a fugitive. The pump-house evidently belonged to him, and he evidently exploded it. He mentions several people in the explosion, however not including himself. He advises we re-evaluate the pump-house.
- On the way, once out of earshot, Syrup quickly admits he is not our Syrup.
He explains that Syrup did die in the explosion, but his body has been
reconstituted and is being kept in good condition at the Temple in Nems.
He identifies himself as a knight of the twilight court named Silken.
There’s a lot of discussion, general updating of the affairs with the
Hawkman estate (namely that the brother-in-law is all-but-certainly behind
the assassination attempts, but that the Hawkman’s proper may not be
involved).
- The party decides that they must retrieve the real Syrup immediately. A problem is that Beet will not let Silken remain in control of the camp. After much discussion, we decide to split the party. Stackor and Gabro will teleport to the cathedral, retrieve Syrup’s body, continue on to the capitol city, revive him, and return. Meanwhile, Beet, Silken, and Jen Erica will ride towards the suspected hiding place of the brother-in-law Stanislaw. Before riding out of camp, an odd fly-headed dwarf that looks suspiciously like Gartug approaches, and introduces itself as Gutrag, a wandering diplomat. The group rides out of camp together, and once far enough away, Stackor teleports away.
-
Stackor and Gabro arrive at the Cathedral of Nems. We briefly speak with the Bishop (who congratulates us on dealing with the troubles that we ignored) who apologies for not being able to raise Syrup “to our wishes” (as a fey), pick up Syrup’s body, and teleport to the palace Chezques of New Geneve. Upon arrival, a king’s man attends to us, Stackor asks to notify the king, and we wait.
-
Meanwhile, Beet, Silken, and Jen Erica ride towards the assassin Stanislaw. Silken changes to look like Beet instead of Syrup, after Beet complains he doesn’t like Silken looking like Syrup. Beet is not amused; Jen Erica is.
-
Back in New Geneve, after 2 hours, the group is brought snacks. Gabro asks for a cleric.
- Back in the Buddy Cop film, the group arrives at the ruins. Silken wishes them
luck, and offers to wait around if they want to interrogate. Beet literally
refuses any assistance, and Silken just leaves, but not before warning for
traps. Dunce then steps in a bear trap. Jen Erica finds the secret switch into
the ruins, and the party manages to keep going. Heading into the ruins, Dunce
steps on a pressure plate and triggers an explosion, taking out the staircase.
They heal themselves up a bit, and continue in, eventually finding an
alchemists’ laboratory, bedroom, and Stanislaw, who spouts some populist
stuff. Beet ain’t buyin’ it, and Dunce raises his axe exitedly. COMBAT!!
- Jen Erica gets possessed. Darkness enshrouds the group. Dunce is attacked by a figure in the dark. Beet gets bombed.
- Dunce somehow manages to take down his attacker. Beet retreats out of the darkness, up the ruined staircase. Jen Erica follows Beet.
- Beet takes down Jen Erica, which causes the ifrit spirit possessing it to emerge. It is wearing robes that show the Carjulian Brotherhood crest. Jen Erica’s body then disappears (much to the surprise of all). Dunce gets burned alive.
- Beet and the ghost are blasting each other. Jen Erica gets a potion, is revived, and hears a familiar voice asking if it wants it to take her away. Alternatively, it can wait with her for the dust to settle, and try to get Stanislaw. They decide to wait.
- We break for the night!
Player Characters
- Sir Beet, a human paladin of Iomedae (Thans)
- Brother Gabro, an oread monk (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) [AFT]
- Stackor, a dwarven wizard (James)
Locations
- Hawkman Ranch
- Plains and ruins near Ganth
- Cathedral of Nems
- New Geneve
- Palace of Chezques
NPCs and Notable Characters
- Sir Dunce
- Colonel Syrup, and his under-officers
- Major Moto
- Captain Crunch
- The Hawkman brother-in-law, Stanislaw
- Silken, a fey knight of the twilight court
- Gutrag, a fly-headed dwarf “wandering diplomat”
Other Notes
Upcoming Events
- Hunt down Stanislaw, and bring him to justice
- Resurrect the real Syrup, and return the column to order!