First Events

Thursday, 16 August 2018

Event - 18th March 2018

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We have rescued the four Sentinels, but they are badly burned, albeit alive thanks to the efforts of myself, Amiracle, Garret, Corros, Ryn and Toldurru. They have clearly been tortured and heaven knows if they will ever fully regain their sense.

Time to go home
We walk them back to our fortress home within the city. Once back in the sanctuary of our base we have a chance to reflect upon recent events and to look again at the plunder gained from our recent excursions. This time however with a little more care and attention. There is so much here that is tainted by evil and it is clear now that much could be used for the summoning of creatures beyond this world. I can only tremble at the thought of the evil that has entered this plane. The is an ancient tome once owned by the skank witch Zarfa Sofini that stinks of evil to the point that I have to leave the room.

Our increasingly faithful servant Lepo then informs that an urn has been delivered to the front gate. It bears a note of thanks from Malem. Within is contained a small Pygmy blowpipe. Amiracle is able to appraise its worth and says that this is a magical travelling blowpipe. When used the dart will reappear in the pipe shaft or its master can travel by magic to the landing place of the dart. It has a command word of "Malem".

News and rumours
Once they have rested and we have applied a little magical healing the sentinels are able to tell us a little. It appears that the evil people that we have just fought were leaving on a ship destined for Hournox and that the Sentinels had planned to follow them. The Sentinels are keen to tell us not to trust the Scrivenor. There is a reason he is willing to surround himself with so much evil. They say that the witch Zarfa Sofini talked of a coming Anarchy which goes by the name "Ashen Veroshen". These people has lost family to a Demon lord and evidently show the emotional wounds that come with such a loss. 

It is suggested that we will need celestial Iron weapons and that the Sentinels can make a map showing the location of the Durtar Jungles where Marta Mooley is said to be raising an army. I know that Marta has the Rod of Bamfar that can get me back to Hournox. With all that is happening, the need to return home to protect my family is growing stronger every day. 

I am also struck with the need to catch and Kill Zarfa before she can bring harm to my home. Maroc (a friend of the Scrivenor) knows of her location. I draft a note to my family to warn of the danger and pass to the Servant Mecham to arrange that this makes it back home. I pass a few gold pieces to ensure its fast and safe delivery.

They say that if we need to contact them, then we can leave a message at the Library of Korr. 

I seek out to bring good to the city
Regardless of all this news, we still need to find good to bring to the world, my spot continues to grow and it ever brings me torment. 

Though my investigations over the next few days I learn of Sytha the Cobra, leader of the thieves in the city. merchants are forced to pay for their "protection". I go the the Abadar vault and offer to serve there. Here I meet with Negry a fine upstanding merchant. He suggests that I would be best served offering my time to help Artur Karnataka. He needs a miner or Engineer at his mine and he would owe me a favour. He suggests that once I have found someone, then I get a guide from the Sook or Docks and construct a wagon with hidden compartments to transport safety that which is needed. He also suggests that we invest in good clothing. What a nice man. He passes over a bag with over 1000 platinum pieces to help us equip.

I hear that Toldurru also ventures forth to bring good to the city. There is news that he arranges furniture, engages with a builder, offer security and meets a lady by the name "Christabell". There are many rumours about her and I worry that she was owned by others and given for the pleasure of men. Sad.

The cost of water, new commitments and new of an old acquaintance
One day a water salesman comes to the fort. There is now shortage of water on this islet, so we are intrigued and gather. He gives us a scroll which tells that we are Wardens of the city and must respond to their commands. We sign to accept this responsibility. The bringer then tells that the family of Fendrail hold a mighty grudge against us. Days later Legionaries arrive and search our fort, this can be no coincidence.

Preparations
I ready for the journey to help Artur Karnataka. I find an Dwarf Engineer by the name "Yalem Blastem", who comes with a powerful dark powder. Negry provides boats, but we must find hunters and guides. Ola and Ristormay Ongleave will set up a trading post and we are asked to take them with us.


It becomes apparent that it is two weeks travel and that the are gathering quite the party. The Engineer has his own guard (natural I suppose if he has black powder). We are asked to take many metal rails for the mine track, these will require 5 ponies alone. Suddenly we have 200 porters carrying pit props. We hire these together with 7 rafts and are told that we can collect more porters at Tol Durran. "Horni" is our guide. There is also the lady Xalia. She has magical powers and can help Artur in other ways (?). There are rumours however that she may be close to Cornilius a rival mine owner.


Now the party is assembled, then we are ready to travel.
  

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