Saturday 13 January 2024

Session 35

PCs (lvl 8): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Spring

From the notes of Tuarninn

After a well-deserved rest, we stake our claim to the Brauninger House, as it will serve for the orphans who now have no real place to return to. 

My morning briefing by the Welle includes mention of siege equipment being brought in, so we begin the process of stationing them inside the walls when they are not on patrol. Safety is a priority and the Garden of Nesri is not fortified to the extend that it would be a haven in times of war.

We get assigned a place in the Third Barracks, where the Stags hold court still. Richard Jackal, their sergeant, is an absolute numpty who rubs me all the wrong ways. I told Von Dabernick about the dubious loyalty of Jackal and his regiment. He was going to look into it.

Udo, in what I understand is an effort to build his network of eyes and ears in town, has a meeting with Zimmerman, head of the Carpenter's Guild, and begins to check up on the background of those arrested at the Theatre. He gets around to miss Osanna, who actively would want the city gates to be open to the invading army and asks Udo to assassinate Lady Nacht. Udo tells her Lady Nacht will be duly distracted. As he has her attention, he also asks to set up a meet with the Graf. 

Ulrich uses the info that he gets from Udo on the arrested ones to root out further cultists, but mainly tries to position himself so that he can radiate peace and certainty for a population that lost some active members of the ruling classes.

Flynn visits the altar of Laerme and converses at length with miss Müller afterwards, speaking about future plans.

Having pooled our information, I decide to get Heske, Om and Nom to the safety of the dwarven underground. I pass them 200 gold to have them be able to set up there.

We then meet the General Von Dabernick and the Lady Nacht for briefing. Given that the enemy draws closer, the general wants to seize the assets of various nobles and merchants and acts all sorts of unpleasant. We explain how we want to go about meeting the Graf. 

Suspicion falls on the general, as Ulrich suspects Von Dabernick may be under the influence of a demonic power without his own knowledge, so the planning is done after meeting the pair, with only Lady Nacht close. As Udo needs to put her down for miss Osanna's trust to remain strong, he requests her ring, her discretion and some vitae, to fool Osanna and her allies.  

I roam the Garden of Nesri and find the entity I call Lady of Twilight, the Crow Witch, at the usual hour. She tells me of the faith of mortals oft being betrayed, a strong indication of the church of Sera's possible corruption. As the dead have been stirring outside in the garden, I inquire what the Lady of Twilight knows of Realm spells and if this may be one. She confirms as much. She also promises to use her connection with the land to quell the necromantic power.

We meet with the Burgomeister, who decides we are to be awarded a medal for our services to the City. Flynn will be awarded a seat on the City Council and a strong push to get Ubersreik's independence as a republic. We hear of plans to eliminate Lady Nacht and speak against the idea. The Burgomeister then finds a messenger to relay this information. Udo sneaks off to follow the messenger and hopefully save the Lady. 

At the honorary medaling, Ulrich and Flynn both give speeches to the jubilant crowd.  

And then the assassinations of us and Lady Nacht are unsuccessful at the same time. Flynn, Ulrich and me fight off a vast amount of undead and Vos raiders, while Udo stops the carriage of Lady Nacht and saves her from a virulent poison that would have killed her if he was not there. He seeks to send her off to her dwelling, but thinks better of it and has her stick to his side as he is unsure who to trust outside of our group. He does take the time to tell her that the Burgomeister is behind the assassination attempt. 

We have dispatched the enemy, and reunite with Udo, but a new uproar involving the undead spreads from the Temple of Sera into our direction. Luckily enough, Molly also happens upon us around the same time as Udo and Lady Nacht do. 

Upon arriving at the Temple, we note that the High Priest Emming has turned to the cult of Orcus. The City Guard doing what they can to provide us a clear avenue into the Temple. Flynn, again, does sterling work against the vile consort of demons, ripping his throat out through a wound I made in Emming's throat.

Underneath the Temple, we find a dwarven-made vault, where a singular pond is the focal point of the room. A vision of the battle at Deismaar is shown and jewels light up in various hues. I touch the green, corresponding with Reynir. My allies all seek their own match in the old Gods. Our blood sings with the power of ancients and we awake what lies dormant there. A singular pedestal rises from the pool, proudly revealing the Cat Statue's Head to the party. I stash it, clear for Molly and Lady Nacht to see.

LEVEL UP !

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