(A quick note here, I've added these synopsis for people to go back and remind themselves about what happened or if people come in later and don't want to start at the beginning, they can read these really fast, but they are not a replacement for watching our videos as they are not full descriptions. If you don't want to video, you will miss most of the comedy and all of the fighting as I am not going to do a play by play of each attack. So, please check out our videos)
Day 13 11/29/2022
Guild Hall - Manza
We discuss and decide to talk to Krem to see his papers so we can forge them. And then we would be wary of spies after that. We head to be and the next morning we look for Krem. Abcde asks at the front desk to see if they can figure out where Krem is. She says he’s outside. We poke our heads outside. He is sitting cross legged outside the door, facing us. Abcde invites him inside and he comes inside and we take him up to our room. As Krem walks into the room, we notice his hand flash out and grab hold of the doorknob and let go of it. Abcde starts asking Krem questions. He says he hates working for Count Cristo. The job itself isn’t too bad, but the things that Cristo makes him do are not the kinds of things he likes to do. He says if you are a retainer, you get a name and a design specific to you. He shows a horse brand on his shoulder. Sometimes they are trinkets and not brands though. They don’t get papers. Caleigh asks if we don’t go through with the deal, what would he do? Count Cristo would chase us to get the information from us, but if someone else gets the info, we die, and if he gets bored, we’re no longer useful so he’d have us killed. We continue talking with him. We tell him we need to eat breakfast so we’ll meet him later at the market closest to the castle after that. Krem leaves.
We go to breakfast and decide to just tell Cristo that we will continue the hunt but not accept any papers from him. We talk about getting some horses from him, a wagon, maybe a mule to carry stuff, and a month of rations.
Marketplace
We met with Krem in the marketplace. He is happy to give us whatever we want. Abcde and Sterling don’t care about what horse they get. Everlee and Chodrak would ride their wolves. The rest of us go in. It’s a well kept stable. Krem heads over to someone who looks slightly more important than the stable hands. He tells them that he needs to take 5 of the best horses. The man is obedient and does it immediately. Abcde remembers that they can speak to horses, and is the only one that can do so, and runs inside. We pick out our horses. Artimious decides he’d rather ride the pack horse. Each horse is fully outfitted with a saddle, saddlebags, etc. Each horse had a week's worth of feed. We decide to head to the castle to tell Count Cristo. Caleigh is able to intimidate Krem over the key for the door, though he is quite confused. He finally got it and he said he needed to follow orders to make sure our room could be accessed. Krem says he will only do things for Count Cristo if he is ordered to and otherwise will not. We ask him to get anti-scrying amulets. Krem wants to know if there’s anything he could do to gain our trust, and tells us of a location that no one could see us or find us. And he’ll keep an eye on Count Cristo for us. There is a castle that is a few hundred leagues from the city where we could still see and keep an eye on the city but far enough that others won’t be able to see us. It is currently overrun and is from an old age and has powerful magic in and around it. Even Brixert himself will not approach it. He hasn’t been there himself so he doesn’t know if it needs a key or not. It has no name as far as he knows and shows up on only a few maps. The count knows it exists (read it in a book once or twice) but has not been there. He says it’s to the north. He’ll get us a map. We head to see the count as Krem heads to a store.
The Castle
We are taken upstairs by the same usher and he takes us to the dining room. He says the count is eating and we may enter if we wish or we may wish. The count prefers live food. A couple more minutes pass as he tells us it’s dead now and we may go in. We all head in with Sterling in the front, Caleigh behind, then Abcde, then the rest of us. The count is gnawing on some bones. The count asks if we will work for him. Abcde says we will work for the same goal but we will be able to roam and make our own decisions. He wants us to give him any information. Caleigh says if we have any interesting information, we can contact him. We can send him a letter, tell Krem, tell Brixert, or anyway possible. He dismisses us and gnaws the bones more and we leave. We are escorted out of the castle to the grounds where Krem is waiting with the five horses already saddled. They did not have seven anti-scrying things for personal use, but he pulls out a small golden orb from one of the saddle bags that will create a field around us that pushes scrying attempts away. This just shifts the perspective and doesn’t show an anti-scrying spell. It will just push the image to the area surrounding us. It has a range of 50ft. Caleigh gets on her horse and we head back to the rooms. Abdce asks if there is any way to get in touch with Krem that is safe. He says the safest way is in person as anything else can be intercepted. Cryptic letters work though. Krem turns around and heads back to the castle. Caleigh goes to grab Krem out of earshot of anyone else. She thanks him and says “if you ever receive a letter with this symbol (The symbol of Atea) it means that we need you and to meet us at the point on the map.” She shakes his hand and he gives her an awkward bear hug.
The Guild Hall/Manza
We head back to the room and Artimious stops us. He says we might be in trouble. Someone got in. Caleigh kicks open the door. She knocks the door off the hinges. Before us, the entire room has been ransacked. Our bags are there. Everything is still in our bags. The rest of the room has been entirely torn apart. The bags were unbuckled as if they had been opened and were left open. Caleigh sets the door up against the now open space where it used to be. As we go through our bags, we notice that everything is in the exact placement that we put it in there. Abcde spends some time with the bags and can tell that each bag is keyed to each of us. The item storage is the first 50 lbs weights nothing, and can then just hold anything after that at normal weight, and it has a protection spell against people trying to break in and search through it. Abcde leaves the room quickly and goes to the horses while Rayvvin studies the room. They didn’t leave anything. The door might have had the enchantments taken off because it shouldn’t have been able to have been kicked in. We leave, grabbing our horses. We head back out the gates, heading north. Once we get further away, we pull out the map and see where this place is. We don’t notice anyone following us. As we look at the map, we see it a few hundred leagues off in the north east direction. The map is old and worn and it should be easy for us to get there with the map. It seems to be falling apart. Rayvvin makes a copy of the map.
We head toward the place, taking about half a day to get there. We come around a bend in some trees and see nothing. There is absolutely nothing at all. It looks like a really large blank spot in the ground. Abdce does a ritual to detect magic and Artimous spends the time looking around the area. Rayvvin looks at the maps to see if there are any differences. There are some. There are about 15 cities/towns that no longer exist that aren’t on the new map. The roads and paths are all different. It’s in fact written in a language that none of us understand. Rayvvin starts to copy the names of the towns in a language we don’t know while Abcde does their spell. They are able to get two of the fifteen names over. Artimious returns and says we look clear, and Abcde finishes their ritual. There is a potent barrier in front of us, and they aren’t able to detect anything past the barrier. They walk right up to the barrier and step forward, foot passing through. There is a strong tingling sensation. We all step through the barrier.
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